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blender-archive/release/ui/buttons_data_mesh.py
Brecht Van Lommel 0b49dc77de 2.5: Bump Mapping
Patch by Alfredo de Greef. Considerably improves the quality of bump
mapping, and texture filtering for displacement and warp too. Mainly
this is achieved by getting the texture derivatives just right in
various cases, many thanks to Alfredo for figuring this one out, works
great.


This is enabled by default now, but disabled still for existing
textures to preserve backwards compatibility. Can be enabled with
the "New Bump" option in the material texture slot in the outliner.

Also, I made the range for the normal factor a bit smaller since this
gives stronger effects, but note that you can still type in larger
values than the slider allows.
2009-07-21 13:46:49 +00:00

205 lines
5.2 KiB
Python

import bpy
class DataButtonsPanel(bpy.types.Panel):
__space_type__ = "BUTTONS_WINDOW"
__region_type__ = "WINDOW"
__context__ = "data"
def poll(self, context):
return (context.mesh != None)
class DATA_PT_context_mesh(DataButtonsPanel):
__idname__ = "DATA_PT_context_mesh"
__no_header__ = True
def draw(self, context):
layout = self.layout
ob = context.object
mesh = context.mesh
space = context.space_data
split = layout.split(percentage=0.65)
if ob:
split.template_ID(ob, "data")
split.itemS()
elif mesh:
split.template_ID(space, "pin_id")
split.itemS()
class DATA_PT_normals(DataButtonsPanel):
__idname__ = "DATA_PT_normals"
__label__ = "Normals"
def draw(self, context):
layout = self.layout
mesh = context.mesh
split = layout.split()
col = split.column()
col.itemR(mesh, "autosmooth")
colsub = col.column()
colsub.active = mesh.autosmooth
colsub.itemR(mesh, "autosmooth_angle", text="Angle")
sub = split.column()
sub.itemR(mesh, "vertex_normal_flip")
sub.itemR(mesh, "double_sided")
row = layout.row(align=True)
if context.edit_object:
row.itemO("MESH_OT_faces_shade_smooth")
row.itemO("MESH_OT_faces_shade_flat")
else:
row.itemO("OBJECT_OT_shade_smooth")
row.itemO("OBJECT_OT_shade_flat")
class DATA_PT_vertex_groups(DataButtonsPanel):
__idname__ = "DATA_PT_vertex_groups"
__label__ = "Vertex Groups"
def poll(self, context):
return (context.object and context.object.type in ('MESH', 'LATTICE'))
def draw(self, context):
layout = self.layout
ob = context.object
row = layout.row()
row.template_list(ob, "vertex_groups", ob, "active_vertex_group_index")
col = row.column(align=True)
col.itemO("object.vertex_group_add", icon="ICON_ZOOMIN", text="")
col.itemO("object.vertex_group_remove", icon="ICON_ZOOMOUT", text="")
col.itemO("object.vertex_group_copy", icon="ICON_BLANK1", text="")
if ob.data.users > 1:
col.itemO("object.vertex_group_copy_to_linked", icon="ICON_BLANK1", text="")
group = ob.active_vertex_group
if group:
row = layout.row()
row.itemR(group, "name")
if context.edit_object:
row = layout.row(align=True)
row.itemO("object.vertex_group_assign", text="Assign")
row.itemO("object.vertex_group_remove_from", text="Remove")
row.itemO("object.vertex_group_select", text="Select")
row.itemO("object.vertex_group_deselect", text="Deselect")
layout.itemR(context.tool_settings, "vertex_group_weight", text="Weight")
class DATA_PT_shape_keys(DataButtonsPanel):
__idname__ = "DATA_PT_shape_keys"
__label__ = "Shape Keys"
def poll(self, context):
return (context.object and context.object.type in ('MESH', 'LATTICE'))
def draw(self, context):
layout = self.layout
ob = context.object
key = ob.data.shape_keys
kb = ob.active_shape_key
row = layout.row()
row.template_list(key, "keys", ob, "active_shape_key_index")
col = row.column()
subcol = col.column(align=True)
subcol.itemO("object.shape_key_add", icon="ICON_ZOOMIN", text="")
subcol.itemO("object.shape_key_remove", icon="ICON_ZOOMOUT", text="")
if kb:
col.itemS()
subcol = col.column(align=True)
subcol.itemR(ob, "shape_key_lock", icon="ICON_UNPINNED", text="")
subcol.itemR(kb, "mute", icon="ICON_MUTE_IPO_ON", text="")
if key.relative:
row = layout.row()
row.itemR(key, "relative")
row.itemL()
row = layout.row()
row.itemR(kb, "name")
if ob.active_shape_key_index != 0:
if not ob.shape_key_lock:
row = layout.row(align=True)
row.itemR(kb, "value", text="")
row.itemR(kb, "slider_min", text="Min")
row.itemR(kb, "slider_max", text="Max")
row = layout.row()
row.item_pointerR(kb, "vertex_group", ob, "vertex_groups", text="")
row.item_pointerR(kb, "relative_key", key, "keys", text="")
else:
row = layout.row()
row.itemR(key, "relative")
row.itemR(key, "slurph")
row = layout.row()
row.itemR(kb, "name")
if context.edit_object:
layout.enabled = False
class DATA_PT_uv_texture(DataButtonsPanel):
__idname__ = "DATA_PT_uv_texture"
__label__ = "UV Texture"
def draw(self, context):
layout = self.layout
me = context.mesh
row = layout.row()
col = row.column()
col.template_list(me, "uv_textures", me, "active_uv_texture_index", rows=2)
col = row.column(align=True)
col.itemO("mesh.uv_texture_add", icon="ICON_ZOOMIN", text="")
col.itemO("mesh.uv_texture_remove", icon="ICON_ZOOMOUT", text="")
lay = me.active_uv_texture
if lay:
layout.itemR(lay, "name")
class DATA_PT_vertex_colors(DataButtonsPanel):
__idname__ = "DATA_PT_vertex_colors"
__label__ = "Vertex Colors"
def draw(self, context):
layout = self.layout
me = context.mesh
row = layout.row()
col = row.column()
col.template_list(me, "vertex_colors", me, "active_vertex_color_index", rows=2)
col = row.column(align=True)
col.itemO("mesh.vertex_color_add", icon="ICON_ZOOMIN", text="")
col.itemO("mesh.vertex_color_remove", icon="ICON_ZOOMOUT", text="")
lay = me.active_vertex_color
if lay:
layout.itemR(lay, "name")
bpy.types.register(DATA_PT_context_mesh)
bpy.types.register(DATA_PT_normals)
bpy.types.register(DATA_PT_vertex_groups)
bpy.types.register(DATA_PT_shape_keys)
bpy.types.register(DATA_PT_uv_texture)
bpy.types.register(DATA_PT_vertex_colors)