Files
blender/release/scripts/startup/bl_ui/properties_data_lattice.py
Brecht Van Lommel 644fadf2f0 Render: add "OpenGL" render engine.
This is intended for quick renders for previsualization, animation previews
or sequencer previews. It provides the same settings as found in the 3D view
Shading popover in solid display mode, but in the scene render properties.

The "Workbench" engine was removed, and this name no longer appears in the
user interface, it's purely an internal name. We might come up with a better
name for this OpenGL engine still, but it's good to be consistent with the
OpenGL Render operator name since this has a similar purpose.
2018-07-17 16:46:09 +02:00

103 lines
2.8 KiB
Python

# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
import bpy
from bpy.types import Panel
from rna_prop_ui import PropertyPanel
class DataButtonsPanel:
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "data"
@classmethod
def poll(cls, context):
return context.lattice
class DATA_PT_context_lattice(DataButtonsPanel, Panel):
bl_label = ""
bl_options = {'HIDE_HEADER'}
def draw(self, context):
layout = self.layout
ob = context.object
lat = context.lattice
space = context.space_data
split = layout.split(percentage=0.65)
if ob:
split.template_ID(ob, "data")
split.separator()
elif lat:
split.template_ID(space, "pin_id")
split.separator()
class DATA_PT_lattice(DataButtonsPanel, Panel):
bl_label = "Lattice"
def draw(self, context):
layout = self.layout
layout.use_property_split = True
lat = context.lattice
col = layout.column()
sub = col.column(align=True)
sub.prop(lat, "points_u", text="Resolution U")
sub.prop(lat, "points_v", text="V")
sub.prop(lat, "points_w", text="W")
col.separator()
sub = col.column(align=True)
sub.prop(lat, "interpolation_type_u", text="Interpolation U")
sub.prop(lat, "interpolation_type_v", text="V")
sub.prop(lat, "interpolation_type_w", text="W")
col.separator()
col.prop(lat, "use_outside")
col.separator()
col.prop_search(lat, "vertex_group", context.object, "vertex_groups")
class DATA_PT_custom_props_lattice(DataButtonsPanel, PropertyPanel, Panel):
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_OPENGL'}
_context_path = "object.data"
_property_type = bpy.types.Lattice
classes = (
DATA_PT_context_lattice,
DATA_PT_lattice,
DATA_PT_custom_props_lattice,
)
if __name__ == "__main__": # only for live edit.
from bpy.utils import register_class
for cls in classes:
register_class(cls)