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blender-archive/release/scripts/startup/bl_ui/properties_data_mesh.py
Hans Goudey a8a454287a Mesh: Move edge crease out of MEdge
This is very similar to D14077. There are two differences though.
First is that vertex creases are already stored in a separate layer,
and second is that we can now completely remove use of `Mesh.cd_flag`,
since that information is now inherent to whether the layers exist.

There are two functional differences here:
 * Operators are used to add and remove layers instead of a property.
 * The "crease" attribute can be created and removed by geometry nodes.

The second change should make various geometry nodes slightly faster,
since the "crease" attribute was always processed before. Creases are
now interpolated generically in the CustomData API too, which should
help maintain the values across edits better.

Meshes get an `edge_creases` RNA property like the existing vertex
property, to provide more efficient access to the data in Cycles.

One test failure is expected, where different rounding between float
the old char storage means that 5 additional points are scattered in
a geometry nodes test.

Differential Revision: https://developer.blender.org/D15927
2022-09-23 09:02:28 -05:00

733 lines
25 KiB
Python

# SPDX-License-Identifier: GPL-2.0-or-later
import bpy
from bpy.types import Menu, Panel, UIList
from rna_prop_ui import PropertyPanel
from bpy.app.translations import pgettext_tip as tip_
class MESH_MT_vertex_group_context_menu(Menu):
bl_label = "Vertex Group Specials"
def draw(self, _context):
layout = self.layout
layout.operator(
"object.vertex_group_sort",
icon='SORTALPHA',
text="Sort by Name",
).sort_type = 'NAME'
layout.operator(
"object.vertex_group_sort",
icon='BONE_DATA',
text="Sort by Bone Hierarchy",
).sort_type = 'BONE_HIERARCHY'
layout.separator()
layout.operator("object.vertex_group_copy", icon='DUPLICATE')
layout.operator("object.vertex_group_copy_to_selected")
layout.separator()
layout.operator("object.vertex_group_mirror", icon='ARROW_LEFTRIGHT').use_topology = False
layout.operator("object.vertex_group_mirror", text="Mirror Vertex Group (Topology)").use_topology = True
layout.separator()
layout.operator(
"object.vertex_group_remove_from",
icon='X',
text="Remove from All Groups",
).use_all_groups = True
layout.operator("object.vertex_group_remove_from", text="Clear Active Group").use_all_verts = True
layout.operator("object.vertex_group_remove", text="Delete All Unlocked Groups").all_unlocked = True
layout.operator("object.vertex_group_remove", text="Delete All Groups").all = True
layout.separator()
props = layout.operator("object.vertex_group_lock", icon='LOCKED', text="Lock All")
props.action, props.mask = 'LOCK', 'ALL'
props = layout.operator("object.vertex_group_lock", icon='UNLOCKED', text="Unlock All")
props.action, props.mask = 'UNLOCK', 'ALL'
props = layout.operator("object.vertex_group_lock", text="Lock Invert All")
props.action, props.mask = 'INVERT', 'ALL'
class MESH_MT_shape_key_context_menu(Menu):
bl_label = "Shape Key Specials"
def draw(self, _context):
layout = self.layout
layout.operator("object.shape_key_add", icon='ADD', text="New Shape from Mix").from_mix = True
layout.separator()
layout.operator("object.shape_key_mirror", icon='ARROW_LEFTRIGHT').use_topology = False
layout.operator("object.shape_key_mirror", text="Mirror Shape Key (Topology)").use_topology = True
layout.separator()
layout.operator("object.join_shapes")
layout.operator("object.shape_key_transfer")
layout.separator()
op = layout.operator("object.shape_key_remove", icon='X', text="Delete All Shape Keys")
op.all = True
op.apply_mix = False
op = layout.operator("object.shape_key_remove", text="Apply All Shape Keys")
op.all = True
op.apply_mix = True
layout.separator()
layout.operator("object.shape_key_move", icon='TRIA_UP_BAR', text="Move to Top").type = 'TOP'
layout.operator("object.shape_key_move", icon='TRIA_DOWN_BAR', text="Move to Bottom").type = 'BOTTOM'
class MESH_MT_color_attribute_context_menu(Menu):
bl_label = "Color Attribute Specials"
def draw(self, _context):
layout = self.layout
layout.operator(
"geometry.color_attribute_duplicate",
icon='DUPLICATE',
)
class MESH_MT_attribute_context_menu(Menu):
bl_label = "Attribute Specials"
def draw(self, _context):
layout = self.layout
layout.operator("geometry.attribute_convert")
class MESH_UL_vgroups(UIList):
def draw_item(self, _context, layout, _data, item, icon, _active_data_, _active_propname, _index):
# assert(isinstance(item, bpy.types.VertexGroup))
vgroup = item
if self.layout_type in {'DEFAULT', 'COMPACT'}:
layout.prop(vgroup, "name", text="", emboss=False, icon_value=icon)
icon = 'LOCKED' if vgroup.lock_weight else 'UNLOCKED'
layout.prop(vgroup, "lock_weight", text="", icon=icon, emboss=False)
elif self.layout_type == 'GRID':
layout.alignment = 'CENTER'
layout.label(text="", icon_value=icon)
class MESH_UL_fmaps(UIList):
def draw_item(self, _context, layout, _data, item, icon, _active_data, _active_propname, _index):
# assert(isinstance(item, bpy.types.FaceMap))
fmap = item
if self.layout_type in {'DEFAULT', 'COMPACT'}:
layout.prop(fmap, "name", text="", emboss=False, icon='FACE_MAPS')
elif self.layout_type == 'GRID':
layout.alignment = 'CENTER'
layout.label(text="", icon_value=icon)
class MESH_UL_shape_keys(UIList):
def draw_item(self, _context, layout, _data, item, icon, active_data, _active_propname, index):
# assert(isinstance(item, bpy.types.ShapeKey))
obj = active_data
# key = data
key_block = item
if self.layout_type in {'DEFAULT', 'COMPACT'}:
split = layout.split(factor=0.66, align=False)
split.prop(key_block, "name", text="", emboss=False, icon_value=icon)
row = split.row(align=True)
row.emboss = 'NONE_OR_STATUS'
if key_block.mute or (obj.mode == 'EDIT' and not (obj.use_shape_key_edit_mode and obj.type == 'MESH')):
row.active = False
if not item.id_data.use_relative:
row.prop(key_block, "frame", text="")
elif index > 0:
row.prop(key_block, "value", text="")
else:
row.label(text="")
row.prop(key_block, "mute", text="", emboss=False)
elif self.layout_type == 'GRID':
layout.alignment = 'CENTER'
layout.label(text="", icon_value=icon)
class MESH_UL_uvmaps(UIList):
def draw_item(self, _context, layout, _data, item, icon, _active_data, _active_propname, _index):
# assert(isinstance(item, (bpy.types.MeshTexturePolyLayer, bpy.types.MeshLoopColorLayer)))
if self.layout_type in {'DEFAULT', 'COMPACT'}:
layout.prop(item, "name", text="", emboss=False, icon='GROUP_UVS')
icon = 'RESTRICT_RENDER_OFF' if item.active_render else 'RESTRICT_RENDER_ON'
layout.prop(item, "active_render", text="", icon=icon, emboss=False)
elif self.layout_type == 'GRID':
layout.alignment = 'CENTER'
layout.label(text="", icon_value=icon)
class MeshButtonsPanel:
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "data"
@classmethod
def poll(cls, context):
engine = context.engine
return context.mesh and (engine in cls.COMPAT_ENGINES)
class DATA_PT_context_mesh(MeshButtonsPanel, Panel):
bl_label = ""
bl_options = {'HIDE_HEADER'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
def draw(self, context):
layout = self.layout
ob = context.object
mesh = context.mesh
space = context.space_data
if ob:
layout.template_ID(ob, "data")
elif mesh:
layout.template_ID(space, "pin_id")
class DATA_PT_normals(MeshButtonsPanel, Panel):
bl_label = "Normals"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
mesh = context.mesh
col = layout.column(align=False, heading="Auto Smooth")
col.use_property_decorate = False
row = col.row(align=True)
sub = row.row(align=True)
sub.prop(mesh, "use_auto_smooth", text="")
sub = sub.row(align=True)
sub.active = mesh.use_auto_smooth and not mesh.has_custom_normals
sub.prop(mesh, "auto_smooth_angle", text="")
row.prop_decorator(mesh, "auto_smooth_angle")
class DATA_PT_texture_space(MeshButtonsPanel, Panel):
bl_label = "Texture Space"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
mesh = context.mesh
layout.prop(mesh, "texture_mesh")
layout.separator()
layout.prop(mesh, "use_auto_texspace")
layout.prop(mesh, "texspace_location", text="Location")
layout.prop(mesh, "texspace_size", text="Size")
class DATA_PT_vertex_groups(MeshButtonsPanel, Panel):
bl_label = "Vertex Groups"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
@classmethod
def poll(cls, context):
engine = context.engine
obj = context.object
return (obj and obj.type in {'MESH', 'LATTICE'} and (engine in cls.COMPAT_ENGINES))
def draw(self, context):
layout = self.layout
ob = context.object
group = ob.vertex_groups.active
rows = 3
if group:
rows = 5
row = layout.row()
row.template_list("MESH_UL_vgroups", "", ob, "vertex_groups", ob.vertex_groups, "active_index", rows=rows)
col = row.column(align=True)
col.operator("object.vertex_group_add", icon='ADD', text="")
props = col.operator("object.vertex_group_remove", icon='REMOVE', text="")
props.all_unlocked = props.all = False
col.separator()
col.menu("MESH_MT_vertex_group_context_menu", icon='DOWNARROW_HLT', text="")
if group:
col.separator()
col.operator("object.vertex_group_move", icon='TRIA_UP', text="").direction = 'UP'
col.operator("object.vertex_group_move", icon='TRIA_DOWN', text="").direction = 'DOWN'
if (
ob.vertex_groups and
(ob.mode == 'EDIT' or
(ob.mode == 'WEIGHT_PAINT' and ob.type == 'MESH' and ob.data.use_paint_mask_vertex))
):
row = layout.row()
sub = row.row(align=True)
sub.operator("object.vertex_group_assign", text="Assign")
sub.operator("object.vertex_group_remove_from", text="Remove")
sub = row.row(align=True)
sub.operator("object.vertex_group_select", text="Select")
sub.operator("object.vertex_group_deselect", text="Deselect")
layout.prop(context.tool_settings, "vertex_group_weight", text="Weight")
class DATA_PT_face_maps(MeshButtonsPanel, Panel):
bl_label = "Face Maps"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
@classmethod
def poll(cls, context):
obj = context.object
return (obj and obj.type == 'MESH')
def draw(self, context):
layout = self.layout
ob = context.object
facemap = ob.face_maps.active
rows = 2
if facemap:
rows = 4
row = layout.row()
row.template_list("MESH_UL_fmaps", "", ob, "face_maps", ob.face_maps, "active_index", rows=rows)
col = row.column(align=True)
col.operator("object.face_map_add", icon='ADD', text="")
col.operator("object.face_map_remove", icon='REMOVE', text="")
if facemap:
col.separator()
col.operator("object.face_map_move", icon='TRIA_UP', text="").direction = 'UP'
col.operator("object.face_map_move", icon='TRIA_DOWN', text="").direction = 'DOWN'
if ob.face_maps and (ob.mode == 'EDIT' and ob.type == 'MESH'):
row = layout.row()
sub = row.row(align=True)
sub.operator("object.face_map_assign", text="Assign")
sub.operator("object.face_map_remove_from", text="Remove")
sub = row.row(align=True)
sub.operator("object.face_map_select", text="Select")
sub.operator("object.face_map_deselect", text="Deselect")
class DATA_PT_shape_keys(MeshButtonsPanel, Panel):
bl_label = "Shape Keys"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
@classmethod
def poll(cls, context):
engine = context.engine
obj = context.object
return (obj and obj.type in {'MESH', 'LATTICE', 'CURVE', 'SURFACE'} and (engine in cls.COMPAT_ENGINES))
def draw(self, context):
layout = self.layout
ob = context.object
key = ob.data.shape_keys
kb = ob.active_shape_key
enable_edit = ob.mode != 'EDIT'
enable_edit_value = False
enable_pin = False
if enable_edit or (ob.use_shape_key_edit_mode and ob.type == 'MESH'):
enable_pin = True
if ob.show_only_shape_key is False:
enable_edit_value = True
row = layout.row()
rows = 3
if kb:
rows = 5
row.template_list("MESH_UL_shape_keys", "", key, "key_blocks", ob, "active_shape_key_index", rows=rows)
col = row.column(align=True)
col.operator("object.shape_key_add", icon='ADD', text="").from_mix = False
col.operator("object.shape_key_remove", icon='REMOVE', text="").all = False
col.separator()
col.menu("MESH_MT_shape_key_context_menu", icon='DOWNARROW_HLT', text="")
if kb:
col.separator()
sub = col.column(align=True)
sub.operator("object.shape_key_move", icon='TRIA_UP', text="").type = 'UP'
sub.operator("object.shape_key_move", icon='TRIA_DOWN', text="").type = 'DOWN'
split = layout.split(factor=0.4)
row = split.row()
row.enabled = enable_edit
row.prop(key, "use_relative")
row = split.row()
row.alignment = 'RIGHT'
sub = row.row(align=True)
sub.label() # XXX, for alignment only
subsub = sub.row(align=True)
subsub.active = enable_pin
subsub.prop(ob, "show_only_shape_key", text="")
sub.prop(ob, "use_shape_key_edit_mode", text="")
sub = row.row()
if key.use_relative:
sub.operator("object.shape_key_clear", icon='X', text="")
else:
sub.operator("object.shape_key_retime", icon='RECOVER_LAST', text="")
layout.use_property_split = True
if key.use_relative:
if ob.active_shape_key_index != 0:
row = layout.row()
row.active = enable_edit_value
row.prop(kb, "value")
col = layout.column()
sub.active = enable_edit_value
sub = col.column(align=True)
sub.prop(kb, "slider_min", text="Range Min")
sub.prop(kb, "slider_max", text="Max")
col.prop_search(kb, "vertex_group", ob, "vertex_groups", text="Vertex Group")
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")
layout.prop(ob, "add_rest_position_attribute")
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_remesh(MeshButtonsPanel, Panel):
bl_label = "Remesh"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
row = layout.row()
mesh = context.mesh
row.prop(mesh, "remesh_mode", text="Mode", expand=True)
col = layout.column()
if mesh.remesh_mode == 'VOXEL':
col.prop(mesh, "remesh_voxel_size")
col.prop(mesh, "remesh_voxel_adaptivity")
col.prop(mesh, "use_remesh_fix_poles")
col = layout.column(heading="Preserve")
col.prop(mesh, "use_remesh_preserve_volume", text="Volume")
col.prop(mesh, "use_remesh_preserve_paint_mask", text="Paint Mask")
col.prop(mesh, "use_remesh_preserve_sculpt_face_sets", text="Face Sets")
col.prop(mesh, "use_remesh_preserve_vertex_colors", text="Color Attributes")
col.operator("object.voxel_remesh", text="Voxel Remesh")
else:
col.operator("object.quadriflow_remesh", text="QuadriFlow Remesh")
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
layout.use_property_decorate = False
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')
if me.has_bevel_weight_edge:
col.operator("mesh.customdata_bevel_weight_edge_clear", icon='X')
else:
col.operator("mesh.customdata_bevel_weight_edge_add", icon='ADD')
if me.has_bevel_weight_vertex:
col.operator("mesh.customdata_bevel_weight_vertex_clear", icon='X')
else:
col.operator("mesh.customdata_bevel_weight_vertex_add", icon='ADD')
if me.has_crease_edge:
col.operator("mesh.customdata_crease_edge_clear", icon='X')
else:
col.operator("mesh.customdata_crease_edge_add", icon='ADD')
if me.has_crease_vertex:
col.operator("mesh.customdata_crease_vertex_clear", icon='X')
else:
col.operator("mesh.customdata_crease_vertex_add", icon='ADD')
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
class MESH_UL_attributes(UIList):
display_domain_names = {
'POINT': "Vertex",
'EDGE': "Edge",
'FACE': "Face",
'CORNER': "Face Corner",
}
def filter_items(self, _context, data, property):
attributes = getattr(data, property)
flags = []
indices = [i for i in range(len(attributes))]
for item in attributes:
flags.append(self.bitflag_filter_item if item.is_internal else 0)
return flags, indices
def draw_item(self, _context, layout, _data, attribute, _icon, _active_data, _active_propname, _index):
data_type = attribute.bl_rna.properties['data_type'].enum_items[attribute.data_type]
domain_name = self.display_domain_names.get(attribute.domain, "")
split = layout.split(factor=0.50)
split.emboss = 'NONE'
split.prop(attribute, "name", text="")
sub = split.row()
sub.alignment = 'RIGHT'
sub.active = False
sub.label(text="%s%s" % (domain_name, data_type.name))
class DATA_PT_mesh_attributes(MeshButtonsPanel, Panel):
bl_label = "Attributes"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
def draw(self, context):
mesh = context.mesh
layout = self.layout
row = layout.row()
col = row.column()
col.template_list(
"MESH_UL_attributes",
"attributes",
mesh,
"attributes",
mesh.attributes,
"active_index",
rows=3,
)
col = row.column(align=True)
col.operator("geometry.attribute_add", icon='ADD', text="")
col.operator("geometry.attribute_remove", icon='REMOVE', text="")
col.separator()
col.menu("MESH_MT_attribute_context_menu", icon='DOWNARROW_HLT', text="")
self.draw_attribute_warnings(context, layout)
def draw_attribute_warnings(self, context, layout):
ob = context.object
mesh = ob.data
unique_names = set()
colliding_names = []
for collection in (
# Built-in names.
{"position": None, "shade_smooth": None, "normal": None, "crease": None},
mesh.attributes,
mesh.uv_layers,
ob.vertex_groups,
):
for name in collection.keys():
unique_names_len = len(unique_names)
unique_names.add(name)
if len(unique_names) == unique_names_len:
colliding_names.append(name)
if not colliding_names:
return
layout.label(text=tip_("Name collisions: ") + ", ".join(set(colliding_names)), icon='ERROR')
class ColorAttributesListBase():
display_domain_names = {
'POINT': "Vertex",
'EDGE': "Edge",
'FACE': "Face",
'CORNER': "Face Corner",
}
def filter_items(self, _context, data, property):
attrs = getattr(data, property)
ret = []
idxs = []
for idx, item in enumerate(attrs):
skip = (
(item.domain not in {"POINT", "CORNER"}) or
(item.data_type not in {"FLOAT_COLOR", "BYTE_COLOR"}) or
(not item.is_internal)
)
ret.append(self.bitflag_filter_item if not skip else 0)
idxs.append(idx)
return ret, idxs
class MESH_UL_color_attributes(UIList, ColorAttributesListBase):
def draw_item(self, _context, layout, data, attribute, _icon, _active_data, _active_propname, _index):
data_type = attribute.bl_rna.properties['data_type'].enum_items[attribute.data_type]
domain_name = self.display_domain_names.get(attribute.domain, "")
split = layout.split(factor=0.50)
split.emboss = 'NONE'
split.prop(attribute, "name", text="", icon='GROUP_VCOL')
sub = split.row()
sub.alignment = 'RIGHT'
sub.active = False
sub.label(text="%s%s" % (domain_name, data_type.name))
active_render = _index == data.color_attributes.render_color_index
row = layout.row()
row.emboss = 'NONE'
prop = row.operator(
"geometry.color_attribute_render_set",
text="",
icon='RESTRICT_RENDER_OFF' if active_render else 'RESTRICT_RENDER_ON',
)
prop.name = attribute.name
class MESH_UL_color_attributes_selector(UIList, ColorAttributesListBase):
def draw_item(self, _context, layout, _data, attribute, _icon, _active_data, _active_propname, _index):
layout.emboss = 'NONE'
layout.prop(attribute, "name", text="", icon='GROUP_VCOL')
class DATA_PT_vertex_colors(DATA_PT_mesh_attributes, Panel):
bl_label = "Color Attributes"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
def draw(self, context):
mesh = context.mesh
layout = self.layout
row = layout.row()
col = row.column()
col.template_list(
"MESH_UL_color_attributes",
"color_attributes",
mesh,
"color_attributes",
mesh.color_attributes,
"active_color_index",
rows=3,
)
col = row.column(align=True)
col.operator("geometry.color_attribute_add", icon='ADD', text="")
col.operator("geometry.color_attribute_remove", icon='REMOVE', text="")
col.separator()
col.menu("MESH_MT_color_attribute_context_menu", icon='DOWNARROW_HLT', text="")
self.draw_attribute_warnings(context, layout)
classes = (
MESH_MT_vertex_group_context_menu,
MESH_MT_shape_key_context_menu,
MESH_MT_color_attribute_context_menu,
MESH_MT_attribute_context_menu,
MESH_UL_vgroups,
MESH_UL_fmaps,
MESH_UL_shape_keys,
MESH_UL_uvmaps,
MESH_UL_attributes,
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_mesh_attributes,
DATA_PT_normals,
DATA_PT_texture_space,
DATA_PT_remesh,
DATA_PT_customdata,
DATA_PT_custom_props_mesh,
MESH_UL_color_attributes,
MESH_UL_color_attributes_selector,
)
if __name__ == "__main__": # only for live edit.
from bpy.utils import register_class
for cls in classes:
register_class(cls)