Files
blender/release/scripts/ui/properties_data_modifier.py
Brecht Van Lommel fb4b16b799 "Fix" #20225: mesh deform surface modifier problems. This mode was an
experiment and turn out to work poorly because it does not preserve
rotations, so I've just removed the option now. Alternative is to use
a solidify modifier on the cage mesh, which will usually give better
results.
2010-04-02 11:39:40 +00:00

785 lines
23 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
narrowui = 180
narrowmod = 260
class DataButtonsPanel(bpy.types.Panel):
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "modifier"
class DATA_PT_modifiers(DataButtonsPanel):
bl_label = "Modifiers"
def draw(self, context):
layout = self.layout
ob = context.object
wide_ui = context.region.width > narrowui
compact_mod = context.region.width < narrowmod
layout.operator_menu_enum("object.modifier_add", "type")
for md in ob.modifiers:
box = layout.template_modifier(md, compact=compact_mod)
if box:
# match enum type to our functions, avoids a lookup table.
getattr(self, md.type)(box, ob, md, wide_ui)
# the mt.type enum is (ab)used for a lookup on function names
# ...to avoid lengthy if statements
# so each type must have a function here.
def ARMATURE(self, layout, ob, md, wide_ui):
split = layout.split()
col = split.column()
col.label(text="Object:")
col.prop(md, "object", text="")
if wide_ui:
col = split.column()
col.label(text="Vertex Group::")
col.prop_object(md, "vertex_group", ob, "vertex_groups", text="")
sub = col.column()
sub.active = bool(md.vertex_group)
sub.prop(md, "invert")
split = layout.split()
col = split.column()
col.label(text="Bind To:")
col.prop(md, "use_vertex_groups", text="Vertex Groups")
col.prop(md, "use_bone_envelopes", text="Bone Envelopes")
if wide_ui:
col = split.column()
col.label(text="Deformation:")
col.prop(md, "quaternion")
col.prop(md, "multi_modifier")
def ARRAY(self, layout, ob, md, wide_ui):
if wide_ui:
layout.prop(md, "fit_type")
else:
layout.prop(md, "fit_type", text="")
if md.fit_type == 'FIXED_COUNT':
layout.prop(md, "count")
elif md.fit_type == 'FIT_LENGTH':
layout.prop(md, "length")
elif md.fit_type == 'FIT_CURVE':
layout.prop(md, "curve")
layout.separator()
split = layout.split()
col = split.column()
col.prop(md, "constant_offset")
sub = col.column()
sub.active = md.constant_offset
sub.prop(md, "constant_offset_displacement", text="")
col.separator()
col.prop(md, "merge_adjacent_vertices", text="Merge")
sub = col.column()
sub.active = md.merge_adjacent_vertices
sub.prop(md, "merge_end_vertices", text="First Last")
sub.prop(md, "merge_distance", text="Distance")
if wide_ui:
col = split.column()
col.prop(md, "relative_offset")
sub = col.column()
sub.active = md.relative_offset
sub.prop(md, "relative_offset_displacement", text="")
col.separator()
col.prop(md, "add_offset_object")
sub = col.column()
sub.active = md.add_offset_object
sub.prop(md, "offset_object", text="")
layout.separator()
col = layout.column()
col.prop(md, "start_cap")
col.prop(md, "end_cap")
def BEVEL(self, layout, ob, md, wide_ui):
split = layout.split()
col = split.column()
col.prop(md, "width")
if wide_ui:
col = split.column()
col.prop(md, "only_vertices")
layout.label(text="Limit Method:")
layout.row().prop(md, "limit_method", expand=True)
if md.limit_method == 'ANGLE':
layout.prop(md, "angle")
elif md.limit_method == 'WEIGHT':
layout.row().prop(md, "edge_weight_method", expand=True)
def BOOLEAN(self, layout, ob, md, wide_ui):
split = layout.split()
col = split.column()
col.label(text="Operation:")
col.prop(md, "operation", text="")
if wide_ui:
col = split.column()
col.label(text="Object:")
col.prop(md, "object", text="")
def BUILD(self, layout, ob, md, wide_ui):
split = layout.split()
col = split.column()
col.prop(md, "start")
col.prop(md, "length")
if wide_ui:
col = split.column()
col.prop(md, "randomize")
sub = col.column()
sub.active = md.randomize
sub.prop(md, "seed")
def CAST(self, layout, ob, md, wide_ui):
split = layout.split(percentage=0.25)
if wide_ui:
split.label(text="Cast Type:")
split.prop(md, "cast_type", text="")
else:
layout.prop(md, "cast_type", text="")
split = layout.split(percentage=0.25)
col = split.column()
col.prop(md, "x")
col.prop(md, "y")
col.prop(md, "z")
col = split.column()
col.prop(md, "factor")
col.prop(md, "radius")
col.prop(md, "size")
col.prop(md, "from_radius")
split = layout.split()
col = split.column()
col.label(text="Vertex Group:")
col.prop_object(md, "vertex_group", ob, "vertex_groups", text="")
if wide_ui:
col = split.column()
col.label(text="Control Object:")
col.prop(md, "object", text="")
if md.object:
col.prop(md, "use_transform")
def CLOTH(self, layout, ob, md, wide_ui):
layout.label(text="See Cloth panel.")
def COLLISION(self, layout, ob, md, wide_ui):
layout.label(text="See Collision panel.")
def CURVE(self, layout, ob, md, wide_ui):
split = layout.split()
col = split.column()
col.label(text="Object:")
col.prop(md, "object", text="")
if wide_ui:
col = split.column()
col.label(text="Vertex Group:")
col.prop_object(md, "vertex_group", ob, "vertex_groups", text="")
layout.label(text="Deformation Axis:")
layout.row().prop(md, "deform_axis", expand=True)
def DECIMATE(self, layout, ob, md, wide_ui):
layout.prop(md, "ratio")
layout.prop(md, "face_count")
def DISPLACE(self, layout, ob, md, wide_ui):
split = layout.split()
col = split.column()
col.label(text="Texture:")
col.prop(md, "texture", text="")
col.label(text="Vertex Group:")
col.prop_object(md, "vertex_group", ob, "vertex_groups", text="")
if wide_ui:
col = split.column()
col.label(text="Direction:")
col.prop(md, "direction", text="")
col.label(text="Texture Coordinates:")
col.prop(md, "texture_coordinates", text="")
if md.texture_coordinates == 'OBJECT':
layout.prop(md, "texture_coordinate_object", text="Object")
elif md.texture_coordinates == 'UV' and ob.type == 'MESH':
layout.prop_object(md, "uv_layer", ob.data, "uv_textures")
layout.separator()
split = layout.split()
col = split.column()
col.prop(md, "midlevel")
if wide_ui:
col = split.column()
col.prop(md, "strength")
def EDGE_SPLIT(self, layout, ob, md, wide_ui):
split = layout.split()
col = split.column()
col.prop(md, "use_edge_angle", text="Edge Angle")
sub = col.column()
sub.active = md.use_edge_angle
sub.prop(md, "split_angle")
if wide_ui:
col = split.column()
col.prop(md, "use_sharp", text="Sharp Edges")
def EXPLODE(self, layout, ob, md, wide_ui):
split = layout.split()
col = split.column()
col.label(text="Vertex group:")
col.prop_object(md, "vertex_group", ob, "vertex_groups", text="")
sub = col.column()
sub.active = bool(md.vertex_group)
sub.prop(md, "protect")
if wide_ui:
col = split.column()
col.prop(md, "split_edges")
col.prop(md, "unborn")
col.prop(md, "alive")
col.prop(md, "dead")
layout.operator("object.explode_refresh", text="Refresh")
def FLUID_SIMULATION(self, layout, ob, md, wide_ui):
layout.label(text="See Fluid panel.")
def HOOK(self, layout, ob, md, wide_ui):
split = layout.split()
col = split.column()
col.label(text="Object:")
col.prop(md, "object", text="")
if md.object and md.object.type == 'ARMATURE':
col.label(text="Bone:")
col.prop_object(md, "subtarget", md.object.data, "bones", text="")
if wide_ui:
col = split.column()
col.label(text="Vertex Group:")
col.prop_object(md, "vertex_group", ob, "vertex_groups", text="")
layout.separator()
split = layout.split()
col = split.column()
col.prop(md, "falloff")
col.prop(md, "force", slider=True)
if wide_ui:
col = split.column()
else:
col.separator()
col.operator("object.hook_reset", text="Reset")
col.operator("object.hook_recenter", text="Recenter")
if ob.mode == 'EDIT':
layout.separator()
row = layout.row()
row.operator("object.hook_select", text="Select")
row.operator("object.hook_assign", text="Assign")
def LATTICE(self, layout, ob, md, wide_ui):
split = layout.split()
col = split.column()
col.label(text="Object:")
col.prop(md, "object", text="")
if wide_ui:
col = split.column()
col.label(text="Vertex Group:")
col.prop_object(md, "vertex_group", ob, "vertex_groups", text="")
def MASK(self, layout, ob, md, wide_ui):
split = layout.split()
col = split.column()
col.label(text="Mode:")
col.prop(md, "mode", text="")
if wide_ui:
col = split.column()
if md.mode == 'ARMATURE':
col.label(text="Armature:")
col.prop(md, "armature", text="")
elif md.mode == 'VERTEX_GROUP':
col.label(text="Vertex Group:")
col.prop_object(md, "vertex_group", ob, "vertex_groups", text="")
sub = col.column()
sub.active = bool(md.vertex_group)
sub.prop(md, "invert")
def MESH_DEFORM(self, layout, ob, md, wide_ui):
split = layout.split()
col = split.column()
sub = col.column()
sub.label(text="Object:")
sub.prop(md, "object", text="")
sub.active = not md.is_bound
if wide_ui:
col = split.column()
col.label(text="Vertex Group:")
col.prop_object(md, "vertex_group", ob, "vertex_groups", text="")
sub = col.column()
sub.active = bool(md.vertex_group)
sub.prop(md, "invert")
layout.separator()
if md.is_bound:
layout.operator("object.meshdeform_bind", text="Unbind")
else:
layout.operator("object.meshdeform_bind", text="Bind")
if md.mode == 'VOLUME':
split = layout.split()
col = split.column()
col.prop(md, "precision")
if wide_ui:
col = split.column()
col.prop(md, "dynamic")
def MIRROR(self, layout, ob, md, wide_ui):
layout.prop(md, "merge_limit")
if wide_ui:
split = layout.split(percentage=0.25)
else:
split = layout.split(percentage=0.4)
col = split.column()
col.label(text="Axis:")
col.prop(md, "x")
col.prop(md, "y")
col.prop(md, "z")
if wide_ui:
col = split.column()
else:
subsplit = layout.split()
col = subsplit.column()
col.label(text="Options:")
col.prop(md, "clip", text="Clipping")
col.prop(md, "mirror_vertex_groups", text="Vertex Groups")
col = split.column()
col.label(text="Textures:")
col.prop(md, "mirror_u", text="U")
col.prop(md, "mirror_v", text="V")
col = layout.column()
col.label(text="Mirror Object:")
col.prop(md, "mirror_object", text="")
def MULTIRES(self, layout, ob, md, wide_ui):
if wide_ui:
layout.row().prop(md, "subdivision_type", expand=True)
else:
layout.row().prop(md, "subdivision_type", text="")
split = layout.split()
col = split.column()
col.prop(md, "levels", text="Preview")
col.prop(md, "sculpt_levels", text="Sculpt")
col.prop(md, "render_levels", text="Render")
if wide_ui:
col = split.column()
col.enabled = ob.mode != 'EDIT'
col.operator("object.multires_subdivide", text="Subdivide")
col.operator("object.multires_higher_levels_delete", text="Delete Higher")
col.operator("object.multires_reshape", text="Reshape")
col.prop(md, "optimal_display")
layout.separator()
col = layout.column()
row = col.row()
if md.external:
row.operator("object.multires_pack_external", text="Pack External")
row.label()
row = col.row()
row.prop(md, "filename", text="")
else:
row.operator("object.multires_save_external", text="Save External...")
row.label()
def PARTICLE_INSTANCE(self, layout, ob, md, wide_ui):
layout.prop(md, "object")
layout.prop(md, "particle_system_number", text="Particle System")
split = layout.split()
col = split.column()
col.label(text="Create From:")
col.prop(md, "normal")
col.prop(md, "children")
col.prop(md, "size")
if wide_ui:
col = split.column()
col.label(text="Show Particles When:")
col.prop(md, "alive")
col.prop(md, "unborn")
col.prop(md, "dead")
layout.separator()
layout.prop(md, "path", text="Create Along Paths")
split = layout.split()
split.active = md.path
col = split.column()
col.row().prop(md, "axis", expand=True)
col.prop(md, "keep_shape")
if wide_ui:
col = split.column()
col.prop(md, "position", slider=True)
col.prop(md, "random_position", text="Random", slider=True)
def PARTICLE_SYSTEM(self, layout, ob, md, wide_ui):
layout.label(text="See Particle panel.")
def SCREW(self, layout, ob, md, wide_ui):
split = layout.split()
col = split.column()
col.prop(md, "axis")
col.prop(md, "object", text="AxisOb")
col.prop(md, "angle")
col.prop(md, "steps")
col.prop(md, "render_steps")
if wide_ui:
col = split.column()
row = col.row()
row.active = (md.object is None or md.use_object_screw_offset == False)
row.prop(md, "screw_offset")
row = col.row()
row.active = (md.object is not None)
row.prop(md, "use_object_screw_offset")
col.prop(md, "use_normal_calculate")
col.prop(md, "use_normal_flip")
col.prop(md, "iterations")
def SHRINKWRAP(self, layout, ob, md, wide_ui):
split = layout.split()
col = split.column()
col.label(text="Target:")
col.prop(md, "target", text="")
if wide_ui:
col = split.column()
col.label(text="Vertex Group:")
col.prop_object(md, "vertex_group", ob, "vertex_groups", text="")
split = layout.split()
col = split.column()
col.prop(md, "offset")
col.prop(md, "subsurf_levels")
if wide_ui:
col = split.column()
col.label(text="Mode:")
col.prop(md, "mode", text="")
if wide_ui:
split = layout.split(percentage=0.25)
else:
split = layout.split(percentage=0.35)
col = split.column()
if md.mode == 'PROJECT':
col.label(text="Axis:")
col.prop(md, "x")
col.prop(md, "y")
col.prop(md, "z")
col = split.column()
col.label(text="Direction:")
col.prop(md, "negative")
col.prop(md, "positive")
if wide_ui:
col = split.column()
else:
subsplit = layout.split()
col = subsplit.column()
col.label(text="Cull Faces:")
col.prop(md, "cull_front_faces", text="Front")
col.prop(md, "cull_back_faces", text="Back")
layout.label(text="Auxiliary Target:")
layout.prop(md, "auxiliary_target", text="")
elif md.mode == 'NEAREST_SURFACEPOINT':
layout.prop(md, "keep_above_surface")
def SIMPLE_DEFORM(self, layout, ob, md, wide_ui):
split = layout.split()
col = split.column()
col.label(text="Mode:")
col.prop(md, "mode", text="")
if wide_ui:
col = split.column()
col.label(text="Vertex Group:")
col.prop_object(md, "vertex_group", ob, "vertex_groups", text="")
split = layout.split()
col = split.column()
col.label(text="Origin:")
col.prop(md, "origin", text="")
sub = col.column()
sub.active = (md.origin != "")
sub.prop(md, "relative")
if wide_ui:
col = split.column()
col.label(text="Deform:")
col.prop(md, "factor")
col.prop(md, "limits", slider=True)
if md.mode in ('TAPER', 'STRETCH'):
col.prop(md, "lock_x_axis")
col.prop(md, "lock_y_axis")
def SMOKE(self, layout, ob, md, wide_ui):
layout.label(text="See Smoke panel.")
def SMOOTH(self, layout, ob, md, wide_ui):
split = layout.split(percentage=0.25)
col = split.column()
col.label(text="Axis:")
col.prop(md, "x")
col.prop(md, "y")
col.prop(md, "z")
col = split.column()
col.prop(md, "factor")
col.prop(md, "repeat")
col.label(text="Vertex Group:")
col.prop_object(md, "vertex_group", ob, "vertex_groups", text="")
def SOFT_BODY(self, layout, ob, md, wide_ui):
layout.label(text="See Soft Body panel.")
def SOLIDIFY(self, layout, ob, md, wide_ui):
split = layout.split()
col = split.column()
col.prop(md, "thickness")
col.prop_object(md, "vertex_group", ob, "vertex_groups", text="")
col.label(text="Crease:")
col.prop(md, "edge_crease_inner", text="Inner")
col.prop(md, "edge_crease_outer", text="Outer")
col.prop(md, "edge_crease_rim", text="Rim")
if wide_ui:
col = split.column()
col.prop(md, "offset")
colsub = col.column()
colsub.active = (md.vertex_group is not "")
colsub.prop(md, "invert", text="Invert")
if wide_ui:
col.label(text="")
col.prop(md, "use_rim")
col.prop(md, "use_even_offset")
col.prop(md, "use_quality_normals")
# col = layout.column()
# col.label(text="Vertex Group:")
# col.prop_object(md, "vertex_group", ob, "vertex_groups", text="")
def SUBSURF(self, layout, ob, md, wide_ui):
if wide_ui:
layout.row().prop(md, "subdivision_type", expand=True)
else:
layout.row().prop(md, "subdivision_type", text="")
split = layout.split()
col = split.column()
col.label(text="Subdivisions:")
col.prop(md, "levels", text="View")
col.prop(md, "render_levels", text="Render")
if wide_ui:
col = split.column()
col.label(text="Options:")
col.prop(md, "optimal_display")
def SURFACE(self, layout, ob, md, wide_ui):
layout.label(text="See Fields panel.")
def UV_PROJECT(self, layout, ob, md, wide_ui):
if ob.type == 'MESH':
split = layout.split()
col = split.column()
col.label(text="Image:")
col.prop(md, "image", text="")
if wide_ui:
col = split.column()
col.label(text="UV Layer:")
col.prop_object(md, "uv_layer", ob.data, "uv_textures", text="")
split = layout.split()
col = split.column()
col.prop(md, "override_image")
col.prop(md, "num_projectors", text="Projectors")
for proj in md.projectors:
col.prop(proj, "object", text="")
if wide_ui:
col = split.column()
sub = col.column(align=True)
sub.prop(md, "aspect_x", text="Aspect X")
sub.prop(md, "aspect_y", text="Aspect Y")
sub = col.column(align=True)
sub.prop(md, "scale_x", text="Scale X")
sub.prop(md, "scale_y", text="Scale Y")
def WAVE(self, layout, ob, md, wide_ui):
split = layout.split()
col = split.column()
col.label(text="Motion:")
col.prop(md, "x")
col.prop(md, "y")
col.prop(md, "cyclic")
if wide_ui:
col = split.column()
col.prop(md, "normals")
sub = col.column()
sub.active = md.normals
sub.prop(md, "x_normal", text="X")
sub.prop(md, "y_normal", text="Y")
sub.prop(md, "z_normal", text="Z")
split = layout.split()
col = split.column()
col.label(text="Time:")
sub = col.column(align=True)
sub.prop(md, "time_offset", text="Offset")
sub.prop(md, "lifetime", text="Life")
col.prop(md, "damping_time", text="Damping")
if wide_ui:
col = split.column()
col.label(text="Position:")
sub = col.column(align=True)
sub.prop(md, "start_position_x", text="X")
sub.prop(md, "start_position_y", text="Y")
col.prop(md, "falloff_radius", text="Falloff")
layout.separator()
layout.prop(md, "start_position_object")
layout.prop_object(md, "vertex_group", ob, "vertex_groups")
layout.prop(md, "texture")
layout.prop(md, "texture_coordinates")
if md.texture_coordinates == 'MAP_UV' and ob.type == 'MESH':
layout.prop_object(md, "uv_layer", ob.data, "uv_textures")
elif md.texture_coordinates == 'OBJECT':
layout.prop(md, "texture_coordinates_object")
layout.separator()
split = layout.split()
col = split.column()
col.prop(md, "speed", slider=True)
col.prop(md, "height", slider=True)
if wide_ui:
col = split.column()
col.prop(md, "width", slider=True)
col.prop(md, "narrowness", slider=True)
classes = [
DATA_PT_modifiers]
def register():
register = bpy.types.register
for cls in classes:
register(cls)
def unregister():
unregister = bpy.types.unregister
for cls in classes:
unregister(cls)
if __name__ == "__main__":
register()