# ##### BEGIN GPL LICENSE BLOCK ##### # # This program is free software; you can redistribute it and/or # modify it under the terms of the GNU General Public License # as published by the Free Software Foundation; either version 2 # of the License, or (at your option) any later version. # # This program is distributed in the hope that it will be useful, # but WITHOUT ANY WARRANTY; without even the implied warranty of # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the # GNU General Public License for more details. # # You should have received a copy of the GNU General Public License # along with this program; if not, write to the Free Software Foundation, # Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. # # ##### END GPL LICENSE BLOCK ##### # import bpy from rna_prop_ui import PropertyPanel class MESH_MT_vertex_group_specials(bpy.types.Menu): bl_label = "Vertex Group Specials" COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} def draw(self, context): layout = self.layout layout.operator("object.vertex_group_sort", icon='SORTALPHA') layout.operator("object.vertex_group_copy", icon='COPY_ID') layout.operator("object.vertex_group_copy_to_linked", icon='LINK_AREA') layout.operator("object.vertex_group_copy_to_selected", icon='LINK_AREA') layout.operator("object.vertex_group_mirror", icon='ARROW_LEFTRIGHT') class MESH_MT_shape_key_specials(bpy.types.Menu): bl_label = "Shape Key Specials" COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} def draw(self, context): layout = self.layout layout.operator("object.shape_key_transfer", icon='COPY_ID') # icon is not ideal layout.operator("object.join_shapes", icon='COPY_ID') # icon is not ideal layout.operator("object.shape_key_mirror", icon='ARROW_LEFTRIGHT') class MeshButtonsPanel(): bl_space_type = 'PROPERTIES' bl_region_type = 'WINDOW' bl_context = "data" @classmethod def poll(cls, context): engine = context.scene.render.engine return context.mesh and (engine in cls.COMPAT_ENGINES) class DATA_PT_context_mesh(MeshButtonsPanel, bpy.types.Panel): bl_label = "" bl_show_header = False COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} def draw(self, context): layout = self.layout ob = context.object mesh = context.mesh space = context.space_data split = layout.split(percentage=0.65) if ob: split.template_ID(ob, "data") split.separator() elif mesh: split.template_ID(space, "pin_id") split.separator() class DATA_PT_custom_props_mesh(MeshButtonsPanel, PropertyPanel, bpy.types.Panel): COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} _context_path = "object.data" class DATA_PT_normals(MeshButtonsPanel, bpy.types.Panel): bl_label = "Normals" COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} def draw(self, context): layout = self.layout mesh = context.mesh split = layout.split() col = split.column() col.prop(mesh, "autosmooth") sub = col.column() sub.active = mesh.autosmooth sub.prop(mesh, "autosmooth_angle", text="Angle") col = split.column() col.prop(mesh, "double_sided") class DATA_PT_settings(MeshButtonsPanel, bpy.types.Panel): bl_label = "Settings" COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} def draw(self, context): layout = self.layout mesh = context.mesh layout.prop(mesh, "texture_mesh") class DATA_PT_vertex_groups(MeshButtonsPanel, bpy.types.Panel): bl_label = "Vertex Groups" COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} @classmethod def poll(cls, context): engine = context.scene.render.engine obj = context.object return (obj and obj.type in ('MESH', 'LATTICE') and (engine in cls.COMPAT_ENGINES)) def draw(self, context): layout = self.layout ob = context.object group = ob.active_vertex_group rows = 2 if group: rows = 5 row = layout.row() row.template_list(ob, "vertex_groups", ob, "active_vertex_group_index", rows=rows) col = row.column(align=True) col.operator("object.vertex_group_add", icon='ZOOMIN', text="") col.operator("object.vertex_group_remove", icon='ZOOMOUT', text="") col.menu("MESH_MT_vertex_group_specials", icon='DOWNARROW_HLT', text="") if group: col.operator("object.vertex_group_move", icon='TRIA_UP', text="").direction = 'UP' col.operator("object.vertex_group_move", icon='TRIA_DOWN', text="").direction = 'DOWN' if group: row = layout.row() row.prop(group, "name") if ob.mode == 'EDIT' and len(ob.vertex_groups) > 0: row = layout.row() sub = row.row(align=True) sub.operator("object.vertex_group_assign", text="Assign") sub.operator("object.vertex_group_remove_from", text="Remove") sub = row.row(align=True) sub.operator("object.vertex_group_select", text="Select") sub.operator("object.vertex_group_deselect", text="Deselect") layout.prop(context.tool_settings, "vertex_group_weight", text="Weight") class DATA_PT_shape_keys(MeshButtonsPanel, bpy.types.Panel): bl_label = "Shape Keys" COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} @classmethod def poll(cls, context): engine = context.scene.render.engine obj = context.object return (obj and obj.type in ('MESH', 'LATTICE', 'CURVE', 'SURFACE') and (engine in cls.COMPAT_ENGINES)) def draw(self, context): layout = self.layout ob = context.object key = ob.data.shape_keys kb = ob.active_shape_key enable_edit = ob.mode != 'EDIT' enable_edit_value = False if ob.shape_key_lock is False: if enable_edit or (ob.type == 'MESH' and ob.shape_key_edit_mode): enable_edit_value = True row = layout.row() rows = 2 if kb: rows = 5 row.template_list(key, "keys", ob, "active_shape_key_index", rows=rows) col = row.column() sub = col.column(align=True) sub.operator("object.shape_key_add", icon='ZOOMIN', text="") sub.operator("object.shape_key_remove", icon='ZOOMOUT', text="") sub.menu("MESH_MT_shape_key_specials", icon='DOWNARROW_HLT', text="") if kb: col.separator() sub = col.column(align=True) sub.operator("object.shape_key_move", icon='TRIA_UP', text="").type = 'UP' sub.operator("object.shape_key_move", icon='TRIA_DOWN', text="").type = 'DOWN' split = layout.split(percentage=0.4) row = split.row() row.enabled = enable_edit row.prop(key, "relative") row = split.row() row.alignment = 'RIGHT' sub = row.row(align=True) subsub = sub.row(align=True) subsub.active = enable_edit_value subsub.prop(ob, "shape_key_lock", text="") subsub.prop(kb, "mute", text="") sub.prop(ob, "shape_key_edit_mode", text="") sub = row.row() sub.operator("object.shape_key_clear", icon='X', text="") row = layout.row() row.prop(kb, "name") if key.relative: if ob.active_shape_key_index != 0: row = layout.row() row.active = enable_edit_value row.prop(kb, "value") split = layout.split() col = split.column(align=True) col.active = enable_edit_value col.label(text="Range:") col.prop(kb, "slider_min", text="Min") col.prop(kb, "slider_max", text="Max") col = split.column(align=True) col.active = enable_edit_value col.label(text="Blend:") col.prop_object(kb, "vertex_group", ob, "vertex_groups", text="") col.prop_object(kb, "relative_key", key, "keys", text="") else: row = layout.row() row.active = enable_edit_value row.prop(key, "slurph") class DATA_PT_uv_texture(MeshButtonsPanel, bpy.types.Panel): bl_label = "UV Texture" COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} def draw(self, context): layout = self.layout me = context.mesh row = layout.row() col = row.column() col.template_list(me, "uv_textures", me, "active_uv_texture_index", rows=2) col = row.column(align=True) col.operator("mesh.uv_texture_add", icon='ZOOMIN', text="") col.operator("mesh.uv_texture_remove", icon='ZOOMOUT', text="") lay = me.active_uv_texture if lay: layout.prop(lay, "name") class DATA_PT_texface(MeshButtonsPanel, bpy.types.Panel): bl_label = "Texture Face" COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} @classmethod def poll(cls, context): ob = context.active_object rd = context.scene.render return (context.mode == 'EDIT_MESH') and (rd.engine == 'BLENDER_GAME') and ob and ob.type == 'MESH' def draw(self, context): layout = self.layout col = layout.column() me = context.mesh tf = me.faces.active_tface if tf: split = layout.split() col = split.column() col.prop(tf, "tex") col.prop(tf, "light") col.prop(tf, "invisible") col.prop(tf, "collision") col.prop(tf, "shared") col.prop(tf, "twoside") col.prop(tf, "object_color") col = split.column() col.prop(tf, "halo") col.prop(tf, "billboard") col.prop(tf, "shadow") col.prop(tf, "text") col.prop(tf, "alpha_sort") col = layout.column() col.prop(tf, "transp") else: col.label(text="No UV Texture") class DATA_PT_vertex_colors(MeshButtonsPanel, bpy.types.Panel): bl_label = "Vertex Colors" COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} def draw(self, context): layout = self.layout me = context.mesh row = layout.row() col = row.column() col.template_list(me, "vertex_colors", me, "active_vertex_color_index", rows=2) col = row.column(align=True) col.operator("mesh.vertex_color_add", icon='ZOOMIN', text="") col.operator("mesh.vertex_color_remove", icon='ZOOMOUT', text="") lay = me.active_vertex_color if lay: layout.prop(lay, "name") def register(): pass def unregister(): pass if __name__ == "__main__": register()