
* Text editor word wrap, line numbers & syntax toggles now use consistent icons that don’t change when you enable or disable them. * Replaced icon toggle buttons in the snapping popover with normal checkboxes and descriptive text labels. This makes it clearer which item is the main radio button, is more consistent with other popovers, and allows us to use more descriptive text. * Added correct icons for grease pencil add menu. * Added bespoke icons for grease pencil modifiers. * Added icon for particle instance modifier. * Added icon for fake user on & off states. * Added correct icons for enabling/disabling modifiers in the dopesheet & f-curve editor. * Made it so the restrict viewport & restrict render toggles for modifier update correctly when enabled or disabled, by flipping the order in the icon sheet. This also required changing the outliner to match. * Removed the few old remaining icons in the old style and made sure to replace the last places where they were used. * Updated many icons to be clearer & more consistent.
485 lines
18 KiB
Python
485 lines
18 KiB
Python
# ##### BEGIN GPL LICENSE BLOCK #####
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
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import bpy
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from bpy.types import Menu, Panel, UIList
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from rna_prop_ui import PropertyPanel
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class MESH_MT_vertex_group_specials(Menu):
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bl_label = "Vertex Group Specials"
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def draw(self, context):
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layout = self.layout
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layout.operator("object.vertex_group_sort", icon='SORTALPHA', text="Sort by Name").sort_type = 'NAME'
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layout.operator("object.vertex_group_sort", icon='ARMATURE_DATA', text="Sort by Bone Hierarchy").sort_type = 'BONE_HIERARCHY'
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layout.operator("object.vertex_group_copy", icon='ADD')
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layout.operator("object.vertex_group_copy_to_linked", icon='LINKED')
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layout.operator("object.vertex_group_copy_to_selected", icon='RESTRICT_SELECT_ON')
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layout.operator("object.vertex_group_mirror", icon='ARROW_LEFTRIGHT').use_topology = False
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layout.operator("object.vertex_group_mirror", text="Mirror Vertex Group (Topology)", icon='ARROW_LEFTRIGHT').use_topology = True
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layout.operator("object.vertex_group_remove_from", icon='X', text="Remove from All Groups").use_all_groups = True
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layout.operator("object.vertex_group_remove_from", icon='X', text="Clear Active Group").use_all_verts = True
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layout.operator("object.vertex_group_remove", icon='X', text="Delete All Unlocked Groups").all_unlocked = True
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layout.operator("object.vertex_group_remove", icon='X', text="Delete All Groups").all = True
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layout.separator()
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layout.operator("object.vertex_group_lock", icon='LOCKED', text="Lock All").action = 'LOCK'
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layout.operator("object.vertex_group_lock", icon='UNLOCKED', text="UnLock All").action = 'UNLOCK'
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layout.operator("object.vertex_group_lock", icon='LOCKED', text="Lock Invert All").action = 'INVERT'
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class MESH_MT_shape_key_specials(Menu):
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bl_label = "Shape Key Specials"
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def draw(self, context):
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layout = self.layout
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layout.operator("object.shape_key_transfer")
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layout.operator("object.join_shapes")
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layout.operator("object.shape_key_mirror", icon='ARROW_LEFTRIGHT').use_topology = False
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layout.operator("object.shape_key_mirror", text="Mirror Shape Key (Topology)", icon='ARROW_LEFTRIGHT').use_topology = True
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layout.operator("object.shape_key_add", icon='ADD', text="New Shape From Mix").from_mix = True
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layout.operator("object.shape_key_remove", icon='REMOVE', text="Delete All Shapes").all = True
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layout.operator("object.shape_key_move", icon='TRIA_UP_BAR', text="Move To Top").type = 'TOP'
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layout.operator("object.shape_key_move", icon='TRIA_DOWN_BAR', text="Move To Bottom").type = 'BOTTOM'
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class MESH_UL_vgroups(UIList):
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def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
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# assert(isinstance(item, bpy.types.VertexGroup))
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vgroup = item
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if self.layout_type in {'DEFAULT', 'COMPACT'}:
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layout.prop(vgroup, "name", text="", emboss=False, icon_value=icon)
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icon = 'LOCKED' if vgroup.lock_weight else 'UNLOCKED'
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layout.prop(vgroup, "lock_weight", text="", icon=icon, emboss=False)
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elif self.layout_type == 'GRID':
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layout.alignment = 'CENTER'
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layout.label(text="", icon_value=icon)
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class MESH_UL_fmaps(UIList):
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def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
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# assert(isinstance(item, bpy.types.FaceMap))
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fmap = item
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if self.layout_type in {'DEFAULT', 'COMPACT'}:
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layout.prop(fmap, "name", text="", emboss=False, icon='FACE_MAPS')
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elif self.layout_type in {'GRID'}:
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layout.alignment = 'CENTER'
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layout.label(text="", icon_value=icon)
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class MESH_UL_shape_keys(UIList):
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def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
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# assert(isinstance(item, bpy.types.ShapeKey))
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obj = active_data
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# key = data
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key_block = item
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if self.layout_type in {'DEFAULT', 'COMPACT'}:
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split = layout.split(factor=0.66, align=False)
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split.prop(key_block, "name", text="", emboss=False, icon_value=icon)
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row = split.row(align=True)
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if key_block.mute or (obj.mode == 'EDIT' and not (obj.use_shape_key_edit_mode and obj.type == 'MESH')):
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row.active = False
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if not item.id_data.use_relative:
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row.prop(key_block, "frame", text="", emboss=False)
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elif index > 0:
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row.prop(key_block, "value", text="", emboss=False)
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else:
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row.label(text="")
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row.prop(key_block, "mute", text="", emboss=False)
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elif self.layout_type == 'GRID':
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layout.alignment = 'CENTER'
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layout.label(text="", icon_value=icon)
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class MESH_UL_uvmaps(UIList):
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def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
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# assert(isinstance(item, (bpy.types.MeshTexturePolyLayer, bpy.types.MeshLoopColorLayer)))
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if self.layout_type in {'DEFAULT', 'COMPACT'}:
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layout.prop(item, "name", text="", emboss=False, icon='GROUP_UVS')
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icon = 'RESTRICT_RENDER_OFF' if item.active_render else 'RESTRICT_RENDER_ON'
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layout.prop(item, "active_render", text="", icon=icon, emboss=False)
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elif self.layout_type == 'GRID':
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layout.alignment = 'CENTER'
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layout.label(text="", icon_value=icon)
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class MESH_UL_vcols(UIList):
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def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
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# assert(isinstance(item, (bpy.types.MeshTexturePolyLayer, bpy.types.MeshLoopColorLayer)))
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if self.layout_type in {'DEFAULT', 'COMPACT'}:
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layout.prop(item, "name", text="", emboss=False, icon='GROUP_VCOL')
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icon = 'RESTRICT_RENDER_OFF' if item.active_render else 'RESTRICT_RENDER_ON'
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layout.prop(item, "active_render", text="", icon=icon, emboss=False)
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elif self.layout_type == 'GRID':
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layout.alignment = 'CENTER'
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layout.label(text="", icon_value=icon)
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class MeshButtonsPanel:
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "data"
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@classmethod
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def poll(cls, context):
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engine = context.engine
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return context.mesh and (engine in cls.COMPAT_ENGINES)
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class DATA_PT_context_mesh(MeshButtonsPanel, Panel):
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bl_label = ""
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bl_options = {'HIDE_HEADER'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_OPENGL'}
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def draw(self, context):
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layout = self.layout
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ob = context.object
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mesh = context.mesh
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space = context.space_data
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if ob:
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layout.template_ID(ob, "data")
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elif mesh:
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layout.template_ID(space, "pin_id")
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class DATA_PT_normals(MeshButtonsPanel, Panel):
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bl_label = "Normals"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_OPENGL'}
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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mesh = context.mesh
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col = layout.column()
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col.prop(mesh, "show_double_sided")
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col.prop(mesh, "use_auto_smooth")
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sub = col.column()
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sub.active = mesh.use_auto_smooth and not mesh.has_custom_normals
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sub.prop(mesh, "auto_smooth_angle", text="Angle")
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class DATA_PT_texture_space(MeshButtonsPanel, Panel):
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bl_label = "Texture Space"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_OPENGL'}
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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mesh = context.mesh
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layout.prop(mesh, "texture_mesh")
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layout.separator()
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layout.prop(mesh, "use_auto_texspace")
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layout.prop(mesh, "texspace_location", text="Location")
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layout.prop(mesh, "texspace_size", text="Size")
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class DATA_PT_vertex_groups(MeshButtonsPanel, Panel):
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bl_label = "Vertex Groups"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_OPENGL'}
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@classmethod
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def poll(cls, context):
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engine = context.engine
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obj = context.object
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return (obj and obj.type in {'MESH', 'LATTICE'} and (engine in cls.COMPAT_ENGINES))
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def draw(self, context):
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layout = self.layout
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ob = context.object
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group = ob.vertex_groups.active
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rows = 2
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if group:
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rows = 4
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row = layout.row()
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row.template_list("MESH_UL_vgroups", "", ob, "vertex_groups", ob.vertex_groups, "active_index", rows=rows)
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col = row.column(align=True)
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col.operator("object.vertex_group_add", icon='ADD', text="")
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props = col.operator("object.vertex_group_remove", icon='REMOVE', text="")
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props.all_unlocked = props.all = False
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col.menu("MESH_MT_vertex_group_specials", icon='DOWNARROW_HLT', text="")
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if group:
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col.separator()
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col.operator("object.vertex_group_move", icon='TRIA_UP', text="").direction = 'UP'
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col.operator("object.vertex_group_move", icon='TRIA_DOWN', text="").direction = 'DOWN'
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if ob.vertex_groups and (ob.mode == 'EDIT' or (ob.mode == 'WEIGHT_PAINT' and ob.type == 'MESH' and ob.data.use_paint_mask_vertex)):
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row = layout.row()
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sub = row.row(align=True)
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sub.operator("object.vertex_group_assign", text="Assign")
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sub.operator("object.vertex_group_remove_from", text="Remove")
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sub = row.row(align=True)
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sub.operator("object.vertex_group_select", text="Select")
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sub.operator("object.vertex_group_deselect", text="Deselect")
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layout.prop(context.tool_settings, "vertex_group_weight", text="Weight")
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class DATA_PT_face_maps(MeshButtonsPanel, Panel):
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bl_label = "Face Maps"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_OPENGL'}
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@classmethod
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def poll(cls, context):
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obj = context.object
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return (obj and obj.type == 'MESH')
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def draw(self, context):
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layout = self.layout
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ob = context.object
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facemap = ob.face_maps.active
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rows = 2
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if facemap:
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rows = 4
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row = layout.row()
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row.template_list("MESH_UL_fmaps", "", ob, "face_maps", ob.face_maps, "active_index", rows=rows)
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col = row.column(align=True)
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col.operator("object.face_map_add", icon='ADD', text="")
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col.operator("object.face_map_remove", icon='REMOVE', text="")
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if facemap:
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col.separator()
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col.operator("object.face_map_move", icon='TRIA_UP', text="").direction = 'UP'
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col.operator("object.face_map_move", icon='TRIA_DOWN', text="").direction = 'DOWN'
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if ob.face_maps and (ob.mode == 'EDIT' and ob.type == 'MESH'):
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row = layout.row()
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sub = row.row(align=True)
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sub.operator("object.face_map_assign", text="Assign")
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sub.operator("object.face_map_remove_from", text="Remove")
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sub = row.row(align=True)
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sub.operator("object.face_map_select", text="Select")
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sub.operator("object.face_map_deselect", text="Deselect")
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class DATA_PT_shape_keys(MeshButtonsPanel, Panel):
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bl_label = "Shape Keys"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_OPENGL'}
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@classmethod
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def poll(cls, context):
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engine = context.engine
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obj = context.object
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return (obj and obj.type in {'MESH', 'LATTICE', 'CURVE', 'SURFACE'} and (engine in cls.COMPAT_ENGINES))
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def draw(self, context):
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layout = self.layout
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ob = context.object
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key = ob.data.shape_keys
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kb = ob.active_shape_key
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enable_edit = ob.mode != 'EDIT'
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enable_edit_value = False
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if ob.show_only_shape_key is False:
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if enable_edit or (ob.type == 'MESH' and ob.use_shape_key_edit_mode):
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enable_edit_value = True
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row = layout.row()
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rows = 2
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if kb:
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rows = 4
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row.template_list("MESH_UL_shape_keys", "", key, "key_blocks", ob, "active_shape_key_index", rows=rows)
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col = row.column()
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sub = col.column(align=True)
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sub.operator("object.shape_key_add", icon='ADD', text="").from_mix = False
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sub.operator("object.shape_key_remove", icon='REMOVE', text="").all = False
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sub.menu("MESH_MT_shape_key_specials", icon='DOWNARROW_HLT', text="")
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if kb:
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col.separator()
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sub = col.column(align=True)
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sub.operator("object.shape_key_move", icon='TRIA_UP', text="").type = 'UP'
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sub.operator("object.shape_key_move", icon='TRIA_DOWN', text="").type = 'DOWN'
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split = layout.split(factor=0.4)
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row = split.row()
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row.enabled = enable_edit
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row.prop(key, "use_relative")
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row = split.row()
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row.alignment = 'RIGHT'
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sub = row.row(align=True)
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sub.label() # XXX, for alignment only
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subsub = sub.row(align=True)
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subsub.active = enable_edit_value
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subsub.prop(ob, "show_only_shape_key", text="")
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sub.prop(ob, "use_shape_key_edit_mode", text="")
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sub = row.row()
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if key.use_relative:
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sub.operator("object.shape_key_clear", icon='X', text="")
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else:
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sub.operator("object.shape_key_retime", icon='RECOVER_LAST', text="")
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if key.use_relative:
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if ob.active_shape_key_index != 0:
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row = layout.row()
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row.active = enable_edit_value
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row.prop(kb, "value")
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layout.use_property_split = True
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col = layout.column()
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sub.active = enable_edit_value
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sub = col.column(align=True)
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sub.prop(kb, "slider_min", text="Range Min")
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sub.prop(kb, "slider_max", text="Max")
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col.prop_search(kb, "vertex_group", ob, "vertex_groups", text="Vertex Group")
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col.prop_search(kb, "relative_key", key, "key_blocks", text="Relative To")
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else:
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layout.prop(kb, "interpolation")
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row = layout.column()
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row.active = enable_edit_value
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row.prop(key, "eval_time")
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class DATA_PT_uv_texture(MeshButtonsPanel, Panel):
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bl_label = "UV Maps"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_OPENGL'}
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def draw(self, context):
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layout = self.layout
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me = context.mesh
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row = layout.row()
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col = row.column()
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col.template_list("MESH_UL_uvmaps", "uvmaps", me, "uv_layers", me.uv_layers, "active_index", rows=1)
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col = row.column(align=True)
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col.operator("mesh.uv_texture_add", icon='ADD', text="")
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col.operator("mesh.uv_texture_remove", icon='REMOVE', text="")
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class DATA_PT_vertex_colors(MeshButtonsPanel, Panel):
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bl_label = "Vertex Colors"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_OPENGL'}
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def draw(self, context):
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layout = self.layout
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me = context.mesh
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row = layout.row()
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col = row.column()
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col.template_list("MESH_UL_vcols", "vcols", me, "vertex_colors", me.vertex_colors, "active_index", rows=1)
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col = row.column(align=True)
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col.operator("mesh.vertex_color_add", icon='ADD', text="")
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col.operator("mesh.vertex_color_remove", icon='REMOVE', text="")
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class DATA_PT_customdata(MeshButtonsPanel, Panel):
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bl_label = "Geometry Data"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_OPENGL'}
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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obj = context.object
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me = context.mesh
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col = layout.column()
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col.operator("mesh.customdata_mask_clear", icon='X')
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col.operator("mesh.customdata_skin_clear", icon='X')
|
|
|
|
if me.has_custom_normals:
|
|
col.operator("mesh.customdata_custom_splitnormals_clear", icon='X')
|
|
else:
|
|
col.operator("mesh.customdata_custom_splitnormals_add", icon='ADD')
|
|
|
|
col = layout.column()
|
|
|
|
col.enabled = (obj.mode != 'EDIT')
|
|
col.prop(me, "use_customdata_vertex_bevel")
|
|
col.prop(me, "use_customdata_edge_bevel")
|
|
col.prop(me, "use_customdata_edge_crease")
|
|
|
|
|
|
class DATA_PT_custom_props_mesh(MeshButtonsPanel, PropertyPanel, Panel):
|
|
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_OPENGL'}
|
|
_context_path = "object.data"
|
|
_property_type = bpy.types.Mesh
|
|
|
|
|
|
classes = (
|
|
MESH_MT_vertex_group_specials,
|
|
MESH_MT_shape_key_specials,
|
|
MESH_UL_vgroups,
|
|
MESH_UL_fmaps,
|
|
MESH_UL_shape_keys,
|
|
MESH_UL_uvmaps,
|
|
MESH_UL_vcols,
|
|
DATA_PT_context_mesh,
|
|
DATA_PT_vertex_groups,
|
|
DATA_PT_shape_keys,
|
|
DATA_PT_uv_texture,
|
|
DATA_PT_vertex_colors,
|
|
DATA_PT_face_maps,
|
|
DATA_PT_normals,
|
|
DATA_PT_texture_space,
|
|
DATA_PT_customdata,
|
|
DATA_PT_custom_props_mesh,
|
|
)
|
|
|
|
if __name__ == "__main__": # only for live edit.
|
|
from bpy.utils import register_class
|
|
for cls in classes:
|
|
register_class(cls)
|