Files
blender/release/scripts/startup/bl_ui/space_view3d.py
William Reynish a12bc43b26 UI: Move Collection Visibility popover from 3D View header into the Sidebar
It's more practical to use this from the Sidebar, and takes away one item from the crowded header.

See T63527
2019-04-16 14:52:44 +02:00

6110 lines
193 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 (
Header,
Menu,
Panel,
)
from .properties_paint_common import (
UnifiedPaintPanel,
)
from .properties_grease_pencil_common import (
AnnotationDataPanel,
AnnotationOnionSkin,
GreasePencilMaterialsPanel,
)
from bpy.app.translations import contexts as i18n_contexts
class VIEW3D_HT_header(Header):
bl_space_type = 'VIEW_3D'
def draw(self, context):
layout = self.layout
view = context.space_data
shading = view.shading
# mode_string = context.mode
obj = context.active_object
overlay = view.overlay
tool_settings = context.tool_settings
row = layout.row(align=True)
row.template_header()
object_mode = 'OBJECT' if obj is None else obj.mode
has_pose_mode = (
(object_mode == 'POSE') or
(object_mode == 'WEIGHT_PAINT' and context.pose_object is not None)
)
# Note: This is actually deadly in case enum_items have to be dynamically generated
# (because internal RNA array iterator will free everything immediately...).
# XXX This is an RNA internal issue, not sure how to fix it.
# Note: Tried to add an accessor to get translated UI strings instead of manual call
# to pgettext_iface below, but this fails because translated enumitems
# are always dynamically allocated.
act_mode_item = bpy.types.Object.bl_rna.properties["mode"].enum_items[object_mode]
act_mode_i18n_context = bpy.types.Object.bl_rna.properties["mode"].translation_context
row.separator()
sub = row.row()
sub.ui_units_x = 5.5
sub.operator_menu_enum("object.mode_set", "mode",
text=bpy.app.translations.pgettext_iface(act_mode_item.name, act_mode_i18n_context),
icon=act_mode_item.icon)
del act_mode_item
layout.template_header_3D_mode()
# Contains buttons like Mode, Pivot, Layer, Mesh Select Mode...
if obj:
# Particle edit
if object_mode == 'PARTICLE_EDIT':
row = layout.row()
row.prop(tool_settings.particle_edit, "select_mode", text="", expand=True)
# Grease Pencil
if obj and obj.type == 'GPENCIL' and context.gpencil_data:
gpd = context.gpencil_data
if gpd.is_stroke_paint_mode:
row = layout.row()
sub = row.row(align=True)
sub.prop(tool_settings, "use_gpencil_draw_onback", text="", icon='MOD_OPACITY')
sub.separator(factor=0.4)
sub.prop(tool_settings, "use_gpencil_weight_data_add", text="", icon='WPAINT_HLT')
sub.separator(factor=0.4)
sub.prop(tool_settings, "use_gpencil_draw_additive", text="", icon='FREEZE')
if gpd.use_stroke_edit_mode:
row = layout.row(align=True)
row.prop(tool_settings, "gpencil_selectmode", text="", expand=True)
if gpd.use_stroke_edit_mode or gpd.is_stroke_sculpt_mode or gpd.is_stroke_weight_mode:
row = layout.row(align=True)
if gpd.is_stroke_sculpt_mode:
row.prop(tool_settings.gpencil_sculpt, "use_select_mask", text="")
row.separator()
row.prop(gpd, "use_multiedit", text="", icon='GP_MULTIFRAME_EDITING')
sub = row.row(align=True)
sub.active = gpd.use_multiedit
sub.popover(
panel="VIEW3D_PT_gpencil_multi_frame",
text="Multiframe",
)
if gpd.use_stroke_edit_mode:
row = layout.row(align=True)
row.prop(tool_settings.gpencil_sculpt, "use_select_mask", text="")
row.popover(
panel="VIEW3D_PT_tools_grease_pencil_interpolate",
text="Interpolate",
)
VIEW3D_MT_editor_menus.draw_collapsible(context, layout)
layout.separator_spacer()
# Mode & Transform Settings
scene = context.scene
# Orientation
if object_mode in {'OBJECT', 'EDIT', 'EDIT_GPENCIL'} or has_pose_mode:
orient_slot = scene.transform_orientation_slots[0]
row = layout.row(align=True)
sub = row.row()
sub.ui_units_x = 4
sub.prop_with_popover(
orient_slot,
"type",
text="",
panel="VIEW3D_PT_transform_orientations",
)
# Pivot
if object_mode in {'OBJECT', 'EDIT', 'EDIT_GPENCIL', 'SCULPT_GPENCIL'} or has_pose_mode:
layout.prop_with_popover(
tool_settings,
"transform_pivot_point",
text="",
icon_only=True,
panel="VIEW3D_PT_pivot_point",
)
# Snap
show_snap = False
if obj is None:
show_snap = True
else:
if (object_mode not in {
'SCULPT', 'VERTEX_PAINT', 'WEIGHT_PAINT', 'TEXTURE_PAINT',
'PAINT_GPENCIL', 'SCULPT_GPENCIL', 'WEIGHT_GPENCIL'
}) or has_pose_mode:
show_snap = True
else:
from .properties_paint_common import UnifiedPaintPanel
paint_settings = UnifiedPaintPanel.paint_settings(context)
if paint_settings:
brush = paint_settings.brush
if brush and brush.stroke_method == 'CURVE':
show_snap = True
if show_snap:
snap_items = bpy.types.ToolSettings.bl_rna.properties["snap_elements"].enum_items
snap_elements = tool_settings.snap_elements
if len(snap_elements) == 1:
text = ""
for elem in snap_elements:
icon = snap_items[elem].icon
break
else:
text = "Mix"
icon = 'NONE'
del snap_items, snap_elements
row = layout.row(align=True)
row.prop(tool_settings, "use_snap", text="")
sub = row.row(align=True)
sub.popover(
panel="VIEW3D_PT_snapping",
icon=icon,
text=text,
)
# Proportional editing
gpd = context.gpencil_data
if object_mode in {'EDIT', 'PARTICLE_EDIT'}:
row = layout.row(align=True)
row.prop(tool_settings, "proportional_edit", icon_only=True)
sub = row.row(align=True)
sub.active = tool_settings.proportional_edit != 'DISABLED'
sub.prop(tool_settings, "proportional_edit_falloff", icon_only=True)
elif object_mode == 'OBJECT':
row = layout.row(align=True)
row.prop(tool_settings, "use_proportional_edit_objects", icon_only=True)
sub = row.row(align=True)
sub.active = tool_settings.use_proportional_edit_objects
sub.prop(tool_settings, "proportional_edit_falloff", icon_only=True)
elif gpd is not None and obj.type == 'GPENCIL':
if gpd.use_stroke_edit_mode or gpd.is_stroke_sculpt_mode:
row = layout.row(align=True)
row.prop(tool_settings, "proportional_edit", icon_only=True)
sub = row.row(align=True)
sub.active = tool_settings.proportional_edit != 'DISABLED'
sub.prop(tool_settings, "proportional_edit_falloff", icon_only=True)
# grease pencil
if object_mode == 'PAINT_GPENCIL':
layout.prop_with_popover(
tool_settings,
"gpencil_stroke_placement_view3d",
text="",
panel="VIEW3D_PT_gpencil_origin",
)
if object_mode in {'PAINT_GPENCIL', 'SCULPT_GPENCIL'}:
layout.prop_with_popover(
tool_settings.gpencil_sculpt,
"lock_axis",
text="",
panel="VIEW3D_PT_gpencil_lock",
)
if object_mode == 'PAINT_GPENCIL':
# FIXME: this is bad practice!
# Tool options are to be displayed in the topbar.
if context.workspace.tools.from_space_view3d_mode(object_mode).idname == "builtin_brush.Draw":
settings = tool_settings.gpencil_sculpt.guide
row = layout.row(align=True)
row.prop(settings, "use_guide", text="", icon='GRID')
sub = row.row(align=True)
sub.active = settings.use_guide
sub.popover(
panel="VIEW3D_PT_gpencil_guide",
text="Guides",
)
layout.separator_spacer()
# Viewport Settings
layout.popover(
panel="VIEW3D_PT_object_type_visibility",
icon_value=view.icon_from_show_object_viewport,
text="",
)
# Gizmo toggle & popover.
row = layout.row(align=True)
# FIXME: place-holder icon.
row.prop(view, "show_gizmo", text="", toggle=True, icon='EMPTY_DATA')
sub = row.row(align=True)
sub.active = view.show_gizmo
sub.popover(
panel="VIEW3D_PT_gizmo_display",
text="",
)
# Overlay toggle & popover.
row = layout.row(align=True)
row.prop(overlay, "show_overlays", icon='OVERLAY', text="")
sub = row.row(align=True)
sub.active = overlay.show_overlays
sub.popover(panel="VIEW3D_PT_overlay", text="")
row = layout.row()
row.active = (shading.type in {'WIREFRAME', 'SOLID'}) or object_mode in {'EDIT'}
if shading.type == 'WIREFRAME':
row.prop(shading, "show_xray_wireframe", text="", icon='XRAY')
else:
row.prop(shading, "show_xray", text="", icon='XRAY')
row = layout.row(align=True)
row.prop(shading, "type", text="", expand=True)
sub = row.row(align=True)
# TODO, currently render shading type ignores mesh two-side, until it's supported
# show the shading popover which shows double-sided option.
# sub.enabled = shading.type != 'RENDERED'
sub.popover(panel="VIEW3D_PT_shading", text="")
class VIEW3D_MT_editor_menus(Menu):
bl_label = ""
def draw(self, context):
layout = self.layout
obj = context.active_object
mode_string = context.mode
edit_object = context.edit_object
gp_edit = obj and obj.mode in {'EDIT_GPENCIL', 'PAINT_GPENCIL', 'SCULPT_GPENCIL', 'WEIGHT_GPENCIL'}
layout.menu("VIEW3D_MT_view")
# Select Menu
if gp_edit:
if mode_string not in {'PAINT_GPENCIL', 'WEIGHT_GPENCIL'}:
layout.menu("VIEW3D_MT_select_gpencil")
elif mode_string in {'PAINT_WEIGHT', 'PAINT_VERTEX', 'PAINT_TEXTURE'}:
mesh = obj.data
if mesh.use_paint_mask:
layout.menu("VIEW3D_MT_select_paint_mask")
elif mesh.use_paint_mask_vertex and mode_string in {'PAINT_WEIGHT', 'PAINT_VERTEX'}:
layout.menu("VIEW3D_MT_select_paint_mask_vertex")
elif mode_string != 'SCULPT':
layout.menu("VIEW3D_MT_select_%s" % mode_string.lower())
if gp_edit:
pass
elif mode_string == 'OBJECT':
layout.menu("VIEW3D_MT_add", text="Add")
elif mode_string == 'EDIT_MESH':
layout.menu("VIEW3D_MT_mesh_add", text="Add")
elif mode_string == 'EDIT_CURVE':
layout.menu("VIEW3D_MT_curve_add", text="Add")
elif mode_string == 'EDIT_SURFACE':
layout.menu("VIEW3D_MT_surface_add", text="Add")
elif mode_string == 'EDIT_METABALL':
layout.menu("VIEW3D_MT_metaball_add", text="Add")
elif mode_string == 'EDIT_ARMATURE':
layout.menu("TOPBAR_MT_edit_armature_add", text="Add")
if gp_edit:
if obj and obj.mode == 'PAINT_GPENCIL':
layout.menu("VIEW3D_MT_paint_gpencil")
elif obj and obj.mode == 'EDIT_GPENCIL':
layout.menu("VIEW3D_MT_edit_gpencil")
elif obj and obj.mode == 'WEIGHT_GPENCIL':
layout.menu("VIEW3D_MT_weight_gpencil")
elif edit_object:
layout.menu("VIEW3D_MT_edit_%s" % edit_object.type.lower())
if mode_string == 'EDIT_MESH':
layout.menu("VIEW3D_MT_edit_mesh_vertices")
layout.menu("VIEW3D_MT_edit_mesh_edges")
layout.menu("VIEW3D_MT_edit_mesh_faces")
layout.menu("VIEW3D_MT_uv_map", text="UV")
elif mode_string in {'EDIT_CURVE', 'EDIT_SURFACE'}:
layout.menu("VIEW3D_MT_edit_curve_ctrlpoints")
layout.menu("VIEW3D_MT_edit_curve_segments")
elif obj:
if mode_string != 'PAINT_TEXTURE':
layout.menu("VIEW3D_MT_%s" % mode_string.lower())
if mode_string in {'SCULPT', 'PAINT_VERTEX', 'PAINT_WEIGHT', 'PAINT_TEXTURE'}:
layout.menu("VIEW3D_MT_brush")
if mode_string == 'SCULPT':
layout.menu("VIEW3D_MT_hide_mask")
else:
layout.menu("VIEW3D_MT_object")
# ********** Menu **********
# ********** Utilities **********
class ShowHideMenu:
bl_label = "Show/Hide"
_operator_name = ""
def draw(self, context):
layout = self.layout
layout.operator("%s.reveal" % self._operator_name)
layout.operator("%s.hide" % self._operator_name, text="Hide Selected").unselected = False
layout.operator("%s.hide" % self._operator_name, text="Hide Unselected").unselected = True
# Standard transforms which apply to all cases
# NOTE: this doesn't seem to be able to be used directly
class VIEW3D_MT_transform_base(Menu):
bl_label = "Transform"
bl_category = "View"
# TODO: get rid of the custom text strings?
def draw(self, context):
layout = self.layout
layout.operator("transform.translate")
layout.operator("transform.rotate")
layout.operator("transform.resize", text="Scale")
layout.separator()
layout.operator("transform.tosphere", text="To Sphere")
layout.operator("transform.shear", text="Shear")
layout.operator("transform.bend", text="Bend")
layout.operator("transform.push_pull", text="Push/Pull")
if context.mode != 'OBJECT':
layout.operator("transform.vertex_warp", text="Warp")
layout.operator("transform.vertex_random", text="Randomize")
# Generic transform menu - geometry types
class VIEW3D_MT_transform(VIEW3D_MT_transform_base):
def draw(self, context):
# base menu
VIEW3D_MT_transform_base.draw(self, context)
# generic...
layout = self.layout
if context.mode == 'EDIT_MESH':
layout.operator("transform.shrink_fatten", text="Shrink Fatten")
elif context.mode == 'EDIT_CURVE':
layout.operator("transform.transform", text="Radius").mode = 'CURVE_SHRINKFATTEN'
layout.separator()
layout.operator("transform.translate", text="Move Texture Space").texture_space = True
layout.operator("transform.resize", text="Scale Texture Space").texture_space = True
# Object-specific extensions to Transform menu
class VIEW3D_MT_transform_object(VIEW3D_MT_transform_base):
def draw(self, context):
layout = self.layout
# base menu
VIEW3D_MT_transform_base.draw(self, context)
# object-specific option follow...
layout.separator()
layout.operator("transform.translate", text="Move Texture Space").texture_space = True
layout.operator("transform.resize", text="Scale Texture Space").texture_space = True
layout.separator()
layout.operator_context = 'EXEC_REGION_WIN'
# XXX see alignmenu() in edit.c of b2.4x to get this working
layout.operator("transform.transform", text="Align to Transform Orientation").mode = 'ALIGN'
layout.separator()
layout.operator("object.randomize_transform")
layout.operator("object.align")
# TODO: there is a strange context bug here.
"""
layout.operator_context = 'INVOKE_REGION_WIN'
layout.operator("object.transform_axis_target")
"""
# Armature EditMode extensions to Transform menu
class VIEW3D_MT_transform_armature(VIEW3D_MT_transform_base):
def draw(self, context):
layout = self.layout
# base menu
VIEW3D_MT_transform_base.draw(self, context)
# armature specific extensions follow...
obj = context.object
if obj.type == 'ARMATURE' and obj.mode in {'EDIT', 'POSE'}:
if obj.data.display_type == 'BBONE':
layout.separator()
layout.operator("transform.transform", text="Scale BBone").mode = 'BONE_SIZE'
elif obj.data.display_type == 'ENVELOPE':
layout.separator()
layout.operator("transform.transform", text="Scale Envelope Distance").mode = 'BONE_SIZE'
layout.operator("transform.transform", text="Scale Radius").mode = 'BONE_ENVELOPE'
if context.edit_object and context.edit_object.type == 'ARMATURE':
layout.separator()
layout.operator("armature.align")
class VIEW3D_MT_mirror(Menu):
bl_label = "Mirror"
def draw(self, context):
layout = self.layout
layout.operator("transform.mirror", text="Interactive Mirror")
layout.separator()
layout.operator_context = 'EXEC_REGION_WIN'
for (space_name, space_id) in (("Global", 'GLOBAL'), ("Local", 'LOCAL')):
for axis_index, axis_name in enumerate("XYZ"):
props = layout.operator("transform.mirror", text=f"{axis_name!s} {space_name!s}")
props.constraint_axis[axis_index] = True
props.orient_type = 'GLOBAL'
if space_id == 'GLOBAL':
layout.separator()
class VIEW3D_MT_snap(Menu):
bl_label = "Snap"
def draw(self, context):
layout = self.layout
layout.operator("view3d.snap_selected_to_grid", text="Selection to Grid")
layout.operator("view3d.snap_selected_to_cursor", text="Selection to Cursor").use_offset = False
layout.operator("view3d.snap_selected_to_cursor", text="Selection to Cursor (Keep Offset)").use_offset = True
layout.operator("view3d.snap_selected_to_active", text="Selection to Active")
layout.separator()
layout.operator("view3d.snap_cursor_to_selected", text="Cursor to Selected")
layout.operator("view3d.snap_cursor_to_center", text="Cursor to World Origin")
layout.operator("view3d.snap_cursor_to_grid", text="Cursor to Grid")
layout.operator("view3d.snap_cursor_to_active", text="Cursor to Active")
class VIEW3D_MT_uv_map(Menu):
bl_label = "UV Mapping"
def draw(self, context):
layout = self.layout
layout.operator("uv.unwrap")
layout.operator_context = 'INVOKE_DEFAULT'
layout.operator("uv.smart_project")
layout.operator("uv.lightmap_pack")
layout.operator("uv.follow_active_quads")
layout.separator()
layout.operator_context = 'EXEC_REGION_WIN'
layout.operator("uv.cube_project")
layout.operator("uv.cylinder_project")
layout.operator("uv.sphere_project")
layout.separator()
layout.operator_context = 'INVOKE_REGION_WIN'
layout.operator("uv.project_from_view").scale_to_bounds = False
layout.operator("uv.project_from_view", text="Project from View (Bounds)").scale_to_bounds = True
layout.separator()
layout.operator("mesh.mark_seam").clear = False
layout.operator("mesh.mark_seam", text="Clear Seam").clear = True
layout.separator()
layout.operator("uv.reset")
# ********** View menus **********
class VIEW3D_MT_view(Menu):
bl_label = "View"
def draw(self, context):
layout = self.layout
view = context.space_data
layout.operator("view3d.toolshelf", icon='MENU_PANEL')
layout.operator("view3d.properties", icon='MENU_PANEL')
layout.separator()
layout.operator("view3d.view_selected", text="Frame Selected").use_all_regions = False
if view.region_quadviews:
layout.operator("view3d.view_selected", text="Frame Selected (Quad View)").use_all_regions = True
layout.operator("view3d.view_all", text="Frame All").center = False
layout.operator("view3d.view_persportho", text="Perspective/Orthographic")
layout.menu("VIEW3D_MT_view_local")
layout.separator()
layout.menu("VIEW3D_MT_view_cameras", text="Cameras")
layout.separator()
layout.menu("VIEW3D_MT_view_viewpoint")
layout.menu("VIEW3D_MT_view_navigation")
layout.menu("VIEW3D_MT_view_align")
layout.separator()
layout.operator_context = 'INVOKE_REGION_WIN'
layout.menu("VIEW3D_MT_view_regions", text="View Regions")
layout.separator()
layout.operator("screen.animation_play", text="Play Animation")
layout.separator()
layout.operator("render.opengl", text="Viewport Render Image", icon='RENDER_STILL')
layout.operator("render.opengl", text="Viewport Render Animation", icon='RENDER_ANIMATION').animation = True
layout.separator()
layout.menu("INFO_MT_area")
class VIEW3D_MT_view_local(Menu):
bl_label = "Local View"
def draw(self, context):
layout = self.layout
layout.operator("view3d.localview", text="Toggle Local View")
layout.operator("view3d.localview_remove_from")
class VIEW3D_MT_view_cameras(Menu):
bl_label = "Cameras"
def draw(self, context):
layout = self.layout
layout.operator("view3d.object_as_camera")
layout.operator("view3d.view_camera", text="Active Camera")
class VIEW3D_MT_view_viewpoint(Menu):
bl_label = "Viewpoint"
def draw(self, context):
layout = self.layout
layout.operator("view3d.view_camera", text="Camera")
layout.separator()
layout.operator("view3d.view_axis", text="Top").type = 'TOP'
layout.operator("view3d.view_axis", text="Bottom").type = 'BOTTOM'
layout.separator()
layout.operator("view3d.view_axis", text="Front").type = 'FRONT'
layout.operator("view3d.view_axis", text="Back").type = 'BACK'
layout.separator()
layout.operator("view3d.view_axis", text="Right").type = 'RIGHT'
layout.operator("view3d.view_axis", text="Left").type = 'LEFT'
class VIEW3D_MT_view_navigation(Menu):
bl_label = "Navigation"
def draw(self, context):
from math import pi
layout = self.layout
layout.operator_enum("view3d.view_orbit", "type")
props = layout.operator("view3d.view_orbit", text="Orbit Opposite")
props.type = 'ORBITRIGHT'
props.angle = pi
layout.separator()
layout.operator("view3d.view_roll", text="Roll Left").type = 'LEFT'
layout.operator("view3d.view_roll", text="Roll Right").type = 'RIGHT'
layout.separator()
layout.operator_enum("view3d.view_pan", "type")
layout.separator()
layout.operator("view3d.zoom", text="Zoom In").delta = 1
layout.operator("view3d.zoom", text="Zoom Out").delta = -1
layout.operator("view3d.zoom_border", text="Zoom Border...")
layout.operator("view3d.zoom_camera_1_to_1", text="Zoom Camera 1:1")
layout.separator()
layout.operator("view3d.fly")
layout.operator("view3d.walk")
class VIEW3D_MT_view_align(Menu):
bl_label = "Align View"
def draw(self, context):
layout = self.layout
layout.menu("VIEW3D_MT_view_align_selected")
layout.separator()
layout.operator("view3d.camera_to_view", text="Align Active Camera to View")
layout.operator("view3d.camera_to_view_selected", text="Align Active Camera to Selected")
layout.separator()
layout.operator("view3d.view_all", text="Center Cursor and View All").center = True
layout.operator("view3d.view_center_cursor")
layout.separator()
layout.operator("view3d.view_lock_to_active")
layout.operator("view3d.view_lock_clear")
class VIEW3D_MT_view_align_selected(Menu):
bl_label = "Align View to Active"
def draw(self, context):
layout = self.layout
props = layout.operator("view3d.view_axis", text="Top")
props.align_active = True
props.type = 'TOP'
props = layout.operator("view3d.view_axis", text="Bottom")
props.align_active = True
props.type = 'BOTTOM'
layout.separator()
props = layout.operator("view3d.view_axis", text="Front")
props.align_active = True
props.type = 'FRONT'
props = layout.operator("view3d.view_axis", text="Back")
props.align_active = True
props.type = 'BACK'
layout.separator()
props = layout.operator("view3d.view_axis", text="Right")
props.align_active = True
props.type = 'RIGHT'
props = layout.operator("view3d.view_axis", text="Left")
props.align_active = True
props.type = 'LEFT'
class VIEW3D_MT_view_regions(Menu):
bl_label = "View Regions"
def draw(self, context):
layout = self.layout
layout.operator("view3d.clip_border", text="Clipping Region...")
layout.operator("view3d.render_border", text="Render Region...")
layout.separator()
layout.operator("view3d.clear_render_border")
# ********** Select menus, suffix from context.mode **********
class VIEW3D_MT_select_object_more_less(Menu):
bl_label = "Select More/Less"
def draw(self, context):
layout = self.layout
layout = self.layout
layout.operator("object.select_more", text="More")
layout.operator("object.select_less", text="Less")
layout.separator()
props = layout.operator("object.select_hierarchy", text="Parent")
props.extend = False
props.direction = 'PARENT'
props = layout.operator("object.select_hierarchy", text="Child")
props.extend = False
props.direction = 'CHILD'
layout.separator()
props = layout.operator("object.select_hierarchy", text="Extend Parent")
props.extend = True
props.direction = 'PARENT'
props = layout.operator("object.select_hierarchy", text="Extend Child")
props.extend = True
props.direction = 'CHILD'
class VIEW3D_MT_select_object(Menu):
bl_label = "Select"
def draw(self, context):
layout = self.layout
layout.operator("object.select_all", text="All").action = 'SELECT'
layout.operator("object.select_all", text="None").action = 'DESELECT'
layout.operator("object.select_all", text="Invert").action = 'INVERT'
layout.separator()
layout.operator("view3d.select_box")
layout.operator("view3d.select_circle")
layout.separator()
layout.operator_menu_enum("object.select_by_type", "type", text="Select All by Type...")
layout.operator("object.select_camera", text="Select Active Camera")
layout.operator("object.select_mirror", text="Mirror Selection")
layout.operator("object.select_random", text="Select Random")
layout.separator()
layout.menu("VIEW3D_MT_select_object_more_less")
layout.separator()
layout.operator_menu_enum("object.select_grouped", "type", text="Select Grouped")
layout.operator_menu_enum("object.select_linked", "type", text="Select Linked")
layout.operator("object.select_pattern", text="Select Pattern...")
class VIEW3D_MT_select_pose_more_less(Menu):
bl_label = "Select More/Less"
def draw(self, context):
layout = self.layout
layout = self.layout
props = layout.operator("pose.select_hierarchy", text="Parent")
props.extend = False
props.direction = 'PARENT'
props = layout.operator("pose.select_hierarchy", text="Child")
props.extend = False
props.direction = 'CHILD'
layout.separator()
props = layout.operator("pose.select_hierarchy", text="Extend Parent")
props.extend = True
props.direction = 'PARENT'
props = layout.operator("pose.select_hierarchy", text="Extend Child")
props.extend = True
props.direction = 'CHILD'
class VIEW3D_MT_select_pose(Menu):
bl_label = "Select"
def draw(self, context):
layout = self.layout
layout.operator("pose.select_all", text="All").action = 'SELECT'
layout.operator("pose.select_all", text="None").action = 'DESELECT'
layout.operator("pose.select_all", text="Invert").action = 'INVERT'
layout.separator()
layout.operator("view3d.select_box")
layout.operator("view3d.select_circle")
layout.separator()
layout.operator("pose.select_mirror", text="Flip Active")
layout.separator()
layout.operator("pose.select_constraint_target", text="Constraint Target")
layout.operator("pose.select_linked", text="Linked")
layout.separator()
layout.menu("VIEW3D_MT_select_pose_more_less")
layout.separator()
layout.operator_menu_enum("pose.select_grouped", "type", text="Grouped")
layout.operator("object.select_pattern", text="Select Pattern...")
class VIEW3D_MT_select_particle(Menu):
bl_label = "Select"
def draw(self, context):
layout = self.layout
layout.operator("particle.select_all", text="All").action = 'SELECT'
layout.operator("particle.select_all", text="None").action = 'DESELECT'
layout.operator("particle.select_all", text="Invert").action = 'INVERT'
layout.separator()
layout.operator("view3d.select_box")
layout.operator("view3d.select_circle")
layout.separator()
layout.operator("particle.select_linked")
layout.separator()
layout.operator("particle.select_more")
layout.operator("particle.select_less")
layout.separator()
layout.operator("particle.select_random")
layout.separator()
layout.operator("particle.select_roots", text="Roots")
layout.operator("particle.select_tips", text="Tips")
class VIEW3D_MT_edit_mesh_select_similar(Menu):
bl_label = "Select Similar"
def draw(self, context):
layout = self.layout
layout.operator_enum("mesh.select_similar", "type")
layout.separator()
layout.operator("mesh.select_similar_region", text="Face Regions")
class VIEW3D_MT_edit_mesh_select_by_trait(Menu):
bl_label = "Select All by Trait"
def draw(self, context):
layout = self.layout
tool_settings = context.tool_settings
if tool_settings.mesh_select_mode[2] is False:
layout.operator("mesh.select_non_manifold", text="Non Manifold")
layout.operator("mesh.select_loose", text="Loose Geometry")
layout.operator("mesh.select_interior_faces", text="Interior Faces")
layout.operator("mesh.select_face_by_sides", text="Faces by Sides")
layout.separator()
layout.operator("mesh.select_ungrouped", text="Ungrouped Verts")
class VIEW3D_MT_edit_mesh_select_more_less(Menu):
bl_label = "Select More/Less"
def draw(self, context):
layout = self.layout
layout.operator("mesh.select_more", text="More")
layout.operator("mesh.select_less", text="Less")
layout.separator()
layout.operator("mesh.select_next_item", text="Next Active")
layout.operator("mesh.select_prev_item", text="Previous Active")
class VIEW3D_MT_edit_mesh_select_linked(Menu):
bl_label = "Select Linked"
def draw(self, context):
layout = self.layout
layout.operator("mesh.select_linked", text="Linked")
layout.operator("mesh.shortest_path_select", text="Shortest Path")
layout.operator("mesh.faces_select_linked_flat", text="Linked Flat Faces")
class VIEW3D_MT_edit_mesh_select_loops(Menu):
bl_label = "Select Loops"
def draw(self, context):
layout = self.layout
layout.operator("mesh.loop_multi_select", text="Edge Loops").ring = False
layout.operator("mesh.loop_multi_select", text="Edge Rings").ring = True
layout.separator()
layout.operator("mesh.loop_to_region")
layout.operator("mesh.region_to_loop")
class VIEW3D_MT_select_edit_mesh(Menu):
bl_label = "Select"
def draw(self, context):
layout = self.layout
# primitive
layout.operator("mesh.select_all", text="All").action = 'SELECT'
layout.operator("mesh.select_all", text="None").action = 'DESELECT'
layout.operator("mesh.select_all", text="Invert").action = 'INVERT'
layout.separator()
layout.operator("view3d.select_box")
layout.operator("view3d.select_circle")
layout.separator()
# numeric
layout.operator("mesh.select_random", text="Select Random")
layout.operator("mesh.select_nth")
layout.separator()
# geometric
layout.operator("mesh.edges_select_sharp", text="Select Sharp Edges")
layout.separator()
# other ...
layout.menu("VIEW3D_MT_edit_mesh_select_similar")
layout.separator()
layout.menu("VIEW3D_MT_edit_mesh_select_by_trait")
layout.separator()
layout.menu("VIEW3D_MT_edit_mesh_select_more_less")
layout.separator()
layout.menu("VIEW3D_MT_edit_mesh_select_loops")
layout.separator()
layout.menu("VIEW3D_MT_edit_mesh_select_linked")
layout.separator()
layout.operator("mesh.select_axis", text="Side of Active")
layout.operator("mesh.select_mirror", text="Mirror Selection")
class VIEW3D_MT_select_edit_curve(Menu):
bl_label = "Select"
def draw(self, context):
layout = self.layout
layout.operator("curve.select_all", text="All").action = 'SELECT'
layout.operator("curve.select_all", text="None").action = 'DESELECT'
layout.operator("curve.select_all", text="Invert").action = 'INVERT'
layout.separator()
layout.operator("view3d.select_box")
layout.operator("view3d.select_circle")
layout.separator()
layout.operator("curve.select_random")
layout.operator("curve.select_nth")
layout.operator("curve.select_linked", text="Select Linked")
layout.operator("curve.select_similar", text="Select Similar")
layout.separator()
layout.operator("curve.de_select_first")
layout.operator("curve.de_select_last")
layout.operator("curve.select_next")
layout.operator("curve.select_previous")
layout.separator()
layout.operator("curve.select_more")
layout.operator("curve.select_less")
class VIEW3D_MT_select_edit_surface(Menu):
bl_label = "Select"
def draw(self, context):
layout = self.layout
layout.operator("curve.select_all", text="All").action = 'SELECT'
layout.operator("curve.select_all", text="None").action = 'DESELECT'
layout.operator("curve.select_all", text="Invert").action = 'INVERT'
layout.separator()
layout.operator("view3d.select_box")
layout.operator("view3d.select_circle")
layout.separator()
layout.operator("curve.select_random")
layout.operator("curve.select_nth")
layout.operator("curve.select_linked", text="Select Linked")
layout.operator("curve.select_similar", text="Select Similar")
layout.separator()
layout.operator("curve.select_row")
layout.separator()
layout.operator("curve.select_more")
layout.operator("curve.select_less")
class VIEW3D_MT_edit_text_context_menu(Menu):
bl_label = "Text Context Menu"
def draw(self, context):
layout = self.layout
layout = self.layout
layout.operator_context = 'INVOKE_DEFAULT'
layout.operator("font.text_cut", text="Cut")
layout.operator("font.text_copy", text="Copy", icon='COPYDOWN')
layout.operator("font.text_paste", text="Paste", icon='PASTEDOWN')
layout.separator()
layout.operator("font.select_all")
layout.separator()
layout.menu("VIEW3D_MT_edit_font")
class VIEW3D_MT_select_edit_text(Menu):
# intentional name mismatch
# select menu for 3d-text doesn't make sense
bl_label = "Edit"
def draw(self, context):
layout = self.layout
layout.operator("font.text_cut", text="Cut")
layout.operator("font.text_copy", text="Copy", icon='COPYDOWN')
layout.operator("font.text_paste", text="Paste", icon='PASTEDOWN')
layout.separator()
layout.operator("font.text_paste_from_file")
layout.separator()
layout.operator("font.select_all")
layout.menu("VIEW3D_MT_edit_font")
class VIEW3D_MT_select_edit_metaball(Menu):
bl_label = "Select"
def draw(self, context):
layout = self.layout
layout.operator("mball.select_all", text="All").action = 'SELECT'
layout.operator("mball.select_all", text="None").action = 'DESELECT'
layout.operator("mball.select_all", text="Invert").action = 'INVERT'
layout.separator()
layout.operator("view3d.select_box")
layout.operator("view3d.select_circle")
layout.separator()
layout.operator("mball.select_random_metaelems")
layout.separator()
layout.operator_menu_enum("mball.select_similar", "type", text="Similar")
class VIEW3D_MT_edit_lattice_context_menu(Menu):
bl_label = "Lattice Context Menu"
def draw(self, context):
layout = self.layout
layout = self.layout
layout.menu("VIEW3D_MT_mirror")
layout.operator_menu_enum("lattice.flip", "axis")
layout.menu("VIEW3D_MT_snap")
layout.separator()
layout.operator("lattice.make_regular")
class VIEW3D_MT_select_edit_lattice(Menu):
bl_label = "Select"
def draw(self, context):
layout = self.layout
layout.operator("lattice.select_all", text="All").action = 'SELECT'
layout.operator("lattice.select_all", text="None").action = 'DESELECT'
layout.operator("lattice.select_all", text="Invert").action = 'INVERT'
layout.separator()
layout.operator("view3d.select_box")
layout.operator("view3d.select_circle")
layout.separator()
layout.operator("lattice.select_mirror")
layout.operator("lattice.select_random")
layout.separator()
layout.operator("lattice.select_more")
layout.operator("lattice.select_less")
layout.separator()
layout.operator("lattice.select_ungrouped", text="Ungrouped Verts")
class VIEW3D_MT_select_edit_armature(Menu):
bl_label = "Select"
def draw(self, context):
layout = self.layout
layout.operator("armature.select_all", text="All").action = 'SELECT'
layout.operator("armature.select_all", text="None").action = 'DESELECT'
layout.operator("armature.select_all", text="Invert").action = 'INVERT'
layout.separator()
layout.operator("view3d.select_box")
layout.operator("view3d.select_circle")
layout.separator()
layout.operator("armature.select_mirror", text="Mirror").extend = False
layout.separator()
layout.operator("armature.select_more", text="More")
layout.operator("armature.select_less", text="Less")
layout.separator()
props = layout.operator("armature.select_hierarchy", text="Parent")
props.extend = False
props.direction = 'PARENT'
props = layout.operator("armature.select_hierarchy", text="Child")
props.extend = False
props.direction = 'CHILD'
layout.separator()
props = layout.operator("armature.select_hierarchy", text="Extend Parent")
props.extend = True
props.direction = 'PARENT'
props = layout.operator("armature.select_hierarchy", text="Extend Child")
props.extend = True
props.direction = 'CHILD'
layout.operator_menu_enum("armature.select_similar", "type", text="Similar")
layout.operator("object.select_pattern", text="Select Pattern...")
class VIEW3D_MT_select_gpencil(Menu):
bl_label = "Select"
def draw(self, context):
layout = self.layout
layout.operator("gpencil.select_all", text="All").action = 'SELECT'
layout.operator("gpencil.select_all", text="None").action = 'DESELECT'
layout.operator("gpencil.select_all", text="Invert").action = 'INVERT'
layout.separator()
layout.operator("gpencil.select_box")
layout.operator("gpencil.select_circle")
layout.separator()
layout.operator("gpencil.select_linked", text="Linked")
layout.operator("gpencil.select_alternate")
layout.operator_menu_enum("gpencil.select_grouped", "type", text="Grouped")
layout.separator()
layout.operator("gpencil.select_first")
layout.operator("gpencil.select_last")
layout.separator()
layout.operator("gpencil.select_more")
layout.operator("gpencil.select_less")
class VIEW3D_MT_select_paint_mask(Menu):
bl_label = "Select"
def draw(self, context):
layout = self.layout
layout.operator("paint.face_select_all", text="All").action = 'SELECT'
layout.operator("paint.face_select_all", text="None").action = 'DESELECT'
layout.operator("paint.face_select_all", text="Invert").action = 'INVERT'
layout.separator()
layout.operator("view3d.select_box")
layout.operator("view3d.select_circle")
layout.separator()
layout.operator("paint.face_select_linked", text="Linked")
class VIEW3D_MT_select_paint_mask_vertex(Menu):
bl_label = "Select"
def draw(self, context):
layout = self.layout
layout.operator("paint.vert_select_all", text="All").action = 'SELECT'
layout.operator("paint.vert_select_all", text="None").action = 'DESELECT'
layout.operator("paint.vert_select_all", text="Invert").action = 'INVERT'
layout.separator()
layout.operator("view3d.select_box")
layout.operator("view3d.select_circle")
layout.separator()
layout.operator("paint.vert_select_ungrouped", text="Ungrouped Verts")
class VIEW3D_MT_angle_control(Menu):
bl_label = "Angle Control"
@classmethod
def poll(cls, context):
settings = UnifiedPaintPanel.paint_settings(context)
if not settings:
return False
brush = settings.brush
tex_slot = brush.texture_slot
return tex_slot.has_texture_angle and tex_slot.has_texture_angle_source
def draw(self, context):
layout = self.layout
settings = UnifiedPaintPanel.paint_settings(context)
brush = settings.brush
sculpt = (context.sculpt_object is not None)
tex_slot = brush.texture_slot
layout.prop(tex_slot, "use_rake", text="Rake")
if brush.brush_capabilities.has_random_texture_angle and tex_slot.has_random_texture_angle:
if sculpt:
if brush.sculpt_capabilities.has_random_texture_angle:
layout.prop(tex_slot, "use_random", text="Random")
else:
layout.prop(tex_slot, "use_random", text="Random")
class VIEW3D_MT_mesh_add(Menu):
bl_idname = "VIEW3D_MT_mesh_add"
bl_label = "Mesh"
def draw(self, context):
layout = self.layout
layout.operator_context = 'INVOKE_REGION_WIN'
layout.operator("mesh.primitive_plane_add", text="Plane", icon='MESH_PLANE')
layout.operator("mesh.primitive_cube_add", text="Cube", icon='MESH_CUBE')
layout.operator("mesh.primitive_circle_add", text="Circle", icon='MESH_CIRCLE')
layout.operator("mesh.primitive_uv_sphere_add", text="UV Sphere", icon='MESH_UVSPHERE')
layout.operator("mesh.primitive_ico_sphere_add", text="Ico Sphere", icon='MESH_ICOSPHERE')
layout.operator("mesh.primitive_cylinder_add", text="Cylinder", icon='MESH_CYLINDER')
layout.operator("mesh.primitive_cone_add", text="Cone", icon='MESH_CONE')
layout.operator("mesh.primitive_torus_add", text="Torus", icon='MESH_TORUS')
layout.separator()
layout.operator("mesh.primitive_grid_add", text="Grid", icon='MESH_GRID')
layout.operator("mesh.primitive_monkey_add", text="Monkey", icon='MESH_MONKEY')
class VIEW3D_MT_curve_add(Menu):
bl_idname = "VIEW3D_MT_curve_add"
bl_label = "Curve"
def draw(self, context):
layout = self.layout
layout.operator_context = 'INVOKE_REGION_WIN'
layout.operator("curve.primitive_bezier_curve_add", text="Bezier", icon='CURVE_BEZCURVE')
layout.operator("curve.primitive_bezier_circle_add", text="Circle", icon='CURVE_BEZCIRCLE')
layout.separator()
layout.operator("curve.primitive_nurbs_curve_add", text="Nurbs Curve", icon='CURVE_NCURVE')
layout.operator("curve.primitive_nurbs_circle_add", text="Nurbs Circle", icon='CURVE_NCIRCLE')
layout.operator("curve.primitive_nurbs_path_add", text="Path", icon='CURVE_PATH')
class VIEW3D_MT_surface_add(Menu):
bl_idname = "VIEW3D_MT_surface_add"
bl_label = "Surface"
def draw(self, context):
layout = self.layout
layout.operator_context = 'INVOKE_REGION_WIN'
layout.operator("surface.primitive_nurbs_surface_curve_add", text="Nurbs Curve", icon='SURFACE_NCURVE')
layout.operator("surface.primitive_nurbs_surface_circle_add", text="Nurbs Circle", icon='SURFACE_NCIRCLE')
layout.operator("surface.primitive_nurbs_surface_surface_add", text="Nurbs Surface", icon='SURFACE_NSURFACE')
layout.operator("surface.primitive_nurbs_surface_cylinder_add",
text="Nurbs Cylinder", icon='SURFACE_NCYLINDER')
layout.operator("surface.primitive_nurbs_surface_sphere_add", text="Nurbs Sphere", icon='SURFACE_NSPHERE')
layout.operator("surface.primitive_nurbs_surface_torus_add", text="Nurbs Torus", icon='SURFACE_NTORUS')
class VIEW3D_MT_edit_metaball_context_menu(Menu):
bl_label = "Metaball Context Menu"
def draw(self, context):
layout = self.layout
layout.operator_context = 'INVOKE_REGION_WIN'
# Add
layout.operator("mball.duplicate_move")
layout.separator()
# Modify
layout.menu("VIEW3D_MT_mirror")
layout.menu("VIEW3D_MT_snap")
layout.separator()
# Remove
layout.operator_context = 'EXEC_DEFAULT'
layout.operator("mball.delete_metaelems", text="Delete")
class VIEW3D_MT_metaball_add(Menu):
bl_idname = "VIEW3D_MT_metaball_add"
bl_label = "Metaball"
def draw(self, context):
layout = self.layout
layout.operator_context = 'INVOKE_REGION_WIN'
layout.operator_enum("object.metaball_add", "type")
class TOPBAR_MT_edit_curve_add(Menu):
bl_idname = "TOPBAR_MT_edit_curve_add"
bl_label = "Add"
def draw(self, context):
is_surf = context.active_object.type == 'SURFACE'
layout = self.layout
layout.operator_context = 'EXEC_REGION_WIN'
if is_surf:
VIEW3D_MT_surface_add.draw(self, context)
else:
VIEW3D_MT_curve_add.draw(self, context)
class TOPBAR_MT_edit_armature_add(Menu):
bl_idname = "TOPBAR_MT_edit_armature_add"
bl_label = "Armature"
def draw(self, context):
layout = self.layout
layout.operator_context = 'EXEC_REGION_WIN'
layout.operator("armature.bone_primitive_add", text="Single Bone", icon='BONE_DATA')
class VIEW3D_MT_armature_add(Menu):
bl_idname = "VIEW3D_MT_armature_add"
bl_label = "Armature"
def draw(self, context):
layout = self.layout
layout.operator_context = 'EXEC_REGION_WIN'
layout.operator("object.armature_add", text="Single Bone", icon='BONE_DATA')
class VIEW3D_MT_light_add(Menu):
bl_idname = "VIEW3D_MT_light_add"
bl_label = "Light"
def draw(self, context):
layout = self.layout
layout.operator_context = 'INVOKE_REGION_WIN'
layout.operator_enum("object.light_add", "type")
class VIEW3D_MT_lightprobe_add(Menu):
bl_idname = "VIEW3D_MT_lightprobe_add"
bl_label = "Light Probe"
def draw(self, context):
layout = self.layout
layout.operator_context = 'INVOKE_REGION_WIN'
layout.operator_enum("object.lightprobe_add", "type")
class VIEW3D_MT_camera_add(Menu):
bl_idname = "VIEW3D_MT_camera_add"
bl_label = "Camera"
def draw(self, context):
layout = self.layout
layout.operator_context = 'EXEC_REGION_WIN'
layout.operator("object.camera_add", text="Camera", icon='OUTLINER_OB_CAMERA')
class VIEW3D_MT_add(Menu):
bl_label = "Add"
def draw(self, context):
layout = self.layout
# note, don't use 'EXEC_SCREEN' or operators won't get the 'v3d' context.
# Note: was EXEC_AREA, but this context does not have the 'rv3d', which prevents
# "align_view" to work on first call (see [#32719]).
layout.operator_context = 'EXEC_REGION_WIN'
# layout.operator_menu_enum("object.mesh_add", "type", text="Mesh", icon='OUTLINER_OB_MESH')
layout.menu("VIEW3D_MT_mesh_add", icon='OUTLINER_OB_MESH')
# layout.operator_menu_enum("object.curve_add", "type", text="Curve", icon='OUTLINER_OB_CURVE')
layout.menu("VIEW3D_MT_curve_add", icon='OUTLINER_OB_CURVE')
# layout.operator_menu_enum("object.surface_add", "type", text="Surface", icon='OUTLINER_OB_SURFACE')
layout.menu("VIEW3D_MT_surface_add", icon='OUTLINER_OB_SURFACE')
layout.menu("VIEW3D_MT_metaball_add", text="Metaball", icon='OUTLINER_OB_META')
layout.operator("object.text_add", text="Text", icon='OUTLINER_OB_FONT')
layout.operator_menu_enum("object.gpencil_add", "type", text="Grease Pencil", icon='OUTLINER_OB_GREASEPENCIL')
layout.separator()
if VIEW3D_MT_armature_add.is_extended():
layout.menu("VIEW3D_MT_armature_add", icon='OUTLINER_OB_ARMATURE')
else:
layout.operator("object.armature_add", text="Armature", icon='OUTLINER_OB_ARMATURE')
layout.operator("object.add", text="Lattice", icon='OUTLINER_OB_LATTICE').type = 'LATTICE'
layout.separator()
layout.operator_menu_enum("object.empty_add", "type", text="Empty", icon='OUTLINER_OB_EMPTY')
layout.menu("VIEW3D_MT_image_add", text="Image", icon='OUTLINER_OB_IMAGE')
layout.separator()
layout.menu("VIEW3D_MT_light_add", icon='OUTLINER_OB_LIGHT')
layout.menu("VIEW3D_MT_lightprobe_add", icon='OUTLINER_OB_LIGHTPROBE')
layout.separator()
if VIEW3D_MT_camera_add.is_extended():
layout.menu("VIEW3D_MT_camera_add", icon='OUTLINER_OB_CAMERA')
else:
VIEW3D_MT_camera_add.draw(self, context)
layout.separator()
layout.operator("object.speaker_add", text="Speaker", icon='OUTLINER_OB_SPEAKER')
layout.separator()
layout.operator_menu_enum("object.effector_add", "type", text="Force Field", icon='OUTLINER_OB_FORCE_FIELD')
layout.separator()
has_collections = bool(bpy.data.collections)
col = layout.column()
col.enabled = has_collections
if not has_collections or len(bpy.data.collections) > 10:
col.operator_context = 'INVOKE_REGION_WIN'
col.operator(
"object.collection_instance_add",
text="Collection Instance..." if has_collections else "No Collections to Instance",
icon='OUTLINER_OB_GROUP_INSTANCE',
)
else:
col.operator_menu_enum(
"object.collection_instance_add",
"collection",
text="Collection Instance",
icon='OUTLINER_OB_GROUP_INSTANCE',
)
class VIEW3D_MT_image_add(Menu):
bl_label = "Add Image"
def draw(self, context):
layout = self.layout
layout.operator("object.load_reference_image", text="Reference", icon='IMAGE_REFERENCE')
layout.operator("object.load_background_image", text="Background", icon='IMAGE_BACKGROUND')
class VIEW3D_MT_object_relations(Menu):
bl_label = "Relations"
def draw(self, context):
layout = self.layout
layout.operator("object.proxy_make", text="Make Proxy...")
layout.operator("object.make_dupli_face")
layout.separator()
layout.operator_menu_enum("object.make_local", "type", text="Make Local...")
layout.menu("VIEW3D_MT_make_single_user")
layout.separator()
layout.operator("object.data_transfer")
layout.operator("object.datalayout_transfer")
class VIEW3D_MT_object(Menu):
bl_context = "objectmode"
bl_label = "Object"
def draw(self, context):
layout = self.layout
layout.menu("VIEW3D_MT_transform_object")
layout.operator_menu_enum("object.origin_set", text="Set Origin", property="type")
layout.menu("VIEW3D_MT_mirror")
layout.menu("VIEW3D_MT_object_clear")
layout.menu("VIEW3D_MT_object_apply")
layout.menu("VIEW3D_MT_snap")
layout.separator()
layout.operator("object.duplicate_move")
layout.operator("object.duplicate_move_linked")
layout.operator("object.join")
layout.separator()
layout.operator("view3d.copybuffer", text="Copy Objects", icon='COPYDOWN')
layout.operator("view3d.pastebuffer", text="Paste Objects", icon='PASTEDOWN')
layout.separator()
layout.menu("VIEW3D_MT_object_parent")
layout.menu("VIEW3D_MT_object_collection")
layout.menu("VIEW3D_MT_object_relations")
layout.menu("VIEW3D_MT_object_constraints")
layout.menu("VIEW3D_MT_object_track")
layout.menu("VIEW3D_MT_make_links", text="Make Links")
layout.separator()
layout.operator("object.shade_smooth")
layout.operator("object.shade_flat")
layout.separator()
layout.menu("VIEW3D_MT_object_animation")
layout.menu("VIEW3D_MT_object_rigid_body")
layout.separator()
layout.menu("VIEW3D_MT_object_quick_effects")
layout.separator()
ob = context.active_object
if ob and ob.type == 'GPENCIL' and context.gpencil_data:
layout.operator_menu_enum("gpencil.convert", "type", text="Convert to")
else:
layout.operator_menu_enum("object.convert", "target")
layout.separator()
layout.menu("VIEW3D_MT_object_showhide")
layout.separator()
layout.operator_context = 'EXEC_DEFAULT'
layout.operator("object.delete", text="Delete").use_global = False
layout.operator("object.delete", text="Delete Global").use_global = True
class VIEW3D_MT_object_animation(Menu):
bl_label = "Animation"
def draw(self, context):
layout = self.layout
layout.operator("anim.keyframe_insert_menu", text="Insert Keyframe...")
layout.operator("anim.keyframe_delete_v3d", text="Delete Keyframes...")
layout.operator("anim.keyframe_clear_v3d", text="Clear Keyframes...")
layout.operator("anim.keying_set_active_set", text="Change Keying Set...")
layout.separator()
layout.operator("nla.bake", text="Bake Action...")
class VIEW3D_MT_object_rigid_body(Menu):
bl_label = "Rigid Body"
def draw(self, context):
layout = self.layout
layout.operator("rigidbody.objects_add", text="Add Active").type = 'ACTIVE'
layout.operator("rigidbody.objects_add", text="Add Passive").type = 'PASSIVE'
layout.separator()
layout.operator("rigidbody.objects_remove", text="Remove")
layout.separator()
layout.operator("rigidbody.shape_change", text="Change Shape")
layout.operator("rigidbody.mass_calculate", text="Calculate Mass")
layout.operator("rigidbody.object_settings_copy", text="Copy from Active")
layout.operator("object.visual_transform_apply", text="Apply Transformation")
layout.operator("rigidbody.bake_to_keyframes", text="Bake To Keyframes")
layout.separator()
layout.operator("rigidbody.connect", text="Connect")
class VIEW3D_MT_object_clear(Menu):
bl_label = "Clear"
def draw(self, context):
layout = self.layout
layout.operator("object.location_clear", text="Location").clear_delta = False
layout.operator("object.rotation_clear", text="Rotation").clear_delta = False
layout.operator("object.scale_clear", text="Scale").clear_delta = False
layout.separator()
layout.operator("object.origin_clear", text="Origin")
class VIEW3D_MT_object_context_menu(Menu):
bl_label = "Object Context Menu"
def draw(self, context):
layout = self.layout
view = context.space_data
obj = context.object
is_eevee = context.scene.render.engine == 'BLENDER_EEVEE'
selected_objects_len = len(context.selected_objects)
# If nothing is selected
# (disabled for now until it can be made more useful).
'''
if selected_objects_len == 0:
layout.menu("VIEW3D_MT_add", text="Add")
layout.operator("view3d.pastebuffer", text="Paste Objects", icon='PASTEDOWN')
return
'''
# If something is selected
if obj is not None and obj.type in {'MESH', 'CURVE', 'SURFACE'}:
layout.operator("object.shade_smooth", text="Shade Smooth")
layout.operator("object.shade_flat", text="Shade Flat")
layout.separator()
if obj is None:
pass
elif obj.type == 'MESH':
layout.operator_context = 'INVOKE_REGION_WIN'
layout.operator_menu_enum("object.origin_set", text="Set Origin", property="type")
layout.operator_context = 'INVOKE_DEFAULT'
# If more than one object is selected
if selected_objects_len > 1:
layout.operator("object.join")
layout.separator()
elif obj.type == 'CAMERA':
layout.operator_context = 'INVOKE_REGION_WIN'
if obj.data.type == 'PERSP':
props = layout.operator("wm.context_modal_mouse", text="Camera Lens Angle")
props.data_path_iter = "selected_editable_objects"
props.data_path_item = "data.lens"
props.input_scale = 0.1
if obj.data.lens_unit == 'MILLIMETERS':
props.header_text = "Camera Lens Angle: %.1fmm"
else:
props.header_text = "Camera Lens Angle: %.1f\u00B0"
else:
props = layout.operator("wm.context_modal_mouse", text="Camera Lens Scale")
props.data_path_iter = "selected_editable_objects"
props.data_path_item = "data.ortho_scale"
props.input_scale = 0.01
props.header_text = "Camera Lens Scale: %.3f"
if not obj.data.dof_object:
if view and view.camera == obj and view.region_3d.view_perspective == 'CAMERA':
props = layout.operator("ui.eyedropper_depth", text="DOF Distance (Pick)")
else:
props = layout.operator("wm.context_modal_mouse", text="DOF Distance")
props.data_path_iter = "selected_editable_objects"
props.data_path_item = "data.dof_distance"
props.input_scale = 0.02
props.header_text = "DOF Distance: %.3f"
layout.separator()
elif obj.type in {'CURVE', 'FONT'}:
layout.operator_context = 'INVOKE_REGION_WIN'
props = layout.operator("wm.context_modal_mouse", text="Extrude Size")
props.data_path_iter = "selected_editable_objects"
props.data_path_item = "data.extrude"
props.input_scale = 0.01
props.header_text = "Extrude Size: %.3f"
props = layout.operator("wm.context_modal_mouse", text="Width Size")
props.data_path_iter = "selected_editable_objects"
props.data_path_item = "data.offset"
props.input_scale = 0.01
props.header_text = "Width Size: %.3f"
layout.separator()
layout.operator("object.convert", text="Convert to Mesh").target = 'MESH'
layout.operator_menu_enum("object.origin_set", text="Set Origin", property="type")
layout.separator()
elif obj.type == 'GPENCIL':
layout.operator("gpencil.convert", text="Convert to Path").type = 'PATH'
layout.operator("gpencil.convert", text="Convert to Bezier Curves").type = 'CURVE'
layout.operator("gpencil.convert", text="Convert to Mesh").type = 'POLY'
layout.operator_menu_enum("object.origin_set", text="Set Origin", property="type")
layout.separator()
elif obj.type == 'EMPTY':
layout.operator_context = 'INVOKE_REGION_WIN'
props = layout.operator("wm.context_modal_mouse", text="Empty Draw Size")
props.data_path_iter = "selected_editable_objects"
props.data_path_item = "empty_display_size"
props.input_scale = 0.01
props.header_text = "Empty Draw Size: %.3f"
layout.separator()
elif obj.type == 'LIGHT':
light = obj.data
layout.operator_context = 'INVOKE_REGION_WIN'
emission_node = None
if light.node_tree:
for node in light.node_tree.nodes:
if getattr(node, "type", None) == 'EMISSION':
emission_node = node
break
if is_eevee and not emission_node:
props = layout.operator("wm.context_modal_mouse", text="Energy")
props.data_path_iter = "selected_editable_objects"
props.data_path_item = "data.energy"
props.header_text = "Light Energy: %.3f"
if emission_node is not None:
props = layout.operator("wm.context_modal_mouse", text="Energy")
props.data_path_iter = "selected_editable_objects"
props.data_path_item = (
"data.node_tree"
".nodes[\"" + emission_node.name + "\"]"
".inputs[\"Strength\"].default_value"
)
props.header_text = "Light Energy: %.3f"
props.input_scale = 0.1
if light.type == 'AREA':
props = layout.operator("wm.context_modal_mouse", text="Size X")
props.data_path_iter = "selected_editable_objects"
props.data_path_item = "data.size"
props.header_text = "Light Size X: %.3f"
if light.shape in {'RECTANGLE', 'ELLIPSE'}:
props = layout.operator("wm.context_modal_mouse", text="Size Y")
props.data_path_iter = "selected_editable_objects"
props.data_path_item = "data.size_y"
props.header_text = "Light Size Y: %.3f"
elif light.type in {'SPOT', 'POINT', 'SUN'}:
props = layout.operator("wm.context_modal_mouse", text="Radius")
props.data_path_iter = "selected_editable_objects"
props.data_path_item = "data.shadow_soft_size"
props.header_text = "Light Radius: %.3f"
if light.type == 'SPOT':
layout.separator()
props = layout.operator("wm.context_modal_mouse", text="Spot Size")
props.data_path_iter = "selected_editable_objects"
props.data_path_item = "data.spot_size"
props.input_scale = 0.01
props.header_text = "Spot Size: %.2f"
props = layout.operator("wm.context_modal_mouse", text="Spot Blend")
props.data_path_iter = "selected_editable_objects"
props.data_path_item = "data.spot_blend"
props.input_scale = -0.01
props.header_text = "Spot Blend: %.2f"
layout.separator()
layout.operator("view3d.copybuffer", text="Copy Objects", icon='COPYDOWN')
layout.operator("view3d.pastebuffer", text="Paste Objects", icon='PASTEDOWN')
layout.separator()
layout.operator("object.duplicate_move", icon='DUPLICATE')
layout.operator("object.duplicate_move_linked")
layout.separator()
props = layout.operator("wm.call_panel", text="Rename Active Object...")
props.name = "TOPBAR_PT_name"
props.keep_open = False
layout.separator()
layout.menu("VIEW3D_MT_mirror")
layout.menu("VIEW3D_MT_snap")
layout.menu("VIEW3D_MT_object_parent")
layout.operator_context = 'INVOKE_REGION_WIN'
if view and view.local_view:
layout.operator("view3d.localview_remove_from")
else:
layout.operator("object.move_to_collection")
layout.separator()
layout.operator("anim.keyframe_insert_menu", text="Insert Keyframe...")
layout.separator()
layout.operator_context = 'EXEC_DEFAULT'
layout.operator("object.delete", text="Delete").use_global = False
class VIEW3D_MT_object_shading(Menu):
# XXX, this menu is a place to store shading operator in object mode
bl_label = "Shading"
def draw(self, context):
layout = self.layout
layout.operator("object.shade_smooth", text="Smooth")
layout.operator("object.shade_flat", text="Flat")
class VIEW3D_MT_object_apply(Menu):
bl_label = "Apply"
def draw(self, context):
layout = self.layout
props = layout.operator("object.transform_apply", text="Location", text_ctxt=i18n_contexts.default)
props.location, props.rotation, props.scale = True, False, False
props = layout.operator("object.transform_apply", text="Rotation", text_ctxt=i18n_contexts.default)
props.location, props.rotation, props.scale = False, True, False
props = layout.operator("object.transform_apply", text="Scale", text_ctxt=i18n_contexts.default)
props.location, props.rotation, props.scale = False, False, True
props = layout.operator("object.transform_apply", text="All Transforms", text_ctxt=i18n_contexts.default)
props.location, props.rotation, props.scale = True, True, True
props = layout.operator("object.transform_apply", text="Rotation & Scale", text_ctxt=i18n_contexts.default)
props.location, props.rotation, props.scale = False, True, True
layout.separator()
layout.operator(
"object.transforms_to_deltas",
text="Location to Deltas",
text_ctxt=i18n_contexts.default,
).mode = 'LOC'
layout.operator(
"object.transforms_to_deltas",
text="Rotation to Deltas",
text_ctxt=i18n_contexts.default,
).mode = 'ROT'
layout.operator(
"object.transforms_to_deltas",
text="Scale to Deltas",
text_ctxt=i18n_contexts.default,
).mode = 'SCALE'
layout.operator(
"object.transforms_to_deltas",
text="All Transforms to Deltas",
text_ctxt=i18n_contexts.default,
).mode = 'ALL'
layout.operator("object.anim_transforms_to_deltas")
layout.separator()
layout.operator(
"object.visual_transform_apply",
text="Visual Transform",
text_ctxt=i18n_contexts.default,
)
layout.operator(
"object.convert",
text="Visual Geometry to Mesh",
text_ctxt=i18n_contexts.default,
).target = 'MESH'
layout.operator("object.duplicates_make_real")
class VIEW3D_MT_object_parent(Menu):
bl_label = "Parent"
def draw(self, context):
layout = self.layout
layout.operator_enum("object.parent_set", "type")
layout.separator()
layout.operator_enum("object.parent_clear", "type")
class VIEW3D_MT_object_track(Menu):
bl_label = "Track"
def draw(self, context):
layout = self.layout
layout.operator_enum("object.track_set", "type")
layout.separator()
layout.operator_enum("object.track_clear", "type")
class VIEW3D_MT_object_collection(Menu):
bl_label = "Collection"
def draw(self, context):
layout = self.layout
layout.operator("object.move_to_collection")
layout.operator("object.link_to_collection")
layout.separator()
layout.operator("collection.create")
# layout.operator_menu_enum("collection.objects_remove", "collection") # BUGGY
layout.operator("collection.objects_remove")
layout.operator("collection.objects_remove_all")
layout.separator()
layout.operator("collection.objects_add_active")
layout.operator("collection.objects_remove_active")
class VIEW3D_MT_object_constraints(Menu):
bl_label = "Constraints"
def draw(self, context):
layout = self.layout
layout.operator("object.constraint_add_with_targets")
layout.operator("object.constraints_copy")
layout.separator()
layout.operator("object.constraints_clear")
class VIEW3D_MT_object_quick_effects(Menu):
bl_label = "Quick Effects"
def draw(self, context):
layout = self.layout
layout.operator("object.quick_fur")
layout.operator("object.quick_explode")
layout.operator("object.quick_smoke")
layout.operator("object.quick_fluid")
class VIEW3D_MT_object_showhide(Menu):
bl_label = "Show/Hide"
def draw(self, context):
layout = self.layout
layout.operator("object.hide_view_clear")
layout.separator()
layout.operator("object.hide_view_set", text="Hide Selected").unselected = False
layout.operator("object.hide_view_set", text="Hide Unselected").unselected = True
class VIEW3D_MT_make_single_user(Menu):
bl_label = "Make Single User"
def draw(self, context):
layout = self.layout
props = layout.operator("object.make_single_user", text="Object")
props.object = True
props.obdata = props.material = props.animation = False
props = layout.operator("object.make_single_user", text="Object & Data")
props.object = props.obdata = True
props.material = props.animation = False
props = layout.operator("object.make_single_user", text="Object & Data & Materials")
props.object = props.obdata = props.material = True
props.animation = False
props = layout.operator("object.make_single_user", text="Materials")
props.material = True
props.object = props.obdata = props.animation = False
props = layout.operator("object.make_single_user", text="Object Animation")
props.animation = True
props.object = props.obdata = props.material = False
class VIEW3D_MT_make_links(Menu):
bl_label = "Make Links"
def draw(self, context):
layout = self.layout
operator_context_default = layout.operator_context
if len(bpy.data.scenes) > 10:
layout.operator_context = 'INVOKE_REGION_WIN'
layout.operator("object.make_links_scene", text="Objects to Scene...", icon='OUTLINER_OB_EMPTY')
else:
layout.operator_context = 'EXEC_REGION_WIN'
layout.operator_menu_enum("object.make_links_scene", "scene", text="Objects to Scene")
layout.separator()
layout.operator_context = operator_context_default
layout.operator_enum("object.make_links_data", "type") # inline
layout.operator("object.join_uvs") # stupid place to add this!
class VIEW3D_MT_brush(Menu):
bl_label = "Brush"
def draw(self, context):
layout = self.layout
tool_settings = context.tool_settings
settings = UnifiedPaintPanel.paint_settings(context)
brush = getattr(settings, "brush", None)
ups = tool_settings.unified_paint_settings
layout.prop(ups, "use_unified_size", text="Unified Size")
layout.prop(ups, "use_unified_strength", text="Unified Strength")
if context.image_paint_object or context.vertex_paint_object:
layout.prop(ups, "use_unified_color", text="Unified Color")
layout.separator()
# skip if no active brush
if not brush:
layout.label(text="No Brushes currently available", icon='INFO')
return
# brush paint modes
layout.menu("VIEW3D_MT_brush_paint_modes")
# brush tool
if context.sculpt_object:
layout.operator("brush.reset")
layout.prop_menu_enum(brush, "sculpt_tool")
elif context.image_paint_object:
layout.prop_menu_enum(brush, "image_tool")
elif context.vertex_paint_object:
layout.prop_menu_enum(brush, "vertex_tool")
elif context.weight_paint_object:
layout.prop_menu_enum(brush, "weight_tool")
# TODO: still missing a lot of brush options here
# sculpt options
if context.sculpt_object:
sculpt_tool = brush.sculpt_tool
layout.separator()
layout.operator_menu_enum("brush.curve_preset", "shape", text="Curve Preset")
layout.separator()
if sculpt_tool != 'GRAB':
layout.prop_menu_enum(brush, "stroke_method")
if sculpt_tool in {'DRAW', 'PINCH', 'INFLATE', 'LAYER', 'CLAY'}:
layout.prop_menu_enum(brush, "direction")
if sculpt_tool == 'LAYER':
layout.prop(brush, "use_persistent")
layout.operator("sculpt.set_persistent_base")
class VIEW3D_MT_brush_paint_modes(Menu):
bl_label = "Enabled Modes"
def draw(self, context):
layout = self.layout
settings = UnifiedPaintPanel.paint_settings(context)
brush = settings.brush
layout.prop(brush, "use_paint_sculpt", text="Sculpt")
layout.prop(brush, "use_paint_vertex", text="Vertex Paint")
layout.prop(brush, "use_paint_weight", text="Weight Paint")
layout.prop(brush, "use_paint_image", text="Texture Paint")
class VIEW3D_MT_paint_vertex(Menu):
bl_label = "Paint"
def draw(self, context):
layout = self.layout
layout.operator("paint.vertex_color_set")
layout.operator("paint.vertex_color_smooth")
layout.operator("paint.vertex_color_dirt")
layout.operator("paint.vertex_color_from_weight")
layout.separator()
layout.operator("paint.vertex_color_invert", text="Invert")
layout.operator("paint.vertex_color_levels", text="Levels")
layout.operator("paint.vertex_color_hsv", text="Hue Saturation Value")
layout.operator("paint.vertex_color_brightness_contrast", text="Bright/Contrast")
class VIEW3D_MT_hook(Menu):
bl_label = "Hooks"
def draw(self, context):
layout = self.layout
layout.operator_context = 'EXEC_AREA'
layout.operator("object.hook_add_newob")
layout.operator("object.hook_add_selob").use_bone = False
layout.operator("object.hook_add_selob", text="Hook to Selected Object Bone").use_bone = True
if [mod.type == 'HOOK' for mod in context.active_object.modifiers]:
layout.separator()
layout.operator_menu_enum("object.hook_assign", "modifier")
layout.operator_menu_enum("object.hook_remove", "modifier")
layout.separator()
layout.operator_menu_enum("object.hook_select", "modifier")
layout.operator_menu_enum("object.hook_reset", "modifier")
layout.operator_menu_enum("object.hook_recenter", "modifier")
class VIEW3D_MT_vertex_group(Menu):
bl_label = "Vertex Groups"
def draw(self, context):
layout = self.layout
layout.operator_context = 'EXEC_AREA'
layout.operator("object.vertex_group_assign_new")
ob = context.active_object
if ob.mode == 'EDIT' or (ob.mode == 'WEIGHT_PAINT' and ob.type == 'MESH' and ob.data.use_paint_mask_vertex):
if ob.vertex_groups.active:
layout.separator()
layout.operator("object.vertex_group_assign", text="Assign to Active Group")
layout.operator(
"object.vertex_group_remove_from",
text="Remove from Active Group",
).use_all_groups = False
layout.operator("object.vertex_group_remove_from", text="Remove from All").use_all_groups = True
if ob.vertex_groups.active:
layout.separator()
layout.operator_menu_enum("object.vertex_group_set_active", "group", text="Set Active Group")
layout.operator("object.vertex_group_remove", text="Remove Active Group").all = False
layout.operator("object.vertex_group_remove", text="Remove All Groups").all = True
class VIEW3D_MT_paint_weight(Menu):
bl_label = "Weights"
@staticmethod
def draw_generic(layout, is_editmode=False):
if not is_editmode:
layout.operator("paint.weight_from_bones", text="Assign Automatic From Bones").type = 'AUTOMATIC'
layout.operator("paint.weight_from_bones", text="Assign From Bone Envelopes").type = 'ENVELOPES'
layout.separator()
layout.operator("object.vertex_group_normalize_all", text="Normalize All")
layout.operator("object.vertex_group_normalize", text="Normalize")
layout.separator()
layout.operator("object.vertex_group_mirror", text="Mirror")
layout.operator("object.vertex_group_invert", text="Invert")
layout.operator("object.vertex_group_clean", text="Clean")
layout.separator()
layout.operator("object.vertex_group_quantize", text="Quantize")
layout.operator("object.vertex_group_levels", text="Levels")
layout.operator("object.vertex_group_smooth", text="Smooth")
if not is_editmode:
props = layout.operator("object.data_transfer", text="Transfer Weights")
props.use_reverse_transfer = True
props.data_type = 'VGROUP_WEIGHTS'
layout.operator("object.vertex_group_limit_total", text="Limit Total")
layout.operator("object.vertex_group_fix", text="Fix Deforms")
if not is_editmode:
layout.separator()
layout.operator("paint.weight_set")
def draw(self, context):
self.draw_generic(self.layout, is_editmode=False)
class VIEW3D_MT_sculpt(Menu):
bl_label = "Sculpt"
def draw(self, context):
layout = self.layout
tool_settings = context.tool_settings
sculpt = tool_settings.sculpt
layout.operator("sculpt.dynamic_topology_toggle", text="Toggle Dynamic Topology")
layout.separator()
layout.prop(sculpt, "use_symmetry_x")
layout.prop(sculpt, "use_symmetry_y")
layout.prop(sculpt, "use_symmetry_z")
layout.separator()
layout.prop(sculpt, "lock_x")
layout.prop(sculpt, "lock_y")
layout.prop(sculpt, "lock_z")
layout.separator()
layout.prop(sculpt, "use_threaded", text="Threaded Sculpt")
layout.prop(sculpt, "show_low_resolution")
layout.prop(sculpt, "show_brush")
layout.prop(sculpt, "use_deform_only")
layout.prop(sculpt, "show_diffuse_color")
layout.prop(sculpt, "show_mask")
class VIEW3D_MT_hide_mask(Menu):
bl_label = "Hide/Mask"
def draw(self, context):
layout = self.layout
props = layout.operator("paint.hide_show", text="Show All")
props.action = 'SHOW'
props.area = 'ALL'
props = layout.operator("paint.hide_show", text="Hide Bounding Box")
props.action = 'HIDE'
props.area = 'INSIDE'
props = layout.operator("paint.hide_show", text="Show Bounding Box")
props.action = 'SHOW'
props.area = 'INSIDE'
props = layout.operator("paint.hide_show", text="Hide Masked")
props.area = 'MASKED'
props.action = 'HIDE'
layout.separator()
props = layout.operator("paint.mask_flood_fill", text="Invert Mask")
props.mode = 'INVERT'
props = layout.operator("paint.mask_flood_fill", text="Fill Mask")
props.mode = 'VALUE'
props.value = 1
props = layout.operator("paint.mask_flood_fill", text="Clear Mask")
props.mode = 'VALUE'
props.value = 0
props = layout.operator("view3d.select_box", text="Box Mask")
props = layout.operator("paint.mask_lasso_gesture", text="Lasso Mask")
class VIEW3D_MT_particle(Menu):
bl_label = "Particle"
def draw(self, context):
layout = self.layout
tool_settings = context.tool_settings
particle_edit = tool_settings.particle_edit
layout.operator("particle.mirror")
layout.operator("particle.remove_doubles")
layout.separator()
if particle_edit.select_mode == 'POINT':
layout.operator("particle.subdivide")
layout.operator("particle.unify_length")
layout.operator("particle.rekey")
layout.operator("particle.weight_set")
layout.separator()
layout.menu("VIEW3D_MT_particle_showhide")
layout.separator()
layout.operator("particle.delete")
class VIEW3D_MT_particle_context_menu(Menu):
bl_label = "Particle Context Menu"
def draw(self, context):
layout = self.layout
tool_settings = context.tool_settings
particle_edit = tool_settings.particle_edit
layout.operator("particle.rekey")
layout.separator()
layout.operator("particle.delete")
layout.separator()
layout.operator("particle.remove_doubles")
layout.operator("particle.unify_length")
if particle_edit.select_mode == 'POINT':
layout.operator("particle.subdivide")
layout.operator("particle.weight_set")
layout.separator()
layout.operator("particle.mirror")
if particle_edit.select_mode == 'POINT':
layout.separator()
layout.operator("particle.select_all", text="All").action = 'SELECT'
layout.operator("particle.select_all", text="None").action = 'DESELECT'
layout.operator("particle.select_all", text="Invert").action = 'INVERT'
layout.separator()
layout.operator("particle.select_roots")
layout.operator("particle.select_tips")
layout.separator()
layout.operator("particle.select_random")
layout.separator()
layout.operator("particle.select_more")
layout.operator("particle.select_less")
layout.separator()
layout.operator("particle.select_linked")
class VIEW3D_MT_particle_showhide(ShowHideMenu, Menu):
_operator_name = "particle"
class VIEW3D_MT_pose(Menu):
bl_label = "Pose"
def draw(self, context):
layout = self.layout
layout.menu("VIEW3D_MT_transform_armature")
layout.menu("VIEW3D_MT_pose_transform")
layout.menu("VIEW3D_MT_pose_apply")
layout.menu("VIEW3D_MT_snap")
layout.separator()
layout.menu("VIEW3D_MT_object_animation")
layout.separator()
layout.menu("VIEW3D_MT_pose_slide")
layout.menu("VIEW3D_MT_pose_propagate")
layout.separator()
layout.operator("pose.copy", icon='COPYDOWN')
layout.operator("pose.paste", icon='PASTEDOWN').flipped = False
layout.operator("pose.paste", icon='PASTEFLIPDOWN', text="Paste Pose Flipped").flipped = True
layout.separator()
layout.menu("VIEW3D_MT_pose_library")
layout.menu("VIEW3D_MT_pose_motion")
layout.menu("VIEW3D_MT_pose_group")
layout.separator()
layout.menu("VIEW3D_MT_object_parent")
layout.menu("VIEW3D_MT_pose_ik")
layout.menu("VIEW3D_MT_pose_constraints")
layout.separator()
layout.operator_context = 'EXEC_AREA'
layout.operator("pose.autoside_names", text="AutoName Left/Right").axis = 'XAXIS'
layout.operator("pose.autoside_names", text="AutoName Front/Back").axis = 'YAXIS'
layout.operator("pose.autoside_names", text="AutoName Top/Bottom").axis = 'ZAXIS'
layout.operator("pose.flip_names")
layout.operator("pose.quaternions_flip")
layout.separator()
layout.operator_context = 'INVOKE_AREA'
layout.operator("armature.armature_layers", text="Change Armature Layers...")
layout.operator("pose.bone_layers", text="Change Bone Layers...")
layout.separator()
layout.menu("VIEW3D_MT_pose_showhide")
layout.menu("VIEW3D_MT_bone_options_toggle", text="Bone Settings")
class VIEW3D_MT_pose_transform(Menu):
bl_label = "Clear Transform"
def draw(self, context):
layout = self.layout
layout.operator("pose.transforms_clear", text="All")
layout.separator()
layout.operator("pose.loc_clear", text="Location")
layout.operator("pose.rot_clear", text="Rotation")
layout.operator("pose.scale_clear", text="Scale")
layout.separator()
layout.operator("pose.user_transforms_clear", text="Reset Unkeyed")
class VIEW3D_MT_pose_slide(Menu):
bl_label = "In-Betweens"
def draw(self, context):
layout = self.layout
layout.operator("pose.push")
layout.operator("pose.relax")
layout.operator("pose.breakdown")
class VIEW3D_MT_pose_propagate(Menu):
bl_label = "Propagate"
def draw(self, context):
layout = self.layout
layout.operator("pose.propagate").mode = 'WHILE_HELD'
layout.separator()
layout.operator("pose.propagate", text="To Next Keyframe").mode = 'NEXT_KEY'
layout.operator("pose.propagate", text="To Last Keyframe (Make Cyclic)").mode = 'LAST_KEY'
layout.separator()
layout.operator("pose.propagate", text="On Selected Keyframes").mode = 'SELECTED_KEYS'
layout.separator()
layout.operator("pose.propagate", text="On Selected Markers").mode = 'SELECTED_MARKERS'
class VIEW3D_MT_pose_library(Menu):
bl_label = "Pose Library"
def draw(self, context):
layout = self.layout
layout.operator("poselib.browse_interactive", text="Browse Poses...")
layout.separator()
layout.operator("poselib.pose_add", text="Add Pose...")
layout.operator("poselib.pose_rename", text="Rename Pose...")
layout.operator("poselib.pose_remove", text="Remove Pose...")
class VIEW3D_MT_pose_motion(Menu):
bl_label = "Motion Paths"
def draw(self, context):
layout = self.layout
layout.operator("pose.paths_calculate", text="Calculate")
layout.operator("pose.paths_clear", text="Clear")
class VIEW3D_MT_pose_group(Menu):
bl_label = "Bone Groups"
def draw(self, context):
layout = self.layout
pose = context.active_object.pose
layout.operator_context = 'EXEC_AREA'
layout.operator("pose.group_assign", text="Assign to New Group").type = 0
if pose.bone_groups:
active_group = pose.bone_groups.active_index + 1
layout.operator("pose.group_assign", text="Assign to Group").type = active_group
layout.separator()
# layout.operator_context = 'INVOKE_AREA'
layout.operator("pose.group_unassign")
layout.operator("pose.group_remove")
class VIEW3D_MT_pose_ik(Menu):
bl_label = "Inverse Kinematics"
def draw(self, context):
layout = self.layout
layout.operator("pose.ik_add")
layout.operator("pose.ik_clear")
class VIEW3D_MT_pose_constraints(Menu):
bl_label = "Constraints"
def draw(self, context):
layout = self.layout
layout.operator("pose.constraint_add_with_targets", text="Add (With Targets)...")
layout.operator("pose.constraints_copy")
layout.operator("pose.constraints_clear")
class VIEW3D_MT_pose_showhide(ShowHideMenu, Menu):
_operator_name = "pose"
class VIEW3D_MT_pose_apply(Menu):
bl_label = "Apply"
def draw(self, context):
layout = self.layout
layout.operator("pose.armature_apply")
layout.operator("pose.visual_transform_apply")
layout.separator()
props = layout.operator("object.assign_property_defaults")
props.process_bones = True
class VIEW3D_MT_pose_context_menu(Menu):
bl_label = "Pose Context Menu"
def draw(self, context):
layout = self.layout
layout.operator_context = 'INVOKE_REGION_WIN'
layout.operator("anim.keyframe_insert_menu", text="Insert Keyframe...")
layout.separator()
layout.operator("pose.copy", icon='COPYDOWN')
layout.operator("pose.paste", icon='PASTEDOWN').flipped = False
layout.operator("pose.paste", icon='PASTEFLIPDOWN', text="Paste X-Flipped Pose").flipped = True
layout.separator()
props = layout.operator("wm.call_panel", text="Rename Active Bone...")
props.name = "TOPBAR_PT_name"
props.keep_open = False
layout.separator()
layout.operator("pose.paths_calculate", text="Calculate")
layout.operator("pose.paths_clear", text="Clear")
layout.separator()
layout.operator("pose.push")
layout.operator("pose.relax")
layout.operator("pose.breakdown")
layout.separator()
layout.operator("pose.paths_calculate", text="Calculate Motion Paths")
layout.operator("pose.paths_clear", text="Clear Motion Paths")
layout.separator()
layout.operator("pose.hide").unselected = False
layout.operator("pose.reveal")
layout.separator()
layout.operator("pose.user_transforms_clear")
class BoneOptions:
def draw(self, context):
layout = self.layout
options = [
"show_wire",
"use_deform",
"use_envelope_multiply",
"use_inherit_rotation",
"use_inherit_scale",
]
if context.mode == 'EDIT_ARMATURE':
bone_props = bpy.types.EditBone.bl_rna.properties
data_path_iter = "selected_bones"
opt_suffix = ""
options.append("lock")
else: # pose-mode
bone_props = bpy.types.Bone.bl_rna.properties
data_path_iter = "selected_pose_bones"
opt_suffix = "bone."
for opt in options:
props = layout.operator("wm.context_collection_boolean_set", text=bone_props[opt].name,
text_ctxt=i18n_contexts.default)
props.data_path_iter = data_path_iter
props.data_path_item = opt_suffix + opt
props.type = self.type
class VIEW3D_MT_bone_options_toggle(Menu, BoneOptions):
bl_label = "Toggle Bone Options"
type = 'TOGGLE'
class VIEW3D_MT_bone_options_enable(Menu, BoneOptions):
bl_label = "Enable Bone Options"
type = 'ENABLE'
class VIEW3D_MT_bone_options_disable(Menu, BoneOptions):
bl_label = "Disable Bone Options"
type = 'DISABLE'
# ********** Edit Menus, suffix from ob.type **********
class VIEW3D_MT_edit_mesh(Menu):
bl_label = "Mesh"
def draw(self, context):
layout = self.layout
with_bullet = bpy.app.build_options.bullet
layout.menu("VIEW3D_MT_transform")
layout.menu("VIEW3D_MT_mirror")
layout.menu("VIEW3D_MT_snap")
layout.separator()
layout.operator("mesh.duplicate_move", text="Duplicate")
layout.menu("VIEW3D_MT_edit_mesh_extrude")
layout.operator("mesh.split")
layout.operator("mesh.bisect")
layout.operator("mesh.knife_project")
if with_bullet:
layout.operator("mesh.convex_hull")
layout.separator()
layout.operator("mesh.symmetrize")
layout.operator("mesh.symmetry_snap")
layout.separator()
layout.menu("VIEW3D_MT_edit_mesh_normals")
layout.menu("VIEW3D_MT_edit_mesh_shading")
layout.menu("VIEW3D_MT_edit_mesh_weights")
layout.operator_menu_enum("mesh.sort_elements", "type", text="Sort Elements...")
layout.separator()
layout.menu("VIEW3D_MT_edit_mesh_showhide")
layout.operator_menu_enum("mesh.separate", "type")
layout.menu("VIEW3D_MT_edit_mesh_clean")
layout.separator()
layout.menu("VIEW3D_MT_edit_mesh_delete")
class VIEW3D_MT_edit_mesh_context_menu(Menu):
bl_label = ""
def draw(self, context):
def count_selected_items_for_objects_in_mode():
selected_verts_len = 0
selected_edges_len = 0
selected_faces_len = 0
for ob in context.objects_in_mode_unique_data:
v, e, f = ob.data.count_selected_items()
selected_verts_len += v
selected_edges_len += e
selected_faces_len += f
return (selected_verts_len, selected_edges_len, selected_faces_len)
is_vert_mode, is_edge_mode, is_face_mode = context.tool_settings.mesh_select_mode
selected_verts_len, selected_edges_len, selected_faces_len = count_selected_items_for_objects_in_mode()
del count_selected_items_for_objects_in_mode
layout = self.layout
layout.operator_context = 'INVOKE_REGION_WIN'
# If nothing is selected
# (disabled for now until it can be made more useful).
'''
# If nothing is selected
if not (selected_verts_len or selected_edges_len or selected_faces_len):
layout.menu("VIEW3D_MT_mesh_add", text="Add")
return
'''
# Else something is selected
row = layout.row()
if is_vert_mode:
col = row.column()
col.label(text="Vertex Context Menu", icon='VERTEXSEL')
col.separator()
# Additive Operators
col.operator("mesh.subdivide", text="Subdivide")
col.separator()
col.operator("mesh.extrude_vertices_move", text="Extrude Vertices"),
col.operator("mesh.bevel", text="Bevel Vertices").vertex_only = True
if selected_verts_len > 1:
col.separator()
col.operator("mesh.edge_face_add", text="New Edge/Face from Vertices")
col.operator("mesh.vert_connect_path", text="Connect Vertex Path")
col.operator("mesh.vert_connect", text="Connect Vertex Pairs")
col.separator()
# Deform Operators
col.operator("transform.push_pull", text="Push/Pull")
col.operator("transform.shrink_fatten", text="Shrink/Fatten")
col.operator("transform.shear", text="Shear")
col.operator("transform.vert_slide", text="Slide Vertices")
col.operator("transform.vertex_random", text="Randomize Vertices")
col.operator("mesh.vertices_smooth", text="Smooth Vertices")
col.operator("mesh.vertices_smooth_laplacian", text="Smooth Laplacian")
col.separator()
col.menu("VIEW3D_MT_mirror", text="Mirror Vertices")
col.menu("VIEW3D_MT_snap", text="Snap Vertices")
col.separator()
# Removal Operators
if selected_verts_len > 1:
col.operator("mesh.merge", text="Merge Vertices...")
col.operator("mesh.remove_doubles", text="Remove Double Vertices")
col.operator("mesh.dissolve_verts")
col.operator("mesh.delete", text="Delete Vertices").type = 'VERT'
if is_edge_mode:
render = context.scene.render
col = row.column()
col.label(text="Edge Context Menu", icon='EDGESEL')
col.separator()
# Additive Operators
col.operator("mesh.subdivide", text="Subdivide")
col.separator()
col.operator("mesh.extrude_edges_move", text="Extrude Edges"),
col.operator("mesh.bevel", text="Bevel Edges").vertex_only = False
if selected_edges_len >= 2:
col.operator("mesh.bridge_edge_loops")
if selected_edges_len >= 1:
col.operator("mesh.edge_face_add", text="New Face from Edges")
if selected_edges_len >= 2:
col.operator("mesh.fill")
col.separator()
col.operator("mesh.loopcut_slide")
col.operator("mesh.offset_edge_loops_slide")
col.operator("mesh.knife_tool")
col.operator("mesh.bisect")
col.operator("mesh.bridge_edge_loops", text="Bridge Edge Loops")
col.separator()
# Deform Operators
col.operator("mesh.edge_rotate", text="Rotate Edge CW").use_ccw = False
col.operator("transform.edge_slide")
col.operator("mesh.edge_split")
col.separator()
# Edge Flags
col.operator("transform.edge_crease")
col.operator("transform.edge_bevelweight")
col.separator()
col.operator("mesh.mark_seam").clear = False
col.operator("mesh.mark_seam", text="Clear Seam").clear = True
col.separator()
col.operator("mesh.mark_sharp")
col.operator("mesh.mark_sharp", text="Clear Sharp").clear = True
if render.use_freestyle:
col.separator()
col.operator("mesh.mark_freestyle_edge").clear = False
col.operator("mesh.mark_freestyle_edge", text="Clear Freestyle Edge").clear = True
col.separator()
# Removal Operators
col.operator("mesh.unsubdivide")
col.operator("mesh.dissolve_edges")
col.operator("mesh.delete", text="Delete Edges").type = 'EDGE'
if is_face_mode:
col = row.column()
col.label(text="Face Context Menu", icon='FACESEL')
col.separator()
# Additive Operators
col.operator("mesh.subdivide", text="Subdivide")
col.separator()
col.operator("view3d.edit_mesh_extrude_move_normal", text="Extrude Faces"),
col.operator("view3d.edit_mesh_extrude_move_shrink_fatten", text="Extrude Faces Along Normals"),
col.operator("mesh.extrude_faces_move", text="Extrude Individual Faces"),
col.operator("mesh.inset"),
col.operator("mesh.poke")
if selected_faces_len >= 2:
col.operator("mesh.bridge_edge_loops", text="Bridge Faces")
col.separator()
# Modify Operators
col.menu("VIEW3D_MT_uv_map", text="UV Unwrap Faces")
col.separator()
props = col.operator("mesh.quads_convert_to_tris")
props.quad_method = props.ngon_method = 'BEAUTY'
col.operator("mesh.tris_convert_to_quads")
col.separator()
col.operator("mesh.faces_shade_smooth")
col.operator("mesh.faces_shade_flat")
col.separator()
# Removal Operators
col.operator("mesh.unsubdivide")
col.operator("mesh.dissolve_faces")
col.operator("mesh.delete", text="Delete Faces").type = 'FACE'
class VIEW3D_MT_edit_mesh_select_mode(Menu):
bl_label = "Mesh Select Mode"
def draw(self, context):
layout = self.layout
layout.operator_context = 'INVOKE_REGION_WIN'
layout.operator("mesh.select_mode", text="Vertex", icon='VERTEXSEL').type = 'VERT'
layout.operator("mesh.select_mode", text="Edge", icon='EDGESEL').type = 'EDGE'
layout.operator("mesh.select_mode", text="Face", icon='FACESEL').type = 'FACE'
class VIEW3D_MT_edit_mesh_extrude(Menu):
bl_label = "Extrude"
_extrude_funcs = {
'VERT': lambda layout:
layout.operator("mesh.extrude_vertices_move", text="Extrude Vertices"),
'EDGE': lambda layout:
layout.operator("mesh.extrude_edges_move", text="Extrude Edges"),
'REGION': lambda layout:
layout.operator("view3d.edit_mesh_extrude_move_normal", text="Extrude Faces"),
'REGION_VERT_NORMAL': lambda layout:
layout.operator("view3d.edit_mesh_extrude_move_shrink_fatten", text="Extrude Faces Along Normals"),
'FACE': lambda layout:
layout.operator("mesh.extrude_faces_move", text="Extrude Individual Faces"),
}
@staticmethod
def extrude_options(context):
tool_settings = context.tool_settings
select_mode = tool_settings.mesh_select_mode
mesh = context.object.data
menu = []
if mesh.total_face_sel:
menu += ['REGION', 'REGION_VERT_NORMAL', 'FACE']
if mesh.total_edge_sel and (select_mode[0] or select_mode[1]):
menu += ['EDGE']
if mesh.total_vert_sel and select_mode[0]:
menu += ['VERT']
# should never get here
return menu
def draw(self, context):
layout = self.layout
layout.operator_context = 'INVOKE_REGION_WIN'
for menu_id in self.extrude_options(context):
self._extrude_funcs[menu_id](layout)
class VIEW3D_MT_edit_mesh_vertices(Menu):
bl_label = "Vertex"
def draw(self, context):
layout = self.layout
layout.operator_context = 'INVOKE_REGION_WIN'
layout.operator("mesh.extrude_vertices_move", text="Extrude Vertices"),
layout.operator("mesh.bevel", text="Bevel Vertices").vertex_only = True
layout.separator()
layout.operator("mesh.edge_face_add", text="New Edge/Face from Vertices")
layout.operator("mesh.vert_connect_path", text="Connect Vertex Path")
layout.operator("mesh.vert_connect", text="Connect Vertex Pairs")
layout.separator()
props = layout.operator("mesh.rip_move", text="Rip Vertices")
props.MESH_OT_rip.use_fill = False
props = layout.operator("mesh.rip_move", text="Rip Vertices and Fill")
props.MESH_OT_rip.use_fill = True
layout.operator("mesh.rip_edge_move", text="Rip Vertices and Extend")
layout.separator()
layout.operator("transform.vert_slide", text="Slide Vertices")
layout.operator("mesh.vertices_smooth", text="Smooth Vertices")
layout.separator()
layout.operator("mesh.blend_from_shape")
layout.operator("mesh.shape_propagate_to_all", text="Propagate to Shapes")
layout.separator()
layout.operator("mesh.merge", text="Merge Vertices")
layout.operator("mesh.remove_doubles", text="Remove Double Vertices")
layout.separator()
layout.menu("VIEW3D_MT_vertex_group")
layout.menu("VIEW3D_MT_hook")
layout.separator()
layout.operator("object.vertex_parent_set")
class VIEW3D_MT_edit_mesh_edges_data(Menu):
bl_label = "Edge Data"
def draw(self, context):
layout = self.layout
render = context.scene.render
layout.operator_context = 'INVOKE_REGION_WIN'
layout.operator("transform.edge_crease")
layout.operator("transform.edge_bevelweight")
layout.separator()
layout.operator("mesh.mark_seam").clear = False
layout.operator("mesh.mark_seam", text="Clear Seam").clear = True
layout.separator()
layout.operator("mesh.mark_sharp")
layout.operator("mesh.mark_sharp", text="Clear Sharp").clear = True
layout.operator("mesh.mark_sharp", text="Mark Sharp from Vertices").use_verts = True
props = layout.operator("mesh.mark_sharp", text="Clear Sharp from Vertices")
props.use_verts = True
props.clear = True
if render.use_freestyle:
layout.separator()
layout.operator("mesh.mark_freestyle_edge").clear = False
layout.operator("mesh.mark_freestyle_edge", text="Clear Freestyle Edge").clear = True
class VIEW3D_MT_edit_mesh_edges(Menu):
bl_label = "Edge"
def draw(self, context):
layout = self.layout
with_freestyle = bpy.app.build_options.freestyle
layout.operator_context = 'INVOKE_REGION_WIN'
layout.operator("mesh.extrude_edges_move", text="Extrude Edges"),
layout.operator("mesh.bevel", text="Bevel Edges").vertex_only = False
layout.operator("mesh.bridge_edge_loops")
layout.separator()
layout.operator("mesh.subdivide")
layout.operator("mesh.subdivide_edgering")
layout.operator("mesh.unsubdivide")
layout.separator()
layout.operator("mesh.edge_rotate", text="Rotate Edge CW").use_ccw = False
layout.operator("mesh.edge_rotate", text="Rotate Edge CCW").use_ccw = True
layout.separator()
layout.operator("transform.edge_slide")
layout.operator("mesh.edge_split")
layout.separator()
layout.operator("transform.edge_crease")
layout.operator("transform.edge_bevelweight")
layout.separator()
layout.operator("mesh.mark_seam").clear = False
layout.operator("mesh.mark_seam", text="Clear Seam").clear = True
layout.separator()
layout.operator("mesh.mark_sharp")
layout.operator("mesh.mark_sharp", text="Clear Sharp").clear = True
layout.operator("mesh.mark_sharp", text="Mark Sharp from Vertices").use_verts = True
props = layout.operator("mesh.mark_sharp", text="Clear Sharp from Vertices")
props.use_verts = True
props.clear = True
if with_freestyle:
layout.separator()
layout.operator("mesh.mark_freestyle_edge").clear = False
layout.operator("mesh.mark_freestyle_edge", text="Clear Freestyle Edge").clear = True
class VIEW3D_MT_edit_mesh_faces_data(Menu):
bl_label = "Face Data"
def draw(self, context):
layout = self.layout
with_freestyle = bpy.app.build_options.freestyle
layout.operator_context = 'INVOKE_REGION_WIN'
layout.operator("mesh.colors_rotate")
layout.operator("mesh.colors_reverse")
layout.separator()
layout.operator("mesh.uvs_rotate")
layout.operator("mesh.uvs_reverse")
layout.separator()
if with_freestyle:
layout.operator("mesh.mark_freestyle_face").clear = False
layout.operator("mesh.mark_freestyle_face", text="Clear Freestyle Face").clear = True
class VIEW3D_MT_edit_mesh_faces(Menu):
bl_label = "Face"
bl_idname = "VIEW3D_MT_edit_mesh_faces"
def draw(self, context):
layout = self.layout
layout.operator_context = 'INVOKE_REGION_WIN'
layout.operator("view3d.edit_mesh_extrude_move_normal", text="Extrude Faces"),
layout.operator("view3d.edit_mesh_extrude_move_shrink_fatten", text="Extrude Faces Along Normals"),
layout.operator("mesh.extrude_faces_move", text="Extrude Individual Faces"),
layout.separator()
layout.operator("mesh.inset")
layout.operator("mesh.poke")
props = layout.operator("mesh.quads_convert_to_tris")
props.quad_method = props.ngon_method = 'BEAUTY'
layout.operator("mesh.tris_convert_to_quads")
layout.operator("mesh.solidify", text="Solidify Faces")
layout.operator("mesh.wireframe")
layout.separator()
layout.operator("mesh.fill")
layout.operator("mesh.fill_grid")
layout.operator("mesh.beautify_fill")
layout.separator()
layout.operator("mesh.intersect")
layout.operator("mesh.intersect_boolean")
layout.separator()
layout.operator("mesh.face_split_by_edges")
layout.separator()
layout.operator("mesh.faces_shade_smooth")
layout.operator("mesh.faces_shade_flat")
layout.separator()
layout.menu("VIEW3D_MT_edit_mesh_faces_data")
class VIEW3D_MT_edit_mesh_normals(Menu):
bl_label = "Normals"
def draw(self, context):
layout = self.layout
layout.operator("mesh.normals_make_consistent", text="Recalculate Outside").inside = False
layout.operator("mesh.normals_make_consistent", text="Recalculate Inside").inside = True
layout.separator()
layout.operator("mesh.flip_normals")
layout.operator("mesh.set_normals_from_faces", text="Set From Faces")
layout.operator("transform.rotate_normal", text="Rotate Normal")
layout.operator("mesh.point_normals", text="Point normals to target")
layout.operator("mesh.merge_normals", text="Merge")
layout.operator("mesh.split_normals", text="Split")
layout.operator("mesh.average_normals", text="Average Normals")
layout.label(text="Normal Vector")
layout.operator("mesh.normals_tools", text="Copy").mode = 'COPY'
layout.operator("mesh.normals_tools", text="Paste").mode = 'PASTE'
layout.operator("mesh.normals_tools", text="Multiply").mode = 'MULTIPLY'
layout.operator("mesh.normals_tools", text="Add").mode = 'ADD'
layout.operator("mesh.normals_tools", text="Reset").mode = 'RESET'
layout.operator("mesh.smoothen_normals", text="Smoothen")
layout.label(text="Face Strength")
layout.operator("mesh.mod_weighted_strength", text="Face Select", icon='FACESEL').set = False
layout.operator("mesh.mod_weighted_strength", text="Set Strength", icon='ADD').set = True
class VIEW3D_MT_edit_mesh_shading(Menu):
bl_label = "Shading"
def draw(self, context):
layout = self.layout
layout.operator("mesh.faces_shade_smooth", text="Smooth Faces")
layout.operator("mesh.faces_shade_flat", text="Flat Faces")
layout.separator()
layout.operator("mesh.mark_sharp", text="Smooth Edges").clear = True
layout.operator("mesh.mark_sharp", text="Sharp Edges")
layout.separator()
props = layout.operator("mesh.mark_sharp", text="Smooth Vertices")
props.use_verts = True
props.clear = True
layout.operator("mesh.mark_sharp", text="Sharp Vertices").use_verts = True
class VIEW3D_MT_edit_mesh_weights(Menu):
bl_label = "Weights"
def draw(self, context):
VIEW3D_MT_paint_weight.draw_generic(self.layout, is_editmode=True)
class VIEW3D_MT_edit_mesh_clean(Menu):
bl_label = "Clean Up"
def draw(self, context):
layout = self.layout
layout.operator("mesh.delete_loose")
layout.separator()
layout.operator("mesh.decimate")
layout.operator("mesh.dissolve_degenerate")
layout.operator("mesh.dissolve_limited")
layout.operator("mesh.face_make_planar")
layout.separator()
layout.operator("mesh.vert_connect_nonplanar")
layout.operator("mesh.vert_connect_concave")
layout.operator("mesh.remove_doubles")
layout.operator("mesh.fill_holes")
class VIEW3D_MT_edit_mesh_delete(Menu):
bl_label = "Delete"
def draw(self, context):
layout = self.layout
layout.operator_enum("mesh.delete", "type")
layout.separator()
layout.operator("mesh.dissolve_verts")
layout.operator("mesh.dissolve_edges")
layout.operator("mesh.dissolve_faces")
layout.separator()
layout.operator("mesh.dissolve_limited")
layout.separator()
layout.operator("mesh.edge_collapse")
layout.operator("mesh.delete_edgeloop", text="Edge Loops")
class VIEW3D_MT_edit_mesh_showhide(ShowHideMenu, Menu):
_operator_name = "mesh"
class VIEW3D_MT_edit_gpencil_delete(Menu):
bl_label = "Delete"
def draw(self, context):
layout = self.layout
layout.operator_enum("gpencil.delete", "type")
layout.separator()
layout.operator_enum("gpencil.dissolve", "type")
layout.separator()
layout.operator("gpencil.active_frames_delete_all")
# Edit Curve
# draw_curve is used by VIEW3D_MT_edit_curve and VIEW3D_MT_edit_surface
def draw_curve(self, context):
layout = self.layout
layout.menu("VIEW3D_MT_transform")
layout.menu("VIEW3D_MT_mirror")
layout.menu("VIEW3D_MT_snap")
layout.separator()
layout.operator("curve.spin")
layout.operator("curve.duplicate_move")
layout.separator()
layout.operator("curve.split")
layout.operator("curve.separate")
layout.operator("curve.cyclic_toggle")
layout.operator_menu_enum("curve.spline_type_set", "type")
layout.separator()
layout.menu("VIEW3D_MT_edit_curve_showhide")
layout.menu("VIEW3D_MT_edit_curve_clean")
layout.menu("VIEW3D_MT_edit_curve_delete")
class VIEW3D_MT_edit_curve(Menu):
bl_label = "Curve"
draw = draw_curve
class VIEW3D_MT_edit_curve_ctrlpoints(Menu):
bl_label = "Control Points"
def draw(self, context):
layout = self.layout
edit_object = context.edit_object
if edit_object.type in {'CURVE', 'SURFACE'}:
layout.operator("curve.extrude_move")
layout.separator()
layout.operator("curve.make_segment")
layout.separator()
if edit_object.type == 'CURVE':
layout.operator("transform.tilt")
layout.operator("curve.tilt_clear")
layout.separator()
layout.operator_menu_enum("curve.handle_type_set", "type")
layout.operator("curve.normals_make_consistent")
layout.separator()
layout.operator("curve.smooth")
if edit_object.type == 'CURVE':
layout.operator("curve.smooth_tilt")
layout.operator("curve.smooth_radius")
layout.operator("curve.smooth_weight")
layout.separator()
layout.menu("VIEW3D_MT_hook")
layout.separator()
layout.operator("object.vertex_parent_set")
class VIEW3D_MT_edit_curve_segments(Menu):
bl_label = "Segments"
def draw(self, context):
layout = self.layout
layout.operator("curve.subdivide")
layout.operator("curve.switch_direction")
class VIEW3D_MT_edit_curve_clean(Menu):
bl_label = "Clean Up"
def draw(self, context):
layout = self.layout
layout.operator("curve.decimate")
class VIEW3D_MT_edit_curve_context_menu(Menu):
bl_label = "Curve Context Menu"
def draw(self, context):
# TODO(campbell): match mesh vertex menu.
layout = self.layout
layout.operator_context = 'INVOKE_DEFAULT'
# Add
layout.operator("curve.subdivide")
layout.operator("curve.extrude_move")
layout.operator("curve.make_segment")
layout.operator("curve.duplicate_move")
layout.separator()
# Transform
layout.operator("transform.transform", text="Radius").mode = 'CURVE_SHRINKFATTEN'
layout.operator("transform.tilt")
layout.operator("curve.tilt_clear")
layout.operator("curve.smooth")
layout.operator("curve.smooth_tilt")
layout.operator("curve.smooth_radius")
layout.separator()
layout.menu("VIEW3D_MT_mirror")
layout.menu("VIEW3D_MT_snap")
layout.separator()
# Modify
layout.operator_menu_enum("curve.spline_type_set", "type")
layout.operator_menu_enum("curve.handle_type_set", "type")
layout.operator("curve.cyclic_toggle")
layout.operator("curve.switch_direction")
layout.separator()
layout.operator("curve.normals_make_consistent")
layout.operator("curve.spline_weight_set")
layout.operator("curve.radius_set")
layout.separator()
# Remove
layout.operator("curve.split")
layout.operator("curve.decimate")
layout.operator("curve.dissolve_verts")
layout.operator("curve.delete", text="Delete Segment").type = 'SEGMENT'
layout.operator("curve.delete", text="Delete Point").type = 'VERT'
class VIEW3D_MT_edit_curve_delete(Menu):
bl_label = "Delete"
def draw(self, context):
layout = self.layout
layout.operator_enum("curve.delete", "type")
layout.separator()
layout.operator("curve.dissolve_verts")
class VIEW3D_MT_edit_curve_showhide(ShowHideMenu, Menu):
_operator_name = "curve"
class VIEW3D_MT_edit_surface(Menu):
bl_label = "Surface"
draw = draw_curve
class VIEW3D_MT_edit_font(Menu):
bl_label = "Font"
def draw(self, context):
layout = self.layout
layout.operator("font.style_toggle", text="Toggle Bold").style = 'BOLD'
layout.operator("font.style_toggle", text="Toggle Italic").style = 'ITALIC'
layout.separator()
layout.operator("font.style_toggle", text="Toggle Underline").style = 'UNDERLINE'
layout.operator("font.style_toggle", text="Toggle Small Caps").style = 'SMALL_CAPS'
layout.separator()
layout.menu("VIEW3D_MT_edit_text_chars")
class VIEW3D_MT_edit_text_chars(Menu):
bl_label = "Special Characters"
def draw(self, context):
layout = self.layout
layout.operator("font.text_insert", text="Copyright").text = "\u00A9"
layout.operator("font.text_insert", text="Registered Trademark").text = "\u00AE"
layout.separator()
layout.operator("font.text_insert", text="Degree Sign").text = "\u00B0"
layout.operator("font.text_insert", text="Multiplication Sign").text = "\u00D7"
layout.operator("font.text_insert", text="Circle").text = "\u008A"
layout.separator()
layout.operator("font.text_insert", text="Superscript 1").text = "\u00B9"
layout.operator("font.text_insert", text="Superscript 2").text = "\u00B2"
layout.operator("font.text_insert", text="Superscript 3").text = "\u00B3"
layout.separator()
layout.operator("font.text_insert", text="Double >>").text = "\u00BB"
layout.operator("font.text_insert", text="Double <<").text = "\u00AB"
layout.operator("font.text_insert", text="Promillage").text = "\u2030"
layout.separator()
layout.operator("font.text_insert", text="Dutch Florin").text = "\u00A4"
layout.operator("font.text_insert", text="British Pound").text = "\u00A3"
layout.operator("font.text_insert", text="Japanese Yen").text = "\u00A5"
layout.separator()
layout.operator("font.text_insert", text="German S").text = "\u00DF"
layout.operator("font.text_insert", text="Spanish Question Mark").text = "\u00BF"
layout.operator("font.text_insert", text="Spanish Exclamation Mark").text = "\u00A1"
class VIEW3D_MT_edit_meta(Menu):
bl_label = "Metaball"
def draw(self, context):
layout = self.layout
layout.menu("VIEW3D_MT_transform")
layout.menu("VIEW3D_MT_mirror")
layout.menu("VIEW3D_MT_snap")
layout.separator()
layout.operator("mball.duplicate_metaelems")
layout.separator()
layout.menu("VIEW3D_MT_edit_meta_showhide")
layout.operator_context = 'EXEC_DEFAULT'
layout.operator("mball.delete_metaelems", text="Delete")
class VIEW3D_MT_edit_meta_showhide(Menu):
bl_label = "Show/Hide"
def draw(self, context):
layout = self.layout
layout.operator("mball.reveal_metaelems")
layout.operator("mball.hide_metaelems", text="Hide Selected").unselected = False
layout.operator("mball.hide_metaelems", text="Hide Unselected").unselected = True
class VIEW3D_MT_edit_lattice(Menu):
bl_label = "Lattice"
def draw(self, context):
layout = self.layout
layout.separator()
layout.menu("VIEW3D_MT_transform")
layout.menu("VIEW3D_MT_mirror")
layout.menu("VIEW3D_MT_snap")
layout.operator_menu_enum("lattice.flip", "axis")
layout.separator()
layout.operator("lattice.make_regular")
layout.separator()
layout.operator("object.vertex_parent_set")
class VIEW3D_MT_edit_armature(Menu):
bl_label = "Armature"
def draw(self, context):
layout = self.layout
edit_object = context.edit_object
arm = edit_object.data
layout.menu("VIEW3D_MT_transform_armature")
layout.menu("VIEW3D_MT_mirror")
layout.menu("VIEW3D_MT_snap")
layout.menu("VIEW3D_MT_edit_armature_roll")
layout.separator()
layout.operator("armature.extrude_move")
if arm.use_mirror_x:
layout.operator("armature.extrude_forked")
layout.operator("armature.duplicate_move")
layout.operator("armature.merge")
layout.operator("armature.fill")
layout.operator("armature.split")
layout.operator("armature.separate")
layout.separator()
layout.operator("armature.subdivide", text="Subdivide")
layout.operator("armature.switch_direction", text="Switch Direction")
layout.separator()
layout.operator("armature.symmetrize")
layout.menu("VIEW3D_MT_edit_armature_names")
layout.separator()
layout.operator_context = 'INVOKE_DEFAULT'
layout.operator("armature.armature_layers")
layout.operator("armature.bone_layers")
layout.separator()
layout.menu("VIEW3D_MT_edit_armature_parent")
layout.separator()
layout.menu("VIEW3D_MT_bone_options_toggle", text="Bone Settings")
layout.separator()
layout.menu("VIEW3D_MT_edit_armature_delete")
class VIEW3D_MT_armature_context_menu(Menu):
bl_label = "Armature Context Menu"
def draw(self, context):
layout = self.layout
edit_object = context.edit_object
arm = edit_object.data
layout.operator_context = 'INVOKE_REGION_WIN'
# Add
layout.operator("armature.subdivide", text="Subdivide")
layout.operator("armature.duplicate_move", text="Duplicate")
layout.operator("armature.extrude_move")
if arm.use_mirror_x:
layout.operator("armature.extrude_forked")
layout.separator()
layout.operator("armature.fill")
layout.separator()
# Modify
layout.menu("VIEW3D_MT_mirror")
layout.menu("VIEW3D_MT_snap")
layout.operator("armature.symmetrize")
layout.operator("armature.switch_direction", text="Switch Direction")
layout.menu("VIEW3D_MT_edit_armature_names")
layout.separator()
layout.menu("VIEW3D_MT_edit_armature_parent")
layout.separator()
# Remove
layout.operator("armature.split")
layout.operator("armature.merge")
layout.operator("armature.dissolve")
layout.operator("armature.delete")
class VIEW3D_MT_edit_armature_names(Menu):
bl_label = "Names"
def draw(self, context):
layout = self.layout
layout.operator_context = 'EXEC_REGION_WIN'
layout.operator("armature.autoside_names", text="AutoName Left/Right").type = 'XAXIS'
layout.operator("armature.autoside_names", text="AutoName Front/Back").type = 'YAXIS'
layout.operator("armature.autoside_names", text="AutoName Top/Bottom").type = 'ZAXIS'
layout.operator("armature.flip_names", text="Flip Names")
class VIEW3D_MT_edit_armature_parent(Menu):
bl_label = "Parent"
def draw(self, context):
layout = self.layout
layout.operator("armature.parent_set", text="Make")
layout.operator("armature.parent_clear", text="Clear")
class VIEW3D_MT_edit_armature_roll(Menu):
bl_label = "Bone Roll"
def draw(self, context):
layout = self.layout
layout.operator_menu_enum("armature.calculate_roll", "type")
layout.separator()
layout.operator("transform.transform", text="Set Roll").mode = 'BONE_ROLL'
layout.operator("armature.roll_clear")
class VIEW3D_MT_edit_armature_delete(Menu):
bl_label = "Delete"
def draw(self, context):
layout = self.layout
layout.operator_context = 'EXEC_AREA'
layout.operator("armature.delete", text="Bones")
layout.separator()
layout.operator("armature.dissolve", text="Dissolve Bones")
# ********** Grease Pencil Stroke menus **********
class VIEW3D_MT_gpencil_autoweights(Menu):
bl_label = "Generate Weights"
def draw(self, context):
layout = self.layout
layout.operator("gpencil.generate_weights", text="With Empty Groups").mode = 'NAME'
layout.operator("gpencil.generate_weights", text="With Automatic Weights").mode = 'AUTO'
class VIEW3D_MT_gpencil_simplify(Menu):
bl_label = "Simplify"
def draw(self, context):
layout = self.layout
layout.operator("gpencil.stroke_simplify_fixed", text="Fixed")
layout.operator("gpencil.stroke_simplify", text="Adaptive")
class VIEW3D_MT_paint_gpencil(Menu):
bl_label = "Strokes"
def draw(self, context):
layout = self.layout
layout.menu("VIEW3D_MT_gpencil_animation")
layout.menu("VIEW3D_MT_edit_gpencil_interpolate")
layout.separator()
layout.operator("gpencil.delete", text="Delete Frame").type = 'FRAME'
layout.operator("gpencil.active_frames_delete_all")
class VIEW3D_MT_assign_material(Menu):
bl_label = "Assign Material"
def draw(self, context):
layout = self.layout
ob = context.active_object
for slot in ob.material_slots:
mat = slot.material
if mat:
layout.operator("gpencil.stroke_change_color", text=mat.name).material = mat.name
class VIEW3D_MT_gpencil_copy_layer(Menu):
bl_label = "Copy Layer to Object"
def draw(self, context):
layout = self.layout
view_layer = context.view_layer
obact = context.active_object
gpl = context.active_gpencil_layer
done = False
if gpl is not None:
for ob in view_layer.objects:
if ob.type == 'GPENCIL' and ob != obact:
layout.operator("gpencil.layer_duplicate_object", text=ob.name).object = ob.name
done = True
if done is False:
layout.label(text="No destination object", icon='ERROR')
else:
layout.label(text="No layer to copy", icon='ERROR')
class VIEW3D_MT_edit_gpencil(Menu):
bl_label = "Strokes"
def draw(self, context):
layout = self.layout
layout.menu("VIEW3D_MT_edit_gpencil_transform")
layout.separator()
layout.menu("GPENCIL_MT_snap")
layout.separator()
layout.menu("VIEW3D_MT_gpencil_animation")
layout.menu("VIEW3D_MT_edit_gpencil_interpolate")
layout.separator()
# Cut, Copy, Paste
layout.operator("gpencil.duplicate_move", text="Duplicate")
layout.operator("gpencil.copy", text="Copy", icon='COPYDOWN')
layout.operator("gpencil.paste", text="Paste", icon='PASTEDOWN').type = 'COPY'
layout.operator("gpencil.paste", text="Paste & Merge").type = 'MERGE'
layout.separator()
layout.operator("gpencil.stroke_smooth", text="Smooth")
layout.operator("gpencil.stroke_subdivide", text="Subdivide")
layout.menu("VIEW3D_MT_gpencil_simplify")
layout.operator("gpencil.stroke_trim", text="Trim")
layout.separator()
layout.operator_menu_enum("gpencil.stroke_separate", "mode", text="Separate...")
layout.operator("gpencil.stroke_split", text="Split")
layout.operator("gpencil.stroke_merge", text="Merge")
layout.operator_menu_enum("gpencil.stroke_join", "type", text="Join...")
layout.operator("gpencil.stroke_flip", text="Flip Direction")
layout.separator()
layout.operator_menu_enum("gpencil.move_to_layer", "layer", text="Move to Layer")
layout.menu("VIEW3D_MT_assign_material")
layout.operator_menu_enum("gpencil.stroke_arrange", "direction", text="Arrange Strokes...")
layout.separator()
# Convert
layout.operator("gpencil.stroke_cyclical_set", text="Toggle Cyclic").type = 'TOGGLE'
layout.operator_menu_enum("gpencil.stroke_caps_set", text="Toggle Caps...", property="type")
layout.separator()
# Remove
layout.menu("GPENCIL_MT_cleanup")
layout.menu("VIEW3D_MT_edit_gpencil_delete")
class VIEW3D_MT_weight_gpencil(Menu):
bl_label = "Weights"
def draw(self, context):
layout = self.layout
layout.operator("gpencil.vertex_group_normalize_all", text="Normalize All")
layout.operator("gpencil.vertex_group_normalize", text="Normalize")
layout.separator()
layout.operator("gpencil.vertex_group_invert", text="Invert")
layout.operator("gpencil.vertex_group_smooth", text="Smooth")
layout.separator()
layout.menu("VIEW3D_MT_gpencil_autoweights")
class VIEW3D_MT_gpencil_animation(Menu):
bl_label = "Animation"
@classmethod
def poll(cls, context):
ob = context.active_object
return ob and ob.type == 'GPENCIL' and ob.mode != 'OBJECT'
def draw(self, context):
layout = self.layout
layout.operator("gpencil.blank_frame_add")
layout.operator("gpencil.active_frames_delete_all", text="Delete Frame(s)")
layout.separator()
layout.operator("gpencil.frame_duplicate", text="Duplicate Active Frame")
layout.operator("gpencil.frame_duplicate", text="Duplicate All Layers").mode = 'ALL'
class VIEW3D_MT_edit_gpencil_transform(Menu):
bl_label = "Transform"
def draw(self, context):
layout = self.layout
layout.operator("transform.translate")
layout.operator("transform.rotate")
layout.operator("transform.resize", text="Scale")
layout.separator()
layout.operator("transform.bend", text="Bend")
layout.operator("transform.shear", text="Shear")
layout.operator("transform.tosphere", text="To Sphere")
layout.operator("transform.transform", text="Shrink Fatten").mode = 'GPENCIL_SHRINKFATTEN'
layout.separator()
layout.operator("gpencil.reproject")
class VIEW3D_MT_edit_gpencil_interpolate(Menu):
bl_label = "Interpolate"
def draw(self, context):
layout = self.layout
layout.operator("gpencil.interpolate", text="Interpolate")
layout.operator("gpencil.interpolate_sequence", text="Sequence")
class VIEW3D_MT_object_mode_pie(Menu):
bl_label = "Mode"
def draw(self, context):
layout = self.layout
pie = layout.menu_pie()
pie.operator_enum("object.mode_set", "mode")
class VIEW3D_MT_view_pie(Menu):
bl_label = "View"
bl_idname = "VIEW3D_MT_view_pie"
def draw(self, context):
layout = self.layout
pie = layout.menu_pie()
pie.operator_enum("view3d.view_axis", "type")
pie.operator("view3d.view_camera", text="View Camera", icon='CAMERA_DATA')
pie.operator("view3d.view_selected", text="View Selected", icon='ZOOM_SELECTED')
class VIEW3D_MT_shading_pie(Menu):
bl_label = "Shading"
def draw(self, context):
layout = self.layout
pie = layout.menu_pie()
view = context.space_data
pie.prop(view.shading, "type", expand=True)
class VIEW3D_MT_shading_ex_pie(Menu):
bl_label = "Shading"
def draw(self, context):
layout = self.layout
pie = layout.menu_pie()
view = context.space_data
pie.prop_enum(view.shading, "type", value='WIREFRAME')
pie.prop_enum(view.shading, "type", value='SOLID')
# Note this duplicates "view3d.toggle_xray" logic, so we can see the active item: T58661.
if context.pose_object:
pie.prop(view.overlay, "show_xray_bone", icon='XRAY')
else:
xray_active = (
(context.mode == 'EDIT_MESH') or
(view.shading.type in {'SOLID', 'WIREFRAME'})
)
if xray_active:
sub = pie
else:
sub = pie.row()
sub.active = False
sub.prop(
view.shading,
"show_xray_wireframe" if (view.shading.type == 'WIREFRAME') else "show_xray",
text="Toggle X-Ray",
icon='XRAY',
)
pie.prop(view.overlay, "show_overlays", text="Toggle Overlays", icon='OVERLAY')
pie.prop_enum(view.shading, "type", value='MATERIAL')
pie.prop_enum(view.shading, "type", value='RENDERED')
class VIEW3D_MT_pivot_pie(Menu):
bl_label = "Pivot Point"
def draw(self, context):
layout = self.layout
pie = layout.menu_pie()
obj = context.active_object
mode = context.mode
pie.prop_enum(context.scene.tool_settings, "transform_pivot_point", value='BOUNDING_BOX_CENTER')
pie.prop_enum(context.scene.tool_settings, "transform_pivot_point", value='CURSOR')
pie.prop_enum(context.scene.tool_settings, "transform_pivot_point", value='INDIVIDUAL_ORIGINS')
pie.prop_enum(context.scene.tool_settings, "transform_pivot_point", value='MEDIAN_POINT')
pie.prop_enum(context.scene.tool_settings, "transform_pivot_point", value='ACTIVE_ELEMENT')
if (obj is None) or (mode in {'OBJECT', 'POSE', 'WEIGHT_PAINT'}):
pie.prop(context.scene.tool_settings, "use_transform_pivot_point_align")
class VIEW3D_MT_orientations_pie(Menu):
bl_label = "Orientation"
def draw(self, context):
layout = self.layout
pie = layout.menu_pie()
scene = context.scene
pie.prop(scene.transform_orientation_slots[0], "type", expand=True)
class VIEW3D_MT_snap_pie(Menu):
bl_label = "Snap"
def draw(self, context):
layout = self.layout
pie = layout.menu_pie()
pie.operator("view3d.snap_cursor_to_grid", text="Cursor to Grid", icon='PIVOT_CURSOR')
pie.operator("view3d.snap_selected_to_grid", text="Selection to Grid", icon='RESTRICT_SELECT_OFF')
pie.operator("view3d.snap_cursor_to_selected", text="Cursor to Selected", icon='PIVOT_CURSOR')
pie.operator("view3d.snap_selected_to_cursor", text="Selection to Cursor", icon='RESTRICT_SELECT_OFF').use_offset = False
pie.operator("view3d.snap_selected_to_cursor", text="Selection to Cursor (Keep Offset)", icon='RESTRICT_SELECT_OFF').use_offset = True
pie.operator("view3d.snap_selected_to_active", text="Selection to Active", icon='RESTRICT_SELECT_OFF')
pie.operator("view3d.snap_cursor_to_center", text="Cursor to World Origin", icon='PIVOT_CURSOR')
pie.operator("view3d.snap_cursor_to_active", text="Cursor to Active", icon='PIVOT_CURSOR')
class VIEW3D_MT_proportional_editing_falloff_pie(Menu):
bl_label = "Proportional Editing Falloff"
def draw(self, context):
layout = self.layout
pie = layout.menu_pie()
tool_settings = context.scene.tool_settings
pie.prop(tool_settings, "proportional_edit_falloff", expand=True)
# ********** Panel **********
class VIEW3D_PT_view3d_properties(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_category = "View"
bl_label = "View"
def draw(self, context):
layout = self.layout
view = context.space_data
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
flow = layout.grid_flow(row_major=True, columns=0, even_columns=False, even_rows=False, align=True)
col = flow.column()
subcol = col.column()
subcol.active = bool(view.region_3d.view_perspective != 'CAMERA' or view.region_quadviews)
subcol.prop(view, "lens", text="Focal Length")
subcol = col.column(align=True)
subcol.prop(view, "clip_start", text="Clip Start")
subcol.prop(view, "clip_end", text="End")
subcol.separator()
col = flow.column()
subcol = col.column()
subcol.prop(view, "use_local_camera")
subcol = col.column()
subcol.enabled = view.use_local_camera
subcol.prop(view, "camera", text="Local Camera")
subcol = col.column(align=True)
subcol.prop(view, "use_render_border")
subcol.active = view.region_3d.view_perspective != 'CAMERA'
class VIEW3D_PT_view3d_lock(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_category = "View"
bl_label = "View Lock"
bl_parent_id = "VIEW3D_PT_view3d_properties"
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
view = context.space_data
col = layout.column(align=True)
subcol = col.column()
subcol.active = bool(view.region_3d.view_perspective != 'CAMERA' or view.region_quadviews)
subcol.prop(view, "lock_object")
lock_object = view.lock_object
if lock_object:
if lock_object.type == 'ARMATURE':
subcol.prop_search(
view, "lock_bone", lock_object.data,
"edit_bones" if lock_object.mode == 'EDIT'
else "bones",
text="",
)
else:
subcol.prop(view, "lock_cursor", text="Lock to 3D Cursor")
col.prop(view, "lock_camera")
class VIEW3D_PT_view3d_cursor(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_category = "View"
bl_label = "3D Cursor"
def draw(self, context):
layout = self.layout
cursor = context.scene.cursor
layout.column().prop(cursor, "location", text="Location")
rotation_mode = cursor.rotation_mode
if rotation_mode == 'QUATERNION':
layout.column().prop(cursor, "rotation_quaternion", text="Rotation")
elif rotation_mode == 'AXIS_ANGLE':
layout.column().prop(cursor, "rotation_axis_angle", text="Rotation")
else:
layout.column().prop(cursor, "rotation_euler", text="Rotation")
layout.prop(cursor, "rotation_mode", text="")
class VIEW3D_PT_collections(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_category = "View"
bl_label = "Collections Visibility"
def _draw_collection(self, layout, view_layer, collection, index):
need_separator = index
for child in collection.children:
index += 1
if child.exclude:
continue
if child.collection.hide_viewport:
continue
if need_separator:
layout.separator()
need_separator = False
icon = 'BLANK1'
# has_objects = True
if child.has_selected_objects(view_layer):
icon = 'LAYER_ACTIVE'
elif child.has_objects():
icon = 'LAYER_USED'
else:
# has_objects = False
pass
row = layout.row()
sub = row.split(factor=0.98)
subrow = sub.row()
subrow.alignment = 'LEFT'
subrow.operator(
"object.hide_collection", text=child.name, icon=icon, emboss=False,
).collection_index = index
sub = row.split()
subrow = sub.row(align=True)
subrow.alignment = 'RIGHT'
subrow.active = collection.is_visible # Parent collection runtime visibility
subrow.prop(child, "hide_viewport", text="", emboss=False)
for child in collection.children:
index = self._draw_collection(layout, view_layer, child, index)
return index
def draw(self, context):
layout = self.layout
layout.use_property_split = False
layout.label(text="Collections Visibility")
layout.column()
view_layer = context.view_layer
# We pass index 0 here beause the index is increased
# so the first real index is 1
# And we start with index as 1 because we skip the master collection
self._draw_collection(layout, view_layer, view_layer.layer_collection, 0)
class VIEW3D_PT_object_type_visibility(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'HEADER'
bl_label = "View Object Types"
bl_ui_units_x = 6
def draw(self, context):
layout = self.layout
layout.use_property_split = True
view = context.space_data
layout.label(text="Object Types Visibility")
col = layout.column()
attr_object_types = (
# Geometry
("mesh", "Mesh"),
("curve", "Curve"),
("surf", "Surface"),
("meta", "Meta"),
("font", "Font"),
("grease_pencil", "Grease Pencil"),
(None, None),
# Other
("armature", "Armature"),
("lattice", "Lattice"),
("empty", "Empty"),
("light", "Light"),
("light_probe", "Light Probe"),
("camera", "Camera"),
("speaker", "Speaker"),
)
for attr, attr_name in attr_object_types:
if attr is None:
col.separator()
continue
attr_v = "show_object_viewport_" f"{attr:s}"
attr_s = "show_object_select_" f"{attr:s}"
icon_v = 'HIDE_OFF' if getattr(view, attr_v) else 'HIDE_ON'
icon_s = 'RESTRICT_SELECT_OFF' if getattr(view, attr_s) else 'RESTRICT_SELECT_ON'
row = col.row(align=True)
row.alignment = 'RIGHT'
row.label(text=attr_name)
row.prop(view, attr_v, text="", icon=icon_v, emboss=False)
rowsub = row.row(align=True)
rowsub.active = getattr(view, attr_v)
rowsub.prop(view, attr_s, text="", icon=icon_s, emboss=False)
class VIEW3D_PT_shading(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'HEADER'
bl_label = "Shading"
bl_ui_units_x = 12
@classmethod
def get_shading(cls, context):
# Get settings from 3D viewport or OpenGL render engine
view = context.space_data
if view.type == 'VIEW_3D':
return view.shading
else:
return context.scene.display.shading
def draw(self, context):
layout = self.layout
layout.label(text="Viewport Shading")
class VIEW3D_PT_shading_lighting(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'HEADER'
bl_label = "Lighting"
bl_parent_id = 'VIEW3D_PT_shading'
@classmethod
def poll(cls, context):
shading = VIEW3D_PT_shading.get_shading(context)
return shading.type in {'SOLID', 'MATERIAL'}
def draw(self, context):
layout = self.layout
shading = VIEW3D_PT_shading.get_shading(context)
col = layout.column()
split = col.split(factor=0.9)
if shading.type == 'SOLID':
split.row().prop(shading, "light", expand=True)
col = split.column()
split = layout.split(factor=0.9)
col = split.column()
sub = col.row()
if shading.light == 'STUDIO':
prefs = context.preferences
system = prefs.system
if not system.use_studio_light_edit:
sub.scale_y = 0.6 # smaller studiolight preview
sub.template_icon_view(shading, "studio_light", scale_popup=3.0)
else:
sub.prop(system, "use_studio_light_edit", text="Disable Studio Light Edit", icon='NONE', toggle=True)
col = split.column()
col.operator("preferences.studiolight_show", emboss=False, text="", icon='PREFERENCES')
split = layout.split(factor=0.9)
col = split.column()
row = col.row()
row.prop(shading, "use_world_space_lighting", text="", icon='WORLD', toggle=True)
row = row.row()
row.active = shading.use_world_space_lighting
row.prop(shading, "studiolight_rotate_z", text="Rotation")
col = split.column() # to align properly with above
elif shading.light == 'MATCAP':
sub.scale_y = 0.6 # smaller matcap preview
sub.template_icon_view(shading, "studio_light", scale_popup=3.0)
col = split.column()
col.operator("preferences.studiolight_show", emboss=False, text="", icon='PREFERENCES')
col.operator("view3d.toggle_matcap_flip", emboss=False, text="", icon='ARROW_LEFTRIGHT')
elif shading.type == 'MATERIAL':
col.prop(shading, "use_scene_lights")
col.prop(shading, "use_scene_world")
if not shading.use_scene_world:
col = layout.column()
split = col.split(factor=0.9)
col = split.column()
sub = col.row()
sub.scale_y = 0.6
sub.template_icon_view(shading, "studio_light", scale_popup=3)
col = split.column()
col.operator("preferences.studiolight_show", emboss=False, text="", icon='PREFERENCES')
if shading.selected_studio_light.type == 'WORLD':
split = layout.split(factor=0.9)
col = split.column()
col.prop(shading, "studiolight_rotate_z", text="Rotation")
col.prop(shading, "studiolight_background_alpha")
col = split.column() # to align properly with above
class VIEW3D_PT_shading_color(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'HEADER'
bl_label = "Color"
bl_parent_id = 'VIEW3D_PT_shading'
@classmethod
def poll(cls, context):
shading = VIEW3D_PT_shading.get_shading(context)
return shading.type in {'WIREFRAME', 'SOLID'}
def _draw_color_type(self, context):
layout = self.layout
shading = VIEW3D_PT_shading.get_shading(context)
layout.row().prop(shading, "color_type", expand=True)
if shading.color_type == 'SINGLE':
layout.row().prop(shading, "single_color", text="")
def _draw_background_color(self, context):
layout = self.layout
shading = VIEW3D_PT_shading.get_shading(context)
layout.row().label(text="Background")
layout.row().prop(shading, "background_type", expand=True)
if shading.background_type == 'VIEWPORT':
layout.row().prop(shading, "background_color", text="")
def draw(self, context):
shading = VIEW3D_PT_shading.get_shading(context)
if shading.type == 'WIREFRAME':
self.layout.row().prop(shading, "wireframe_color_type", expand=True)
else:
self._draw_color_type(context)
self.layout.separator()
self._draw_background_color(context)
class VIEW3D_PT_shading_options(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'HEADER'
bl_label = "Options"
bl_parent_id = 'VIEW3D_PT_shading'
def draw(self, context):
layout = self.layout
shading = VIEW3D_PT_shading.get_shading(context)
col = layout.column()
if shading.type != 'WIREFRAME':
col.prop(shading, "show_backface_culling")
row = col.row()
if shading.type == 'WIREFRAME':
row.prop(shading, "show_xray_wireframe", text="")
sub = row.row()
sub.active = shading.show_xray_wireframe
sub.prop(shading, "xray_alpha_wireframe", text="X-Ray")
elif shading.type == 'SOLID':
row.prop(shading, "show_xray", text="")
sub = row.row()
sub.active = shading.show_xray
sub.prop(shading, "xray_alpha", text="X-Ray")
#X-ray mode is off when alpha is 1.0
xray_active = shading.show_xray and shading.xray_alpha != 1
row = col.row()
row.prop(shading, "show_shadows", text="")
row.active = not xray_active
sub = row.row(align=True)
sub.active = shading.show_shadows
sub.prop(shading, "shadow_intensity", text="Shadow")
sub.popover(
panel="VIEW3D_PT_shading_options_shadow",
icon='PREFERENCES',
text="",
)
col = layout.column()
row = col.row()
row.active = not xray_active
row.prop(shading, "show_cavity")
if shading.show_cavity and not xray_active:
row.prop(shading, "cavity_type", text="Type")
if shading.cavity_type in {'WORLD', 'BOTH'}:
col.label(text="World Space")
sub = col.row(align=True)
sub.prop(shading, "cavity_ridge_factor", text="Ridge")
sub.prop(shading, "cavity_valley_factor", text="Valley")
sub.popover(
panel="VIEW3D_PT_shading_options_ssao",
icon='PREFERENCES',
text="",
)
if shading.cavity_type in {'SCREEN', 'BOTH'}:
col.label(text="Screen Space")
sub = col.row(align=True)
sub.prop(shading, "curvature_ridge_factor", text="Ridge")
sub.prop(shading, "curvature_valley_factor", text="Valley")
row = col.row()
row.active = not xray_active
row.prop(shading, "use_dof", text="Depth Of Field")
if shading.type in {'WIREFRAME', 'SOLID'}:
row = layout.split()
row.prop(shading, "show_object_outline")
sub = row.row()
sub.active = shading.show_object_outline
sub.prop(shading, "object_outline_color", text="")
col = layout.column()
if (shading.light == 'STUDIO') and (shading.type != 'WIREFRAME'):
col.prop(shading, "show_specular_highlight", text="Specular Lighting")
class VIEW3D_PT_shading_options_shadow(Panel):
bl_label = "Shadow Settings"
bl_space_type = 'VIEW_3D'
bl_region_type = 'HEADER'
@classmethod
def poll(cls, context):
return True
def draw(self, context):
layout = self.layout
layout.use_property_split = True
scene = context.scene
col = layout.column()
col.prop(scene.display, "light_direction")
col.prop(scene.display, "shadow_shift")
col.prop(scene.display, "shadow_focus")
class VIEW3D_PT_shading_options_ssao(Panel):
bl_label = "SSAO Settings"
bl_space_type = 'VIEW_3D'
bl_region_type = 'HEADER'
@classmethod
def poll(cls, context):
return True
def draw(self, context):
layout = self.layout
layout.use_property_split = True
scene = context.scene
col = layout.column(align=True)
col.prop(scene.display, "matcap_ssao_samples")
col.prop(scene.display, "matcap_ssao_distance")
col.prop(scene.display, "matcap_ssao_attenuation")
class VIEW3D_PT_gizmo_display(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'HEADER'
bl_label = "Gizmo"
def draw(self, context):
layout = self.layout
scene = context.scene
view = context.space_data
overlay = view.overlay
col = layout.column()
col.label(text="Viewport Gizmos")
col.active = view.show_gizmo
colsub = col.column()
colsub.prop(view, "show_gizmo_navigate", text="Navigate")
colsub.prop(view, "show_gizmo_tool", text="Active Tools")
colsub.prop(view, "show_gizmo_context", text="Active Object")
colsub = col.column()
colsub.active = view.show_gizmo_context
colsub.label(text="Object Gizmos")
colsub.prop(scene.transform_orientation_slots[1], "type", text="")
colsub.prop(view, "show_gizmo_object_translate", text="Move")
colsub.prop(view, "show_gizmo_object_rotate", text="Rotate")
colsub.prop(view, "show_gizmo_object_scale", text="Scale")
# Match order of object type visibility
colsub.label(text="Empty")
colsub.prop(view, "show_gizmo_empty_image", text="Image")
colsub.prop(view, "show_gizmo_empty_force_field", text="Force Field")
colsub.label(text="Light")
colsub.prop(view, "show_gizmo_light_size", text="Size")
colsub.prop(view, "show_gizmo_light_look_at", text="Look At")
colsub.label(text="Camera")
colsub.prop(view, "show_gizmo_camera_lens", text="Lens")
colsub.prop(view, "show_gizmo_camera_dof_distance", text="Focus Distance")
class VIEW3D_PT_overlay(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'HEADER'
bl_label = "Overlays"
bl_ui_units_x = 13
def draw(self, context):
layout = self.layout
layout.label(text="Viewport Overlays")
class VIEW3D_PT_overlay_guides(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'HEADER'
bl_parent_id = 'VIEW3D_PT_overlay'
bl_label = "Guides"
def draw(self, context):
layout = self.layout
view = context.space_data
overlay = view.overlay
shading = view.shading
display_all = overlay.show_overlays
col = layout.column()
col.active = display_all
split = col.split()
sub = split.column()
sub.prop(overlay, "show_floor", text="Grid")
if overlay.show_floor:
sub = col.column(align=True)
sub.active = bool(overlay.show_floor or view.region_quadviews or not view.region_3d.is_perspective)
subsub = sub.row(align=True)
subsub.active = overlay.show_floor
subsub.prop(overlay, "grid_scale", text="Scale")
subsub.prop(overlay, "grid_subdivisions", text="Subdivisions")
sub = split.column()
row = sub.row()
row.label(text="Axes")
subrow = row.row(align=True)
subrow.prop(overlay, "show_axis_x", text="X", toggle=True)
subrow.prop(overlay, "show_axis_y", text="Y", toggle=True)
subrow.prop(overlay, "show_axis_z", text="Z", toggle=True)
split = col.split()
sub = split.column()
sub.prop(overlay, "show_text", text="Text Info")
sub = split.column()
sub.prop(overlay, "show_cursor", text="3D Cursor")
if shading.type == 'MATERIAL':
col.prop(overlay, "show_look_dev")
col.prop(overlay, "show_annotation", text="Annotations")
class VIEW3D_PT_overlay_object(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'HEADER'
bl_parent_id = 'VIEW3D_PT_overlay'
bl_label = "Objects"
def draw(self, context):
layout = self.layout
view = context.space_data
overlay = view.overlay
display_all = overlay.show_overlays
col = layout.column(align=True)
col.active = display_all
split = col.split()
sub = split.column(align=True)
sub.prop(overlay, "show_extras", text="Extras")
sub.prop(overlay, "show_relationship_lines")
sub.prop(overlay, "show_outline_selected")
sub = split.column(align=True)
sub.prop(overlay, "show_bones", text="Bones")
sub.prop(overlay, "show_motion_paths")
sub.prop(overlay, "show_object_origins", text="Origins")
subsub = sub.column()
subsub.active = overlay.show_object_origins
subsub.prop(overlay, "show_object_origins_all", text="Origins (All)")
class VIEW3D_PT_overlay_geometry(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'HEADER'
bl_parent_id = 'VIEW3D_PT_overlay'
bl_label = "Geometry"
def draw(self, context):
layout = self.layout
view = context.space_data
overlay = view.overlay
display_all = overlay.show_overlays
is_wireframes = view.shading.type == 'WIREFRAME'
col = layout.column()
col.active = display_all
row = col.row()
if not is_wireframes:
row.prop(overlay, "show_wireframes", text="")
sub = row.row()
sub.active = overlay.show_wireframes or is_wireframes
sub.prop(overlay, "wireframe_threshold", text="Wireframe")
col = layout.column(align=True)
col.active = display_all
col.prop(overlay, "show_face_orientation")
# sub.prop(overlay, "show_onion_skins")
class VIEW3D_PT_overlay_motion_tracking(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'HEADER'
bl_parent_id = 'VIEW3D_PT_overlay'
bl_label = "Motion Tracking"
def draw_header(self, context):
view = context.space_data
self.layout.prop(view, "show_reconstruction", text="")
def draw(self, context):
layout = self.layout
view = context.space_data
overlay = view.overlay
display_all = overlay.show_overlays
col = layout.column()
col.active = display_all
if view.show_reconstruction:
split = col.split()
sub = split.column(align=True)
sub.active = view.show_reconstruction
sub.prop(view, "show_camera_path", text="Camera Path")
sub = split.column()
sub.prop(view, "show_bundle_names", text="Marker Names")
col = layout.column()
col.label(text="Tracks:")
row = col.row(align=True)
row.prop(view, "tracks_display_type", text="")
row.prop(view, "tracks_display_size", text="Size")
class VIEW3D_PT_overlay_edit_mesh(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'HEADER'
bl_parent_id = 'VIEW3D_PT_overlay'
bl_label = "Mesh Edit Mode"
@classmethod
def poll(cls, context):
return context.mode == 'EDIT_MESH'
def draw(self, context):
layout = self.layout
view = context.space_data
overlay = view.overlay
display_all = overlay.show_overlays
col = layout.column()
col.active = display_all
split = col.split()
sub = split.column()
sub.prop(overlay, "show_edges", text="Edges")
sub = split.column()
sub.prop(overlay, "show_faces", text="Faces")
sub = split.column()
sub.prop(overlay, "show_face_center", text="Center")
row = col.row(align=True)
row.prop(overlay, "show_edge_crease", text="Creases", toggle=True)
row.prop(overlay, "show_edge_sharp", text="Sharp", text_ctxt=i18n_contexts.plural, toggle=True)
row.prop(overlay, "show_edge_bevel_weight", text="Bevel", toggle=True)
row.prop(overlay, "show_edge_seams", text="Seams", toggle=True)
class VIEW3D_PT_overlay_edit_mesh_shading(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'HEADER'
bl_parent_id = 'VIEW3D_PT_overlay_edit_mesh'
bl_label = "Shading"
@classmethod
def poll(cls, context):
return context.mode == 'EDIT_MESH'
def draw(self, context):
layout = self.layout
view = context.space_data
overlay = view.overlay
tool_settings = context.tool_settings
display_all = overlay.show_overlays
statvis = tool_settings.statvis
col = layout.column()
col.active = display_all
col.prop(overlay, "show_occlude_wire")
col.prop(overlay, "show_weight", text="Vertex Group Weights")
if overlay.show_weight:
row = col.split(factor=0.33)
row.label(text="Zero Weights")
sub = row.row()
sub.prop(tool_settings, "vertex_group_user", expand=True)
col.prop(overlay, "show_statvis", text="Mesh Analysis")
if overlay.show_statvis:
col = col.column()
sub = col.split()
sub.active = overlay.show_statvis
sub.label(text="Type")
sub.prop(statvis, "type", text="")
statvis_type = statvis.type
if statvis_type == 'OVERHANG':
row = col.row(align=True)
row.prop(statvis, "overhang_min", text="Minimum")
row.prop(statvis, "overhang_max", text="Maximum")
col.row().prop(statvis, "overhang_axis", expand=True)
elif statvis_type == 'THICKNESS':
row = col.row(align=True)
row.prop(statvis, "thickness_min", text="Minimum")
row.prop(statvis, "thickness_max", text="Maximum")
col.prop(statvis, "thickness_samples")
elif statvis_type == 'INTERSECT':
pass
elif statvis_type == 'DISTORT':
row = col.row(align=True)
row.prop(statvis, "distort_min", text="Minimum")
row.prop(statvis, "distort_max", text="Maximum")
elif statvis_type == 'SHARP':
row = col.row(align=True)
row.prop(statvis, "sharp_min", text="Minimum")
row.prop(statvis, "sharp_max", text="Maximum")
class VIEW3D_PT_overlay_edit_mesh_measurement(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'HEADER'
bl_parent_id = 'VIEW3D_PT_overlay_edit_mesh'
bl_label = "Measurement"
@classmethod
def poll(cls, context):
return context.mode == 'EDIT_MESH'
def draw(self, context):
layout = self.layout
view = context.space_data
overlay = view.overlay
display_all = overlay.show_overlays
col = layout.column()
col.active = display_all
split = col.split()
sub = split.column()
sub.prop(overlay, "show_extra_edge_length", text="Edge Length")
sub.prop(overlay, "show_extra_edge_angle", text="Edge Angle")
sub = split.column()
sub.prop(overlay, "show_extra_face_area", text="Face Area")
sub.prop(overlay, "show_extra_face_angle", text="Face Angle")
class VIEW3D_PT_overlay_edit_mesh_normals(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'HEADER'
bl_parent_id = 'VIEW3D_PT_overlay_edit_mesh'
bl_label = "Normals"
@classmethod
def poll(cls, context):
return context.mode == 'EDIT_MESH'
def draw(self, context):
layout = self.layout
view = context.space_data
overlay = view.overlay
display_all = overlay.show_overlays
col = layout.column()
col.active = display_all
row = col.row(align=True)
row.prop(overlay, "show_vertex_normals", text="", icon='NORMALS_VERTEX')
row.prop(overlay, "show_split_normals", text="", icon='NORMALS_VERTEX_FACE')
row.prop(overlay, "show_face_normals", text="", icon='NORMALS_FACE')
sub = row.row(align=True)
sub.active = overlay.show_vertex_normals or overlay.show_face_normals or overlay.show_split_normals
sub.prop(overlay, "normals_length", text="Size")
class VIEW3D_PT_overlay_edit_mesh_freestyle(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'HEADER'
bl_parent_id = 'VIEW3D_PT_overlay'
bl_label = "Freestyle"
@classmethod
def poll(cls, context):
return context.mode == 'EDIT_MESH' and bpy.app.build_options.freestyle
def draw(self, context):
layout = self.layout
view = context.space_data
overlay = view.overlay
display_all = overlay.show_overlays
col = layout.column()
col.active = display_all
row = col.row()
row.prop(overlay, "show_freestyle_edge_marks", text="Edge Marks")
row.prop(overlay, "show_freestyle_face_marks", text="Face Marks")
class VIEW3D_PT_overlay_edit_mesh_developer(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'HEADER'
bl_parent_id = 'VIEW3D_PT_overlay_edit_mesh'
bl_label = "Developer"
@classmethod
def poll(cls, context):
return context.mode == 'EDIT_MESH' and context.preferences.view.show_developer_ui
def draw(self, context):
layout = self.layout
view = context.space_data
overlay = view.overlay
display_all = overlay.show_overlays
col = layout.column()
col.active = display_all
col.prop(overlay, "show_extra_indices", text="Indices")
class VIEW3D_PT_overlay_edit_curve(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'HEADER'
bl_parent_id = 'VIEW3D_PT_overlay'
bl_label = "Curve Edit Mode"
@classmethod
def poll(cls, context):
return context.mode == 'EDIT_CURVE'
def draw(self, context):
layout = self.layout
view = context.space_data
overlay = view.overlay
display_all = overlay.show_overlays
col = layout.column()
col.active = display_all
row = col.row()
row.prop(overlay, "show_curve_handles", text="Handles")
row = col.row()
row.prop(overlay, "show_curve_normals", text="")
sub = row.row()
sub.active = overlay.show_curve_normals
sub.prop(overlay, "normals_length", text="Normals")
class VIEW3D_PT_overlay_sculpt(Panel):
bl_space_type = 'VIEW_3D'
bl_context = ".sculpt_mode"
bl_region_type = 'HEADER'
bl_parent_id = 'VIEW3D_PT_overlay'
bl_label = "Sculpt"
@classmethod
def poll(cls, context):
return (
context.mode == 'SCULPT' and
(context.sculpt_object and context.tool_settings.sculpt)
)
def draw(self, context):
layout = self.layout
tool_settings = context.tool_settings
sculpt = tool_settings.sculpt
layout.prop(sculpt, "show_diffuse_color")
layout.prop(sculpt, "show_mask")
class VIEW3D_PT_overlay_pose(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'HEADER'
bl_parent_id = 'VIEW3D_PT_overlay'
bl_label = "Pose Mode"
@classmethod
def poll(cls, context):
mode = context.mode
return (
(mode == 'POSE') or
(mode == 'PAINT_WEIGHT' and context.pose_object)
)
def draw(self, context):
layout = self.layout
view = context.space_data
mode = context.mode
overlay = view.overlay
display_all = overlay.show_overlays
col = layout.column()
col.active = display_all
if mode == 'POSE':
row = col.row()
row.prop(overlay, "show_xray_bone", text="")
sub = row.row()
sub.active = display_all and overlay.show_xray_bone
sub.prop(overlay, "xray_alpha_bone", text="Fade Geometry")
else:
row = col.row()
row.prop(overlay, "show_xray_bone")
class VIEW3D_PT_overlay_paint(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'HEADER'
bl_parent_id = 'VIEW3D_PT_overlay'
bl_label = ""
@classmethod
def poll(cls, context):
return context.mode in {'PAINT_WEIGHT', 'PAINT_VERTEX', 'PAINT_TEXTURE'}
def draw_header(self, context):
layout = self.layout
layout.label(text={
'PAINT_TEXTURE': "Texture Paint",
'PAINT_VERTEX': "Vertex Paint",
'PAINT_WEIGHT': "Weight Paint",
}[context.mode])
def draw(self, context):
layout = self.layout
view = context.space_data
overlay = view.overlay
display_all = overlay.show_overlays
col = layout.column()
col.active = display_all
col.prop(overlay, {
'PAINT_TEXTURE': "texture_paint_mode_opacity",
'PAINT_VERTEX': "vertex_paint_mode_opacity",
'PAINT_WEIGHT': "weight_paint_mode_opacity",
}[context.mode], text="Opacity")
if context.mode == 'PAINT_WEIGHT':
row = col.split(factor=0.33)
row.label(text="Zero Weights")
sub = row.row()
sub.prop(context.tool_settings, "vertex_group_user", expand=True)
col.prop(overlay, "show_wpaint_contours")
if context.mode in {'PAINT_WEIGHT', 'PAINT_VERTEX'}:
col.prop(overlay, "show_paint_wire")
class VIEW3D_PT_pivot_point(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'HEADER'
bl_label = "Pivot Point"
bl_ui_units_x = 8
def draw(self, context):
tool_settings = context.tool_settings
obj = context.active_object
mode = context.mode
layout = self.layout
col = layout.column()
col.label(text="Pivot Point")
col.prop(tool_settings, "transform_pivot_point", expand=True)
if (obj is None) or (mode in {'OBJECT', 'POSE', 'WEIGHT_PAINT'}):
col.separator()
col.prop(tool_settings, "use_transform_pivot_point_align")
class VIEW3D_PT_snapping(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'HEADER'
bl_label = "Snapping"
def draw(self, context):
tool_settings = context.tool_settings
snap_elements = tool_settings.snap_elements
obj = context.active_object
object_mode = 'OBJECT' if obj is None else obj.mode
layout = self.layout
col = layout.column()
col.label(text="Snapping")
col.prop(tool_settings, "snap_elements", expand=True)
col.separator()
if 'INCREMENT' in snap_elements:
col.prop(tool_settings, "use_snap_grid_absolute")
if snap_elements != {'INCREMENT'}:
col.label(text="Target")
row = col.row(align=True)
row.prop(tool_settings, "snap_target", expand=True)
if obj:
if object_mode == 'EDIT':
col.prop(tool_settings, "use_snap_self")
if object_mode in {'OBJECT', 'POSE', 'EDIT', 'WEIGHT_PAINT'}:
col.prop(tool_settings, "use_snap_align_rotation")
if 'FACE' in snap_elements:
col.prop(tool_settings, "use_snap_project")
if 'VOLUME' in snap_elements:
col.prop(tool_settings, "use_snap_peel_object")
col.label(text="Affect")
row = col.row(align=True)
row.prop(tool_settings, "use_snap_translate", text="Move", toggle=True)
row.prop(tool_settings, "use_snap_rotate", text="Rotate", toggle=True)
row.prop(tool_settings, "use_snap_scale", text="Scale", toggle=True)
class VIEW3D_PT_transform_orientations(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'HEADER'
bl_label = "Transform Orientations"
bl_ui_units_x = 8
def draw(self, context):
layout = self.layout
layout.label(text="Transform Orientations")
scene = context.scene
orient_slot = scene.transform_orientation_slots[0]
orientation = orient_slot.custom_orientation
row = layout.row()
col = row.column()
col.prop(orient_slot, "type", expand=True)
row.operator("transform.create_orientation", text="", icon='ADD', emboss=False).use = True
if orientation:
row = layout.row(align=False)
row.prop(orientation, "name", text="", icon='OBJECT_ORIGIN')
row.operator("transform.delete_orientation", text="", icon='X', emboss=False)
class VIEW3D_PT_gpencil_origin(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'HEADER'
bl_label = "Stroke Placement"
def draw(self, context):
layout = self.layout
tool_settings = context.tool_settings
gpd = context.gpencil_data
layout.label(text="Stroke Placement")
row = layout.row()
col = row.column()
col.prop(tool_settings, "gpencil_stroke_placement_view3d", expand=True)
if tool_settings.gpencil_stroke_placement_view3d == 'SURFACE':
row = layout.row()
row.label(text="Offset")
row = layout.row()
row.prop(gpd, "zdepth_offset", text="")
if tool_settings.gpencil_stroke_placement_view3d == 'STROKE':
row = layout.row()
row.label(text="Target")
row = layout.row()
row.prop(tool_settings, "gpencil_stroke_snap_mode", expand=True)
class VIEW3D_PT_gpencil_lock(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'HEADER'
bl_label = "Drawing Plane"
def draw(self, context):
layout = self.layout
layout.label(text="Drawing Plane")
row = layout.row()
col = row.column()
col.prop(context.tool_settings.gpencil_sculpt, "lock_axis", expand=True)
class VIEW3D_PT_gpencil_guide(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'HEADER'
bl_label = "Guides"
def draw(self, context):
settings = context.tool_settings.gpencil_sculpt.guide
layout = self.layout
layout.label(text="Guides")
col = layout.column()
col.active = settings.use_guide
col.prop(settings, "type", expand=True)
if settings.type in {'PARALLEL'}:
col.prop(settings, "angle")
row = col.row(align=True)
col.prop(settings, "use_snapping")
if settings.use_snapping:
if settings.type in {'RADIAL'}:
col.prop(settings, "angle_snap")
else:
col.prop(settings, "spacing")
col.label(text="Reference Point")
row = col.row(align=True)
row.prop(settings, "reference_point", expand=True)
if settings.reference_point in {'CUSTOM'}:
col.prop(settings, "location", text="Custom Location")
if settings.reference_point in {'OBJECT'}:
col.prop(settings, "reference_object", text="Object Location")
if not settings.reference_object:
col.label(text="No object selected, using cursor")
class VIEW3D_PT_overlay_gpencil_options(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'HEADER'
bl_parent_id = 'VIEW3D_PT_overlay'
bl_label = ""
@classmethod
def poll(cls, context):
return context.object and context.object.type == 'GPENCIL'
def draw_header(self, context):
layout = self.layout
layout.label(text={
'PAINT_GPENCIL': "Draw Grease Pencil",
'EDIT_GPENCIL': "Edit Grease Pencil",
'SCULPT_GPENCIL': "Sculpt Grease Pencil",
'WEIGHT_GPENCIL': "Weight Grease Pencil",
'OBJECT': "Grease Pencil",
}[context.mode])
def draw(self, context):
layout = self.layout
view = context.space_data
overlay = view.overlay
layout.prop(overlay, "use_gpencil_onion_skin", text="Onion Skin")
col = layout.column()
row = col.row()
row.prop(overlay, "use_gpencil_grid", text="")
sub = row.row()
sub.active = overlay.use_gpencil_grid
sub.prop(overlay, "gpencil_grid_opacity", text="Canvas", slider=True)
row = col.row()
row.prop(overlay, "use_gpencil_paper", text="")
sub = row.row()
sub.active = overlay.use_gpencil_paper
sub.prop(overlay, "gpencil_paper_opacity", text="Fade 3D Objects", slider=True)
if context.object.mode == 'PAINT_GPENCIL':
row = col.row()
row.prop(overlay, "use_gpencil_fade_layers", text="")
sub = row.row()
sub.active = overlay.use_gpencil_fade_layers
sub.prop(overlay, "gpencil_fade_layer", text="Fade Layers", slider=True)
if context.object.mode in {'EDIT_GPENCIL', 'SCULPT_GPENCIL', 'WEIGHT_GPENCIL'}:
layout.prop(overlay, "use_gpencil_edit_lines", text="Edit Lines")
layout.prop(overlay, "use_gpencil_multiedit_line_only", text="Show Edit Lines only in multiframe")
layout.prop(overlay, "vertex_opacity", text="Vertex Opacity", slider=True)
class VIEW3D_PT_quad_view(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_category = "View"
bl_label = "Quad View"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
view = context.space_data
return view.region_quadviews
def draw(self, context):
layout = self.layout
view = context.space_data
region = view.region_quadviews[2]
col = layout.column()
col.prop(region, "lock_rotation")
row = col.row()
row.enabled = region.lock_rotation
row.prop(region, "show_sync_view")
row = col.row()
row.enabled = region.lock_rotation and region.show_sync_view
row.prop(region, "use_box_clip")
# Annotation properties
class VIEW3D_PT_grease_pencil(AnnotationDataPanel, Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_category = "View"
# NOTE: this is just a wrapper around the generic GP Panel
class VIEW3D_PT_annotation_onion(AnnotationOnionSkin, Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_category = "View"
bl_parent_id = 'VIEW3D_PT_grease_pencil'
# NOTE: this is just a wrapper around the generic GP Panel
class TOPBAR_PT_annotation_layers(Panel, AnnotationDataPanel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'HEADER'
bl_label = "Layers"
bl_ui_units_x = 14
class VIEW3D_PT_view3d_stereo(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_category = "View"
bl_label = "Stereoscopy"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
scene = context.scene
multiview = scene.render.use_multiview
return multiview
def draw(self, context):
layout = self.layout
view = context.space_data
basic_stereo = context.scene.render.views_format == 'STEREO_3D'
col = layout.column()
col.row().prop(view, "stereo_3d_camera", expand=True)
col.label(text="Display:")
row = col.row()
row.active = basic_stereo
row.prop(view, "show_stereo_3d_cameras")
row = col.row()
row.active = basic_stereo
split = row.split()
split.prop(view, "show_stereo_3d_convergence_plane")
split = row.split()
split.prop(view, "stereo_3d_convergence_plane_alpha", text="Alpha")
split.active = view.show_stereo_3d_convergence_plane
row = col.row()
split = row.split()
split.prop(view, "show_stereo_3d_volume")
split = row.split()
split.active = view.show_stereo_3d_volume
split.prop(view, "stereo_3d_volume_alpha", text="Alpha")
class VIEW3D_PT_context_properties(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_category = "View"
bl_label = "Properties"
bl_options = {'DEFAULT_CLOSED'}
def _active_context_member(context):
obj = context.object
if obj:
object_mode = obj.mode
if object_mode == 'POSE':
return "active_pose_bone"
elif object_mode == 'EDIT' and obj.type == 'ARMATURE':
return "active_bone"
else:
return "object"
return ""
@classmethod
def poll(cls, context):
import rna_prop_ui
member = cls._active_context_member(context)
if member:
context_member, member = rna_prop_ui.rna_idprop_context_value(context, member, object)
return context_member and rna_prop_ui.rna_idprop_has_properties(context_member)
return False
def draw(self, context):
import rna_prop_ui
member = VIEW3D_PT_context_properties._active_context_member(context)
if member:
# Draw with no edit button
rna_prop_ui.draw(self.layout, context, member, object, False)
# Grease Pencil Object - Multiframe falloff tools
class VIEW3D_PT_gpencil_multi_frame(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'HEADER'
bl_label = "Multi Frame"
def draw(self, context):
gpd = context.gpencil_data
settings = context.tool_settings.gpencil_sculpt
layout = self.layout
col = layout.column(align=True)
col.prop(settings, "use_multiframe_falloff")
# Falloff curve
if gpd.use_multiedit and settings.use_multiframe_falloff:
layout.template_curve_mapping(settings, "multiframe_falloff_curve", brush=True)
class VIEW3D_MT_gpencil_edit_context_menu(Menu):
bl_label = "Edit Context Menu"
def draw(self, context):
layout = self.layout
is_3d_view = context.space_data.type == 'VIEW_3D'
layout.operator_context = 'INVOKE_REGION_WIN'
# Add
layout.operator("gpencil.stroke_subdivide", text="Subdivide")
layout.separator()
# Transform
layout.operator("transform.transform", text="Shrink/Fatten").mode = 'GPENCIL_SHRINKFATTEN'
layout.operator("gpencil.stroke_smooth", text="Smooth")
layout.operator("gpencil.stroke_trim", text="Trim")
layout.separator()
# Modify
layout.menu("VIEW3D_MT_assign_material")
layout.operator_menu_enum("gpencil.stroke_arrange", "direction", text="Arrange Strokes")
layout.operator("gpencil.stroke_flip", text="Flip Direction")
layout.operator_menu_enum("gpencil.stroke_caps_set", text="Toggle Caps", property="type")
layout.separator()
layout.operator("gpencil.duplicate_move", text="Duplicate")
layout.operator("gpencil.copy", text="Copy", icon='COPYDOWN')
layout.operator("gpencil.paste", text="Paste", icon='PASTEDOWN').type = 'COPY'
layout.operator("gpencil.paste", text="Paste & Merge").type = 'MERGE'
layout.menu("VIEW3D_MT_gpencil_copy_layer")
layout.operator("gpencil.frame_duplicate", text="Duplicate Active Frame")
layout.operator("gpencil.frame_duplicate", text="Duplicate Active Frame All Layers").mode = 'ALL'
layout.separator()
layout.operator("gpencil.stroke_join", text="Join").type = 'JOIN'
layout.operator("gpencil.stroke_join", text="Join & Copy").type = 'JOINCOPY'
layout.menu("GPENCIL_MT_separate", text="Separate")
layout.operator("gpencil.stroke_split", text="Split")
layout.separator()
layout.menu("VIEW3D_MT_mirror")
layout.menu("VIEW3D_MT_snap")
layout.separator()
# Remove
if is_3d_view:
layout.menu("GPENCIL_MT_cleanup")
layout.operator("gpencil.stroke_simplify_fixed", text="Simplify")
layout.operator("gpencil.stroke_simplify", text="Simplify Adaptive")
layout.operator("gpencil.stroke_merge", text="Merge")
layout.menu("VIEW3D_MT_edit_gpencil_delete")
class VIEW3D_PT_gpencil_sculpt_context_menu(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'WINDOW'
bl_label = "Sculpt Context Menu"
def draw(self, context):
brush = context.tool_settings.gpencil_sculpt.brush
layout = self.layout
if context.mode == 'WEIGHT_GPENCIL':
layout.prop(brush, "weight")
layout.prop(brush, "size", slider=True)
layout.prop(brush, "strength")
layout.separator()
# Frames
layout.label(text="Frames:")
layout.operator_context = 'INVOKE_REGION_WIN'
layout.operator("gpencil.blank_frame_add", text="Insert Blank", icon='ADD')
layout.operator("gpencil.frame_duplicate", text="Duplicate Active", icon='DUPLICATE')
layout.operator("gpencil.frame_duplicate", text="Duplicate for All Layers", icon='DUPLICATE').mode = 'ALL'
layout.separator()
layout.operator("gpencil.delete", text="Delete Active", icon='REMOVE').type = 'FRAME'
layout.operator("gpencil.active_frames_delete_all", text="Delete All Active Layers", icon='REMOVE')
class VIEW3D_PT_gpencil_draw_context_menu(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'WINDOW'
bl_label = "Draw Context Menu"
def draw(self, context):
brush = context.tool_settings.gpencil_paint.brush
gp_settings = brush.gpencil_settings
layout = self.layout
if brush.gpencil_tool not in {'FILL', 'CUTTER'}:
layout.prop(brush, "size", slider=True)
if brush.gpencil_tool not in {'ERASE', 'FILL', 'CUTTER'}:
layout.prop(gp_settings, "pen_strength")
layout.separator()
# Frames
layout.label(text="Frames:")
layout.operator_context = 'INVOKE_REGION_WIN'
layout.operator("gpencil.blank_frame_add", text="Insert Blank", icon='ADD')
layout.operator("gpencil.frame_duplicate", text="Duplicate Active", icon='DUPLICATE')
layout.operator("gpencil.frame_duplicate", text="Duplicate for All Layers", icon='DUPLICATE').mode = 'ALL'
layout.separator()
layout.operator("gpencil.delete", text="Delete Active", icon='REMOVE').type = 'FRAME'
layout.operator("gpencil.active_frames_delete_all", text="Delete All Active Layers", icon='REMOVE')
class VIEW3D_PT_paint_vertex_context_menu(Panel):
# Only for popover, these are dummy values.
bl_space_type = 'VIEW_3D'
bl_region_type = 'WINDOW'
bl_label = "Vertex Paint Context Menu"
def draw(self, context):
layout = self.layout
brush = context.tool_settings.vertex_paint.brush
UnifiedPaintPanel.prop_unified_size(layout, context, brush, "size", slider=True)
UnifiedPaintPanel.prop_unified_strength(layout, context, brush, "strength")
class VIEW3D_PT_paint_texture_context_menu(Panel):
# Only for popover, these are dummy values.
bl_space_type = 'VIEW_3D'
bl_region_type = 'WINDOW'
bl_label = "Texture Paint Context Menu"
def draw(self, context):
layout = self.layout
brush = context.tool_settings.image_paint.brush
capabilities = brush.image_paint_capabilities
if capabilities.has_radius:
UnifiedPaintPanel.prop_unified_size(layout, context, brush, "size", slider=True)
UnifiedPaintPanel.prop_unified_strength(layout, context, brush, "strength")
class VIEW3D_PT_paint_weight_context_menu(Panel):
# Only for popover, these are dummy values.
bl_space_type = 'VIEW_3D'
bl_region_type = 'WINDOW'
bl_label = "Weights Context Menu"
def draw(self, context):
layout = self.layout
brush = context.tool_settings.weight_paint.brush
UnifiedPaintPanel.prop_unified_weight(layout, context, brush, "weight", slider=True)
UnifiedPaintPanel.prop_unified_size(layout, context, brush, "size", slider=True)
UnifiedPaintPanel.prop_unified_strength(layout, context, brush, "strength")
class VIEW3D_PT_sculpt_context_menu(Panel):
# Only for popover, these are dummy values.
bl_space_type = 'VIEW_3D'
bl_region_type = 'WINDOW'
bl_label = "Sculpt Context Menu"
def draw(self, context):
layout = self.layout
brush = context.tool_settings.sculpt.brush
capabilities = brush.sculpt_capabilities
UnifiedPaintPanel.prop_unified_size(layout, context, brush, "size", slider=True)
UnifiedPaintPanel.prop_unified_strength(layout, context, brush, "strength")
if capabilities.has_auto_smooth:
layout.prop(brush, "auto_smooth_factor", slider=True)
if capabilities.has_normal_weight:
layout.prop(brush, "normal_weight", slider=True)
if capabilities.has_pinch_factor:
layout.prop(brush, "crease_pinch_factor", slider=True, text="Pinch")
if capabilities.has_rake_factor:
layout.prop(brush, "rake_factor", slider=True)
if capabilities.has_plane_offset:
layout.prop(brush, "plane_offset", slider=True)
layout.prop(brush, "plane_trim", slider=True, text="Distance")
if capabilities.has_height:
layout.prop(brush, "height", slider=True, text="Height")
class TOPBAR_PT_gpencil_materials(GreasePencilMaterialsPanel, Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'HEADER'
bl_label = "Materials"
bl_ui_units_x = 14
@classmethod
def poll(cls, context):
ob = context.object
return ob and ob.type == 'GPENCIL'
classes = (
VIEW3D_HT_header,
VIEW3D_MT_editor_menus,
VIEW3D_MT_transform,
VIEW3D_MT_transform_base,
VIEW3D_MT_transform_object,
VIEW3D_MT_transform_armature,
VIEW3D_MT_mirror,
VIEW3D_MT_snap,
VIEW3D_MT_uv_map,
VIEW3D_MT_view,
VIEW3D_MT_view_local,
VIEW3D_MT_view_cameras,
VIEW3D_MT_view_navigation,
VIEW3D_MT_view_align,
VIEW3D_MT_view_align_selected,
VIEW3D_MT_view_viewpoint,
VIEW3D_MT_view_regions,
VIEW3D_MT_select_object,
VIEW3D_MT_select_object_more_less,
VIEW3D_MT_select_pose,
VIEW3D_MT_select_pose_more_less,
VIEW3D_MT_select_particle,
VIEW3D_MT_edit_mesh,
VIEW3D_MT_edit_mesh_select_similar,
VIEW3D_MT_edit_mesh_select_by_trait,
VIEW3D_MT_edit_mesh_select_more_less,
VIEW3D_MT_select_edit_mesh,
VIEW3D_MT_select_edit_curve,
VIEW3D_MT_select_edit_surface,
VIEW3D_MT_edit_text_context_menu,
VIEW3D_MT_select_edit_text,
VIEW3D_MT_select_edit_metaball,
VIEW3D_MT_edit_lattice_context_menu,
VIEW3D_MT_select_edit_lattice,
VIEW3D_MT_select_edit_armature,
VIEW3D_MT_select_gpencil,
VIEW3D_MT_select_paint_mask,
VIEW3D_MT_select_paint_mask_vertex,
VIEW3D_MT_angle_control,
VIEW3D_MT_mesh_add,
VIEW3D_MT_curve_add,
VIEW3D_MT_surface_add,
VIEW3D_MT_edit_metaball_context_menu,
VIEW3D_MT_metaball_add,
TOPBAR_MT_edit_curve_add,
TOPBAR_MT_edit_armature_add,
VIEW3D_MT_armature_add,
VIEW3D_MT_light_add,
VIEW3D_MT_lightprobe_add,
VIEW3D_MT_camera_add,
VIEW3D_MT_add,
VIEW3D_MT_image_add,
VIEW3D_MT_object,
VIEW3D_MT_object_animation,
VIEW3D_MT_object_rigid_body,
VIEW3D_MT_object_clear,
VIEW3D_MT_object_context_menu,
VIEW3D_MT_object_shading,
VIEW3D_MT_object_apply,
VIEW3D_MT_object_relations,
VIEW3D_MT_object_parent,
VIEW3D_MT_object_track,
VIEW3D_MT_object_collection,
VIEW3D_MT_object_constraints,
VIEW3D_MT_object_quick_effects,
VIEW3D_MT_object_showhide,
VIEW3D_MT_make_single_user,
VIEW3D_MT_make_links,
VIEW3D_MT_brush,
VIEW3D_MT_brush_paint_modes,
VIEW3D_MT_paint_vertex,
VIEW3D_MT_hook,
VIEW3D_MT_vertex_group,
VIEW3D_MT_paint_weight,
VIEW3D_MT_sculpt,
VIEW3D_MT_hide_mask,
VIEW3D_MT_particle,
VIEW3D_MT_particle_context_menu,
VIEW3D_MT_particle_showhide,
VIEW3D_MT_pose,
VIEW3D_MT_pose_transform,
VIEW3D_MT_pose_slide,
VIEW3D_MT_pose_propagate,
VIEW3D_MT_pose_library,
VIEW3D_MT_pose_motion,
VIEW3D_MT_pose_group,
VIEW3D_MT_pose_ik,
VIEW3D_MT_pose_constraints,
VIEW3D_MT_pose_showhide,
VIEW3D_MT_pose_apply,
VIEW3D_MT_pose_context_menu,
VIEW3D_MT_bone_options_toggle,
VIEW3D_MT_bone_options_enable,
VIEW3D_MT_bone_options_disable,
VIEW3D_MT_edit_mesh_context_menu,
VIEW3D_MT_edit_mesh_select_mode,
VIEW3D_MT_edit_mesh_select_linked,
VIEW3D_MT_edit_mesh_select_loops,
VIEW3D_MT_edit_mesh_extrude,
VIEW3D_MT_edit_mesh_vertices,
VIEW3D_MT_edit_mesh_edges,
VIEW3D_MT_edit_mesh_edges_data,
VIEW3D_MT_edit_mesh_faces,
VIEW3D_MT_edit_mesh_faces_data,
VIEW3D_MT_edit_mesh_normals,
VIEW3D_MT_edit_mesh_shading,
VIEW3D_MT_edit_mesh_weights,
VIEW3D_MT_edit_mesh_clean,
VIEW3D_MT_edit_mesh_delete,
VIEW3D_MT_edit_mesh_showhide,
VIEW3D_MT_paint_gpencil,
VIEW3D_MT_assign_material,
VIEW3D_MT_edit_gpencil,
VIEW3D_MT_edit_gpencil_delete,
VIEW3D_MT_weight_gpencil,
VIEW3D_MT_gpencil_animation,
VIEW3D_MT_gpencil_simplify,
VIEW3D_MT_gpencil_copy_layer,
VIEW3D_MT_gpencil_autoweights,
VIEW3D_MT_gpencil_edit_context_menu,
VIEW3D_MT_edit_curve,
VIEW3D_MT_edit_curve_ctrlpoints,
VIEW3D_MT_edit_curve_segments,
VIEW3D_MT_edit_curve_clean,
VIEW3D_MT_edit_curve_context_menu,
VIEW3D_MT_edit_curve_delete,
VIEW3D_MT_edit_curve_showhide,
VIEW3D_MT_edit_surface,
VIEW3D_MT_edit_font,
VIEW3D_MT_edit_text_chars,
VIEW3D_MT_edit_meta,
VIEW3D_MT_edit_meta_showhide,
VIEW3D_MT_edit_lattice,
VIEW3D_MT_edit_armature,
VIEW3D_MT_armature_context_menu,
VIEW3D_MT_edit_armature_parent,
VIEW3D_MT_edit_armature_roll,
VIEW3D_MT_edit_armature_names,
VIEW3D_MT_edit_armature_delete,
VIEW3D_MT_edit_gpencil_transform,
VIEW3D_MT_edit_gpencil_interpolate,
VIEW3D_MT_object_mode_pie,
VIEW3D_MT_view_pie,
VIEW3D_MT_shading_pie,
VIEW3D_MT_shading_ex_pie,
VIEW3D_MT_pivot_pie,
VIEW3D_MT_snap_pie,
VIEW3D_MT_orientations_pie,
VIEW3D_MT_proportional_editing_falloff_pie,
VIEW3D_PT_view3d_properties,
VIEW3D_PT_view3d_lock,
VIEW3D_PT_view3d_cursor,
VIEW3D_PT_collections,
VIEW3D_PT_object_type_visibility,
VIEW3D_PT_grease_pencil,
VIEW3D_PT_annotation_onion,
VIEW3D_PT_gpencil_multi_frame,
VIEW3D_PT_quad_view,
VIEW3D_PT_view3d_stereo,
VIEW3D_PT_shading,
VIEW3D_PT_shading_lighting,
VIEW3D_PT_shading_color,
VIEW3D_PT_shading_options,
VIEW3D_PT_shading_options_shadow,
VIEW3D_PT_shading_options_ssao,
VIEW3D_PT_gizmo_display,
VIEW3D_PT_overlay,
VIEW3D_PT_overlay_guides,
VIEW3D_PT_overlay_object,
VIEW3D_PT_overlay_geometry,
VIEW3D_PT_overlay_motion_tracking,
VIEW3D_PT_overlay_edit_mesh,
VIEW3D_PT_overlay_edit_mesh_shading,
VIEW3D_PT_overlay_edit_mesh_measurement,
VIEW3D_PT_overlay_edit_mesh_normals,
VIEW3D_PT_overlay_edit_mesh_freestyle,
VIEW3D_PT_overlay_edit_mesh_developer,
VIEW3D_PT_overlay_edit_curve,
VIEW3D_PT_overlay_paint,
VIEW3D_PT_overlay_pose,
VIEW3D_PT_overlay_sculpt,
VIEW3D_PT_pivot_point,
VIEW3D_PT_snapping,
VIEW3D_PT_gpencil_origin,
VIEW3D_PT_gpencil_lock,
VIEW3D_PT_gpencil_guide,
VIEW3D_PT_transform_orientations,
VIEW3D_PT_overlay_gpencil_options,
VIEW3D_PT_context_properties,
VIEW3D_PT_paint_vertex_context_menu,
VIEW3D_PT_paint_texture_context_menu,
VIEW3D_PT_paint_weight_context_menu,
VIEW3D_PT_gpencil_sculpt_context_menu,
VIEW3D_PT_gpencil_draw_context_menu,
VIEW3D_PT_sculpt_context_menu,
TOPBAR_PT_gpencil_materials,
TOPBAR_PT_annotation_layers,
)
if __name__ == "__main__": # only for live edit.
from bpy.utils import register_class
for cls in classes:
register_class(cls)