# ##### 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. # # ##### END GPL LICENSE BLOCK ##### # import bpy narrowui = 180 narrowmod = 260 class DataButtonsPanel(bpy.types.Panel): bl_space_type = 'PROPERTIES' bl_region_type = 'WINDOW' bl_context = "modifier" class DATA_PT_modifiers(DataButtonsPanel): bl_label = "Modifiers" def draw(self, context): layout = self.layout ob = context.object wide_ui = context.region.width > narrowui compact_mod = context.region.width < narrowmod layout.operator_menu_enum("object.modifier_add", "type") for md in ob.modifiers: box = layout.template_modifier(md, compact=compact_mod) if box: # match enum type to our functions, avoids a lookup table. getattr(self, md.type)(box, ob, md, wide_ui) # the mt.type enum is (ab)used for a lookup on function names # ...to avoid lengthy if statements # so each type must have a function here. def ARMATURE(self, layout, ob, md, wide_ui): split = layout.split() col = split.column() col.label(text="Object:") col.prop(md, "object", text="") if wide_ui: col = split.column() col.label(text="Vertex Group::") col.prop_object(md, "vertex_group", ob, "vertex_groups", text="") sub = col.column() sub.active = bool(md.vertex_group) sub.prop(md, "invert") split = layout.split() col = split.column() col.label(text="Bind To:") col.prop(md, "use_vertex_groups", text="Vertex Groups") col.prop(md, "use_bone_envelopes", text="Bone Envelopes") if wide_ui: col = split.column() col.label(text="Deformation:") col.prop(md, "quaternion") col.prop(md, "multi_modifier") def ARRAY(self, layout, ob, md, wide_ui): if wide_ui: layout.prop(md, "fit_type") else: layout.prop(md, "fit_type", text="") if md.fit_type == 'FIXED_COUNT': layout.prop(md, "count") elif md.fit_type == 'FIT_LENGTH': layout.prop(md, "length") elif md.fit_type == 'FIT_CURVE': layout.prop(md, "curve") layout.separator() split = layout.split() col = split.column() col.prop(md, "constant_offset") sub = col.column() sub.active = md.constant_offset sub.prop(md, "constant_offset_displacement", text="") col.separator() col.prop(md, "merge_adjacent_vertices", text="Merge") sub = col.column() sub.active = md.merge_adjacent_vertices sub.prop(md, "merge_end_vertices", text="First Last") sub.prop(md, "merge_distance", text="Distance") if wide_ui: col = split.column() col.prop(md, "relative_offset") sub = col.column() sub.active = md.relative_offset sub.prop(md, "relative_offset_displacement", text="") col.separator() col.prop(md, "add_offset_object") sub = col.column() sub.active = md.add_offset_object sub.prop(md, "offset_object", text="") layout.separator() col = layout.column() col.prop(md, "start_cap") col.prop(md, "end_cap") def BEVEL(self, layout, ob, md, wide_ui): split = layout.split() col = split.column() col.prop(md, "width") if wide_ui: col = split.column() col.prop(md, "only_vertices") layout.label(text="Limit Method:") layout.row().prop(md, "limit_method", expand=True) if md.limit_method == 'ANGLE': layout.prop(md, "angle") elif md.limit_method == 'WEIGHT': layout.row().prop(md, "edge_weight_method", expand=True) def BOOLEAN(self, layout, ob, md, wide_ui): split = layout.split() col = split.column() col.label(text="Operation:") col.prop(md, "operation", text="") if wide_ui: col = split.column() col.label(text="Object:") col.prop(md, "object", text="") def BUILD(self, layout, ob, md, wide_ui): split = layout.split() col = split.column() col.prop(md, "start") col.prop(md, "length") if wide_ui: col = split.column() col.prop(md, "randomize") sub = col.column() sub.active = md.randomize sub.prop(md, "seed") def CAST(self, layout, ob, md, wide_ui): split = layout.split(percentage=0.25) if wide_ui: split.label(text="Cast Type:") split.prop(md, "cast_type", text="") else: layout.prop(md, "cast_type", text="") split = layout.split(percentage=0.25) col = split.column() col.prop(md, "x") col.prop(md, "y") col.prop(md, "z") col = split.column() col.prop(md, "factor") col.prop(md, "radius") col.prop(md, "size") col.prop(md, "from_radius") split = layout.split() col = split.column() col.label(text="Vertex Group:") col.prop_object(md, "vertex_group", ob, "vertex_groups", text="") if wide_ui: col = split.column() col.label(text="Control Object:") col.prop(md, "object", text="") if md.object: col.prop(md, "use_transform") def CLOTH(self, layout, ob, md, wide_ui): layout.label(text="See Cloth panel.") def COLLISION(self, layout, ob, md, wide_ui): layout.label(text="See Collision panel.") def CURVE(self, layout, ob, md, wide_ui): split = layout.split() col = split.column() col.label(text="Object:") col.prop(md, "object", text="") if wide_ui: col = split.column() col.label(text="Vertex Group:") col.prop_object(md, "vertex_group", ob, "vertex_groups", text="") layout.label(text="Deformation Axis:") layout.row().prop(md, "deform_axis", expand=True) def DECIMATE(self, layout, ob, md, wide_ui): layout.prop(md, "ratio") layout.prop(md, "face_count") def DISPLACE(self, layout, ob, md, wide_ui): split = layout.split() col = split.column() col.label(text="Texture:") col.prop(md, "texture", text="") col.label(text="Vertex Group:") col.prop_object(md, "vertex_group", ob, "vertex_groups", text="") if wide_ui: col = split.column() col.label(text="Direction:") col.prop(md, "direction", text="") col.label(text="Texture Coordinates:") col.prop(md, "texture_coordinates", text="") if md.texture_coordinates == 'OBJECT': layout.prop(md, "texture_coordinate_object", text="Object") elif md.texture_coordinates == 'UV' and ob.type == 'MESH': layout.prop_object(md, "uv_layer", ob.data, "uv_textures") layout.separator() split = layout.split() col = split.column() col.prop(md, "midlevel") if wide_ui: col = split.column() col.prop(md, "strength") def EDGE_SPLIT(self, layout, ob, md, wide_ui): split = layout.split() col = split.column() col.prop(md, "use_edge_angle", text="Edge Angle") sub = col.column() sub.active = md.use_edge_angle sub.prop(md, "split_angle") if wide_ui: col = split.column() col.prop(md, "use_sharp", text="Sharp Edges") def EXPLODE(self, layout, ob, md, wide_ui): split = layout.split() col = split.column() col.label(text="Vertex group:") col.prop_object(md, "vertex_group", ob, "vertex_groups", text="") sub = col.column() sub.active = bool(md.vertex_group) sub.prop(md, "protect") if wide_ui: col = split.column() col.prop(md, "split_edges") col.prop(md, "unborn") col.prop(md, "alive") col.prop(md, "dead") layout.operator("object.explode_refresh", text="Refresh") def FLUID_SIMULATION(self, layout, ob, md, wide_ui): layout.label(text="See Fluid panel.") def HOOK(self, layout, ob, md, wide_ui): split = layout.split() col = split.column() col.label(text="Object:") col.prop(md, "object", text="") if md.object and md.object.type == 'ARMATURE': col.label(text="Bone:") col.prop_object(md, "subtarget", md.object.data, "bones", text="") if wide_ui: col = split.column() col.label(text="Vertex Group:") col.prop_object(md, "vertex_group", ob, "vertex_groups", text="") layout.separator() split = layout.split() col = split.column() col.prop(md, "falloff") col.prop(md, "force", slider=True) if wide_ui: col = split.column() else: col.separator() col.operator("object.hook_reset", text="Reset") col.operator("object.hook_recenter", text="Recenter") if ob.mode == 'EDIT': layout.separator() row = layout.row() row.operator("object.hook_select", text="Select") row.operator("object.hook_assign", text="Assign") def LATTICE(self, layout, ob, md, wide_ui): split = layout.split() col = split.column() col.label(text="Object:") col.prop(md, "object", text="") if wide_ui: col = split.column() col.label(text="Vertex Group:") col.prop_object(md, "vertex_group", ob, "vertex_groups", text="") def MASK(self, layout, ob, md, wide_ui): split = layout.split() col = split.column() col.label(text="Mode:") col.prop(md, "mode", text="") if wide_ui: col = split.column() if md.mode == 'ARMATURE': col.label(text="Armature:") col.prop(md, "armature", text="") elif md.mode == 'VERTEX_GROUP': col.label(text="Vertex Group:") col.prop_object(md, "vertex_group", ob, "vertex_groups", text="") sub = col.column() sub.active = bool(md.vertex_group) sub.prop(md, "invert") def MESH_DEFORM(self, layout, ob, md, wide_ui): split = layout.split() col = split.column() sub = col.column() sub.label(text="Object:") sub.prop(md, "object", text="") sub.prop(md, "mode", text="") sub.active = not md.is_bound if wide_ui: col = split.column() col.label(text="Vertex Group:") col.prop_object(md, "vertex_group", ob, "vertex_groups", text="") sub = col.column() sub.active = bool(md.vertex_group) sub.prop(md, "invert") layout.separator() if md.is_bound: layout.operator("object.meshdeform_bind", text="Unbind") else: layout.operator("object.meshdeform_bind", text="Bind") if md.mode == 'VOLUME': split = layout.split() col = split.column() col.prop(md, "precision") if wide_ui: col = split.column() col.prop(md, "dynamic") def MIRROR(self, layout, ob, md, wide_ui): layout.prop(md, "merge_limit") if wide_ui: split = layout.split(percentage=0.25) else: split = layout.split(percentage=0.4) col = split.column() col.label(text="Axis:") col.prop(md, "x") col.prop(md, "y") col.prop(md, "z") if wide_ui: col = split.column() else: subsplit = layout.split() col = subsplit.column() col.label(text="Options:") col.prop(md, "clip", text="Clipping") col.prop(md, "mirror_vertex_groups", text="Vertex Groups") col = split.column() col.label(text="Textures:") col.prop(md, "mirror_u", text="U") col.prop(md, "mirror_v", text="V") col = layout.column() col.label(text="Mirror Object:") col.prop(md, "mirror_object", text="") def MULTIRES(self, layout, ob, md, wide_ui): if wide_ui: layout.row().prop(md, "subdivision_type", expand=True) else: layout.row().prop(md, "subdivision_type", text="") split = layout.split() col = split.column() col.prop(md, "levels", text="Preview") col.prop(md, "sculpt_levels", text="Sculpt") col.prop(md, "render_levels", text="Render") if wide_ui: col = split.column() col.enabled = ob.mode != 'EDIT' col.operator("object.multires_subdivide", text="Subdivide") col.operator("object.multires_higher_levels_delete", text="Delete Higher") col.operator("object.multires_reshape", text="Reshape") col.prop(md, "optimal_display") layout.separator() col = layout.column() row = col.row() if md.external: row.operator("object.multires_pack_external", text="Pack External") row.label() row = col.row() row.prop(md, "filename", text="") else: row.operator("object.multires_save_external", text="Save External...") row.label() def PARTICLE_INSTANCE(self, layout, ob, md, wide_ui): layout.prop(md, "object") layout.prop(md, "particle_system_number", text="Particle System") split = layout.split() col = split.column() col.label(text="Create From:") col.prop(md, "normal") col.prop(md, "children") col.prop(md, "size") if wide_ui: col = split.column() col.label(text="Show Particles When:") col.prop(md, "alive") col.prop(md, "unborn") col.prop(md, "dead") layout.separator() layout.prop(md, "path", text="Create Along Paths") split = layout.split() split.active = md.path col = split.column() col.row().prop(md, "axis", expand=True) col.prop(md, "keep_shape") if wide_ui: col = split.column() col.prop(md, "position", slider=True) col.prop(md, "random_position", text="Random", slider=True) def PARTICLE_SYSTEM(self, layout, ob, md, wide_ui): layout.label(text="See Particle panel.") def SHRINKWRAP(self, layout, ob, md, wide_ui): split = layout.split() col = split.column() col.label(text="Target:") col.prop(md, "target", text="") if wide_ui: col = split.column() col.label(text="Vertex Group:") col.prop_object(md, "vertex_group", ob, "vertex_groups", text="") split = layout.split() col = split.column() col.prop(md, "offset") col.prop(md, "subsurf_levels") if wide_ui: col = split.column() col.label(text="Mode:") col.prop(md, "mode", text="") if wide_ui: split = layout.split(percentage=0.25) else: split = layout.split(percentage=0.35) col = split.column() if md.mode == 'PROJECT': col.label(text="Axis:") col.prop(md, "x") col.prop(md, "y") col.prop(md, "z") col = split.column() col.label(text="Direction:") col.prop(md, "negative") col.prop(md, "positive") if wide_ui: col = split.column() else: subsplit = layout.split() col = subsplit.column() col.label(text="Cull Faces:") col.prop(md, "cull_front_faces", text="Front") col.prop(md, "cull_back_faces", text="Back") layout.label(text="Auxiliary Target:") layout.prop(md, "auxiliary_target", text="") elif md.mode == 'NEAREST_SURFACEPOINT': layout.prop(md, "keep_above_surface") def SIMPLE_DEFORM(self, layout, ob, md, wide_ui): split = layout.split() col = split.column() col.label(text="Mode:") col.prop(md, "mode", text="") if wide_ui: col = split.column() col.label(text="Vertex Group:") col.prop_object(md, "vertex_group", ob, "vertex_groups", text="") split = layout.split() col = split.column() col.label(text="Origin:") col.prop(md, "origin", text="") sub = col.column() sub.active = (md.origin != "") sub.prop(md, "relative") if wide_ui: col = split.column() col.label(text="Deform:") col.prop(md, "factor") col.prop(md, "limits", slider=True) if md.mode in ('TAPER', 'STRETCH'): col.prop(md, "lock_x_axis") col.prop(md, "lock_y_axis") def SMOKE(self, layout, ob, md, wide_ui): layout.label(text="See Smoke panel.") def SMOOTH(self, layout, ob, md, wide_ui): split = layout.split(percentage=0.25) col = split.column() col.label(text="Axis:") col.prop(md, "x") col.prop(md, "y") col.prop(md, "z") col = split.column() col.prop(md, "factor") col.prop(md, "repeat") col.label(text="Vertex Group:") col.prop_object(md, "vertex_group", ob, "vertex_groups", text="") def SOFT_BODY(self, layout, ob, md, wide_ui): layout.label(text="See Soft Body panel.") def SOLIDIFY(self, layout, ob, md, wide_ui): layout.prop(md, "offset") split = layout.split() col = split.column() col.label(text="Crease:") col.prop(md, "edge_crease_inner", text="Inner") col.prop(md, "edge_crease_outer", text="Outer") col.prop(md, "edge_crease_rim", text="Rim") if wide_ui: col = split.column() col.label() col.prop(md, "use_rim") col.prop(md, "use_even_offset") col.prop(md, "use_quality_normals") # col = layout.column() # col.label(text="Vertex Group:") # col.prop_object(md, "vertex_group", ob, "vertex_groups", text="") def SUBSURF(self, layout, ob, md, wide_ui): if wide_ui: layout.row().prop(md, "subdivision_type", expand=True) else: layout.row().prop(md, "subdivision_type", text="") split = layout.split() col = split.column() col.label(text="Subdivisions:") col.prop(md, "levels", text="View") col.prop(md, "render_levels", text="Render") if wide_ui: col = split.column() col.label(text="Options:") col.prop(md, "optimal_display") def SURFACE(self, layout, ob, md, wide_ui): layout.label(text="See Fields panel.") def UV_PROJECT(self, layout, ob, md, wide_ui): if ob.type == 'MESH': split = layout.split() col = split.column() col.label(text="Image:") col.prop(md, "image", text="") if wide_ui: col = split.column() col.label(text="UV Layer:") col.prop_object(md, "uv_layer", ob.data, "uv_textures", text="") split = layout.split() col = split.column() col.prop(md, "override_image") col.prop(md, "num_projectors", text="Projectors") for proj in md.projectors: col.prop(proj, "object", text="") if wide_ui: col = split.column() sub = col.column(align=True) sub.label(text="Aspect Ratio:") sub.prop(md, "horizontal_aspect_ratio", text="Horizontal") sub.prop(md, "vertical_aspect_ratio", text="Vertical") def WAVE(self, layout, ob, md, wide_ui): split = layout.split() col = split.column() col.label(text="Motion:") col.prop(md, "x") col.prop(md, "y") col.prop(md, "cyclic") if wide_ui: col = split.column() col.prop(md, "normals") sub = col.column() sub.active = md.normals sub.prop(md, "x_normal", text="X") sub.prop(md, "y_normal", text="Y") sub.prop(md, "z_normal", text="Z") split = layout.split() col = split.column() col.label(text="Time:") sub = col.column(align=True) sub.prop(md, "time_offset", text="Offset") sub.prop(md, "lifetime", text="Life") col.prop(md, "damping_time", text="Damping") if wide_ui: col = split.column() col.label(text="Position:") sub = col.column(align=True) sub.prop(md, "start_position_x", text="X") sub.prop(md, "start_position_y", text="Y") col.prop(md, "falloff_radius", text="Falloff") layout.separator() layout.prop(md, "start_position_object") layout.prop_object(md, "vertex_group", ob, "vertex_groups") layout.prop(md, "texture") layout.prop(md, "texture_coordinates") if md.texture_coordinates == 'MAP_UV' and ob.type == 'MESH': layout.prop_object(md, "uv_layer", ob.data, "uv_textures") elif md.texture_coordinates == 'OBJECT': layout.prop(md, "texture_coordinates_object") layout.separator() split = layout.split() col = split.column() col.prop(md, "speed", slider=True) col.prop(md, "height", slider=True) if wide_ui: col = split.column() col.prop(md, "width", slider=True) col.prop(md, "narrowness", slider=True) bpy.types.register(DATA_PT_modifiers)