363 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			363 lines
		
	
	
		
			11 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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| 
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| # <pep8 compliant>
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| import bpy
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| from rna_prop_ui import PropertyPanel
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| 
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| 
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| class MESH_MT_vertex_group_specials(bpy.types.Menu):
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|     bl_label = "Vertex Group Specials"
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|     COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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| 
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|     def draw(self, context):
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|         layout = self.layout
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| 
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|         layout.operator("object.vertex_group_sort", icon='SORTALPHA')
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|         layout.operator("object.vertex_group_copy", icon='COPY_ID')
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|         layout.operator("object.vertex_group_copy_to_linked", icon='LINK_AREA')
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|         layout.operator("object.vertex_group_copy_to_selected", icon='LINK_AREA')
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|         layout.operator("object.vertex_group_mirror", icon='ARROW_LEFTRIGHT')
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| 
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| 
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| class MESH_MT_shape_key_specials(bpy.types.Menu):
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|     bl_label = "Shape Key Specials"
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|     COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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| 
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|     def draw(self, context):
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|         layout = self.layout
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| 
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|         layout.operator("object.shape_key_transfer", icon='COPY_ID') # icon is not ideal
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|         layout.operator("object.join_shapes", icon='COPY_ID') # icon is not ideal
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|         layout.operator("object.shape_key_mirror", icon='ARROW_LEFTRIGHT')
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| 
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| 
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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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| 
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|     @classmethod
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|     def poll(cls, context):
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|         engine = context.scene.render.engine
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|         return context.mesh and (engine in cls.COMPAT_ENGINES)
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| 
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| 
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| class DATA_PT_context_mesh(MeshButtonsPanel, bpy.types.Panel):
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|     bl_label = ""
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|     bl_options = {'HIDE_HEADER'}
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|     COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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| 
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|     def draw(self, context):
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|         layout = self.layout
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| 
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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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| 
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|         split = layout.split(percentage=0.65)
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|         if ob:
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|             split.template_ID(ob, "data")
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|             split.separator()
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|         elif mesh:
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|             split.template_ID(space, "pin_id")
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|             split.separator()
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| 
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| 
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| class DATA_PT_normals(MeshButtonsPanel, bpy.types.Panel):
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|     bl_label = "Normals"
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|     COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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| 
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|     def draw(self, context):
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|         layout = self.layout
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| 
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|         mesh = context.mesh
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| 
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|         split = layout.split()
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| 
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|         col = split.column()
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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
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|         sub.prop(mesh, "auto_smooth_angle", text="Angle")
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| 
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|         col = split.column()
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| 
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|         col.prop(mesh, "show_double_sided")
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| 
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| 
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| class DATA_PT_settings(MeshButtonsPanel, bpy.types.Panel):
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|     bl_label = "Settings"
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|     COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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| 
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|     def draw(self, context):
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|         layout = self.layout
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| 
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|         mesh = context.mesh
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| 
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|         layout.prop(mesh, "texture_mesh")
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| 
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| 
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| class DATA_PT_vertex_groups(MeshButtonsPanel, bpy.types.Panel):
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|     bl_label = "Vertex Groups"
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|     COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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| 
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|     @classmethod
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|     def poll(cls, context):
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|         engine = context.scene.render.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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| 
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|     def draw(self, context):
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|         layout = self.layout
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| 
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|         ob = context.object
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|         group = ob.vertex_groups.active
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| 
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|         rows = 2
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|         if group:
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|             rows = 5
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| 
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|         row = layout.row()
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|         row.template_list(ob, "vertex_groups", ob.vertex_groups, "active_index", rows=rows)
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| 
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|         col = row.column(align=True)
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|         col.operator("object.vertex_group_add", icon='ZOOMIN', text="")
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|         col.operator("object.vertex_group_remove", icon='ZOOMOUT', text="")
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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.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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| 
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|         if group:
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|             row = layout.row()
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|             row.prop(group, "name")
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| 
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|         if ob.mode == 'EDIT' and len(ob.vertex_groups) > 0:
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|             row = layout.row()
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| 
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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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| 
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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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| 
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|             layout.prop(context.tool_settings, "vertex_group_weight", text="Weight")
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| 
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| 
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| class DATA_PT_shape_keys(MeshButtonsPanel, bpy.types.Panel):
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|     bl_label = "Shape Keys"
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|     COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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| 
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|     @classmethod
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|     def poll(cls, context):
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|         engine = context.scene.render.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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| 
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|     def draw(self, context):
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|         layout = self.layout
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| 
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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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| 
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|         enable_edit = ob.mode != 'EDIT'
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|         enable_edit_value = False
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| 
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|         if ob.show_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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| 
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|         row = layout.row()
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| 
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|         rows = 2
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|         if kb:
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|             rows = 5
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|         row.template_list(key, "keys", ob, "active_shape_key_index", rows=rows)
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| 
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|         col = row.column()
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| 
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|         sub = col.column(align=True)
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|         sub.operator("object.shape_key_add", icon='ZOOMIN', text="")
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|         sub.operator("object.shape_key_remove", icon='ZOOMOUT', text="")
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|         sub.menu("MESH_MT_shape_key_specials", icon='DOWNARROW_HLT', text="")
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| 
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|         if kb:
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|             col.separator()
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| 
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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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| 
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|             split = layout.split(percentage=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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| 
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|             row = split.row()
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|             row.alignment = 'RIGHT'
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| 
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|             sub = row.row(align=True)
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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_shape_key", text="")
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|             subsub.prop(kb, "mute", text="")
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|             sub.prop(ob, "use_shape_key_edit_mode", text="")
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| 
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|             sub = row.row()
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|             sub.operator("object.shape_key_clear", icon='X', text="")
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| 
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|             row = layout.row()
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|             row.prop(kb, "name")
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| 
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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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| 
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|                     split = layout.split()
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| 
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|                     col = split.column(align=True)
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|                     col.active = enable_edit_value
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|                     col.label(text="Range:")
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|                     col.prop(kb, "slider_min", text="Min")
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|                     col.prop(kb, "slider_max", text="Max")
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| 
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|                     col = split.column(align=True)
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|                     col.active = enable_edit_value
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|                     col.label(text="Blend:")
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|                     col.prop_search(kb, "vertex_group", ob, "vertex_groups", text="")
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|                     col.prop_search(kb, "relative_key", key, "keys", text="")
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| 
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|             else:
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|                 row = layout.row()
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|                 row.active = enable_edit_value
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|                 row.prop(key, "slurph")
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| 
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| 
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| class DATA_PT_uv_texture(MeshButtonsPanel, bpy.types.Panel):
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|     bl_label = "UV Texture"
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|     COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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| 
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|     def draw(self, context):
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|         layout = self.layout
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| 
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|         me = context.mesh
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| 
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|         row = layout.row()
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|         col = row.column()
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| 
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|         col.template_list(me, "uv_textures", me.uv_textures, "active_index", rows=2)
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| 
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|         col = row.column(align=True)
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|         col.operator("mesh.uv_texture_add", icon='ZOOMIN', text="")
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|         col.operator("mesh.uv_texture_remove", icon='ZOOMOUT', text="")
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| 
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|         lay = me.uv_textures.active
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|         if lay:
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|             layout.prop(lay, "name")
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| 
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| 
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| class DATA_PT_texface(MeshButtonsPanel, bpy.types.Panel):
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|     bl_label = "Texture Face"
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|     COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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| 
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|     @classmethod
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|     def poll(cls, context):
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|         ob = context.active_object
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|         rd = context.scene.render
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| 
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|         return (context.mode == 'EDIT_MESH') and (rd.engine == 'BLENDER_GAME') and ob and ob.type == 'MESH'
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| 
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|     def draw(self, context):
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|         layout = self.layout
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|         col = layout.column()
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| 
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|         me = context.mesh
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| 
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|         tf = me.faces.active_tface
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| 
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|         if tf:
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|             split = layout.split()
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|             col = split.column()
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| 
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|             col.prop(tf, "use_bitmap_text")
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|             col.prop(tf, "use_light")
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|             col.prop(tf, "hide")
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|             col.prop(tf, "use_collision")
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| 
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|             col.prop(tf, "use_blend_shared")
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|             col.prop(tf, "use_twoside")
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|             col.prop(tf, "use_object_color")
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| 
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|             col = split.column()
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| 
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|             col.prop(tf, "use_halo")
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|             col.prop(tf, "use_billboard")
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|             col.prop(tf, "use_shadow_cast")
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|             col.prop(tf, "use_bitmap_text")
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|             col.prop(tf, "use_alpha_sort")
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| 
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|             col = layout.column()
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|             col.prop(tf, "blend_type")
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|         else:
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|             col.label(text="No UV Texture")
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| 
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| 
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| class DATA_PT_vertex_colors(MeshButtonsPanel, bpy.types.Panel):
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|     bl_label = "Vertex Colors"
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|     COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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| 
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|     def draw(self, context):
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|         layout = self.layout
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| 
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|         me = context.mesh
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| 
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|         row = layout.row()
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|         col = row.column()
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| 
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|         col.template_list(me, "vertex_colors", me.vertex_colors, "active_index", rows=2)
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| 
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|         col = row.column(align=True)
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|         col.operator("mesh.vertex_color_add", icon='ZOOMIN', text="")
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|         col.operator("mesh.vertex_color_remove", icon='ZOOMOUT', text="")
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| 
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|         lay = me.vertex_colors.active
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|         if lay:
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|             layout.prop(lay, "name")
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| 
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| 
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| class DATA_PT_custom_props_mesh(MeshButtonsPanel, PropertyPanel, bpy.types.Panel):
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|     COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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|     _context_path = "object.data"
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| 
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| 
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| def register():
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|     pass
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| 
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| 
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| def unregister():
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|     pass
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| 
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| if __name__ == "__main__":
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|     register()
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