Neither is very descriptive for its task, but at least workbench is more future proof and distinguishes it from Eevee.
		
			
				
	
	
		
			501 lines
		
	
	
		
			18 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			501 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='BONE_DATA', text="Sort by Bone Hierarchy").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_linked")
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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("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", 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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        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", 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_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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        layout.operator("object.shape_key_remove", icon='X', text="Delete All Shape Keys").all = 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_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_WORKBENCH'}
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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'}
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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_WORKBENCH'}
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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'}
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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_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_WORKBENCH'}
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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'}
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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 = 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_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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                    layout.use_property_split = True
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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")
 | 
						|
 | 
						|
            else:
 | 
						|
                layout.prop(kb, "interpolation")
 | 
						|
                row = layout.column()
 | 
						|
                row.active = enable_edit_value
 | 
						|
                row.prop(key, "eval_time")
 | 
						|
 | 
						|
 | 
						|
class DATA_PT_uv_texture(MeshButtonsPanel, Panel):
 | 
						|
    bl_label = "UV Maps"
 | 
						|
    bl_options = {'DEFAULT_CLOSED'}
 | 
						|
    COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
 | 
						|
 | 
						|
    def draw(self, context):
 | 
						|
        layout = self.layout
 | 
						|
 | 
						|
        me = context.mesh
 | 
						|
 | 
						|
        row = layout.row()
 | 
						|
        col = row.column()
 | 
						|
 | 
						|
        col.template_list("MESH_UL_uvmaps", "uvmaps", me, "uv_layers", me.uv_layers, "active_index", rows=2)
 | 
						|
 | 
						|
        col = row.column(align=True)
 | 
						|
        col.operator("mesh.uv_texture_add", icon='ADD', text="")
 | 
						|
        col.operator("mesh.uv_texture_remove", icon='REMOVE', text="")
 | 
						|
 | 
						|
 | 
						|
class DATA_PT_vertex_colors(MeshButtonsPanel, Panel):
 | 
						|
    bl_label = "Vertex Colors"
 | 
						|
    bl_options = {'DEFAULT_CLOSED'}
 | 
						|
    COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
 | 
						|
 | 
						|
    def draw(self, context):
 | 
						|
        layout = self.layout
 | 
						|
 | 
						|
        me = context.mesh
 | 
						|
 | 
						|
        row = layout.row()
 | 
						|
        col = row.column()
 | 
						|
 | 
						|
        col.template_list("MESH_UL_vcols", "vcols", me, "vertex_colors", me.vertex_colors, "active_index", rows=2)
 | 
						|
 | 
						|
        col = row.column(align=True)
 | 
						|
        col.operator("mesh.vertex_color_add", icon='ADD', text="")
 | 
						|
        col.operator("mesh.vertex_color_remove", icon='REMOVE', text="")
 | 
						|
 | 
						|
 | 
						|
class DATA_PT_customdata(MeshButtonsPanel, Panel):
 | 
						|
    bl_label = "Geometry Data"
 | 
						|
    bl_options = {'DEFAULT_CLOSED'}
 | 
						|
    COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
 | 
						|
 | 
						|
    def draw(self, context):
 | 
						|
        layout = self.layout
 | 
						|
        layout.use_property_split = True
 | 
						|
 | 
						|
        obj = context.object
 | 
						|
        me = context.mesh
 | 
						|
        col = layout.column()
 | 
						|
 | 
						|
        col.operator("mesh.customdata_mask_clear", icon='X')
 | 
						|
        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_WORKBENCH'}
 | 
						|
    _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)
 |