Currently the shade smooth status for mesh faces is stored as part of `MPoly::flag`. As described in #95967, this moves that information to a separate boolean attribute. It also flips its status, so the attribute is now called `sharp_face`, which mirrors the existing `sharp_edge` attribute. The attribute doesn't need to be allocated when all faces are smooth. Forward compatibility is kept until 4.0 like the other mesh refactors. This will reduce memory bandwidth requirements for some operations, since the array of booleans uses 12 times less memory than `MPoly`. It also allows faces to be stored more efficiently in the future, since the flag is now unused. It's also possible to use generic functions to process the values. For example, finding whether there is a sharp face is just `sharp_faces.contains(true)`. The `shade_smooth` attribute is no longer accessible with geometry nodes. Since there were dedicated accessor nodes for that data, that shouldn't be a problem. That's difficult to version automatically since the named attribute nodes could be used in arbitrary combinations. **Implementation notes:** - The attribute and array variables in the code use the `sharp_faces` term, to be consistent with the user-facing "sharp faces" wording, and to avoid requiring many renames when #101689 is implemented. - Cycles now accesses smooth face status with the generic attribute, to avoid overhead. - Changing the zero-value from "smooth" to "flat" takes some care to make sure defaults are the same. - Versioning for the edge mode extrude node is particularly complex. New nodes are added by versioning to propagate the attribute in its old inverted state. - A lot of access is still done through the `CustomData` API rather than the attribute API because of a few functions. That can be cleaned up easily in the future. - In the future we would benefit from a way to store attributes as a single value for when all faces are sharp. Pull Request: blender/blender#104422
754 lines
26 KiB
Python
754 lines
26 KiB
Python
# SPDX-License-Identifier: GPL-2.0-or-later
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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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from bpy.app.translations import (
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pgettext_tip as iface_,
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pgettext_tip as tip_,
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)
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class MESH_MT_vertex_group_context_menu(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(
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"object.vertex_group_sort",
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icon='SORTALPHA',
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text="Sort by Name",
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).sort_type = 'NAME'
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layout.operator(
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"object.vertex_group_sort",
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icon='BONE_DATA',
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text="Sort by Bone Hierarchy",
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).sort_type = 'BONE_HIERARCHY'
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layout.separator()
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layout.operator("object.vertex_group_copy", icon='DUPLICATE')
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layout.operator("object.vertex_group_copy_to_selected")
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layout.separator()
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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)").use_topology = True
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layout.separator()
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layout.operator(
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"object.vertex_group_remove_from",
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icon='X',
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text="Remove from All Groups",
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).use_all_groups = True
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layout.operator("object.vertex_group_remove_from", text="Clear Active Group").use_all_verts = True
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layout.operator("object.vertex_group_remove", text="Delete All Unlocked Groups").all_unlocked = True
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layout.operator("object.vertex_group_remove", text="Delete All Groups").all = True
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layout.separator()
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props = layout.operator("object.vertex_group_lock", icon='LOCKED', text="Lock All")
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props.action, props.mask = 'LOCK', 'ALL'
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props = layout.operator("object.vertex_group_lock", icon='UNLOCKED', text="Unlock All")
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props.action, props.mask = 'UNLOCK', 'ALL'
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props = layout.operator("object.vertex_group_lock", text="Lock Invert All")
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props.action, props.mask = 'INVERT', 'ALL'
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class MESH_MT_shape_key_context_menu(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_add", icon='ADD', text="New Shape from Mix").from_mix = True
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layout.separator()
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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)").use_topology = True
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layout.separator()
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layout.operator("object.join_shapes")
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layout.operator("object.shape_key_transfer")
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layout.separator()
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op = layout.operator("object.shape_key_remove", icon='X', text="Delete All Shape Keys")
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op.all = True
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op.apply_mix = False
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op = layout.operator("object.shape_key_remove", text="Apply All Shape Keys")
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op.all = True
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op.apply_mix = True
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layout.separator()
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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_MT_color_attribute_context_menu(Menu):
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bl_label = "Color Attribute Specials"
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def draw(self, _context):
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layout = self.layout
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layout.operator(
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"geometry.color_attribute_duplicate",
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icon='DUPLICATE',
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)
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layout.operator("geometry.color_attribute_convert")
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class MESH_MT_attribute_context_menu(Menu):
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bl_label = "Attribute Specials"
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def draw(self, _context):
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layout = self.layout
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layout.operator("geometry.attribute_convert")
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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 == '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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row.emboss = 'NONE_OR_STATUS'
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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="")
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elif index > 0:
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row.prop(key_block, "value", text="")
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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 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_WORKBENCH', 'BLENDER_WORKBENCH_NEXT'}
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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_WORKBENCH', 'BLENDER_WORKBENCH_NEXT'}
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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(align=False, heading="Auto Smooth")
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col.use_property_decorate = False
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row = col.row(align=True)
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sub = row.row(align=True)
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sub.prop(mesh, "use_auto_smooth", text="")
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sub = sub.row(align=True)
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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="")
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row.prop_decorator(mesh, "auto_smooth_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_WORKBENCH', 'BLENDER_WORKBENCH_NEXT'}
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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_WORKBENCH', 'BLENDER_WORKBENCH_NEXT'}
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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 = 3
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if group:
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rows = 5
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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.separator()
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col.menu("MESH_MT_vertex_group_context_menu", 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 (
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ob.vertex_groups and
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(ob.mode == 'EDIT' or
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(ob.mode == 'WEIGHT_PAINT' and ob.type == 'MESH' and ob.data.use_paint_mask_vertex))
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):
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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_WORKBENCH', 'BLENDER_WORKBENCH_NEXT'}
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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_WORKBENCH', 'BLENDER_WORKBENCH_NEXT'}
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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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enable_pin = False
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if enable_edit or (ob.use_shape_key_edit_mode and ob.type == 'MESH'):
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enable_pin = True
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if ob.show_only_shape_key is False:
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enable_edit_value = True
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row = layout.row()
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rows = 3
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if kb:
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rows = 5
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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(align=True)
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col.operator("object.shape_key_add", icon='ADD', text="").from_mix = False
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col.operator("object.shape_key_remove", icon='REMOVE', text="").all = False
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col.separator()
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col.menu("MESH_MT_shape_key_context_menu", 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_pin
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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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layout.use_property_split = True
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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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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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layout.prop(ob, "add_rest_position_attribute")
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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_WORKBENCH', 'BLENDER_WORKBENCH_NEXT'}
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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=2)
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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_remesh(MeshButtonsPanel, Panel):
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bl_label = "Remesh"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH', 'BLENDER_WORKBENCH_NEXT'}
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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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layout.use_property_decorate = False
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row = layout.row()
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mesh = context.mesh
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row.prop(mesh, "remesh_mode", text="Mode", expand=True)
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col = layout.column()
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if mesh.remesh_mode == 'VOXEL':
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col.prop(mesh, "remesh_voxel_size")
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col.prop(mesh, "remesh_voxel_adaptivity")
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col.prop(mesh, "use_remesh_fix_poles")
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col = layout.column(heading="Preserve")
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col.prop(mesh, "use_remesh_preserve_volume", text="Volume")
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col.prop(mesh, "use_remesh_preserve_paint_mask", text="Paint Mask")
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col.prop(mesh, "use_remesh_preserve_sculpt_face_sets", text="Face Sets")
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col.prop(mesh, "use_remesh_preserve_vertex_colors", text="Color Attributes")
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col.operator("object.voxel_remesh", text="Voxel Remesh")
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else:
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col.operator("object.quadriflow_remesh", text="QuadriFlow Remesh")
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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_WORKBENCH', 'BLENDER_WORKBENCH_NEXT'}
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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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layout.use_property_decorate = False
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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')
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if me.has_custom_normals:
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col.operator("mesh.customdata_custom_splitnormals_clear", icon='X')
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else:
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col.operator("mesh.customdata_custom_splitnormals_add", icon='ADD')
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if me.has_bevel_weight_edge:
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col.operator("mesh.customdata_bevel_weight_edge_clear", icon='X')
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else:
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col.operator("mesh.customdata_bevel_weight_edge_add", icon='ADD')
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if me.has_bevel_weight_vertex:
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col.operator("mesh.customdata_bevel_weight_vertex_clear", icon='X')
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else:
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col.operator("mesh.customdata_bevel_weight_vertex_add", icon='ADD')
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if me.has_crease_edge:
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col.operator("mesh.customdata_crease_edge_clear", icon='X')
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else:
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col.operator("mesh.customdata_crease_edge_add", icon='ADD')
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if me.has_crease_vertex:
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col.operator("mesh.customdata_crease_vertex_clear", icon='X')
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else:
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col.operator("mesh.customdata_crease_vertex_add", icon='ADD')
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class DATA_PT_custom_props_mesh(MeshButtonsPanel, PropertyPanel, Panel):
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH', 'BLENDER_WORKBENCH_NEXT'}
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_context_path = "object.data"
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_property_type = bpy.types.Mesh
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class MESH_UL_attributes(UIList):
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display_domain_names = {
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'POINT': "Vertex",
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'EDGE': "Edge",
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'FACE': "Face",
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'CORNER': "Face Corner",
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}
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def filter_items(self, _context, data, property):
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attributes = getattr(data, property)
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flags = []
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indices = [i for i in range(len(attributes))]
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# Filtering by name
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if self.filter_name:
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flags = bpy.types.UI_UL_list.filter_items_by_name(
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self.filter_name, self.bitflag_filter_item, attributes, "name", reverse=self.use_filter_invert)
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if not flags:
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flags = [self.bitflag_filter_item] * len(attributes)
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# Filtering internal attributes
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for idx, item in enumerate(attributes):
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flags[idx] = 0 if item.is_internal else flags[idx]
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return flags, indices
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def draw_item(self, _context, layout, _data, attribute, _icon, _active_data, _active_propname, _index):
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data_type = attribute.bl_rna.properties["data_type"].enum_items[attribute.data_type]
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domain_name = self.display_domain_names.get(attribute.domain, "")
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split = layout.split(factor=0.50)
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split.emboss = 'NONE'
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split.prop(attribute, "name", text="")
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sub = split.row()
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sub.alignment = 'RIGHT'
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sub.active = False
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sub.label(text="%s ▶ %s" % (iface_(domain_name), iface_(data_type.name)),
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translate=False)
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class DATA_PT_mesh_attributes(MeshButtonsPanel, Panel):
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bl_label = "Attributes"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH', 'BLENDER_WORKBENCH_NEXT'}
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def draw(self, context):
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mesh = context.mesh
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layout = self.layout
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row = layout.row()
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col = row.column()
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col.template_list(
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"MESH_UL_attributes",
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"attributes",
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mesh,
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"attributes",
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mesh.attributes,
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"active_index",
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rows=3,
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)
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col = row.column(align=True)
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col.operator("geometry.attribute_add", icon='ADD', text="")
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col.operator("geometry.attribute_remove", icon='REMOVE', text="")
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col.separator()
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col.menu("MESH_MT_attribute_context_menu", icon='DOWNARROW_HLT', text="")
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self.draw_attribute_warnings(context, layout)
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def draw_attribute_warnings(self, context, layout):
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ob = context.object
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mesh = context.mesh
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unique_names = set()
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colliding_names = []
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for collection in (
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# Built-in names.
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{"crease": None},
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mesh.attributes,
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None if ob is None else ob.vertex_groups,
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):
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if collection is None:
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colliding_names.append("Cannot check for object vertex groups when pinning mesh")
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continue
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for name in collection.keys():
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unique_names_len = len(unique_names)
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unique_names.add(name)
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if len(unique_names) == unique_names_len:
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colliding_names.append(name)
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if not colliding_names:
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return
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layout.label(text=tip_("Name collisions: ") + ", ".join(set(colliding_names)), icon='ERROR')
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class ColorAttributesListBase():
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display_domain_names = {
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'POINT': "Vertex",
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'EDGE': "Edge",
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'FACE': "Face",
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'CORNER': "Face Corner",
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}
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def filter_items(self, _context, data, property):
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attributes = getattr(data, property)
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flags = []
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indices = [i for i in range(len(attributes))]
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# Filtering by name
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if self.filter_name:
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flags = bpy.types.UI_UL_list.filter_items_by_name(
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self.filter_name, self.bitflag_filter_item, attributes, "name", reverse=self.use_filter_invert)
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if not flags:
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flags = [self.bitflag_filter_item] * len(attributes)
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for idx, item in enumerate(attributes):
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skip = (
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(item.domain not in {"POINT", "CORNER"}) or
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(item.data_type not in {"FLOAT_COLOR", "BYTE_COLOR"}) or
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item.is_internal
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)
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flags[idx] = 0 if skip else flags[idx]
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return flags, indices
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class MESH_UL_color_attributes(UIList, ColorAttributesListBase):
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def draw_item(self, _context, layout, data, attribute, _icon, _active_data, _active_propname, _index):
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data_type = attribute.bl_rna.properties["data_type"].enum_items[attribute.data_type]
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domain_name = self.display_domain_names.get(attribute.domain, "")
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split = layout.split(factor=0.50)
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split.emboss = 'NONE'
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split.prop(attribute, "name", text="", icon='GROUP_VCOL')
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sub = split.row()
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sub.alignment = 'RIGHT'
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sub.active = False
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sub.label(text="%s ▶ %s" % (iface_(domain_name), iface_(data_type.name)),
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translate=False)
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active_render = _index == data.color_attributes.render_color_index
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row = layout.row()
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row.emboss = 'NONE'
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prop = row.operator(
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"geometry.color_attribute_render_set",
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text="",
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icon='RESTRICT_RENDER_OFF' if active_render else 'RESTRICT_RENDER_ON',
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)
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prop.name = attribute.name
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|
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class MESH_UL_color_attributes_selector(UIList, ColorAttributesListBase):
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def draw_item(self, _context, layout, _data, attribute, _icon, _active_data, _active_propname, _index):
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layout.emboss = 'NONE'
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layout.prop(attribute, "name", text="", icon='GROUP_VCOL')
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class DATA_PT_vertex_colors(DATA_PT_mesh_attributes, Panel):
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bl_label = "Color Attributes"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH', 'BLENDER_WORKBENCH_NEXT'}
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def draw(self, context):
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mesh = context.mesh
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layout = self.layout
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row = layout.row()
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col = row.column()
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col.template_list(
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"MESH_UL_color_attributes",
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"color_attributes",
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mesh,
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"color_attributes",
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mesh.color_attributes,
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"active_color_index",
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rows=3,
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)
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col = row.column(align=True)
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col.operator("geometry.color_attribute_add", icon='ADD', text="")
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col.operator("geometry.color_attribute_remove", icon='REMOVE', text="")
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col.separator()
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col.menu("MESH_MT_color_attribute_context_menu", icon='DOWNARROW_HLT', text="")
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self.draw_attribute_warnings(context, layout)
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classes = (
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MESH_MT_vertex_group_context_menu,
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MESH_MT_shape_key_context_menu,
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MESH_MT_color_attribute_context_menu,
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MESH_MT_attribute_context_menu,
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MESH_UL_vgroups,
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MESH_UL_fmaps,
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MESH_UL_shape_keys,
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MESH_UL_uvmaps,
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MESH_UL_attributes,
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DATA_PT_context_mesh,
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DATA_PT_vertex_groups,
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DATA_PT_shape_keys,
|
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DATA_PT_uv_texture,
|
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DATA_PT_vertex_colors,
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DATA_PT_face_maps,
|
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DATA_PT_mesh_attributes,
|
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DATA_PT_normals,
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DATA_PT_texture_space,
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DATA_PT_remesh,
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DATA_PT_customdata,
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DATA_PT_custom_props_mesh,
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MESH_UL_color_attributes,
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MESH_UL_color_attributes_selector,
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)
|
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if __name__ == "__main__": # only for live edit.
|
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from bpy.utils import register_class
|
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for cls in classes:
|
|
register_class(cls)
|