2009-11-01 15:21:20 +00:00
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# ##### BEGIN GPL LICENSE BLOCK #####
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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2009-11-03 07:23:02 +00:00
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#
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2009-11-01 15:21:20 +00:00
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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2009-11-03 07:23:02 +00:00
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#
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2009-11-01 15:21:20 +00:00
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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2010-02-12 13:34:04 +00:00
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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2009-11-01 15:21:20 +00:00
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#
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# ##### END GPL LICENSE BLOCK #####
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2009-10-31 20:16:59 +00:00
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2009-10-31 23:35:56 +00:00
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# <pep8 compliant>
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2009-05-21 21:23:36 +00:00
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import bpy
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This commit frees list ui items from their dependencies to Panel, and hence from all the limitations this implied (mostly, the "only one list per panel" one).
It introduces a new (py-extendable and registrable) RNA type, UIList (roughly similar to Panel one), which currently contains only "standard" list's scroll pos and size (but may be expended to include e.g. some filtering data, etc.). This now makes lists completely independent from Panels!
This UIList has a draw_item callback which allows to customize items' drawing from python, that all addons can now use. Incidentally, this also greatly simplifies the C code of this widget, as we do not code any "special case" here anymore!
To make all this work, other changes were also necessary:
* Now all buttons (uiBut struct) have a 'custom_data' void pointer, used currently to store the uiList struct associated with a given uiLayoutListBox.
* DynamicPaintSurface now exposes a new bool, use_color_preview (readonly), saying whether that surface has some 3D view preview data or not.
* UILayout class has now four new (static) functions, to get the actual icon of any RNA object (important e.g. with materials or textures), and to get an enum item's UI name, description and icon.
* UILayout's label() func now takes an optional 'icon_value' integer parameter, which if not zero will override the 'icon' one (mandatory to use "custom" icons as generated for material/texture/... previews).
Note: not sure whether we should add that one to all UILayout's prop funcs?
Note: will update addons using template list asap.
2012-12-28 09:20:16 +00:00
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from bpy.types import Menu, Panel, UIList
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2010-01-08 08:54:41 +00:00
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from rna_prop_ui import PropertyPanel
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2009-11-14 13:35:44 +00:00
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2011-09-20 18:29:19 +00:00
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2019-03-12 10:59:57 +11:00
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class MESH_MT_vertex_group_context_menu(Menu):
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2011-09-21 15:18:38 +00:00
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bl_label = "Vertex Group Specials"
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2010-02-05 14:29:05 +00:00
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2019-04-19 07:32:24 +02:00
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def draw(self, _context):
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2010-02-05 14:29:05 +00:00
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layout = self.layout
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2010-02-22 23:32:58 +00:00
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2019-05-22 00:27:01 +10:00
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layout.operator(
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"object.vertex_group_sort",
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icon='SORTALPHA',
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text="Sort by Name",
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).sort_type = 'NAME'
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layout.operator(
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"object.vertex_group_sort",
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icon='BONE_DATA',
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text="Sort by Bone Hierarchy",
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).sort_type = 'BONE_HIERARCHY'
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2018-10-31 18:01:23 +01:00
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layout.separator()
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2018-10-31 17:30:47 +01:00
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layout.operator("object.vertex_group_copy", icon='DUPLICATE')
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2018-10-31 18:01:23 +01:00
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layout.operator("object.vertex_group_copy_to_linked")
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layout.operator("object.vertex_group_copy_to_selected")
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layout.separator()
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2013-07-04 11:37:32 +00:00
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layout.operator("object.vertex_group_mirror", icon='ARROW_LEFTRIGHT').use_topology = False
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2018-10-31 18:01:23 +01:00
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layout.operator("object.vertex_group_mirror", text="Mirror Vertex Group (Topology)").use_topology = True
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layout.separator()
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2019-10-30 05:40:36 +11:00
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layout.operator(
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"object.vertex_group_remove_from",
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icon='X',
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text="Remove from All Groups",
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).use_all_groups = True
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2018-10-31 18:01:23 +01:00
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layout.operator("object.vertex_group_remove_from", text="Clear Active Group").use_all_verts = True
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layout.operator("object.vertex_group_remove", text="Delete All Unlocked Groups").all_unlocked = True
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layout.operator("object.vertex_group_remove", text="Delete All Groups").all = True
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2011-09-14 08:21:21 +00:00
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layout.separator()
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2019-12-23 12:46:05 +03:00
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props = layout.operator("object.vertex_group_lock", icon='LOCKED', text="Lock All")
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props.action, props.mask = 'LOCK', 'ALL'
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props = layout.operator("object.vertex_group_lock", icon='UNLOCKED', text="UnLock All")
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props.action, props.mask = 'UNLOCK', 'ALL'
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props = layout.operator("object.vertex_group_lock", text="Lock Invert All")
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props.action, props.mask = 'INVERT', 'ALL'
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2010-02-05 14:29:05 +00:00
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2019-03-12 10:59:57 +11:00
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class MESH_MT_shape_key_context_menu(Menu):
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2011-09-15 13:20:18 +00:00
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bl_label = "Shape Key Specials"
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2010-02-05 14:29:05 +00:00
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2019-04-19 07:32:24 +02:00
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def draw(self, _context):
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2010-02-05 14:29:05 +00:00
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layout = self.layout
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2018-10-01 10:45:50 +02:00
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layout.operator("object.shape_key_add", icon='ADD', text="New Shape From Mix").from_mix = True
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2018-10-31 18:01:23 +01:00
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layout.separator()
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layout.operator("object.shape_key_mirror", icon='ARROW_LEFTRIGHT').use_topology = False
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layout.operator("object.shape_key_mirror", text="Mirror Shape Key (Topology)").use_topology = True
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layout.separator()
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2019-07-01 16:51:00 +02:00
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layout.operator("object.join_shapes")
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layout.operator("object.shape_key_transfer")
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2018-10-31 18:01:23 +01:00
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layout.separator()
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layout.operator("object.shape_key_remove", icon='X', text="Delete All Shape Keys").all = True
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layout.separator()
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2019-09-20 14:31:24 +02:00
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layout.operator("object.shape_key_move", icon='TRIA_UP_BAR', text="Move to Top").type = 'TOP'
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layout.operator("object.shape_key_move", icon='TRIA_DOWN_BAR', text="Move to Bottom").type = 'BOTTOM'
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2010-02-05 14:29:05 +00:00
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This commit frees list ui items from their dependencies to Panel, and hence from all the limitations this implied (mostly, the "only one list per panel" one).
It introduces a new (py-extendable and registrable) RNA type, UIList (roughly similar to Panel one), which currently contains only "standard" list's scroll pos and size (but may be expended to include e.g. some filtering data, etc.). This now makes lists completely independent from Panels!
This UIList has a draw_item callback which allows to customize items' drawing from python, that all addons can now use. Incidentally, this also greatly simplifies the C code of this widget, as we do not code any "special case" here anymore!
To make all this work, other changes were also necessary:
* Now all buttons (uiBut struct) have a 'custom_data' void pointer, used currently to store the uiList struct associated with a given uiLayoutListBox.
* DynamicPaintSurface now exposes a new bool, use_color_preview (readonly), saying whether that surface has some 3D view preview data or not.
* UILayout class has now four new (static) functions, to get the actual icon of any RNA object (important e.g. with materials or textures), and to get an enum item's UI name, description and icon.
* UILayout's label() func now takes an optional 'icon_value' integer parameter, which if not zero will override the 'icon' one (mandatory to use "custom" icons as generated for material/texture/... previews).
Note: not sure whether we should add that one to all UILayout's prop funcs?
Note: will update addons using template list asap.
2012-12-28 09:20:16 +00:00
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class MESH_UL_vgroups(UIList):
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2019-04-19 07:32:24 +02:00
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def draw_item(self, _context, layout, _data, item, icon, _active_data_, _active_propname, _index):
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Fix T39897: shape keys created while the Relative checkbox is unchecked start out with frame=0
So! First, frame for absolute shape keys: never allow a new key to have the same pos as an
existing one (this does not make sense). This way, the two workflows are possible (create
all keys and then animate ctime, or animate ctime and then create keys where you need them).
Also, fixed UIList for shapekeys, the "absolute" test was wrong, and better to show frame
value, even though not editable, than nothing in case of absolute keys.
And finally, add getter to RNA 'frame' readonly value, so that we output real frame values,
and not dummy internal ones (which are /100) in our API.
2014-05-18 22:05:21 +02:00
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# assert(isinstance(item, bpy.types.VertexGroup))
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This commit frees list ui items from their dependencies to Panel, and hence from all the limitations this implied (mostly, the "only one list per panel" one).
It introduces a new (py-extendable and registrable) RNA type, UIList (roughly similar to Panel one), which currently contains only "standard" list's scroll pos and size (but may be expended to include e.g. some filtering data, etc.). This now makes lists completely independent from Panels!
This UIList has a draw_item callback which allows to customize items' drawing from python, that all addons can now use. Incidentally, this also greatly simplifies the C code of this widget, as we do not code any "special case" here anymore!
To make all this work, other changes were also necessary:
* Now all buttons (uiBut struct) have a 'custom_data' void pointer, used currently to store the uiList struct associated with a given uiLayoutListBox.
* DynamicPaintSurface now exposes a new bool, use_color_preview (readonly), saying whether that surface has some 3D view preview data or not.
* UILayout class has now four new (static) functions, to get the actual icon of any RNA object (important e.g. with materials or textures), and to get an enum item's UI name, description and icon.
* UILayout's label() func now takes an optional 'icon_value' integer parameter, which if not zero will override the 'icon' one (mandatory to use "custom" icons as generated for material/texture/... previews).
Note: not sure whether we should add that one to all UILayout's prop funcs?
Note: will update addons using template list asap.
2012-12-28 09:20:16 +00:00
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vgroup = item
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if self.layout_type in {'DEFAULT', 'COMPACT'}:
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2013-11-23 18:43:23 +01:00
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layout.prop(vgroup, "name", text="", emboss=False, icon_value=icon)
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This commit frees list ui items from their dependencies to Panel, and hence from all the limitations this implied (mostly, the "only one list per panel" one).
It introduces a new (py-extendable and registrable) RNA type, UIList (roughly similar to Panel one), which currently contains only "standard" list's scroll pos and size (but may be expended to include e.g. some filtering data, etc.). This now makes lists completely independent from Panels!
This UIList has a draw_item callback which allows to customize items' drawing from python, that all addons can now use. Incidentally, this also greatly simplifies the C code of this widget, as we do not code any "special case" here anymore!
To make all this work, other changes were also necessary:
* Now all buttons (uiBut struct) have a 'custom_data' void pointer, used currently to store the uiList struct associated with a given uiLayoutListBox.
* DynamicPaintSurface now exposes a new bool, use_color_preview (readonly), saying whether that surface has some 3D view preview data or not.
* UILayout class has now four new (static) functions, to get the actual icon of any RNA object (important e.g. with materials or textures), and to get an enum item's UI name, description and icon.
* UILayout's label() func now takes an optional 'icon_value' integer parameter, which if not zero will override the 'icon' one (mandatory to use "custom" icons as generated for material/texture/... previews).
Note: not sure whether we should add that one to all UILayout's prop funcs?
Note: will update addons using template list asap.
2012-12-28 09:20:16 +00:00
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icon = 'LOCKED' if vgroup.lock_weight else 'UNLOCKED'
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layout.prop(vgroup, "lock_weight", text="", icon=icon, emboss=False)
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2015-04-14 10:29:11 +10:00
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elif self.layout_type == 'GRID':
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This commit frees list ui items from their dependencies to Panel, and hence from all the limitations this implied (mostly, the "only one list per panel" one).
It introduces a new (py-extendable and registrable) RNA type, UIList (roughly similar to Panel one), which currently contains only "standard" list's scroll pos and size (but may be expended to include e.g. some filtering data, etc.). This now makes lists completely independent from Panels!
This UIList has a draw_item callback which allows to customize items' drawing from python, that all addons can now use. Incidentally, this also greatly simplifies the C code of this widget, as we do not code any "special case" here anymore!
To make all this work, other changes were also necessary:
* Now all buttons (uiBut struct) have a 'custom_data' void pointer, used currently to store the uiList struct associated with a given uiLayoutListBox.
* DynamicPaintSurface now exposes a new bool, use_color_preview (readonly), saying whether that surface has some 3D view preview data or not.
* UILayout class has now four new (static) functions, to get the actual icon of any RNA object (important e.g. with materials or textures), and to get an enum item's UI name, description and icon.
* UILayout's label() func now takes an optional 'icon_value' integer parameter, which if not zero will override the 'icon' one (mandatory to use "custom" icons as generated for material/texture/... previews).
Note: not sure whether we should add that one to all UILayout's prop funcs?
Note: will update addons using template list asap.
2012-12-28 09:20:16 +00:00
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layout.alignment = 'CENTER'
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2013-02-08 16:01:21 +00:00
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layout.label(text="", icon_value=icon)
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This commit frees list ui items from their dependencies to Panel, and hence from all the limitations this implied (mostly, the "only one list per panel" one).
It introduces a new (py-extendable and registrable) RNA type, UIList (roughly similar to Panel one), which currently contains only "standard" list's scroll pos and size (but may be expended to include e.g. some filtering data, etc.). This now makes lists completely independent from Panels!
This UIList has a draw_item callback which allows to customize items' drawing from python, that all addons can now use. Incidentally, this also greatly simplifies the C code of this widget, as we do not code any "special case" here anymore!
To make all this work, other changes were also necessary:
* Now all buttons (uiBut struct) have a 'custom_data' void pointer, used currently to store the uiList struct associated with a given uiLayoutListBox.
* DynamicPaintSurface now exposes a new bool, use_color_preview (readonly), saying whether that surface has some 3D view preview data or not.
* UILayout class has now four new (static) functions, to get the actual icon of any RNA object (important e.g. with materials or textures), and to get an enum item's UI name, description and icon.
* UILayout's label() func now takes an optional 'icon_value' integer parameter, which if not zero will override the 'icon' one (mandatory to use "custom" icons as generated for material/texture/... previews).
Note: not sure whether we should add that one to all UILayout's prop funcs?
Note: will update addons using template list asap.
2012-12-28 09:20:16 +00:00
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2017-05-30 17:58:24 +10:00
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class MESH_UL_fmaps(UIList):
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2019-04-19 07:32:24 +02:00
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def draw_item(self, _context, layout, _data, item, icon, _active_data, _active_propname, _index):
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2017-05-30 17:58:24 +10:00
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# assert(isinstance(item, bpy.types.FaceMap))
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fmap = item
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if self.layout_type in {'DEFAULT', 'COMPACT'}:
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2018-10-01 10:45:50 +02:00
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layout.prop(fmap, "name", text="", emboss=False, icon='FACE_MAPS')
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2019-06-22 11:08:12 +10:00
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elif self.layout_type == 'GRID':
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2017-05-30 17:58:24 +10:00
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layout.alignment = 'CENTER'
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layout.label(text="", icon_value=icon)
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This commit frees list ui items from their dependencies to Panel, and hence from all the limitations this implied (mostly, the "only one list per panel" one).
It introduces a new (py-extendable and registrable) RNA type, UIList (roughly similar to Panel one), which currently contains only "standard" list's scroll pos and size (but may be expended to include e.g. some filtering data, etc.). This now makes lists completely independent from Panels!
This UIList has a draw_item callback which allows to customize items' drawing from python, that all addons can now use. Incidentally, this also greatly simplifies the C code of this widget, as we do not code any "special case" here anymore!
To make all this work, other changes were also necessary:
* Now all buttons (uiBut struct) have a 'custom_data' void pointer, used currently to store the uiList struct associated with a given uiLayoutListBox.
* DynamicPaintSurface now exposes a new bool, use_color_preview (readonly), saying whether that surface has some 3D view preview data or not.
* UILayout class has now four new (static) functions, to get the actual icon of any RNA object (important e.g. with materials or textures), and to get an enum item's UI name, description and icon.
* UILayout's label() func now takes an optional 'icon_value' integer parameter, which if not zero will override the 'icon' one (mandatory to use "custom" icons as generated for material/texture/... previews).
Note: not sure whether we should add that one to all UILayout's prop funcs?
Note: will update addons using template list asap.
2012-12-28 09:20:16 +00:00
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class MESH_UL_shape_keys(UIList):
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2019-04-19 07:32:24 +02:00
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def draw_item(self, _context, layout, _data, item, icon, active_data, _active_propname, index):
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Fix T39897: shape keys created while the Relative checkbox is unchecked start out with frame=0
So! First, frame for absolute shape keys: never allow a new key to have the same pos as an
existing one (this does not make sense). This way, the two workflows are possible (create
all keys and then animate ctime, or animate ctime and then create keys where you need them).
Also, fixed UIList for shapekeys, the "absolute" test was wrong, and better to show frame
value, even though not editable, than nothing in case of absolute keys.
And finally, add getter to RNA 'frame' readonly value, so that we output real frame values,
and not dummy internal ones (which are /100) in our API.
2014-05-18 22:05:21 +02:00
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# assert(isinstance(item, bpy.types.ShapeKey))
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This commit frees list ui items from their dependencies to Panel, and hence from all the limitations this implied (mostly, the "only one list per panel" one).
It introduces a new (py-extendable and registrable) RNA type, UIList (roughly similar to Panel one), which currently contains only "standard" list's scroll pos and size (but may be expended to include e.g. some filtering data, etc.). This now makes lists completely independent from Panels!
This UIList has a draw_item callback which allows to customize items' drawing from python, that all addons can now use. Incidentally, this also greatly simplifies the C code of this widget, as we do not code any "special case" here anymore!
To make all this work, other changes were also necessary:
* Now all buttons (uiBut struct) have a 'custom_data' void pointer, used currently to store the uiList struct associated with a given uiLayoutListBox.
* DynamicPaintSurface now exposes a new bool, use_color_preview (readonly), saying whether that surface has some 3D view preview data or not.
* UILayout class has now four new (static) functions, to get the actual icon of any RNA object (important e.g. with materials or textures), and to get an enum item's UI name, description and icon.
* UILayout's label() func now takes an optional 'icon_value' integer parameter, which if not zero will override the 'icon' one (mandatory to use "custom" icons as generated for material/texture/... previews).
Note: not sure whether we should add that one to all UILayout's prop funcs?
Note: will update addons using template list asap.
2012-12-28 09:20:16 +00:00
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obj = active_data
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2014-04-25 05:31:20 +10:00
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# key = data
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This commit frees list ui items from their dependencies to Panel, and hence from all the limitations this implied (mostly, the "only one list per panel" one).
It introduces a new (py-extendable and registrable) RNA type, UIList (roughly similar to Panel one), which currently contains only "standard" list's scroll pos and size (but may be expended to include e.g. some filtering data, etc.). This now makes lists completely independent from Panels!
This UIList has a draw_item callback which allows to customize items' drawing from python, that all addons can now use. Incidentally, this also greatly simplifies the C code of this widget, as we do not code any "special case" here anymore!
To make all this work, other changes were also necessary:
* Now all buttons (uiBut struct) have a 'custom_data' void pointer, used currently to store the uiList struct associated with a given uiLayoutListBox.
* DynamicPaintSurface now exposes a new bool, use_color_preview (readonly), saying whether that surface has some 3D view preview data or not.
* UILayout class has now four new (static) functions, to get the actual icon of any RNA object (important e.g. with materials or textures), and to get an enum item's UI name, description and icon.
* UILayout's label() func now takes an optional 'icon_value' integer parameter, which if not zero will override the 'icon' one (mandatory to use "custom" icons as generated for material/texture/... previews).
Note: not sure whether we should add that one to all UILayout's prop funcs?
Note: will update addons using template list asap.
2012-12-28 09:20:16 +00:00
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key_block = item
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if self.layout_type in {'DEFAULT', 'COMPACT'}:
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2018-08-28 12:38:54 +10:00
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split = layout.split(factor=0.66, align=False)
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2013-11-23 20:37:23 +01:00
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split.prop(key_block, "name", text="", emboss=False, icon_value=icon)
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2013-08-23 20:41:21 +00:00
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row = split.row(align=True)
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2018-04-05 18:20:27 +02:00
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if key_block.mute or (obj.mode == 'EDIT' and not (obj.use_shape_key_edit_mode and obj.type == 'MESH')):
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This commit frees list ui items from their dependencies to Panel, and hence from all the limitations this implied (mostly, the "only one list per panel" one).
It introduces a new (py-extendable and registrable) RNA type, UIList (roughly similar to Panel one), which currently contains only "standard" list's scroll pos and size (but may be expended to include e.g. some filtering data, etc.). This now makes lists completely independent from Panels!
This UIList has a draw_item callback which allows to customize items' drawing from python, that all addons can now use. Incidentally, this also greatly simplifies the C code of this widget, as we do not code any "special case" here anymore!
To make all this work, other changes were also necessary:
* Now all buttons (uiBut struct) have a 'custom_data' void pointer, used currently to store the uiList struct associated with a given uiLayoutListBox.
* DynamicPaintSurface now exposes a new bool, use_color_preview (readonly), saying whether that surface has some 3D view preview data or not.
* UILayout class has now four new (static) functions, to get the actual icon of any RNA object (important e.g. with materials or textures), and to get an enum item's UI name, description and icon.
* UILayout's label() func now takes an optional 'icon_value' integer parameter, which if not zero will override the 'icon' one (mandatory to use "custom" icons as generated for material/texture/... previews).
Note: not sure whether we should add that one to all UILayout's prop funcs?
Note: will update addons using template list asap.
2012-12-28 09:20:16 +00:00
|
|
|
row.active = False
|
Fix T39897: shape keys created while the Relative checkbox is unchecked start out with frame=0
So! First, frame for absolute shape keys: never allow a new key to have the same pos as an
existing one (this does not make sense). This way, the two workflows are possible (create
all keys and then animate ctime, or animate ctime and then create keys where you need them).
Also, fixed UIList for shapekeys, the "absolute" test was wrong, and better to show frame
value, even though not editable, than nothing in case of absolute keys.
And finally, add getter to RNA 'frame' readonly value, so that we output real frame values,
and not dummy internal ones (which are /100) in our API.
2014-05-18 22:05:21 +02:00
|
|
|
if not item.id_data.use_relative:
|
|
|
|
row.prop(key_block, "frame", text="", emboss=False)
|
|
|
|
elif index > 0:
|
This commit frees list ui items from their dependencies to Panel, and hence from all the limitations this implied (mostly, the "only one list per panel" one).
It introduces a new (py-extendable and registrable) RNA type, UIList (roughly similar to Panel one), which currently contains only "standard" list's scroll pos and size (but may be expended to include e.g. some filtering data, etc.). This now makes lists completely independent from Panels!
This UIList has a draw_item callback which allows to customize items' drawing from python, that all addons can now use. Incidentally, this also greatly simplifies the C code of this widget, as we do not code any "special case" here anymore!
To make all this work, other changes were also necessary:
* Now all buttons (uiBut struct) have a 'custom_data' void pointer, used currently to store the uiList struct associated with a given uiLayoutListBox.
* DynamicPaintSurface now exposes a new bool, use_color_preview (readonly), saying whether that surface has some 3D view preview data or not.
* UILayout class has now four new (static) functions, to get the actual icon of any RNA object (important e.g. with materials or textures), and to get an enum item's UI name, description and icon.
* UILayout's label() func now takes an optional 'icon_value' integer parameter, which if not zero will override the 'icon' one (mandatory to use "custom" icons as generated for material/texture/... previews).
Note: not sure whether we should add that one to all UILayout's prop funcs?
Note: will update addons using template list asap.
2012-12-28 09:20:16 +00:00
|
|
|
row.prop(key_block, "value", text="", emboss=False)
|
|
|
|
else:
|
2013-02-08 16:01:21 +00:00
|
|
|
row.label(text="")
|
This commit frees list ui items from their dependencies to Panel, and hence from all the limitations this implied (mostly, the "only one list per panel" one).
It introduces a new (py-extendable and registrable) RNA type, UIList (roughly similar to Panel one), which currently contains only "standard" list's scroll pos and size (but may be expended to include e.g. some filtering data, etc.). This now makes lists completely independent from Panels!
This UIList has a draw_item callback which allows to customize items' drawing from python, that all addons can now use. Incidentally, this also greatly simplifies the C code of this widget, as we do not code any "special case" here anymore!
To make all this work, other changes were also necessary:
* Now all buttons (uiBut struct) have a 'custom_data' void pointer, used currently to store the uiList struct associated with a given uiLayoutListBox.
* DynamicPaintSurface now exposes a new bool, use_color_preview (readonly), saying whether that surface has some 3D view preview data or not.
* UILayout class has now four new (static) functions, to get the actual icon of any RNA object (important e.g. with materials or textures), and to get an enum item's UI name, description and icon.
* UILayout's label() func now takes an optional 'icon_value' integer parameter, which if not zero will override the 'icon' one (mandatory to use "custom" icons as generated for material/texture/... previews).
Note: not sure whether we should add that one to all UILayout's prop funcs?
Note: will update addons using template list asap.
2012-12-28 09:20:16 +00:00
|
|
|
row.prop(key_block, "mute", text="", emboss=False)
|
2015-04-14 10:29:11 +10:00
|
|
|
elif self.layout_type == 'GRID':
|
This commit frees list ui items from their dependencies to Panel, and hence from all the limitations this implied (mostly, the "only one list per panel" one).
It introduces a new (py-extendable and registrable) RNA type, UIList (roughly similar to Panel one), which currently contains only "standard" list's scroll pos and size (but may be expended to include e.g. some filtering data, etc.). This now makes lists completely independent from Panels!
This UIList has a draw_item callback which allows to customize items' drawing from python, that all addons can now use. Incidentally, this also greatly simplifies the C code of this widget, as we do not code any "special case" here anymore!
To make all this work, other changes were also necessary:
* Now all buttons (uiBut struct) have a 'custom_data' void pointer, used currently to store the uiList struct associated with a given uiLayoutListBox.
* DynamicPaintSurface now exposes a new bool, use_color_preview (readonly), saying whether that surface has some 3D view preview data or not.
* UILayout class has now four new (static) functions, to get the actual icon of any RNA object (important e.g. with materials or textures), and to get an enum item's UI name, description and icon.
* UILayout's label() func now takes an optional 'icon_value' integer parameter, which if not zero will override the 'icon' one (mandatory to use "custom" icons as generated for material/texture/... previews).
Note: not sure whether we should add that one to all UILayout's prop funcs?
Note: will update addons using template list asap.
2012-12-28 09:20:16 +00:00
|
|
|
layout.alignment = 'CENTER'
|
2013-02-08 16:01:21 +00:00
|
|
|
layout.label(text="", icon_value=icon)
|
This commit frees list ui items from their dependencies to Panel, and hence from all the limitations this implied (mostly, the "only one list per panel" one).
It introduces a new (py-extendable and registrable) RNA type, UIList (roughly similar to Panel one), which currently contains only "standard" list's scroll pos and size (but may be expended to include e.g. some filtering data, etc.). This now makes lists completely independent from Panels!
This UIList has a draw_item callback which allows to customize items' drawing from python, that all addons can now use. Incidentally, this also greatly simplifies the C code of this widget, as we do not code any "special case" here anymore!
To make all this work, other changes were also necessary:
* Now all buttons (uiBut struct) have a 'custom_data' void pointer, used currently to store the uiList struct associated with a given uiLayoutListBox.
* DynamicPaintSurface now exposes a new bool, use_color_preview (readonly), saying whether that surface has some 3D view preview data or not.
* UILayout class has now four new (static) functions, to get the actual icon of any RNA object (important e.g. with materials or textures), and to get an enum item's UI name, description and icon.
* UILayout's label() func now takes an optional 'icon_value' integer parameter, which if not zero will override the 'icon' one (mandatory to use "custom" icons as generated for material/texture/... previews).
Note: not sure whether we should add that one to all UILayout's prop funcs?
Note: will update addons using template list asap.
2012-12-28 09:20:16 +00:00
|
|
|
|
|
|
|
|
2018-10-01 10:45:50 +02:00
|
|
|
class MESH_UL_uvmaps(UIList):
|
2019-04-19 07:32:24 +02:00
|
|
|
def draw_item(self, _context, layout, _data, item, icon, _active_data, _active_propname, _index):
|
Fix T39897: shape keys created while the Relative checkbox is unchecked start out with frame=0
So! First, frame for absolute shape keys: never allow a new key to have the same pos as an
existing one (this does not make sense). This way, the two workflows are possible (create
all keys and then animate ctime, or animate ctime and then create keys where you need them).
Also, fixed UIList for shapekeys, the "absolute" test was wrong, and better to show frame
value, even though not editable, than nothing in case of absolute keys.
And finally, add getter to RNA 'frame' readonly value, so that we output real frame values,
and not dummy internal ones (which are /100) in our API.
2014-05-18 22:05:21 +02:00
|
|
|
# assert(isinstance(item, (bpy.types.MeshTexturePolyLayer, bpy.types.MeshLoopColorLayer)))
|
This commit frees list ui items from their dependencies to Panel, and hence from all the limitations this implied (mostly, the "only one list per panel" one).
It introduces a new (py-extendable and registrable) RNA type, UIList (roughly similar to Panel one), which currently contains only "standard" list's scroll pos and size (but may be expended to include e.g. some filtering data, etc.). This now makes lists completely independent from Panels!
This UIList has a draw_item callback which allows to customize items' drawing from python, that all addons can now use. Incidentally, this also greatly simplifies the C code of this widget, as we do not code any "special case" here anymore!
To make all this work, other changes were also necessary:
* Now all buttons (uiBut struct) have a 'custom_data' void pointer, used currently to store the uiList struct associated with a given uiLayoutListBox.
* DynamicPaintSurface now exposes a new bool, use_color_preview (readonly), saying whether that surface has some 3D view preview data or not.
* UILayout class has now four new (static) functions, to get the actual icon of any RNA object (important e.g. with materials or textures), and to get an enum item's UI name, description and icon.
* UILayout's label() func now takes an optional 'icon_value' integer parameter, which if not zero will override the 'icon' one (mandatory to use "custom" icons as generated for material/texture/... previews).
Note: not sure whether we should add that one to all UILayout's prop funcs?
Note: will update addons using template list asap.
2012-12-28 09:20:16 +00:00
|
|
|
if self.layout_type in {'DEFAULT', 'COMPACT'}:
|
2018-10-01 10:45:50 +02:00
|
|
|
layout.prop(item, "name", text="", emboss=False, icon='GROUP_UVS')
|
|
|
|
icon = 'RESTRICT_RENDER_OFF' if item.active_render else 'RESTRICT_RENDER_ON'
|
|
|
|
layout.prop(item, "active_render", text="", icon=icon, emboss=False)
|
|
|
|
elif self.layout_type == 'GRID':
|
|
|
|
layout.alignment = 'CENTER'
|
|
|
|
layout.label(text="", icon_value=icon)
|
|
|
|
|
|
|
|
|
|
|
|
class MESH_UL_vcols(UIList):
|
2019-04-19 07:32:24 +02:00
|
|
|
def draw_item(self, _context, layout, _data, item, icon, _active_data, _active_propname, _index):
|
2018-10-01 10:45:50 +02:00
|
|
|
# assert(isinstance(item, (bpy.types.MeshTexturePolyLayer, bpy.types.MeshLoopColorLayer)))
|
|
|
|
if self.layout_type in {'DEFAULT', 'COMPACT'}:
|
|
|
|
layout.prop(item, "name", text="", emboss=False, icon='GROUP_VCOL')
|
This commit frees list ui items from their dependencies to Panel, and hence from all the limitations this implied (mostly, the "only one list per panel" one).
It introduces a new (py-extendable and registrable) RNA type, UIList (roughly similar to Panel one), which currently contains only "standard" list's scroll pos and size (but may be expended to include e.g. some filtering data, etc.). This now makes lists completely independent from Panels!
This UIList has a draw_item callback which allows to customize items' drawing from python, that all addons can now use. Incidentally, this also greatly simplifies the C code of this widget, as we do not code any "special case" here anymore!
To make all this work, other changes were also necessary:
* Now all buttons (uiBut struct) have a 'custom_data' void pointer, used currently to store the uiList struct associated with a given uiLayoutListBox.
* DynamicPaintSurface now exposes a new bool, use_color_preview (readonly), saying whether that surface has some 3D view preview data or not.
* UILayout class has now four new (static) functions, to get the actual icon of any RNA object (important e.g. with materials or textures), and to get an enum item's UI name, description and icon.
* UILayout's label() func now takes an optional 'icon_value' integer parameter, which if not zero will override the 'icon' one (mandatory to use "custom" icons as generated for material/texture/... previews).
Note: not sure whether we should add that one to all UILayout's prop funcs?
Note: will update addons using template list asap.
2012-12-28 09:20:16 +00:00
|
|
|
icon = 'RESTRICT_RENDER_OFF' if item.active_render else 'RESTRICT_RENDER_ON'
|
|
|
|
layout.prop(item, "active_render", text="", icon=icon, emboss=False)
|
2015-04-14 10:29:11 +10:00
|
|
|
elif self.layout_type == 'GRID':
|
This commit frees list ui items from their dependencies to Panel, and hence from all the limitations this implied (mostly, the "only one list per panel" one).
It introduces a new (py-extendable and registrable) RNA type, UIList (roughly similar to Panel one), which currently contains only "standard" list's scroll pos and size (but may be expended to include e.g. some filtering data, etc.). This now makes lists completely independent from Panels!
This UIList has a draw_item callback which allows to customize items' drawing from python, that all addons can now use. Incidentally, this also greatly simplifies the C code of this widget, as we do not code any "special case" here anymore!
To make all this work, other changes were also necessary:
* Now all buttons (uiBut struct) have a 'custom_data' void pointer, used currently to store the uiList struct associated with a given uiLayoutListBox.
* DynamicPaintSurface now exposes a new bool, use_color_preview (readonly), saying whether that surface has some 3D view preview data or not.
* UILayout class has now four new (static) functions, to get the actual icon of any RNA object (important e.g. with materials or textures), and to get an enum item's UI name, description and icon.
* UILayout's label() func now takes an optional 'icon_value' integer parameter, which if not zero will override the 'icon' one (mandatory to use "custom" icons as generated for material/texture/... previews).
Note: not sure whether we should add that one to all UILayout's prop funcs?
Note: will update addons using template list asap.
2012-12-28 09:20:16 +00:00
|
|
|
layout.alignment = 'CENTER'
|
2013-02-08 16:01:21 +00:00
|
|
|
layout.label(text="", icon_value=icon)
|
This commit frees list ui items from their dependencies to Panel, and hence from all the limitations this implied (mostly, the "only one list per panel" one).
It introduces a new (py-extendable and registrable) RNA type, UIList (roughly similar to Panel one), which currently contains only "standard" list's scroll pos and size (but may be expended to include e.g. some filtering data, etc.). This now makes lists completely independent from Panels!
This UIList has a draw_item callback which allows to customize items' drawing from python, that all addons can now use. Incidentally, this also greatly simplifies the C code of this widget, as we do not code any "special case" here anymore!
To make all this work, other changes were also necessary:
* Now all buttons (uiBut struct) have a 'custom_data' void pointer, used currently to store the uiList struct associated with a given uiLayoutListBox.
* DynamicPaintSurface now exposes a new bool, use_color_preview (readonly), saying whether that surface has some 3D view preview data or not.
* UILayout class has now four new (static) functions, to get the actual icon of any RNA object (important e.g. with materials or textures), and to get an enum item's UI name, description and icon.
* UILayout's label() func now takes an optional 'icon_value' integer parameter, which if not zero will override the 'icon' one (mandatory to use "custom" icons as generated for material/texture/... previews).
Note: not sure whether we should add that one to all UILayout's prop funcs?
Note: will update addons using template list asap.
2012-12-28 09:20:16 +00:00
|
|
|
|
|
|
|
|
2015-01-29 15:35:06 +11:00
|
|
|
class MeshButtonsPanel:
|
2009-10-31 19:31:45 +00:00
|
|
|
bl_space_type = 'PROPERTIES'
|
|
|
|
bl_region_type = 'WINDOW'
|
|
|
|
bl_context = "data"
|
|
|
|
|
2010-08-09 01:37:09 +00:00
|
|
|
@classmethod
|
|
|
|
def poll(cls, context):
|
2017-10-16 17:15:03 -02:00
|
|
|
engine = context.engine
|
2010-08-09 01:37:09 +00:00
|
|
|
return context.mesh and (engine in cls.COMPAT_ENGINES)
|
|
|
|
|
2009-10-31 23:35:56 +00:00
|
|
|
|
2011-08-12 06:57:00 +00:00
|
|
|
class DATA_PT_context_mesh(MeshButtonsPanel, Panel):
|
2009-10-31 19:31:45 +00:00
|
|
|
bl_label = ""
|
2010-08-26 01:05:37 +00:00
|
|
|
bl_options = {'HIDE_HEADER'}
|
2018-11-26 19:00:01 +01:00
|
|
|
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
|
2009-10-31 19:31:45 +00:00
|
|
|
|
|
|
|
def draw(self, context):
|
|
|
|
layout = self.layout
|
|
|
|
|
|
|
|
ob = context.object
|
|
|
|
mesh = context.mesh
|
|
|
|
space = context.space_data
|
2010-08-06 15:17:44 +00:00
|
|
|
|
|
|
|
if ob:
|
2010-12-30 12:22:28 +00:00
|
|
|
layout.template_ID(ob, "data")
|
2010-08-06 15:17:44 +00:00
|
|
|
elif mesh:
|
2010-12-30 12:22:28 +00:00
|
|
|
layout.template_ID(space, "pin_id")
|
2009-06-07 13:36:12 +00:00
|
|
|
|
2009-10-31 23:35:56 +00:00
|
|
|
|
2011-08-12 06:57:00 +00:00
|
|
|
class DATA_PT_normals(MeshButtonsPanel, Panel):
|
2011-09-15 13:20:18 +00:00
|
|
|
bl_label = "Normals"
|
2018-07-25 16:48:04 +02:00
|
|
|
bl_options = {'DEFAULT_CLOSED'}
|
2018-11-26 19:00:01 +01:00
|
|
|
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
|
2009-10-31 19:31:45 +00:00
|
|
|
|
2019-02-28 22:54:06 +01:00
|
|
|
def draw(self, context):
|
|
|
|
layout = self.layout
|
|
|
|
layout.use_property_split = True
|
|
|
|
|
|
|
|
mesh = context.mesh
|
|
|
|
|
UI: Layout changes for new checkbox layout possibilities
Follow-up to previous commit.
Some examples:
{F8473507} {F8473508} {F8473509} {F8473510}
For more screenshots, please see D7430.
We use column or row headings here to bring more structure, and to give
the eye visual anchors which aid eye-scanning. The left-aligned
checkboxes likewise help with this. And we keep the adherence to the
center line, so the alignment matches up between the various buttons and
controls.
* Changes the property split percentage from 50/50% to 40/60%. This is
needed to give enough space for the checkboxes. But in most cases this
looks better anyway - see Transform panel. In some cases it simply
fills out the available space more efficently.
* Fix various hacks where we previously used manually defined splits.
When we did this, the alignment was never quite right, and the layout
code was a mess.
* Adds column headings to many places where a list of checkboxes all
share a common purpose or leading text.
* Add checkbox + value configurations various places where a checkbox
only serves to enable the value slider
* Removes most uses of grid flow layout. The grid flow layouts combine
poorly with column headings, and also they would mess alignment up
badly. The grid flow layouts also often made buttons and controls jump
around on the screen if you would just resize editors slightly,
causing visual confusion, making users lose their place. The logic for
at what time the list of items would re-flow was often flawed, jumping
to multiple columns too fast or too late - and frankly, the grid flow
layouts would often just look bad.
Maniphest Task: https://developer.blender.org/T65965
Differential Revision: https://developer.blender.org/D7430
Reviewed by: Brecht Van Lommel, Pablo Vazquez.
Most work here by William Reynish, few changes by Julian Eisel.
2020-04-17 16:54:03 +02:00
|
|
|
col = layout.column(align=False, heading="Auto Smooth")
|
|
|
|
col.use_property_decorate = False
|
|
|
|
row = col.row(align=True)
|
|
|
|
sub = row.row(align=True)
|
|
|
|
sub.prop(mesh, "use_auto_smooth", text="")
|
|
|
|
sub = sub.row(align=True)
|
|
|
|
sub.active = mesh.use_auto_smooth and not mesh.has_custom_normals
|
|
|
|
sub.prop(mesh, "auto_smooth_angle", text="")
|
|
|
|
row.prop_decorator(mesh, "auto_smooth_angle")
|
2009-10-31 19:31:45 +00:00
|
|
|
|
2009-10-31 23:35:56 +00:00
|
|
|
|
2011-08-12 06:57:00 +00:00
|
|
|
class DATA_PT_texture_space(MeshButtonsPanel, Panel):
|
2011-09-15 13:20:18 +00:00
|
|
|
bl_label = "Texture Space"
|
2011-06-06 19:44:28 +00:00
|
|
|
bl_options = {'DEFAULT_CLOSED'}
|
2018-11-26 19:00:01 +01:00
|
|
|
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
|
2009-10-31 19:31:45 +00:00
|
|
|
|
|
|
|
def draw(self, context):
|
|
|
|
layout = self.layout
|
2018-06-01 18:44:06 +02:00
|
|
|
layout.use_property_split = True
|
2009-10-31 19:31:45 +00:00
|
|
|
|
|
|
|
mesh = context.mesh
|
|
|
|
|
2009-11-23 00:27:30 +00:00
|
|
|
layout.prop(mesh, "texture_mesh")
|
2011-06-06 19:44:28 +00:00
|
|
|
|
|
|
|
layout.separator()
|
|
|
|
|
2011-01-06 09:55:20 +00:00
|
|
|
layout.prop(mesh, "use_auto_texspace")
|
2018-06-01 18:44:06 +02:00
|
|
|
|
|
|
|
layout.prop(mesh, "texspace_location", text="Location")
|
|
|
|
layout.prop(mesh, "texspace_size", text="Size")
|
2009-10-07 09:23:29 +00:00
|
|
|
|
2011-06-21 17:17:51 +00:00
|
|
|
|
2011-08-12 06:57:00 +00:00
|
|
|
class DATA_PT_vertex_groups(MeshButtonsPanel, Panel):
|
2011-09-15 13:20:18 +00:00
|
|
|
bl_label = "Vertex Groups"
|
2018-11-26 19:00:01 +01:00
|
|
|
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
|
2009-10-31 19:31:45 +00:00
|
|
|
|
2010-08-09 01:37:09 +00:00
|
|
|
@classmethod
|
|
|
|
def poll(cls, context):
|
2017-10-16 17:15:03 -02:00
|
|
|
engine = context.engine
|
2010-08-05 16:05:30 +00:00
|
|
|
obj = context.object
|
2011-03-07 13:23:45 +00:00
|
|
|
return (obj and obj.type in {'MESH', 'LATTICE'} and (engine in cls.COMPAT_ENGINES))
|
2009-10-31 19:31:45 +00:00
|
|
|
|
|
|
|
def draw(self, context):
|
|
|
|
layout = self.layout
|
|
|
|
|
|
|
|
ob = context.object
|
2010-08-24 04:02:50 +00:00
|
|
|
group = ob.vertex_groups.active
|
2009-10-31 19:31:45 +00:00
|
|
|
|
2018-10-31 18:01:23 +01:00
|
|
|
rows = 3
|
2009-10-31 19:31:45 +00:00
|
|
|
if group:
|
2018-10-31 18:01:23 +01:00
|
|
|
rows = 5
|
2009-10-31 19:31:45 +00:00
|
|
|
|
|
|
|
row = layout.row()
|
This commit frees list ui items from their dependencies to Panel, and hence from all the limitations this implied (mostly, the "only one list per panel" one).
It introduces a new (py-extendable and registrable) RNA type, UIList (roughly similar to Panel one), which currently contains only "standard" list's scroll pos and size (but may be expended to include e.g. some filtering data, etc.). This now makes lists completely independent from Panels!
This UIList has a draw_item callback which allows to customize items' drawing from python, that all addons can now use. Incidentally, this also greatly simplifies the C code of this widget, as we do not code any "special case" here anymore!
To make all this work, other changes were also necessary:
* Now all buttons (uiBut struct) have a 'custom_data' void pointer, used currently to store the uiList struct associated with a given uiLayoutListBox.
* DynamicPaintSurface now exposes a new bool, use_color_preview (readonly), saying whether that surface has some 3D view preview data or not.
* UILayout class has now four new (static) functions, to get the actual icon of any RNA object (important e.g. with materials or textures), and to get an enum item's UI name, description and icon.
* UILayout's label() func now takes an optional 'icon_value' integer parameter, which if not zero will override the 'icon' one (mandatory to use "custom" icons as generated for material/texture/... previews).
Note: not sure whether we should add that one to all UILayout's prop funcs?
Note: will update addons using template list asap.
2012-12-28 09:20:16 +00:00
|
|
|
row.template_list("MESH_UL_vgroups", "", ob, "vertex_groups", ob.vertex_groups, "active_index", rows=rows)
|
|
|
|
|
2009-10-31 19:31:45 +00:00
|
|
|
col = row.column(align=True)
|
2018-10-31 18:01:23 +01:00
|
|
|
|
2018-10-01 10:45:50 +02:00
|
|
|
col.operator("object.vertex_group_add", icon='ADD', text="")
|
|
|
|
props = col.operator("object.vertex_group_remove", icon='REMOVE', text="")
|
2017-11-29 20:19:07 +01:00
|
|
|
props.all_unlocked = props.all = False
|
2018-10-31 18:01:23 +01:00
|
|
|
|
|
|
|
col.separator()
|
|
|
|
|
2019-03-12 10:59:57 +11:00
|
|
|
col.menu("MESH_MT_vertex_group_context_menu", icon='DOWNARROW_HLT', text="")
|
2018-10-31 18:01:23 +01:00
|
|
|
|
2010-05-04 12:31:24 +00:00
|
|
|
if group:
|
2012-07-11 10:41:26 +00:00
|
|
|
col.separator()
|
2010-05-04 12:31:24 +00:00
|
|
|
col.operator("object.vertex_group_move", icon='TRIA_UP', text="").direction = 'UP'
|
|
|
|
col.operator("object.vertex_group_move", icon='TRIA_DOWN', text="").direction = 'DOWN'
|
2009-10-31 19:31:45 +00:00
|
|
|
|
2019-05-22 00:27:01 +10:00
|
|
|
if (
|
|
|
|
ob.vertex_groups and
|
|
|
|
(ob.mode == 'EDIT' or
|
|
|
|
(ob.mode == 'WEIGHT_PAINT' and ob.type == 'MESH' and ob.data.use_paint_mask_vertex))
|
|
|
|
):
|
2009-10-31 19:31:45 +00:00
|
|
|
row = layout.row()
|
|
|
|
|
|
|
|
sub = row.row(align=True)
|
2013-07-01 13:02:53 +00:00
|
|
|
sub.operator("object.vertex_group_assign", text="Assign")
|
2011-09-21 15:18:38 +00:00
|
|
|
sub.operator("object.vertex_group_remove_from", text="Remove")
|
2009-10-31 19:31:45 +00:00
|
|
|
|
|
|
|
sub = row.row(align=True)
|
2011-09-21 15:18:38 +00:00
|
|
|
sub.operator("object.vertex_group_select", text="Select")
|
|
|
|
sub.operator("object.vertex_group_deselect", text="Deselect")
|
2009-10-31 19:31:45 +00:00
|
|
|
|
2011-09-21 15:18:38 +00:00
|
|
|
layout.prop(context.tool_settings, "vertex_group_weight", text="Weight")
|
2009-07-01 22:25:49 +00:00
|
|
|
|
2009-10-31 23:35:56 +00:00
|
|
|
|
2017-05-30 17:58:24 +10:00
|
|
|
class DATA_PT_face_maps(MeshButtonsPanel, Panel):
|
|
|
|
bl_label = "Face Maps"
|
2018-07-25 16:48:04 +02:00
|
|
|
bl_options = {'DEFAULT_CLOSED'}
|
2018-11-26 19:00:01 +01:00
|
|
|
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
|
2017-05-30 17:58:24 +10:00
|
|
|
|
|
|
|
@classmethod
|
|
|
|
def poll(cls, context):
|
|
|
|
obj = context.object
|
|
|
|
return (obj and obj.type == 'MESH')
|
|
|
|
|
|
|
|
def draw(self, context):
|
|
|
|
layout = self.layout
|
|
|
|
|
|
|
|
ob = context.object
|
|
|
|
facemap = ob.face_maps.active
|
|
|
|
|
|
|
|
rows = 2
|
|
|
|
if facemap:
|
|
|
|
rows = 4
|
|
|
|
|
|
|
|
row = layout.row()
|
|
|
|
row.template_list("MESH_UL_fmaps", "", ob, "face_maps", ob.face_maps, "active_index", rows=rows)
|
|
|
|
|
|
|
|
col = row.column(align=True)
|
2018-10-01 10:45:50 +02:00
|
|
|
col.operator("object.face_map_add", icon='ADD', text="")
|
|
|
|
col.operator("object.face_map_remove", icon='REMOVE', text="")
|
2018-10-31 18:01:23 +01:00
|
|
|
|
2017-05-30 17:58:24 +10:00
|
|
|
if facemap:
|
|
|
|
col.separator()
|
|
|
|
col.operator("object.face_map_move", icon='TRIA_UP', text="").direction = 'UP'
|
|
|
|
col.operator("object.face_map_move", icon='TRIA_DOWN', text="").direction = 'DOWN'
|
|
|
|
|
2018-04-05 18:20:27 +02:00
|
|
|
if ob.face_maps and (ob.mode == 'EDIT' and ob.type == 'MESH'):
|
2017-05-30 17:58:24 +10:00
|
|
|
row = layout.row()
|
|
|
|
|
|
|
|
sub = row.row(align=True)
|
|
|
|
sub.operator("object.face_map_assign", text="Assign")
|
|
|
|
sub.operator("object.face_map_remove_from", text="Remove")
|
|
|
|
|
|
|
|
sub = row.row(align=True)
|
|
|
|
sub.operator("object.face_map_select", text="Select")
|
|
|
|
sub.operator("object.face_map_deselect", text="Deselect")
|
|
|
|
|
2018-06-01 18:44:06 +02:00
|
|
|
|
2011-08-12 06:57:00 +00:00
|
|
|
class DATA_PT_shape_keys(MeshButtonsPanel, Panel):
|
2011-09-15 13:20:18 +00:00
|
|
|
bl_label = "Shape Keys"
|
2018-11-26 19:00:01 +01:00
|
|
|
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
|
2009-10-31 19:31:45 +00:00
|
|
|
|
2010-08-09 01:37:09 +00:00
|
|
|
@classmethod
|
|
|
|
def poll(cls, context):
|
2017-10-16 17:15:03 -02:00
|
|
|
engine = context.engine
|
2010-08-05 16:05:30 +00:00
|
|
|
obj = context.object
|
2011-03-07 13:23:45 +00:00
|
|
|
return (obj and obj.type in {'MESH', 'LATTICE', 'CURVE', 'SURFACE'} and (engine in cls.COMPAT_ENGINES))
|
2009-10-31 19:31:45 +00:00
|
|
|
|
|
|
|
def draw(self, context):
|
|
|
|
layout = self.layout
|
|
|
|
|
|
|
|
ob = context.object
|
|
|
|
key = ob.data.shape_keys
|
2010-02-01 14:25:38 +00:00
|
|
|
kb = ob.active_shape_key
|
2009-10-31 19:31:45 +00:00
|
|
|
|
2018-04-05 18:20:27 +02:00
|
|
|
enable_edit = ob.mode != 'EDIT'
|
2009-10-31 19:31:45 +00:00
|
|
|
enable_edit_value = False
|
|
|
|
|
2010-10-12 22:20:10 +00:00
|
|
|
if ob.show_only_shape_key is False:
|
2010-08-20 06:09:58 +00:00
|
|
|
if enable_edit or (ob.type == 'MESH' and ob.use_shape_key_edit_mode):
|
2009-10-31 19:31:45 +00:00
|
|
|
enable_edit_value = True
|
|
|
|
|
|
|
|
row = layout.row()
|
|
|
|
|
2018-10-31 18:01:23 +01:00
|
|
|
rows = 3
|
2009-10-31 19:31:45 +00:00
|
|
|
if kb:
|
2018-10-31 18:01:23 +01:00
|
|
|
rows = 5
|
|
|
|
|
This commit frees list ui items from their dependencies to Panel, and hence from all the limitations this implied (mostly, the "only one list per panel" one).
It introduces a new (py-extendable and registrable) RNA type, UIList (roughly similar to Panel one), which currently contains only "standard" list's scroll pos and size (but may be expended to include e.g. some filtering data, etc.). This now makes lists completely independent from Panels!
This UIList has a draw_item callback which allows to customize items' drawing from python, that all addons can now use. Incidentally, this also greatly simplifies the C code of this widget, as we do not code any "special case" here anymore!
To make all this work, other changes were also necessary:
* Now all buttons (uiBut struct) have a 'custom_data' void pointer, used currently to store the uiList struct associated with a given uiLayoutListBox.
* DynamicPaintSurface now exposes a new bool, use_color_preview (readonly), saying whether that surface has some 3D view preview data or not.
* UILayout class has now four new (static) functions, to get the actual icon of any RNA object (important e.g. with materials or textures), and to get an enum item's UI name, description and icon.
* UILayout's label() func now takes an optional 'icon_value' integer parameter, which if not zero will override the 'icon' one (mandatory to use "custom" icons as generated for material/texture/... previews).
Note: not sure whether we should add that one to all UILayout's prop funcs?
Note: will update addons using template list asap.
2012-12-28 09:20:16 +00:00
|
|
|
row.template_list("MESH_UL_shape_keys", "", key, "key_blocks", ob, "active_shape_key_index", rows=rows)
|
2009-10-31 19:31:45 +00:00
|
|
|
|
2018-10-31 18:01:23 +01:00
|
|
|
col = row.column(align=True)
|
|
|
|
|
|
|
|
col.operator("object.shape_key_add", icon='ADD', text="").from_mix = False
|
|
|
|
col.operator("object.shape_key_remove", icon='REMOVE', text="").all = False
|
2009-10-31 19:31:45 +00:00
|
|
|
|
2018-10-31 18:01:23 +01:00
|
|
|
col.separator()
|
|
|
|
|
2019-03-12 10:59:57 +11:00
|
|
|
col.menu("MESH_MT_shape_key_context_menu", icon='DOWNARROW_HLT', text="")
|
2009-10-31 19:31:45 +00:00
|
|
|
|
|
|
|
if kb:
|
2009-11-23 00:27:30 +00:00
|
|
|
col.separator()
|
2009-10-31 19:31:45 +00:00
|
|
|
|
2009-11-08 11:07:00 +00:00
|
|
|
sub = col.column(align=True)
|
2009-12-10 10:23:53 +00:00
|
|
|
sub.operator("object.shape_key_move", icon='TRIA_UP', text="").type = 'UP'
|
|
|
|
sub.operator("object.shape_key_move", icon='TRIA_DOWN', text="").type = 'DOWN'
|
2009-10-31 19:31:45 +00:00
|
|
|
|
2018-08-28 12:38:54 +10:00
|
|
|
split = layout.split(factor=0.4)
|
2009-11-08 11:07:00 +00:00
|
|
|
row = split.row()
|
|
|
|
row.enabled = enable_edit
|
2010-08-18 07:14:10 +00:00
|
|
|
row.prop(key, "use_relative")
|
2009-10-31 19:31:45 +00:00
|
|
|
|
2009-11-08 11:07:00 +00:00
|
|
|
row = split.row()
|
|
|
|
row.alignment = 'RIGHT'
|
2009-11-14 13:35:44 +00:00
|
|
|
|
2009-11-08 11:07:00 +00:00
|
|
|
sub = row.row(align=True)
|
2012-01-30 09:49:30 +00:00
|
|
|
sub.label() # XXX, for alignment only
|
2009-11-08 11:07:00 +00:00
|
|
|
subsub = sub.row(align=True)
|
|
|
|
subsub.active = enable_edit_value
|
2010-10-12 22:20:10 +00:00
|
|
|
subsub.prop(ob, "show_only_shape_key", text="")
|
2010-08-20 06:09:58 +00:00
|
|
|
sub.prop(ob, "use_shape_key_edit_mode", text="")
|
2010-02-22 23:32:58 +00:00
|
|
|
|
2010-02-05 14:29:05 +00:00
|
|
|
sub = row.row()
|
2012-04-05 06:10:15 +00:00
|
|
|
if key.use_relative:
|
|
|
|
sub.operator("object.shape_key_clear", icon='X', text="")
|
|
|
|
else:
|
|
|
|
sub.operator("object.shape_key_retime", icon='RECOVER_LAST', text="")
|
2009-11-07 22:07:46 +00:00
|
|
|
|
2019-12-12 17:30:24 +09:00
|
|
|
layout.use_property_split = True
|
2010-08-20 22:00:23 +00:00
|
|
|
if key.use_relative:
|
2009-10-31 19:31:45 +00:00
|
|
|
if ob.active_shape_key_index != 0:
|
|
|
|
row = layout.row()
|
|
|
|
row.active = enable_edit_value
|
2009-11-23 00:27:30 +00:00
|
|
|
row.prop(kb, "value")
|
2009-10-31 19:31:45 +00:00
|
|
|
|
2018-06-25 16:57:44 +02:00
|
|
|
col = layout.column()
|
|
|
|
sub.active = enable_edit_value
|
|
|
|
sub = col.column(align=True)
|
|
|
|
sub.prop(kb, "slider_min", text="Range Min")
|
|
|
|
sub.prop(kb, "slider_max", text="Max")
|
2009-11-08 11:07:00 +00:00
|
|
|
|
2018-06-25 16:57:44 +02:00
|
|
|
col.prop_search(kb, "vertex_group", ob, "vertex_groups", text="Vertex Group")
|
|
|
|
col.prop_search(kb, "relative_key", key, "key_blocks", text="Relative To")
|
2009-10-31 19:31:45 +00:00
|
|
|
|
|
|
|
else:
|
2012-05-22 13:43:36 +00:00
|
|
|
layout.prop(kb, "interpolation")
|
2012-04-05 05:05:18 +00:00
|
|
|
row = layout.column()
|
2009-10-31 19:31:45 +00:00
|
|
|
row.active = enable_edit_value
|
2012-04-05 05:05:18 +00:00
|
|
|
row.prop(key, "eval_time")
|
2009-07-01 22:25:49 +00:00
|
|
|
|
2009-10-31 23:35:56 +00:00
|
|
|
|
2011-08-12 06:57:00 +00:00
|
|
|
class DATA_PT_uv_texture(MeshButtonsPanel, Panel):
|
2011-11-23 17:25:25 +00:00
|
|
|
bl_label = "UV Maps"
|
2018-10-18 12:13:06 +02:00
|
|
|
bl_options = {'DEFAULT_CLOSED'}
|
2018-11-26 19:00:01 +01:00
|
|
|
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
|
2009-10-31 19:31:45 +00:00
|
|
|
|
|
|
|
def draw(self, context):
|
|
|
|
layout = self.layout
|
|
|
|
|
|
|
|
me = context.mesh
|
|
|
|
|
|
|
|
row = layout.row()
|
|
|
|
col = row.column()
|
|
|
|
|
2018-10-31 18:01:23 +01:00
|
|
|
col.template_list("MESH_UL_uvmaps", "uvmaps", me, "uv_layers", me.uv_layers, "active_index", rows=2)
|
2009-10-31 19:31:45 +00:00
|
|
|
|
|
|
|
col = row.column(align=True)
|
2018-10-01 10:45:50 +02:00
|
|
|
col.operator("mesh.uv_texture_add", icon='ADD', text="")
|
|
|
|
col.operator("mesh.uv_texture_remove", icon='REMOVE', text="")
|
2013-11-20 03:38:18 +11:00
|
|
|
|
2010-04-17 19:05:53 +00:00
|
|
|
|
2011-08-12 06:57:00 +00:00
|
|
|
class DATA_PT_vertex_colors(MeshButtonsPanel, Panel):
|
2011-09-15 13:20:18 +00:00
|
|
|
bl_label = "Vertex Colors"
|
2018-10-18 12:13:06 +02:00
|
|
|
bl_options = {'DEFAULT_CLOSED'}
|
2018-11-26 19:00:01 +01:00
|
|
|
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
|
2009-10-31 19:31:45 +00:00
|
|
|
|
|
|
|
def draw(self, context):
|
|
|
|
layout = self.layout
|
|
|
|
|
|
|
|
me = context.mesh
|
2009-07-01 22:25:49 +00:00
|
|
|
|
2009-10-31 19:31:45 +00:00
|
|
|
row = layout.row()
|
|
|
|
col = row.column()
|
2009-07-01 22:25:49 +00:00
|
|
|
|
2018-10-31 18:01:23 +01:00
|
|
|
col.template_list("MESH_UL_vcols", "vcols", me, "vertex_colors", me.vertex_colors, "active_index", rows=2)
|
2009-07-01 22:25:49 +00:00
|
|
|
|
2009-10-31 19:31:45 +00:00
|
|
|
col = row.column(align=True)
|
2018-10-01 10:45:50 +02:00
|
|
|
col.operator("mesh.vertex_color_add", icon='ADD', text="")
|
|
|
|
col.operator("mesh.vertex_color_remove", icon='REMOVE', text="")
|
2013-11-20 03:38:18 +11:00
|
|
|
|
2019-09-10 06:11:52 +10:00
|
|
|
|
2019-08-14 18:37:46 +02:00
|
|
|
class DATA_PT_remesh(MeshButtonsPanel, Panel):
|
|
|
|
bl_label = "Remesh"
|
|
|
|
bl_options = {'DEFAULT_CLOSED'}
|
|
|
|
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
|
|
|
|
|
|
|
|
def draw(self, context):
|
|
|
|
layout = self.layout
|
|
|
|
layout.use_property_split = True
|
2019-09-13 14:06:41 +02:00
|
|
|
layout.use_property_decorate = False
|
2019-08-26 18:34:11 +02:00
|
|
|
row = layout.row()
|
2019-08-14 18:37:46 +02:00
|
|
|
|
|
|
|
mesh = context.mesh
|
2019-08-26 18:34:11 +02:00
|
|
|
row.prop(mesh, "remesh_mode", text="Mode", expand=True)
|
|
|
|
col = layout.column()
|
2019-10-30 05:40:36 +11:00
|
|
|
if mesh.remesh_mode == 'VOXEL':
|
2019-08-26 18:34:11 +02:00
|
|
|
col.prop(mesh, "remesh_voxel_size")
|
2019-09-27 17:41:05 +02:00
|
|
|
col.prop(mesh, "remesh_voxel_adaptivity")
|
2019-10-30 05:30:38 +11:00
|
|
|
col.prop(mesh, "use_remesh_fix_poles")
|
|
|
|
col.prop(mesh, "use_remesh_smooth_normals")
|
UI: Layout changes for new checkbox layout possibilities
Follow-up to previous commit.
Some examples:
{F8473507} {F8473508} {F8473509} {F8473510}
For more screenshots, please see D7430.
We use column or row headings here to bring more structure, and to give
the eye visual anchors which aid eye-scanning. The left-aligned
checkboxes likewise help with this. And we keep the adherence to the
center line, so the alignment matches up between the various buttons and
controls.
* Changes the property split percentage from 50/50% to 40/60%. This is
needed to give enough space for the checkboxes. But in most cases this
looks better anyway - see Transform panel. In some cases it simply
fills out the available space more efficently.
* Fix various hacks where we previously used manually defined splits.
When we did this, the alignment was never quite right, and the layout
code was a mess.
* Adds column headings to many places where a list of checkboxes all
share a common purpose or leading text.
* Add checkbox + value configurations various places where a checkbox
only serves to enable the value slider
* Removes most uses of grid flow layout. The grid flow layouts combine
poorly with column headings, and also they would mess alignment up
badly. The grid flow layouts also often made buttons and controls jump
around on the screen if you would just resize editors slightly,
causing visual confusion, making users lose their place. The logic for
at what time the list of items would re-flow was often flawed, jumping
to multiple columns too fast or too late - and frankly, the grid flow
layouts would often just look bad.
Maniphest Task: https://developer.blender.org/T65965
Differential Revision: https://developer.blender.org/D7430
Reviewed by: Brecht Van Lommel, Pablo Vazquez.
Most work here by William Reynish, few changes by Julian Eisel.
2020-04-17 16:54:03 +02:00
|
|
|
|
|
|
|
col = layout.column(heading="Preserve")
|
|
|
|
col.prop(mesh, "use_remesh_preserve_volume", text="Volume")
|
|
|
|
col.prop(mesh, "use_remesh_preserve_paint_mask", text="Paint Mask")
|
|
|
|
col.prop(mesh, "use_remesh_preserve_sculpt_face_sets", text="Face Sets")
|
2019-08-26 18:34:11 +02:00
|
|
|
col.operator("object.voxel_remesh", text="Voxel Remesh")
|
|
|
|
else:
|
|
|
|
col.operator("object.quadriflow_remesh", text="QuadriFlow Remesh")
|
2010-02-14 11:21:21 +00:00
|
|
|
|
2019-10-30 05:40:36 +11:00
|
|
|
|
2012-09-21 03:41:59 +00:00
|
|
|
class DATA_PT_customdata(MeshButtonsPanel, Panel):
|
|
|
|
bl_label = "Geometry Data"
|
|
|
|
bl_options = {'DEFAULT_CLOSED'}
|
2018-11-26 19:00:01 +01:00
|
|
|
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
|
2012-09-21 03:41:59 +00:00
|
|
|
|
|
|
|
def draw(self, context):
|
|
|
|
layout = self.layout
|
2018-06-25 16:57:44 +02:00
|
|
|
layout.use_property_split = True
|
2019-09-13 14:06:41 +02:00
|
|
|
layout.use_property_decorate = False
|
2012-09-21 03:41:59 +00:00
|
|
|
|
2013-01-10 04:43:31 +00:00
|
|
|
obj = context.object
|
|
|
|
me = context.mesh
|
2012-09-21 22:33:43 +00:00
|
|
|
col = layout.column()
|
2013-01-10 04:43:31 +00:00
|
|
|
|
2015-05-03 15:18:27 +02:00
|
|
|
col.operator("mesh.customdata_mask_clear", icon='X')
|
|
|
|
col.operator("mesh.customdata_skin_clear", icon='X')
|
2012-09-21 03:41:59 +00:00
|
|
|
|
Add Custom Loop Normals.
This is the core code for it, tools (datatransfer and modifier) will come in next commits).
RNA api is already there, though.
See the code for details, but basically, we define, for each 'smooth fan'
(which is a set of adjacent loops around a same vertex that are smooth, i.e. have a single same normal),
a 'loop normal space' (or lnor space), using auto-computed normal and relevant edges, and store
custom normal as two angular factors inside that space. This allows to have custom normals
'following' deformations of the geometry, and to only save two shorts per loop in new clnor CDLayer.
Normal manipulation (editing, mixing, interpolating, etc.) shall always happen with plain 3D vectors normals,
and be converted back into storage format at the end.
Clnor computation has also been threaded (at least for Mesh case, not for BMesh), since the process can
be rather heavy with high poly meshes.
Also, bumping subversion, and fix mess in 2.70 versioning code.
2015-02-05 14:24:48 +01:00
|
|
|
if me.has_custom_normals:
|
|
|
|
col.operator("mesh.customdata_custom_splitnormals_clear", icon='X')
|
|
|
|
else:
|
2018-10-01 10:45:50 +02:00
|
|
|
col.operator("mesh.customdata_custom_splitnormals_add", icon='ADD')
|
Add Custom Loop Normals.
This is the core code for it, tools (datatransfer and modifier) will come in next commits).
RNA api is already there, though.
See the code for details, but basically, we define, for each 'smooth fan'
(which is a set of adjacent loops around a same vertex that are smooth, i.e. have a single same normal),
a 'loop normal space' (or lnor space), using auto-computed normal and relevant edges, and store
custom normal as two angular factors inside that space. This allows to have custom normals
'following' deformations of the geometry, and to only save two shorts per loop in new clnor CDLayer.
Normal manipulation (editing, mixing, interpolating, etc.) shall always happen with plain 3D vectors normals,
and be converted back into storage format at the end.
Clnor computation has also been threaded (at least for Mesh case, not for BMesh), since the process can
be rather heavy with high poly meshes.
Also, bumping subversion, and fix mess in 2.70 versioning code.
2015-02-05 14:24:48 +01:00
|
|
|
|
UI: Layout changes for new checkbox layout possibilities
Follow-up to previous commit.
Some examples:
{F8473507} {F8473508} {F8473509} {F8473510}
For more screenshots, please see D7430.
We use column or row headings here to bring more structure, and to give
the eye visual anchors which aid eye-scanning. The left-aligned
checkboxes likewise help with this. And we keep the adherence to the
center line, so the alignment matches up between the various buttons and
controls.
* Changes the property split percentage from 50/50% to 40/60%. This is
needed to give enough space for the checkboxes. But in most cases this
looks better anyway - see Transform panel. In some cases it simply
fills out the available space more efficently.
* Fix various hacks where we previously used manually defined splits.
When we did this, the alignment was never quite right, and the layout
code was a mess.
* Adds column headings to many places where a list of checkboxes all
share a common purpose or leading text.
* Add checkbox + value configurations various places where a checkbox
only serves to enable the value slider
* Removes most uses of grid flow layout. The grid flow layouts combine
poorly with column headings, and also they would mess alignment up
badly. The grid flow layouts also often made buttons and controls jump
around on the screen if you would just resize editors slightly,
causing visual confusion, making users lose their place. The logic for
at what time the list of items would re-flow was often flawed, jumping
to multiple columns too fast or too late - and frankly, the grid flow
layouts would often just look bad.
Maniphest Task: https://developer.blender.org/T65965
Differential Revision: https://developer.blender.org/D7430
Reviewed by: Brecht Van Lommel, Pablo Vazquez.
Most work here by William Reynish, few changes by Julian Eisel.
2020-04-17 16:54:03 +02:00
|
|
|
col = layout.column(heading="Store")
|
2013-01-10 04:43:31 +00:00
|
|
|
|
2019-07-12 14:18:17 +02:00
|
|
|
col.enabled = obj is not None and obj.mode != 'EDIT'
|
UI: Layout changes for new checkbox layout possibilities
Follow-up to previous commit.
Some examples:
{F8473507} {F8473508} {F8473509} {F8473510}
For more screenshots, please see D7430.
We use column or row headings here to bring more structure, and to give
the eye visual anchors which aid eye-scanning. The left-aligned
checkboxes likewise help with this. And we keep the adherence to the
center line, so the alignment matches up between the various buttons and
controls.
* Changes the property split percentage from 50/50% to 40/60%. This is
needed to give enough space for the checkboxes. But in most cases this
looks better anyway - see Transform panel. In some cases it simply
fills out the available space more efficently.
* Fix various hacks where we previously used manually defined splits.
When we did this, the alignment was never quite right, and the layout
code was a mess.
* Adds column headings to many places where a list of checkboxes all
share a common purpose or leading text.
* Add checkbox + value configurations various places where a checkbox
only serves to enable the value slider
* Removes most uses of grid flow layout. The grid flow layouts combine
poorly with column headings, and also they would mess alignment up
badly. The grid flow layouts also often made buttons and controls jump
around on the screen if you would just resize editors slightly,
causing visual confusion, making users lose their place. The logic for
at what time the list of items would re-flow was often flawed, jumping
to multiple columns too fast or too late - and frankly, the grid flow
layouts would often just look bad.
Maniphest Task: https://developer.blender.org/T65965
Differential Revision: https://developer.blender.org/D7430
Reviewed by: Brecht Van Lommel, Pablo Vazquez.
Most work here by William Reynish, few changes by Julian Eisel.
2020-04-17 16:54:03 +02:00
|
|
|
col.prop(me, "use_customdata_vertex_bevel", text="Vertex Bevel Weight")
|
|
|
|
col.prop(me, "use_customdata_edge_bevel", text="Edge Bevel Weight")
|
|
|
|
col.prop(me, "use_customdata_edge_crease", text="Edge Crease")
|
2013-01-10 04:43:31 +00:00
|
|
|
|
2012-09-21 03:41:59 +00:00
|
|
|
|
2011-08-12 06:57:00 +00:00
|
|
|
class DATA_PT_custom_props_mesh(MeshButtonsPanel, PropertyPanel, Panel):
|
2018-11-26 19:00:01 +01:00
|
|
|
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
|
2010-08-12 19:36:10 +00:00
|
|
|
_context_path = "object.data"
|
2010-12-17 10:33:28 +00:00
|
|
|
_property_type = bpy.types.Mesh
|
2011-04-04 10:13:04 +00:00
|
|
|
|
2012-09-21 03:41:59 +00:00
|
|
|
|
2017-03-18 20:03:24 +11:00
|
|
|
classes = (
|
2019-03-12 10:59:57 +11:00
|
|
|
MESH_MT_vertex_group_context_menu,
|
|
|
|
MESH_MT_shape_key_context_menu,
|
2017-03-20 02:34:32 +11:00
|
|
|
MESH_UL_vgroups,
|
2017-05-30 17:58:24 +10:00
|
|
|
MESH_UL_fmaps,
|
2017-03-20 02:34:32 +11:00
|
|
|
MESH_UL_shape_keys,
|
2018-10-01 10:45:50 +02:00
|
|
|
MESH_UL_uvmaps,
|
|
|
|
MESH_UL_vcols,
|
2017-03-18 20:03:24 +11:00
|
|
|
DATA_PT_context_mesh,
|
2017-03-20 02:34:32 +11:00
|
|
|
DATA_PT_vertex_groups,
|
|
|
|
DATA_PT_shape_keys,
|
2017-03-18 20:03:24 +11:00
|
|
|
DATA_PT_uv_texture,
|
|
|
|
DATA_PT_vertex_colors,
|
2018-07-25 16:48:04 +02:00
|
|
|
DATA_PT_face_maps,
|
|
|
|
DATA_PT_normals,
|
|
|
|
DATA_PT_texture_space,
|
2019-08-14 18:37:46 +02:00
|
|
|
DATA_PT_remesh,
|
2017-03-20 02:34:32 +11:00
|
|
|
DATA_PT_customdata,
|
|
|
|
DATA_PT_custom_props_mesh,
|
2017-03-18 20:03:24 +11:00
|
|
|
)
|
|
|
|
|
2011-04-04 10:13:04 +00:00
|
|
|
if __name__ == "__main__": # only for live edit.
|
2017-03-18 20:03:24 +11:00
|
|
|
from bpy.utils import register_class
|
|
|
|
for cls in classes:
|
|
|
|
register_class(cls)
|