- removed 2.4x release/scripts

- moved release/io and release/ui into release/scripts/io, ui
- updated scons, cmake, make

When porting 2.4x scripts back, use a command like this so as not to loose the commit history...
 
 svn cp https://svn.blender.org/svnroot/bf-blender/branches/blender2.4/release/scripts/raw_import.py release/scripts/io/import_raw.py
This commit is contained in:
Campbell Barton
2009-09-28 03:19:52 +00:00
parent 0cbc87b428
commit 2d797f35d8
229 changed files with 7 additions and 94278 deletions

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# for slightly faster access
from bpy.__ops__ import add as op_add
from bpy.__ops__ import remove as op_remove
from bpy.__ops__ import dir as op_dir
from bpy.__ops__ import call as op_call
from bpy.__ops__ import as_string as op_as_string
from bpy.__ops__ import get_rna as op_get_rna
# Keep in sync with WM_types.h
context_dict = {
'INVOKE_DEFAULT':0,
'INVOKE_REGION_WIN':1,
'INVOKE_AREA':2,
'INVOKE_SCREEN':3,
'EXEC_DEFAULT':4,
'EXEC_REGION_WIN':5,
'EXEC_AREA':6,
'EXEC_SCREEN':7,
}
class bpy_ops(object):
'''
Fake module like class.
bpy.ops
'''
def add(self, pyop):
op_add(pyop)
def remove(self, pyop):
op_remove(pyop)
def __getattr__(self, module):
'''
gets a bpy.ops submodule
'''
return bpy_ops_submodule(module)
def __dir__(self):
submodules = set()
# add this classes functions
for id_name in dir(self.__class__):
if not id_name.startswith('__'):
submodules.add(id_name)
for id_name in op_dir():
id_split = id_name.split('_OT_', 1)
if len(id_split) == 2:
submodules.add(id_split[0].lower())
else:
submodules.add(id_split[0])
return list(submodules)
def __repr__(self):
return "<module like class 'bpy.ops'>"
class bpy_ops_submodule(object):
'''
Utility class to fake submodules.
eg. bpy.ops.object
'''
__keys__ = ('module',)
def __init__(self, module):
self.module = module
def __getattr__(self, func):
'''
gets a bpy.ops.submodule function
'''
return bpy_ops_submodule_op(self.module, func)
def __dir__(self):
functions = set()
module_upper = self.module.upper()
for id_name in op_dir():
id_split = id_name.split('_OT_', 1)
if len(id_split) == 2 and module_upper == id_split[0]:
functions.add(id_split[1])
return list(functions)
def __repr__(self):
return "<module like class 'bpy.ops.%s'>" % self.module
class bpy_ops_submodule_op(object):
'''
Utility class to fake submodule operators.
eg. bpy.ops.object.somefunc
'''
__keys__ = ('module', 'func')
def __init__(self, module, func):
self.module = module
self.func = func
def idname(self):
# submod.foo -> SUBMOD_OT_foo
return self.module.upper() + '_OT_' + self.func
def __call__(self, *args, **kw):
# Get the operator from blender
if len(args) > 1:
raise ValueError("only one argument for the execution context is supported ")
if args:
try:
context = context_dict[args[0]]
except:
raise ValueError("Expected a single context argument in: " + str(list(context_dict.keys())))
return op_call(self.idname(), kw, context)
else:
return op_call(self.idname(), kw)
def get_rna(self):
'''
currently only used for '__rna__'
'''
return op_get_rna(self.idname())
def __repr__(self): # useful display, repr(op)
return op_as_string(self.idname())
def __str__(self): # used for print(...)
return "<function bpy.ops.%s.%s at 0x%x'>" % (self.module, self.func, id(self))
import bpy
bpy.ops = bpy_ops()

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import bpy
class DataButtonsPanel(bpy.types.Panel):
__space_type__ = 'PROPERTIES'
__region_type__ = 'WINDOW'
__context__ = "data"
def poll(self, context):
return context.armature
class DATA_PT_context_arm(DataButtonsPanel):
__show_header__ = False
def draw(self, context):
layout = self.layout
ob = context.object
arm = context.armature
space = context.space_data
split = layout.split(percentage=0.65)
if ob:
split.template_ID(ob, "data")
split.itemS()
elif arm:
split.template_ID(space, "pin_id")
split.itemS()
class DATA_PT_skeleton(DataButtonsPanel):
__label__ = "Skeleton"
def draw(self, context):
layout = self.layout
ob = context.object
arm = context.armature
space = context.space_data
layout.itemR(arm, "pose_position", expand=True)
split = layout.split()
col = split.column()
col.itemL(text="Layers:")
col.itemR(arm, "layer", text="")
col.itemL(text="Protected Layers:")
col.itemR(arm, "layer_protection", text="")
col.itemL(text="Edit Options:")
col.itemR(arm, "x_axis_mirror")
col.itemR(arm, "auto_ik")
col = split.column()
col.itemL(text="Deform:")
col.itemR(arm, "deform_vertexgroups", text="Vertex Groups")
col.itemR(arm, "deform_envelope", text="Envelopes")
col.itemR(arm, "deform_quaternion", text="Quaternion")
col.itemR(arm, "deform_bbone_rest", text="B-Bones Rest")
class DATA_PT_display(DataButtonsPanel):
__label__ = "Display"
def draw(self, context):
layout = self.layout
arm = context.armature
layout.row().itemR(arm, "drawtype", expand=True)
flow = layout.column_flow()
flow.itemR(arm, "draw_names", text="Names")
flow.itemR(arm, "draw_axes", text="Axes")
flow.itemR(arm, "draw_custom_bone_shapes", text="Shapes")
flow.itemR(arm, "draw_group_colors", text="Colors")
flow.itemR(arm, "delay_deform", text="Delay Refresh")
class DATA_PT_bone_groups(DataButtonsPanel):
__label__ = "Bone Groups"
def poll(self, context):
return (context.object and context.object.type=='ARMATURE' and context.object.pose)
def draw(self, context):
layout = self.layout
ob = context.object
pose = ob.pose
row = layout.row()
row.template_list(pose, "bone_groups", pose, "active_bone_group_index")
col = row.column(align=True)
col.active = (ob.proxy == None)
col.itemO("pose.group_add", icon='ICON_ZOOMIN', text="")
col.itemO("pose.group_remove", icon='ICON_ZOOMOUT', text="")
group = pose.active_bone_group
if group:
col = layout.column()
col.active= (ob.proxy == None)
col.itemR(group, "name")
split = layout.split(0.5)
split.active= (ob.proxy == None)
split.itemR(group, "color_set")
if group.color_set:
split.template_triColorSet(group, "colors")
row = layout.row(align=True)
row.active = (ob.proxy == None)
row.itemO("pose.group_assign", text="Assign")
row.itemO("pose.group_remove", text="Remove") #row.itemO("pose.bone_group_remove_from", text="Remove")
#row.itemO("object.bone_group_select", text="Select")
#row.itemO("object.bone_group_deselect", text="Deselect")
class DATA_PT_paths(DataButtonsPanel):
__label__ = "Paths"
def draw(self, context):
layout = self.layout
arm = context.armature
layout.itemR(arm, "paths_type", expand=True)
split = layout.split()
col = split.column()
sub = col.column(align=True)
if (arm.paths_type == 'CURRENT_FRAME'):
sub.itemR(arm, "path_before_current", text="Before")
sub.itemR(arm, "path_after_current", text="After")
elif (arm.paths_type == 'RANGE'):
sub.itemR(arm, "path_start_frame", text="Start")
sub.itemR(arm, "path_end_frame", text="End")
sub.itemR(arm, "path_size", text="Step")
col.row().itemR(arm, "paths_location", expand=True)
col = split.column()
col.itemL(text="Display:")
col.itemR(arm, "paths_show_frame_numbers", text="Frame Numbers")
col.itemR(arm, "paths_highlight_keyframes", text="Keyframes")
col.itemR(arm, "paths_show_keyframe_numbers", text="Keyframe Numbers")
layout.itemS()
row = layout.row()
row.itemO("pose.paths_calculate", text="Calculate Paths")
row.itemO("pose.paths_clear", text="Clear Paths")
class DATA_PT_ghost(DataButtonsPanel):
__label__ = "Ghost"
def draw(self, context):
layout = self.layout
arm = context.armature
layout.itemR(arm, "ghost_type", expand=True)
split = layout.split()
col = split.column()
sub = col.column(align=True)
if arm.ghost_type == 'RANGE':
sub.itemR(arm, "ghost_start_frame", text="Start")
sub.itemR(arm, "ghost_end_frame", text="End")
sub.itemR(arm, "ghost_size", text="Step")
elif arm.ghost_type == 'CURRENT_FRAME':
sub.itemR(arm, "ghost_step", text="Range")
sub.itemR(arm, "ghost_size", text="Step")
col = split.column()
col.itemL(text="Display:")
col.itemR(arm, "ghost_only_selected", text="Selected Only")
bpy.types.register(DATA_PT_context_arm)
bpy.types.register(DATA_PT_skeleton)
bpy.types.register(DATA_PT_display)
bpy.types.register(DATA_PT_bone_groups)
bpy.types.register(DATA_PT_paths)
bpy.types.register(DATA_PT_ghost)

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import bpy
class BoneButtonsPanel(bpy.types.Panel):
__space_type__ = 'PROPERTIES'
__region_type__ = 'WINDOW'
__context__ = "bone"
def poll(self, context):
return (context.bone or context.edit_bone)
class BONE_PT_context_bone(BoneButtonsPanel):
__show_header__ = False
def draw(self, context):
layout = self.layout
bone = context.bone
if not bone:
bone = context.edit_bone
row = layout.row()
row.itemL(text="", icon='ICON_BONE_DATA')
row.itemR(bone, "name", text="")
class BONE_PT_transform(BoneButtonsPanel):
__label__ = "Transform"
def draw(self, context):
layout = self.layout
ob = context.object
bone = context.bone
if not bone:
bone = context.edit_bone
row = layout.row()
row.column().itemR(bone, "head")
row.column().itemR(bone, "tail")
col = row.column()
sub = col.column(align=True)
sub.itemL(text="Roll:")
sub.itemR(bone, "roll", text="")
sub.itemL()
sub.itemR(bone, "locked")
else:
pchan = ob.pose.pose_channels[context.bone.name]
layout.itemR(pchan, "rotation_mode")
row = layout.row()
col = row.column()
col.itemR(pchan, "location")
col.active = not (bone.parent and bone.connected)
col = row.column()
if pchan.rotation_mode == 'QUATERNION':
col.itemR(pchan, "rotation", text="Rotation")
elif pchan.rotation_mode == 'AXIS_ANGLE':
col.itemL(text="Rotation")
col.itemR(pchan, "rotation_angle", text="Angle")
col.itemR(pchan, "rotation_axis", text="Axis")
else:
col.itemR(pchan, "euler_rotation", text="Rotation")
row.column().itemR(pchan, "scale")
if pchan.rotation_mode == 'QUATERNION':
col = layout.column(align=True)
col.itemL(text="Euler:")
col.row().itemR(pchan, "euler_rotation", text="")
class BONE_PT_transform_locks(BoneButtonsPanel):
__label__ = "Transform Locks"
__default_closed__ = True
def poll(self, context):
return context.bone
def draw(self, context):
layout = self.layout
ob = context.object
bone = context.bone
pchan = ob.pose.pose_channels[context.bone.name]
row = layout.row()
col = row.column()
col.itemR(pchan, "lock_location")
col.active = not (bone.parent and bone.connected)
col = row.column()
if pchan.rotation_mode in ('QUATERNION', 'AXIS_ANGLE'):
col.itemR(pchan, "lock_rotations_4d", text="Lock Rotation")
if pchan.lock_rotations_4d:
col.itemR(pchan, "lock_rotation_w", text="W")
col.itemR(pchan, "lock_rotation", text="")
else:
col.itemR(pchan, "lock_rotation", text="Rotation")
row.column().itemR(pchan, "lock_scale")
class BONE_PT_bone(BoneButtonsPanel):
__label__ = "Bone"
def draw(self, context):
layout = self.layout
ob = context.object
bone = context.bone
arm = context.armature
if not bone:
bone = context.edit_bone
pchan = None
else:
pchan = ob.pose.pose_channels[context.bone.name]
split = layout.split()
col = split.column()
col.itemL(text="Parent:")
if context.bone:
col.itemR(bone, "parent", text="")
else:
col.item_pointerR(bone, "parent", arm, "edit_bones", text="")
row = col.row()
row.active = bone.parent != None
row.itemR(bone, "connected")
col.itemL(text="Layers:")
col.itemR(bone, "layer", text="")
col = split.column()
col.itemL(text="Inherit:")
col.itemR(bone, "hinge", text="Rotation")
col.itemR(bone, "inherit_scale", text="Scale")
col.itemL(text="Display:")
col.itemR(bone, "draw_wire", text="Wireframe")
col.itemR(bone, "hidden", text="Hide")
if ob and pchan:
split = layout.split()
col = split.column()
col.itemL(text="Bone Group:")
col.item_pointerR(pchan, "bone_group", ob.pose, "bone_groups", text="")
col = split.column()
col.itemL(text="Custom Shape:")
col.itemR(pchan, "custom_shape", text="")
class BONE_PT_inverse_kinematics(BoneButtonsPanel):
__label__ = "Inverse Kinematics"
__default_closed__ = True
def poll(self, context):
ob = context.object
bone = context.bone
if ob and context.bone:
pchan = ob.pose.pose_channels[context.bone.name]
return pchan.has_ik
return False
def draw(self, context):
layout = self.layout
ob = context.object
bone = context.bone
pchan = ob.pose.pose_channels[context.bone.name]
row = layout.row()
row.itemR(ob.pose, "ik_solver")
split = layout.split(percentage=0.25)
split.itemR(pchan, "ik_dof_x", text="X")
row = split.row()
row.itemR(pchan, "ik_stiffness_x", text="Stiffness", slider=True)
row.active = pchan.ik_dof_x
split = layout.split(percentage=0.25)
row = split.row()
row.itemR(pchan, "ik_limit_x", text="Limit")
row.active = pchan.ik_dof_x
row = split.row(align=True)
row.itemR(pchan, "ik_min_x", text="")
row.itemR(pchan, "ik_max_x", text="")
row.active = pchan.ik_dof_x and pchan.ik_limit_x
split = layout.split(percentage=0.25)
split.itemR(pchan, "ik_dof_y", text="Y")
row = split.row()
row.itemR(pchan, "ik_stiffness_y", text="Stiffness", slider=True)
row.active = pchan.ik_dof_y
split = layout.split(percentage=0.25)
row = split.row()
row.itemR(pchan, "ik_limit_y", text="Limit")
row.active = pchan.ik_dof_y
row = split.row(align=True)
row.itemR(pchan, "ik_min_y", text="")
row.itemR(pchan, "ik_max_y", text="")
row.active = pchan.ik_dof_y and pchan.ik_limit_y
split = layout.split(percentage=0.25)
split.itemR(pchan, "ik_dof_z", text="Z")
row = split.row()
row.itemR(pchan, "ik_stiffness_z", text="Stiffness", slider=True)
row.active = pchan.ik_dof_z
split = layout.split(percentage=0.25)
row = split.row()
row.itemR(pchan, "ik_limit_z", text="Limit")
row.active = pchan.ik_dof_z
row = split.row(align=True)
row.itemR(pchan, "ik_min_z", text="")
row.itemR(pchan, "ik_max_z", text="")
row.active = pchan.ik_dof_z and pchan.ik_limit_z
split = layout.split()
split.itemR(pchan, "ik_stretch", text="Stretch", slider=True)
split.itemL()
if ob.pose.ik_solver == "ITASC":
layout.itemL(text="Joint constraint:")
split = layout.split(percentage=0.3)
row = split.row()
row.itemR(pchan, "ik_rot_control", text="Rotation")
row = split.row()
row.itemR(pchan, "ik_rot_weight", text="Weight", slider=True)
row.active = pchan.ik_rot_control
# not supported yet
#split = layout.split(percentage=0.3)
#row = split.row()
#row.itemR(pchan, "ik_lin_control", text="Size")
#row = split.row()
#row.itemR(pchan, "ik_lin_weight", text="Weight", slider=True)
#row.active = pchan.ik_lin_control
class BONE_PT_deform(BoneButtonsPanel):
__label__ = "Deform"
__default_closed__ = True
def draw_header(self, context):
bone = context.bone
if not bone:
bone = context.edit_bone
self.layout.itemR(bone, "deform", text="")
def draw(self, context):
layout = self.layout
bone = context.bone
if not bone:
bone = context.edit_bone
layout.active = bone.deform
split = layout.split()
col = split.column()
col.itemL(text="Envelope:")
sub = col.column(align=True)
sub.itemR(bone, "envelope_distance", text="Distance")
sub.itemR(bone, "envelope_weight", text="Weight")
col.itemR(bone, "multiply_vertexgroup_with_envelope", text="Multiply")
sub = col.column(align=True)
sub.itemL(text="Radius:")
sub.itemR(bone, "head_radius", text="Head")
sub.itemR(bone, "tail_radius", text="Tail")
col = split.column()
col.itemL(text="Curved Bones:")
sub = col.column(align=True)
sub.itemR(bone, "bbone_segments", text="Segments")
sub.itemR(bone, "bbone_in", text="Ease In")
sub.itemR(bone, "bbone_out", text="Ease Out")
col.itemL(text="Offset:")
col.itemR(bone, "cyclic_offset")
class BONE_PT_iksolver_itasc(BoneButtonsPanel):
__idname__ = "BONE_PT_iksolver_itasc"
__label__ = "iTaSC parameters"
__default_closed__ = True
def poll(self, context):
ob = context.object
bone = context.bone
if ob and context.bone:
pchan = ob.pose.pose_channels[context.bone.name]
return pchan.has_ik and ob.pose.ik_solver == "ITASC" and ob.pose.ik_param
return False
def draw(self, context):
layout = self.layout
ob = context.object
itasc = ob.pose.ik_param
layout.row().itemR(itasc, "simulation")
if itasc.simulation:
split = layout.split()
row = split.row()
row.itemR(itasc, "reiteration")
row = split.row()
if itasc.reiteration:
itasc.initial_reiteration = True
row.itemR(itasc, "initial_reiteration")
row.active = not itasc.reiteration
flow = layout.column_flow()
flow.itemR(itasc, "precision")
flow.itemR(itasc, "num_iter")
flow.active = not itasc.simulation or itasc.initial_reiteration or itasc.reiteration
if itasc.simulation:
layout.itemR(itasc, "auto_step")
row = layout.row()
if itasc.auto_step:
row.itemR(itasc, "min_step")
row.itemR(itasc, "max_step")
else:
row.itemR(itasc, "num_step")
layout.itemR(itasc, "solver")
if itasc.simulation:
layout.itemR(itasc, "feedback")
layout.itemR(itasc, "max_velocity")
if itasc.solver == "DLS":
row = layout.row()
row.itemR(itasc, "dampmax")
row.itemR(itasc, "dampeps")
bpy.types.register(BONE_PT_context_bone)
bpy.types.register(BONE_PT_transform)
bpy.types.register(BONE_PT_transform_locks)
bpy.types.register(BONE_PT_bone)
bpy.types.register(BONE_PT_deform)
bpy.types.register(BONE_PT_inverse_kinematics)
bpy.types.register(BONE_PT_iksolver_itasc)

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import bpy
class DataButtonsPanel(bpy.types.Panel):
__space_type__ = 'PROPERTIES'
__region_type__ = 'WINDOW'
__context__ = "data"
def poll(self, context):
return context.camera
class DATA_PT_context_camera(DataButtonsPanel):
__show_header__ = False
def draw(self, context):
layout = self.layout
ob = context.object
cam = context.camera
space = context.space_data
split = layout.split(percentage=0.65)
if ob:
split.template_ID(ob, "data")
split.itemS()
elif cam:
split.template_ID(space, "pin_id")
split.itemS()
class DATA_PT_camera(DataButtonsPanel):
__label__ = "Lens"
def draw(self, context):
layout = self.layout
cam = context.camera
layout.itemR(cam, "type", expand=True)
row = layout.row()
if cam.type == 'PERSP':
if cam.lens_unit == 'MILLIMETERS':
row.itemR(cam, "lens", text="Angle")
elif cam.lens_unit == 'DEGREES':
row.itemR(cam, "angle")
row.itemR(cam, "lens_unit", text="")
elif cam.type == 'ORTHO':
row.itemR(cam, "ortho_scale")
layout.itemR(cam, "panorama")
split = layout.split()
col = split.column(align=True)
col.itemL(text="Shift:")
col.itemR(cam, "shift_x", text="X")
col.itemR(cam, "shift_y", text="Y")
col = split.column(align=True)
col.itemL(text="Clipping:")
col.itemR(cam, "clip_start", text="Start")
col.itemR(cam, "clip_end", text="End")
layout.itemL(text="Depth of Field:")
row = layout.row()
row.itemR(cam, "dof_object", text="")
row.itemR(cam, "dof_distance", text="Distance")
class DATA_PT_camera_display(DataButtonsPanel):
__label__ = "Display"
def draw(self, context):
layout = self.layout
cam = context.camera
split = layout.split()
col = split.column()
col.itemR(cam, "show_limits", text="Limits")
col.itemR(cam, "show_mist", text="Mist")
col.itemR(cam, "show_title_safe", text="Title Safe")
col.itemR(cam, "show_name", text="Name")
col = split.column()
col.itemR(cam, "draw_size", text="Size")
col.itemS()
col.itemR(cam, "show_passepartout", text="Passepartout")
sub = col.column()
sub.active = cam.show_passepartout
sub.itemR(cam, "passepartout_alpha", text="Alpha", slider=True)
bpy.types.register(DATA_PT_context_camera)
bpy.types.register(DATA_PT_camera)
bpy.types.register(DATA_PT_camera_display)

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import bpy
class DataButtonsPanel(bpy.types.Panel):
__space_type__ = 'PROPERTIES'
__region_type__ = 'WINDOW'
__context__ = "data"
def poll(self, context):
return (context.object and context.object.type in ('CURVE', 'SURFACE') and context.curve)
class DataButtonsPanelCurve(DataButtonsPanel):
'''
Same as above but for curves only
'''
def poll(self, context):
return (context.object and context.object.type == 'CURVE' and context.curve)
class DataButtonsPanelActive(DataButtonsPanel):
'''
Same as above but for curves only
'''
def poll(self, context):
curve = context.curve
return (curve and curve.active_spline)
class DATA_PT_context_curve(DataButtonsPanel):
__show_header__ = False
def draw(self, context):
layout = self.layout
ob = context.object
curve = context.curve
space = context.space_data
split = layout.split(percentage=0.65)
if ob:
split.template_ID(ob, "data")
split.itemS()
elif curve:
split.template_ID(space, "pin_id")
split.itemS()
class DATA_PT_shape_curve(DataButtonsPanel):
__label__ = "Shape"
def draw(self, context):
layout = self.layout
ob = context.object
curve = context.curve
space = context.space_data
is_surf = (ob.type == 'SURFACE')
if not is_surf:
row = layout.row()
row.itemR(curve, "dimensions", expand=True)
split = layout.split()
col = split.column()
if not is_surf:
sub = col.column()
sub.active = (curve.dimensions=='2D')
sub.itemL(text="Caps:")
row = sub.row()
row.itemR(curve, "front")
row.itemR(curve, "back")
col.itemL(text="Textures:")
# col.itemR(curve, "uv_orco")
col.itemR(curve, "auto_texspace")
col = split.column()
col.itemL(text="Resolution:")
sub = col.column(align=True)
sub.itemR(curve, "resolution_u", text="Preview U")
sub.itemR(curve, "render_resolution_u", text="Render U")
if is_surf:
sub = col.column(align=True)
sub.itemR(curve, "resolution_v", text="Preview V")
sub.itemR(curve, "render_resolution_v", text="Render V")
# XXX - put somewhere nicer.
row= layout.row()
row.itemR(curve, "twist_mode")
row.itemR(curve, "twist_smooth") # XXX - may not be kept
# col.itemL(text="Display:")
# col.itemL(text="HANDLES")
# col.itemL(text="NORMALS")
# col.itemR(curve, "vertex_normal_flip")
class DATA_PT_geometry_curve(DataButtonsPanel):
__label__ = "Geometry"
def draw(self, context):
layout = self.layout
curve = context.curve
split = layout.split()
col = split.column()
col.itemL(text="Modification:")
col.itemR(curve, "width")
col.itemR(curve, "extrude")
col.itemL(text="Taper Object:")
col.itemR(curve, "taper_object", text="")
col = split.column()
col.itemL(text="Bevel:")
col.itemR(curve, "bevel_depth", text="Depth")
col.itemR(curve, "bevel_resolution", text="Resolution")
col.itemL(text="Bevel Object:")
col.itemR(curve, "bevel_object", text="")
class DATA_PT_pathanim(DataButtonsPanelCurve):
__label__ = "Path Animation"
def draw_header(self, context):
curve = context.curve
self.layout.itemR(curve, "use_path", text="")
def draw(self, context):
layout = self.layout
curve = context.curve
layout.active = curve.use_path
split = layout.split()
col = split.column()
col.itemR(curve, "path_length", text="Frames")
col.itemR(curve, "use_path_follow")
col = split.column()
col.itemR(curve, "use_stretch")
col.itemR(curve, "use_radius")
col.itemR(curve, "use_time_offset", text="Offset Children")
class DATA_PT_active_spline(DataButtonsPanelActive):
__label__ = "Active Spline"
def draw(self, context):
layout = self.layout
ob = context.object
curve = context.curve
act_spline = curve.active_spline
is_surf = (ob.type == 'SURFACE')
is_poly = (act_spline.type == 'POLY')
split = layout.split()
if is_poly:
# These settings are below but its easier to have
# poly's set aside since they use so few settings
col = split.column()
col.itemL(text="Cyclic:")
col.itemR(act_spline, "smooth")
col = split.column()
col.itemR(act_spline, "cyclic_u", text="U")
else:
col = split.column()
col.itemL(text="Cyclic:")
if act_spline.type == 'NURBS':
col.itemL(text="Bezier:")
col.itemL(text="Endpoint:")
col.itemL(text="Order:")
col.itemL(text="Resolution:")
col = split.column()
col.itemR(act_spline, "cyclic_u", text="U")
if act_spline.type == 'NURBS':
sub = col.column()
# sub.active = (not act_spline.cyclic_u)
sub.itemR(act_spline, "bezier_u", text="U")
sub.itemR(act_spline, "endpoint_u", text="U")
sub = col.column()
sub.itemR(act_spline, "order_u", text="U")
col.itemR(act_spline, "resolution_u", text="U")
if is_surf:
col = split.column()
col.itemR(act_spline, "cyclic_v", text="V")
# its a surface, assume its a nurb.
sub = col.column()
sub.active = (not act_spline.cyclic_v)
sub.itemR(act_spline, "bezier_v", text="V")
sub.itemR(act_spline, "endpoint_v", text="V")
sub = col.column()
sub.itemR(act_spline, "order_v", text="V")
sub.itemR(act_spline, "resolution_v", text="V")
if not is_surf:
split = layout.split()
col = split.column()
col.active = (curve.dimensions=='3D')
col.itemL(text="Interpolation:")
col.itemR(act_spline, "tilt_interpolation", text="Tilt")
col.itemR(act_spline, "radius_interpolation", text="Radius")
split = layout.split()
col = split.column()
col.itemR(act_spline, "smooth")
bpy.types.register(DATA_PT_context_curve)
bpy.types.register(DATA_PT_shape_curve)
bpy.types.register(DATA_PT_geometry_curve)
bpy.types.register(DATA_PT_pathanim)
bpy.types.register(DATA_PT_active_spline)

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import bpy
class DataButtonsPanel(bpy.types.Panel):
__space_type__ = 'PROPERTIES'
__region_type__ = 'WINDOW'
__context__ = "data"
def poll(self, context):
return (context.object and context.object.type == 'EMPTY')
class DATA_PT_empty(DataButtonsPanel):
__label__ = "Empty"
def draw(self, context):
layout = self.layout
ob = context.object
layout.itemR(ob, "empty_draw_type", text="Draw Type")
layout.itemR(ob, "empty_draw_size", text="Draw Size")
bpy.types.register(DATA_PT_empty)

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import bpy
class DataButtonsPanel(bpy.types.Panel):
__space_type__ = 'PROPERTIES'
__region_type__ = 'WINDOW'
__context__ = "data"
def poll(self, context):
return context.lamp
class DATA_PT_preview(DataButtonsPanel):
__label__ = "Preview"
def draw(self, context):
self.layout.template_preview(context.lamp)
class DATA_PT_context_lamp(DataButtonsPanel):
__show_header__ = False
def draw(self, context):
layout = self.layout
ob = context.object
lamp = context.lamp
space = context.space_data
split = layout.split(percentage=0.65)
if ob:
split.template_ID(ob, "data")
split.itemS()
elif lamp:
split.template_ID(space, "pin_id")
split.itemS()
class DATA_PT_lamp(DataButtonsPanel):
__label__ = "Lamp"
def draw(self, context):
layout = self.layout
lamp = context.lamp
layout.itemR(lamp, "type", expand=True)
split = layout.split()
col = split.column()
sub = col.column()
sub.itemR(lamp, "color", text="")
sub.itemR(lamp, "energy")
if lamp.type in ('POINT', 'SPOT'):
sub.itemL(text="Falloff:")
sub.itemR(lamp, "falloff_type", text="")
sub.itemR(lamp, "distance")
if lamp.falloff_type == 'LINEAR_QUADRATIC_WEIGHTED':
col.itemL(text="Attenuation Factors:")
sub = col.column(align=True)
sub.itemR(lamp, "linear_attenuation", slider=True, text="Linear")
sub.itemR(lamp, "quadratic_attenuation", slider=True, text="Quadratic")
col.itemR(lamp, "sphere")
if lamp.type == 'AREA':
col.itemR(lamp, "distance")
col.itemR(lamp, "gamma")
col = split.column()
col.itemR(lamp, "negative")
col.itemR(lamp, "layer", text="This Layer Only")
col.itemR(lamp, "specular")
col.itemR(lamp, "diffuse")
class DATA_PT_sunsky(DataButtonsPanel):
__label__ = "Sky & Atmosphere"
def poll(self, context):
lamp = context.lamp
return (lamp and lamp.type == 'SUN')
def draw(self, context):
layout = self.layout
lamp = context.lamp.sky
layout.itemR(lamp, "sky")
row = layout.row()
row.active = lamp.sky or lamp.atmosphere
row.itemR(lamp, "atmosphere_turbidity", text="Turbidity")
split = layout.split()
col = split.column()
col.active = lamp.sky
col.itemL(text="Blending:")
sub = col.column()
sub.itemR(lamp, "sky_blend_type", text="")
sub.itemR(lamp, "sky_blend", text="Factor")
col.itemL(text="Color Space:")
sub = col.column()
sub.row().itemR(lamp, "sky_color_space", expand=True)
sub.itemR(lamp, "sky_exposure", text="Exposure")
col = split.column()
col.active = lamp.sky
col.itemL(text="Horizon:")
sub = col.column()
sub.itemR(lamp, "horizon_brightness", text="Brightness")
sub.itemR(lamp, "spread", text="Spread")
col.itemL(text="Sun:")
sub = col.column()
sub.itemR(lamp, "sun_brightness", text="Brightness")
sub.itemR(lamp, "sun_size", text="Size")
sub.itemR(lamp, "backscattered_light", slider=True,text="Back Light")
layout.itemS()
layout.itemR(lamp, "atmosphere")
split = layout.split()
col = split.column()
col.active = lamp.atmosphere
col.itemL(text="Intensity:")
col.itemR(lamp, "sun_intensity", text="Sun")
col.itemR(lamp, "atmosphere_distance_factor", text="Distance")
col = split.column()
col.active = lamp.atmosphere
col.itemL(text="Scattering:")
sub = col.column(align=True)
sub.itemR(lamp, "atmosphere_inscattering", slider=True, text="Inscattering")
sub.itemR(lamp, "atmosphere_extinction", slider=True ,text="Extinction")
class DATA_PT_shadow(DataButtonsPanel):
__label__ = "Shadow"
def poll(self, context):
lamp = context.lamp
return (lamp and lamp.type in ('POINT','SUN', 'SPOT', 'AREA'))
def draw(self, context):
layout = self.layout
lamp = context.lamp
layout.itemR(lamp, "shadow_method", expand=True)
if lamp.shadow_method != 'NOSHADOW':
split = layout.split()
col = split.column()
col.itemR(lamp, "shadow_color", text="")
col = split.column()
col.itemR(lamp, "shadow_layer", text="This Layer Only")
col.itemR(lamp, "only_shadow")
if lamp.shadow_method == 'RAY_SHADOW':
col = layout.column()
col.itemL(text="Sampling:")
col.row().itemR(lamp, "shadow_ray_sampling_method", expand=True)
if lamp.type in ('POINT', 'SUN', 'SPOT'):
split = layout.split()
col = split.column()
col.itemR(lamp, "shadow_soft_size", text="Soft Size")
col.itemR(lamp, "shadow_ray_samples", text="Samples")
if lamp.shadow_ray_sampling_method == 'ADAPTIVE_QMC':
col.itemR(lamp, "shadow_adaptive_threshold", text="Threshold")
col = split.column()
elif lamp.type == 'AREA':
split = layout.split()
col = split.column()
sub = split.column(align=True)
if lamp.shape == 'SQUARE':
col.itemR(lamp, "shadow_ray_samples_x", text="Samples")
elif lamp.shape == 'RECTANGLE':
col.itemR(lamp, "shadow_ray_samples_x", text="Samples X")
col.itemR(lamp, "shadow_ray_samples_y", text="Samples Y")
if lamp.shadow_ray_sampling_method == 'ADAPTIVE_QMC':
col.itemR(lamp, "shadow_adaptive_threshold", text="Threshold")
elif lamp.shadow_ray_sampling_method == 'CONSTANT_JITTERED':
sub.itemR(lamp, "umbra")
sub.itemR(lamp, "dither")
sub.itemR(lamp, "jitter")
elif lamp.shadow_method == 'BUFFER_SHADOW':
col = layout.column()
col.itemL(text="Buffer Type:")
col.row().itemR(lamp, "shadow_buffer_type", expand=True)
if lamp.shadow_buffer_type in ('REGULAR', 'HALFWAY'):
split = layout.split()
col = split.column()
col.itemL(text="Filter Type:")
col.itemR(lamp, "shadow_filter_type", text="")
sub = col.column(align=True)
sub.itemR(lamp, "shadow_buffer_soft", text="Soft")
sub.itemR(lamp, "shadow_buffer_bias", text="Bias")
col = split.column()
col.itemL(text="Sample Buffers:")
col.itemR(lamp, "shadow_sample_buffers", text="")
sub = col.column(align=True)
sub.itemR(lamp, "shadow_buffer_size", text="Size")
sub.itemR(lamp, "shadow_buffer_samples", text="Samples")
elif lamp.shadow_buffer_type == 'IRREGULAR':
layout.itemR(lamp, "shadow_buffer_bias", text="Bias")
row = layout.row()
row.itemR(lamp, "auto_clip_start", text="Autoclip Start")
sub = row.row()
sub.active = not lamp.auto_clip_start
sub.itemR(lamp, "shadow_buffer_clip_start", text="Clip Start")
row = layout.row()
row.itemR(lamp, "auto_clip_end", text="Autoclip End")
sub = row.row()
sub.active = not lamp.auto_clip_end
sub.itemR(lamp, "shadow_buffer_clip_end", text=" Clip End")
class DATA_PT_area(DataButtonsPanel):
__label__ = "Area Shape"
def poll(self, context):
lamp = context.lamp
return (lamp and lamp.type == 'AREA')
def draw(self, context):
layout = self.layout
lamp = context.lamp
split = layout.split()
col = split.column()
col.itemR(lamp, "shape", text="")
sub = col.column(align=True)
if (lamp.shape == 'SQUARE'):
sub.itemR(lamp, "size")
elif (lamp.shape == 'RECTANGLE'):
sub.itemR(lamp, "size", text="Size X")
sub.itemR(lamp, "size_y", text="Size Y")
class DATA_PT_spot(DataButtonsPanel):
__label__ = "Spot Shape"
def poll(self, context):
lamp = context.lamp
return (lamp and lamp.type == 'SPOT')
def draw(self, context):
layout = self.layout
lamp = context.lamp
split = layout.split()
col = split.column()
sub = col.column(align=True)
sub.itemR(lamp, "spot_size", text="Size")
sub.itemR(lamp, "spot_blend", text="Blend")
col.itemR(lamp, "square")
col = split.column()
col.itemR(lamp, "halo")
sub = col.column(align=True)
sub.active = lamp.halo
sub.itemR(lamp, "halo_intensity", text="Intensity")
if lamp.shadow_method == 'BUFFER_SHADOW':
sub.itemR(lamp, "halo_step", text="Step")
class DATA_PT_falloff_curve(DataButtonsPanel):
__label__ = "Falloff Curve"
__default_closed__ = True
def poll(self, context):
lamp = context.lamp
return (lamp and lamp.type in ('POINT', 'SPOT') and lamp.falloff_type == 'CUSTOM_CURVE')
def draw(self, context):
lamp = context.lamp
self.layout.template_curve_mapping(lamp, "falloff_curve")
bpy.types.register(DATA_PT_context_lamp)
bpy.types.register(DATA_PT_preview)
bpy.types.register(DATA_PT_lamp)
bpy.types.register(DATA_PT_falloff_curve)
bpy.types.register(DATA_PT_area)
bpy.types.register(DATA_PT_spot)
bpy.types.register(DATA_PT_shadow)
bpy.types.register(DATA_PT_sunsky)

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import bpy
class DataButtonsPanel(bpy.types.Panel):
__space_type__ = 'PROPERTIES'
__region_type__ = 'WINDOW'
__context__ = "data"
def poll(self, context):
return context.lattice
class DATA_PT_context_lattice(DataButtonsPanel):
__show_header__ = False
def draw(self, context):
layout = self.layout
ob = context.object
lat = context.lattice
space = context.space_data
split = layout.split(percentage=0.65)
if ob:
split.template_ID(ob, "data")
split.itemS()
elif lat:
split.template_ID(space, "pin_id")
split.itemS()
class DATA_PT_lattice(DataButtonsPanel):
__label__ = "Lattice"
def draw(self, context):
layout = self.layout
lat = context.lattice
row = layout.row()
row.itemR(lat, "points_u")
row.itemR(lat, "interpolation_type_u", expand=True)
row = layout.row()
row.itemR(lat, "points_v")
row.itemR(lat, "interpolation_type_v", expand=True)
row = layout.row()
row.itemR(lat, "points_w")
row.itemR(lat, "interpolation_type_w", expand=True)
row = layout.row()
row.itemO("lattice.make_regular")
row.itemR(lat, "outside")
bpy.types.register(DATA_PT_context_lattice)
bpy.types.register(DATA_PT_lattice)

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import bpy
class DataButtonsPanel(bpy.types.Panel):
__space_type__ = 'PROPERTIES'
__region_type__ = 'WINDOW'
__context__ = "data"
def poll(self, context):
return context.mesh
class DATA_PT_context_mesh(DataButtonsPanel):
__show_header__ = False
def draw(self, context):
layout = self.layout
ob = context.object
mesh = context.mesh
space = context.space_data
split = layout.split(percentage=0.65)
if ob:
split.template_ID(ob, "data")
split.itemS()
elif mesh:
split.template_ID(space, "pin_id")
split.itemS()
class DATA_PT_normals(DataButtonsPanel):
__label__ = "Normals"
def draw(self, context):
layout = self.layout
mesh = context.mesh
split = layout.split()
col = split.column()
col.itemR(mesh, "autosmooth")
sub = col.column()
sub.active = mesh.autosmooth
sub.itemR(mesh, "autosmooth_angle", text="Angle")
col = split.column()
col.itemR(mesh, "vertex_normal_flip")
col.itemR(mesh, "double_sided")
class DATA_PT_vertex_groups(DataButtonsPanel):
__label__ = "Vertex Groups"
def poll(self, context):
return (context.object and context.object.type in ('MESH', 'LATTICE'))
def draw(self, context):
layout = self.layout
ob = context.object
row = layout.row()
row.template_list(ob, "vertex_groups", ob, "active_vertex_group_index", rows=2)
col = row.column(align=True)
col.itemO("object.vertex_group_add", icon='ICON_ZOOMIN', text="")
col.itemO("object.vertex_group_remove", icon='ICON_ZOOMOUT', text="")
col.itemO("object.vertex_group_copy", icon='ICON_COPYDOWN', text="")
if ob.data.users > 1:
col.itemO("object.vertex_group_copy_to_linked", icon='ICON_COPYDOWN', text="")
group = ob.active_vertex_group
if group:
row = layout.row()
row.itemR(group, "name")
if ob.mode == 'EDIT':
row = layout.row()
sub = row.row(align=True)
sub.itemO("object.vertex_group_assign", text="Assign")
sub.itemO("object.vertex_group_remove_from", text="Remove")
sub = row.row(align=True)
sub.itemO("object.vertex_group_select", text="Select")
sub.itemO("object.vertex_group_deselect", text="Deselect")
layout.itemR(context.tool_settings, "vertex_group_weight", text="Weight")
class DATA_PT_shape_keys(DataButtonsPanel):
__label__ = "Shape Keys"
def poll(self, context):
return (context.object and context.object.type in ('MESH', 'LATTICE'))
def draw(self, context):
layout = self.layout
ob = context.object
key = ob.data.shape_keys
kb = ob.active_shape_key
row = layout.row()
row.template_list(key, "keys", ob, "active_shape_key_index", rows=2)
col = row.column()
subcol = col.column(align=True)
subcol.itemO("object.shape_key_add", icon='ICON_ZOOMIN', text="")
subcol.itemO("object.shape_key_remove", icon='ICON_ZOOMOUT', text="")
if kb:
col.itemS()
subcol = col.column(align=True)
subcol.itemR(ob, "shape_key_lock", icon='ICON_UNPINNED', text="")
subcol.itemR(kb, "mute", icon='ICON_MUTE_IPO_ON', text="")
if key.relative:
row = layout.row()
row.itemR(key, "relative")
row.itemL()
row = layout.row()
row.itemR(kb, "name")
if ob.active_shape_key_index != 0:
row = layout.row()
row.enabled = ob.shape_key_lock == False
row.itemR(kb, "value", slider=True)
split = layout.split()
sub = split.column(align=True)
sub.enabled = ob.shape_key_lock == False
sub.itemL(text="Range:")
sub.itemR(kb, "slider_min", text="Min")
sub.itemR(kb, "slider_max", text="Max")
sub = split.column()
sub.itemL(text="Blend:")
sub.item_pointerR(kb, "vertex_group", ob, "vertex_groups", text="")
sub.item_pointerR(kb, "relative_key", key, "keys", text="")
else:
row = layout.row()
row.itemR(key, "relative")
row.itemR(key, "slurph")
layout.itemR(kb, "name")
if ob.mode == 'EDIT':
layout.enabled = False
class DATA_PT_uv_texture(DataButtonsPanel):
__label__ = "UV Texture"
def draw(self, context):
layout = self.layout
me = context.mesh
row = layout.row()
col = row.column()
col.template_list(me, "uv_textures", me, "active_uv_texture_index", rows=2)
col = row.column(align=True)
col.itemO("mesh.uv_texture_add", icon='ICON_ZOOMIN', text="")
col.itemO("mesh.uv_texture_remove", icon='ICON_ZOOMOUT', text="")
lay = me.active_uv_texture
if lay:
layout.itemR(lay, "name")
class DATA_PT_vertex_colors(DataButtonsPanel):
__label__ = "Vertex Colors"
def draw(self, context):
layout = self.layout
me = context.mesh
row = layout.row()
col = row.column()
col.template_list(me, "vertex_colors", me, "active_vertex_color_index", rows=2)
col = row.column(align=True)
col.itemO("mesh.vertex_color_add", icon='ICON_ZOOMIN', text="")
col.itemO("mesh.vertex_color_remove", icon='ICON_ZOOMOUT', text="")
lay = me.active_vertex_color
if lay:
layout.itemR(lay, "name")
bpy.types.register(DATA_PT_context_mesh)
bpy.types.register(DATA_PT_normals)
bpy.types.register(DATA_PT_vertex_groups)
bpy.types.register(DATA_PT_shape_keys)
bpy.types.register(DATA_PT_uv_texture)
bpy.types.register(DATA_PT_vertex_colors)

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import bpy
class DataButtonsPanel(bpy.types.Panel):
__space_type__ = 'PROPERTIES'
__region_type__ = 'WINDOW'
__context__ = "data"
def poll(self, context):
return context.meta_ball
class DATA_PT_context_metaball(DataButtonsPanel):
__show_header__ = False
def draw(self, context):
layout = self.layout
ob = context.object
mball = context.meta_ball
space = context.space_data
split = layout.split(percentage=0.65)
if ob:
split.template_ID(ob, "data")
split.itemS()
elif mball:
split.template_ID(space, "pin_id")
split.itemS()
class DATA_PT_metaball(DataButtonsPanel):
__label__ = "Metaball"
def draw(self, context):
layout = self.layout
mball = context.meta_ball
split = layout.split()
col = split.column()
col.itemL(text="Resolution:")
sub = col.column(align=True)
sub.itemR(mball, "wire_size", text="View")
sub.itemR(mball, "render_size", text="Render")
col = split.column()
col.itemL(text="Settings:")
col.itemR(mball, "threshold", text="Threshold")
layout.itemL(text="Update:")
layout.itemR(mball, "flag", expand=True)
class DATA_PT_metaball_element(DataButtonsPanel):
__label__ = "Active Element"
def poll(self, context):
return (context.meta_ball and context.meta_ball.active_element)
def draw(self, context):
layout = self.layout
metaelem = context.meta_ball.active_element
split = layout.split(percentage=0.3)
split.itemL(text="Type:")
split.itemR(metaelem, "type", text="")
split = layout.split()
col = split.column()
col.itemL(text="Settings:")
col.itemR(metaelem, "stiffness", text="Stiffness")
col.itemR(metaelem, "negative", text="Negative")
col.itemR(metaelem, "hide", text="Hide")
if metaelem.type == 'BALL':
col = split.column(align=True)
elif metaelem.type == 'CUBE':
col = split.column(align=True)
col.itemL(text="Size:")
col.itemR(metaelem, "size_x", text="X")
col.itemR(metaelem, "size_y", text="Y")
col.itemR(metaelem, "size_z", text="Z")
elif metaelem.type == 'TUBE':
col = split.column(align=True)
col.itemL(text="Size:")
col.itemR(metaelem, "size_x", text="X")
elif metaelem.type == 'PLANE':
col = split.column(align=True)
col.itemL(text="Size:")
col.itemR(metaelem, "size_x", text="X")
col.itemR(metaelem, "size_y", text="Y")
elif metaelem.type == 'ELLIPSOID':
col = split.column(align=True)
col.itemL(text="Size:")
col.itemR(metaelem, "size_x", text="X")
col.itemR(metaelem, "size_y", text="Y")
col.itemR(metaelem, "size_z", text="Z")
bpy.types.register(DATA_PT_context_metaball)
bpy.types.register(DATA_PT_metaball)
bpy.types.register(DATA_PT_metaball_element)

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import bpy
class DataButtonsPanel(bpy.types.Panel):
__space_type__ = 'PROPERTIES'
__region_type__ = 'WINDOW'
__context__ = "modifier"
class DATA_PT_modifiers(DataButtonsPanel):
__label__ = "Modifiers"
def draw(self, context):
layout = self.layout
ob = context.object
row = layout.row()
row.item_menu_enumO("object.modifier_add", "type")
row.itemL()
for md in ob.modifiers:
box = layout.template_modifier(md)
if box:
# match enum type to our functions, avoids a lookup table.
getattr(self, md.type)(box, ob, md)
# the mt.type enum is (ab)used for a lookup on function names
# ...to avoid lengthy if statements
# so each type must have a function here.
def ARMATURE(self, layout, ob, md):
layout.itemR(md, "object")
split = layout.split(percentage=0.5)
split.itemL(text="Vertex Group:")
sub = split.split(percentage=0.7)
sub.item_pointerR(md, "vertex_group", ob, "vertex_groups", text="")
subsub = sub.row()
subsub.active = md.vertex_group
subsub.itemR(md, "invert")
layout.itemS()
split = layout.split()
col = split.column()
col.itemL(text="Bind To:")
col.itemR(md, "use_vertex_groups", text="Vertex Groups")
col.itemR(md, "use_bone_envelopes", text="Bone Envelopes")
col = split.column()
col.itemL(text="Deformation:")
col.itemR(md, "quaternion")
col.itemR(md, "multi_modifier")
def ARRAY(self, layout, ob, md):
layout.itemR(md, "fit_type")
if md.fit_type == 'FIXED_COUNT':
layout.itemR(md, "count")
elif md.fit_type == 'FIT_LENGTH':
layout.itemR(md, "length")
elif md.fit_type == 'FIT_CURVE':
layout.itemR(md, "curve")
layout.itemS()
split = layout.split()
col = split.column()
col.itemR(md, "constant_offset")
sub = col.column()
sub.active = md.constant_offset
sub.itemR(md, "constant_offset_displacement", text="")
col.itemS()
col.itemR(md, "merge_adjacent_vertices", text="Merge")
sub = col.column()
sub.active = md.merge_adjacent_vertices
sub.itemR(md, "merge_end_vertices", text="First Last")
sub.itemR(md, "merge_distance", text="Distance")
col = split.column()
col.itemR(md, "relative_offset")
sub = col.column()
sub.active = md.relative_offset
sub.itemR(md, "relative_offset_displacement", text="")
col.itemS()
col.itemR(md, "add_offset_object")
sub = col.column()
sub.active = md.add_offset_object
sub.itemR(md, "offset_object", text="")
layout.itemS()
col = layout.column()
col.itemR(md, "start_cap")
col.itemR(md, "end_cap")
def BEVEL(self, layout, ob, md):
row = layout.row()
row.itemR(md, "width")
row.itemR(md, "only_vertices")
layout.itemL(text="Limit Method:")
layout.row().itemR(md, "limit_method", expand=True)
if md.limit_method == 'ANGLE':
layout.itemR(md, "angle")
elif md.limit_method == 'WEIGHT':
layout.row().itemR(md, "edge_weight_method", expand=True)
def BOOLEAN(self, layout, ob, md):
layout.itemR(md, "operation")
layout.itemR(md, "object")
def BUILD(self, layout, ob, md):
split = layout.split()
col = split.column()
col.itemR(md, "start")
col.itemR(md, "length")
col = split.column()
col.itemR(md, "randomize")
sub = col.column()
sub.active = md.randomize
sub.itemR(md, "seed")
def CAST(self, layout, ob, md):
layout.itemR(md, "cast_type")
layout.itemR(md, "object")
if md.object:
layout.itemR(md, "use_transform")
flow = layout.column_flow()
flow.itemR(md, "x")
flow.itemR(md, "y")
flow.itemR(md, "z")
flow.itemR(md, "factor")
flow.itemR(md, "radius")
flow.itemR(md, "size")
layout.itemR(md, "from_radius")
layout.item_pointerR(md, "vertex_group", ob, "vertex_groups")
def CLOTH(self, layout, ob, md):
layout.itemL(text="See Cloth panel.")
def COLLISION(self, layout, ob, md):
layout.itemL(text="See Collision panel.")
def CURVE(self, layout, ob, md):
layout.itemR(md, "object")
layout.item_pointerR(md, "vertex_group", ob, "vertex_groups")
layout.itemR(md, "deform_axis")
def DECIMATE(self, layout, ob, md):
layout.itemR(md, "ratio")
layout.itemR(md, "face_count")
def DISPLACE(self, layout, ob, md):
layout.item_pointerR(md, "vertex_group", ob, "vertex_groups")
layout.itemR(md, "texture")
layout.itemR(md, "midlevel")
layout.itemR(md, "strength")
layout.itemR(md, "direction")
layout.itemR(md, "texture_coordinates")
if md.texture_coordinates == 'OBJECT':
layout.itemR(md, "texture_coordinate_object", text="Object")
elif md.texture_coordinates == 'UV' and ob.type == 'MESH':
layout.item_pointerR(md, "uv_layer", ob.data, "uv_textures")
def EDGE_SPLIT(self, layout, ob, md):
split = layout.split()
col = split.column()
col.itemR(md, "use_edge_angle", text="Edge Angle")
sub = col.column()
sub.active = md.use_edge_angle
sub.itemR(md, "split_angle")
col = split.column()
col.itemR(md, "use_sharp", text="Sharp Edges")
def EXPLODE(self, layout, ob, md):
layout.item_pointerR(md, "vertex_group", ob, "vertex_groups")
layout.itemR(md, "protect")
flow = layout.column_flow(2)
flow.itemR(md, "split_edges")
flow.itemR(md, "unborn")
flow.itemR(md, "alive")
flow.itemR(md, "dead")
layout.itemO("object.explode_refresh", text="Refresh");
def FLUID_SIMULATION(self, layout, ob, md):
layout.itemL(text="See Fluid panel.")
def HOOK(self, layout, ob, md):
col = layout.column()
col.itemR(md, "object")
if md.object and md.object.type == 'ARMATURE':
layout.item_pointerR(md, "subtarget", md.object.data, "bones", text="Bone")
layout.item_pointerR(md, "vertex_group", ob, "vertex_groups")
split = layout.split()
split.itemR(md, "falloff")
split.itemR(md, "force", slider=True)
layout.itemS()
row = layout.row()
row.itemO("object.hook_reset", text="Reset")
row.itemO("object.hook_recenter", text="Recenter")
if ob.mode == 'EDIT':
row = layout.row()
row.itemO("object.hook_select", text="Select")
row.itemO("object.hook_assign", text="Assign")
def LATTICE(self, layout, ob, md):
layout.itemR(md, "object")
layout.item_pointerR(md, "vertex_group", ob, "vertex_groups")
def MASK(self, layout, ob, md):
layout.itemR(md, "mode")
if md.mode == 'ARMATURE':
layout.itemR(md, "armature")
elif md.mode == 'VERTEX_GROUP':
layout.item_pointerR(md, "vertex_group", ob, "vertex_groups")
layout.itemR(md, "inverse")
def MESH_DEFORM(self, layout, ob, md):
layout.itemR(md, "object")
layout.item_pointerR(md, "vertex_group", ob, "vertex_groups")
layout.itemR(md, "invert")
layout.itemS()
if md.is_bound:
layout.itemO("object.meshdeform_bind", text="Unbind")
else:
layout.itemO("object.meshdeform_bind", text="Bind")
row = layout.row()
row.itemR(md, "precision")
row.itemR(md, "dynamic")
def MIRROR(self, layout, ob, md):
layout.itemR(md, "merge_limit")
split = layout.split()
col = split.column()
col.itemR(md, "x")
col.itemR(md, "y")
col.itemR(md, "z")
col = split.column()
col.itemL(text="Textures:")
col.itemR(md, "mirror_u")
col.itemR(md, "mirror_v")
col = split.column()
col.itemR(md, "clip", text="Do Clipping")
col.itemR(md, "mirror_vertex_groups", text="Vertex Group")
layout.itemR(md, "mirror_object")
def MULTIRES(self, layout, ob, md):
layout.itemR(md, "subdivision_type")
row = layout.row()
row.itemO("object.multires_subdivide", text="Subdivide")
row.itemO("object.multires_higher_levels_delete", text="Delete Higher")
layout.itemR(md, "level")
def PARTICLE_INSTANCE(self, layout, ob, md):
layout.itemR(md, "object")
layout.itemR(md, "particle_system_number")
flow = layout.column_flow()
flow.itemR(md, "normal")
flow.itemR(md, "children")
flow.itemR(md, "size")
flow.itemR(md, "path")
if md.path:
flow.itemR(md, "keep_shape")
flow.itemR(md, "unborn")
flow.itemR(md, "alive")
flow.itemR(md, "dead")
flow.itemL(md, "")
if md.path:
flow.itemR(md, "axis", text="")
if md.path:
row = layout.row()
row.itemR(md, "position", slider=True)
row.itemR(md, "random_position", text = "Random", slider=True)
def PARTICLE_SYSTEM(self, layout, ob, md):
layout.itemL(text="See Particle panel.")
def SHRINKWRAP(self, layout, ob, md):
layout.itemR(md, "target")
layout.item_pointerR(md, "vertex_group", ob, "vertex_groups")
layout.itemR(md, "offset")
layout.itemR(md, "subsurf_levels")
layout.itemR(md, "mode")
if md.mode == 'PROJECT':
layout.itemR(md, "subsurf_levels")
layout.itemR(md, "auxiliary_target")
row = layout.row()
row.itemR(md, "x")
row.itemR(md, "y")
row.itemR(md, "z")
flow = layout.column_flow()
flow.itemR(md, "negative")
flow.itemR(md, "positive")
flow.itemR(md, "cull_front_faces")
flow.itemR(md, "cull_back_faces")
elif md.mode == 'NEAREST_SURFACEPOINT':
layout.itemR(md, "keep_above_surface")
def SIMPLE_DEFORM(self, layout, ob, md):
layout.itemR(md, "mode")
layout.item_pointerR(md, "vertex_group", ob, "vertex_groups")
layout.itemR(md, "origin")
layout.itemR(md, "relative")
layout.itemR(md, "factor")
layout.itemR(md, "limits")
if md.mode in ('TAPER', 'STRETCH'):
layout.itemR(md, "lock_x_axis")
layout.itemR(md, "lock_y_axis")
def SMOKE(self, layout, ob, md):
layout.itemL(text="See Smoke panel.")
def SMOOTH(self, layout, ob, md):
split = layout.split()
col = split.column()
col.itemR(md, "x")
col.itemR(md, "y")
col.itemR(md, "z")
col = split.column()
col.itemR(md, "factor")
col.itemR(md, "repeat")
layout.item_pointerR(md, "vertex_group", ob, "vertex_groups")
def SOFT_BODY(self, layout, ob, md):
layout.itemL(text="See Soft Body panel.")
def SUBSURF(self, layout, ob, md):
layout.row().itemR(md, "subdivision_type", expand=True)
flow = layout.column_flow()
flow.itemR(md, "levels", text="Preview")
flow.itemR(md, "render_levels", text="Render")
flow.itemR(md, "optimal_draw", text="Optimal Display")
flow.itemR(md, "subsurf_uv")
def SURFACE(self, layout, ob, md):
layout.itemL(text="See Fields panel.")
def UV_PROJECT(self, layout, ob, md):
if ob.type == 'MESH':
layout.item_pointerR(md, "uv_layer", ob.data, "uv_textures")
layout.itemR(md, "image")
layout.itemR(md, "override_image")
split = layout.split()
col = split.column()
col.itemL(text="Aspect Ratio:")
sub = col.column(align=True)
sub.itemR(md, "horizontal_aspect_ratio", text="Horizontal")
sub.itemR(md, "vertical_aspect_ratio", text="Vertical")
col = split.column()
col.itemL(text="Projectors:")
sub = col.column(align=True)
sub.itemR(md, "num_projectors", text="Number")
for proj in md.projectors:
sub.itemR(proj, "object", text="")
def WAVE(self, layout, ob, md):
split = layout.split()
col = split.column()
col.itemL(text="Motion:")
col.itemR(md, "x")
col.itemR(md, "y")
col.itemR(md, "cyclic")
col = split.column()
col.itemR(md, "normals")
sub = col.column()
sub.active = md.normals
sub.itemR(md, "x_normal", text="X")
sub.itemR(md, "y_normal", text="Y")
sub.itemR(md, "z_normal", text="Z")
split = layout.split()
col = split.column()
col.itemL(text="Time:")
sub = col.column(align=True)
sub.itemR(md, "time_offset", text="Offset")
sub.itemR(md, "lifetime", text="Life")
col.itemR(md, "damping_time", text="Damping")
col = split.column()
col.itemL(text="Position:")
sub = col.column(align=True)
sub.itemR(md, "start_position_x", text="X")
sub.itemR(md, "start_position_y", text="Y")
col.itemR(md, "falloff_radius", text="Falloff")
layout.itemS()
layout.itemR(md, "start_position_object")
layout.item_pointerR(md, "vertex_group", ob, "vertex_groups")
layout.itemR(md, "texture")
layout.itemR(md, "texture_coordinates")
if md.texture_coordinates == 'MAP_UV' and ob.type == 'MESH':
layout.item_pointerR(md, "uv_layer", ob.data, "uv_textures")
elif md.texture_coordinates == 'OBJECT':
layout.itemR(md, "texture_coordinates_object")
layout.itemS()
flow = layout.column_flow()
flow.itemR(md, "speed", slider=True)
flow.itemR(md, "height", slider=True)
flow.itemR(md, "width", slider=True)
flow.itemR(md, "narrowness", slider=True)
bpy.types.register(DATA_PT_modifiers)

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import bpy
class DataButtonsPanel(bpy.types.Panel):
__space_type__ = 'PROPERTIES'
__region_type__ = 'WINDOW'
__context__ = "data"
def poll(self, context):
return (context.object and context.object.type == 'TEXT' and context.curve)
class DATA_PT_context_text(DataButtonsPanel):
__show_header__ = False
def draw(self, context):
layout = self.layout
ob = context.object
curve = context.curve
space = context.space_data
split = layout.split(percentage=0.65)
if ob:
split.template_ID(ob, "data")
split.itemS()
elif curve:
split.template_ID(space, "pin_id")
split.itemS()
class DATA_PT_shape_text(DataButtonsPanel):
__label__ = "Shape Text"
def draw(self, context):
layout = self.layout
ob = context.object
curve = context.curve
space = context.space_data
split = layout.split()
col = split.column()
col.itemL(text="Caps:")
row = col.row()
row .itemR(curve, "front")
row .itemR(curve, "back")
# col = split.column()
col.itemL(text="Textures:")
col.itemR(curve, "uv_orco")
col.itemR(curve, "auto_texspace")
col = split.column()
col.itemL(text="Resolution:")
sub = col.column(align=True)
sub.itemR(curve, "resolution_u", text="Preview")
sub.itemR(curve, "render_resolution_u", text="Render")
# resolution_v is not used for text
sub = col.column(align=True)
col.itemL(text="Display:")
col.itemR(curve, "fast", text="Fast Editing")
class DATA_PT_geometry_text(DataButtonsPanel):
__label__ = "Geometry"
def draw(self, context):
layout = self.layout
curve = context.curve
split = layout.split()
col = split.column()
col.itemL(text="Modification:")
col.itemR(curve, "width")
col.itemR(curve, "extrude")
col.itemL(text="Taper Object:")
col.itemR(curve, "taper_object", text="")
col = split.column()
col.itemL(text="Bevel:")
col.itemR(curve, "bevel_depth", text="Depth")
col.itemR(curve, "bevel_resolution", text="Resolution")
col.itemL(text="Bevel Object:")
col.itemR(curve, "bevel_object", text="")
class DATA_PT_font(DataButtonsPanel):
__label__ = "Font"
def draw(self, context):
layout = self.layout
text = context.curve
char = context.curve.edit_format
layout.itemR(text, "font")
row = layout.row()
row.itemR(text, "text_size", text="Size")
row.itemR(text, "shear")
split = layout.split()
col = split.column()
col.itemL(text="Object Font:")
col.itemR(text, "family", text="")
col = split.column()
col.itemL(text="Text on Curve:")
col.itemR(text, "text_on_curve", text="")
split = layout.split()
col = split.column()
col.itemL(text="Character:")
col.itemR(char, "bold")
col.itemR(char, "italic")
col.itemR(char, "underline")
# col.itemR(char, "style")
# col.itemR(char, "wrap")
col = split.column(align=True)
col.itemL(text="Underline:")
col.itemR(text, "ul_position", text="Position")
col.itemR(text, "ul_height", text="Thickness")
class DATA_PT_paragraph(DataButtonsPanel):
__label__ = "Paragraph"
def draw(self, context):
layout = self.layout
text = context.curve
layout.itemL(text="Align:")
layout.itemR(text, "spacemode", expand=True)
split = layout.split()
col = split.column(align=True)
col.itemL(text="Spacing:")
col.itemR(text, "spacing", text="Character")
col.itemR(text, "word_spacing", text="Word")
col.itemR(text, "line_dist", text="Line")
col = split.column(align=True)
col.itemL(text="Offset:")
col.itemR(text, "offset_x", text="X")
col.itemR(text, "offset_y", text="Y")
class DATA_PT_textboxes(DataButtonsPanel):
__label__ = "Text Boxes"
def draw(self, context):
layout = self.layout
text = context.curve
for box in text.textboxes:
split = layout.box().split()
col = split.column(align=True)
col.itemL(text="Dimensions:")
col.itemR(box, "width", text="Width")
col.itemR(box, "height", text="Height")
col = split.column(align=True)
col.itemL(text="Offset:")
col.itemR(box, "x", text="X")
col.itemR(box, "y", text="Y")
bpy.types.register(DATA_PT_context_text)
bpy.types.register(DATA_PT_shape_text)
bpy.types.register(DATA_PT_geometry_text)
bpy.types.register(DATA_PT_font)
bpy.types.register(DATA_PT_paragraph)
bpy.types.register(DATA_PT_textboxes)

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import bpy
class PhysicsButtonsPanel(bpy.types.Panel):
__space_type__ = 'PROPERTIES'
__region_type__ = 'WINDOW'
__context__ = "physics"
def poll(self, context):
ob = context.active_object
rd = context.scene.render_data
return ob and ob.game and (rd.engine == 'BLENDER_GAME')
class PHYSICS_PT_game_physics(PhysicsButtonsPanel):
__label__ = "Physics"
def draw(self, context):
layout = self.layout
ob = context.active_object
game = ob.game
soft = ob.game.soft_body
layout.itemR(game, "physics_type")
layout.itemS()
#if game.physics_type == 'DYNAMIC':
if game.physics_type in ('DYNAMIC', 'RIGID_BODY'):
split = layout.split()
col = split.column()
col.itemR(game, "actor")
col.itemR(game, "ghost")
col.itemR(ob, "restrict_render", text="Invisible") # out of place but useful
col = split.column()
col.itemR(game, "material_physics")
col.itemR(game, "rotate_from_normal")
col.itemR(game, "no_sleeping")
layout.itemS()
split = layout.split()
col = split.column()
col.itemL(text="Attributes:")
col.itemR(game, "mass")
col.itemR(game, "radius")
col.itemR(game, "form_factor")
col = split.column()
sub = col.column()
sub.active = (game.physics_type == 'RIGID_BODY')
sub.itemR(game, "anisotropic_friction")
subsub = sub.column()
subsub.active = game.anisotropic_friction
subsub.itemR(game, "friction_coefficients", text="", slider=True)
split = layout.split()
col = split.column()
col.itemL(text="Velocity:")
sub = col.column(align=True)
sub.itemR(game, "minimum_velocity", text="Minimum")
sub.itemR(game, "maximum_velocity", text="Maximum")
col = split.column()
col.itemL(text="Damping:")
sub = col.column(align=True)
sub.itemR(game, "damping", text="Translation", slider=True)
sub.itemR(game, "rotation_damping", text="Rotation", slider=True)
layout.itemS()
split = layout.split()
col = split.column()
col.itemL(text="Lock Translation:")
col.itemR(game, "lock_x_axis", text="X")
col.itemR(game, "lock_y_axis", text="Y")
col.itemR(game, "lock_z_axis", text="Z")
col = split.column()
col.itemL(text="Lock Rotation:")
col.itemR(game, "lock_x_rot_axis", text="X")
col.itemR(game, "lock_y_rot_axis", text="Y")
col.itemR(game, "lock_z_rot_axis", text="Z")
elif game.physics_type == 'SOFT_BODY':
col = layout.column()
col.itemR(game, "actor")
col.itemR(game, "ghost")
col.itemR(ob, "restrict_render", text="Invisible")
layout.itemS()
split = layout.split()
col = split.column()
col.itemL(text="Attributes:")
col.itemR(game, "mass")
col.itemR(soft, "welding")
col.itemR(soft, "position_iterations")
col.itemR(soft, "linstiff", slider=True)
col.itemR(soft, "dynamic_friction", slider=True)
col.itemR(soft, "margin", slider=True)
col.itemR(soft, "bending_const", text="Bending Constraints")
col = split.column()
col.itemR(soft, "shape_match")
sub = col.column()
sub.active = soft.shape_match
sub.itemR(soft, "threshold", slider=True)
col.itemS()
col.itemL(text="Cluster Collision:")
col.itemR(soft, "cluster_rigid_to_softbody")
col.itemR(soft, "cluster_soft_to_softbody")
sub = col.column()
sub.active = (soft.cluster_rigid_to_softbody or soft.cluster_soft_to_softbody)
sub.itemR(soft, "cluster_iterations", text="Iterations")
elif game.physics_type == 'STATIC':
col = layout.column()
col.itemR(game, "actor")
col.itemR(game, "ghost")
col.itemR(ob, "restrict_render", text="Invisible")
elif game.physics_type in ('SENSOR', 'INVISIBLE', 'NO_COLLISION', 'OCCLUDE'):
layout.itemR(ob, "restrict_render", text="Invisible")
class PHYSICS_PT_game_collision_bounds(PhysicsButtonsPanel):
__label__ = "Collision Bounds"
def poll(self, context):
game = context.object.game
rd = context.scene.render_data
return (game.physics_type in ('DYNAMIC', 'RIGID_BODY', 'SENSOR', 'SOFT_BODY', 'STATIC')) and (rd.engine == 'BLENDER_GAME')
def draw_header(self, context):
game = context.active_object.game
self.layout.itemR(game, "use_collision_bounds", text="")
def draw(self, context):
layout = self.layout
game = context.active_object.game
layout.active = game.use_collision_bounds
layout.itemR(game, "collision_bounds", text="Bounds")
row = layout.row()
row.itemR(game, "collision_compound", text="Compound")
row.itemR(game, "collision_margin", text="Margin", slider=True)
bpy.types.register(PHYSICS_PT_game_physics)
bpy.types.register(PHYSICS_PT_game_collision_bounds)
class SceneButtonsPanel(bpy.types.Panel):
__space_type__ = 'PROPERTIES'
__region_type__ = 'WINDOW'
__context__ = "scene"
def poll(self, context):
rd = context.scene.render_data
return (rd.engine == 'BLENDER_GAME')
class SCENE_PT_game(SceneButtonsPanel):
__label__ = "Game"
def draw(self, context):
layout = self.layout
row = layout.row()
row.itemO("view3d.game_start", text="Start")
row.itemL()
class SCENE_PT_game_player(SceneButtonsPanel):
__label__ = "Standalone Player"
def draw(self, context):
layout = self.layout
gs = context.scene.game_data
layout.itemR(gs, "fullscreen")
split = layout.split()
col = split.column()
col.itemL(text="Resolution:")
sub = col.column(align=True)
sub.itemR(gs, "resolution_x", slider=False, text="X")
sub.itemR(gs, "resolution_y", slider=False, text="Y")
col = split.column()
col.itemL(text="Quality:")
sub = col.column(align=True)
sub.itemR(gs, "depth", text="Bit Depth", slider=False)
sub.itemR(gs, "frequency", text="FPS", slider=False)
# framing:
col = layout.column()
col.itemL(text="Framing:")
col.row().itemR(gs, "framing_type", expand=True)
if gs.framing_type == 'LETTERBOX':
col.itemR(gs, "framing_color", text="")
class SCENE_PT_game_stereo(SceneButtonsPanel):
__label__ = "Stereo"
def draw(self, context):
layout = self.layout
gs = context.scene.game_data
stereo_mode = gs.stereo
# stereo options:
layout.itemR(gs, "stereo", expand=True)
# stereo:
if stereo_mode == 'STEREO':
layout.itemR(gs, "stereo_mode")
layout.itemL(text="To do: Focal Length")
layout.itemL(text="To do: Eye Separation")
# dome:
elif stereo_mode == 'DOME':
layout.itemR(gs, "dome_mode", text="Dome Type")
dome_type = gs.dome_mode
split=layout.split()
if dome_type == 'FISHEYE' or \
dome_type == 'TRUNCATED_REAR' or \
dome_type == 'TRUNCATED_FRONT':
col=split.column()
col.itemR(gs, "dome_angle", slider=True)
col.itemR(gs, "dome_tilt")
col=split.column()
col.itemR(gs, "dome_tesselation", text="Tesselation")
col.itemR(gs, "dome_buffer_resolution", text="Resolution", slider=True)
elif dome_type == 'PANORAM_SPH':
col=split.column()
col.itemR(gs, "dome_tesselation", text="Tesselation")
col.itemR(gs, "dome_buffer_resolution", text="Resolution", slider=True)
else: # cube map
col=split.column()
col.itemR(gs, "dome_buffer_resolution", text="Resolution", slider=True)
layout.itemR(gs, "dome_text")
class SCENE_PT_game_shading(SceneButtonsPanel):
__label__ = "Shading"
def draw(self, context):
layout = self.layout
gs = context.scene.game_data
layout.itemR(gs, "material_mode", expand=True)
if gs.material_mode == 'GLSL':
split = layout.split()
col = split.column()
col.itemR(gs, "glsl_lights", text="Lights")
col.itemR(gs, "glsl_shaders", text="Shaders")
col.itemR(gs, "glsl_shadows", text="Shadows")
col = split.column()
col.itemR(gs, "glsl_ramps", text="Ramps")
col.itemR(gs, "glsl_nodes", text="Nodes")
col.itemR(gs, "glsl_extra_textures", text="Extra Textures")
class SCENE_PT_game_performance(SceneButtonsPanel):
__label__ = "Performance"
def draw(self, context):
layout = self.layout
gs = context.scene.game_data
split = layout.split()
col = split.column()
col.itemL(text="Show:")
col.itemR(gs, "show_debug_properties", text="Debug Properties")
col.itemR(gs, "show_framerate_profile", text="Framerate and Profile")
col.itemR(gs, "show_physics_visualization", text="Physics Visualization")
col.itemR(gs, "deprecation_warnings")
col = split.column()
col.itemL(text="Render:")
col.itemR(gs, "all_frames")
col.itemR(gs, "display_lists")
class SCENE_PT_game_sound(SceneButtonsPanel):
__label__ = "Sound"
def draw(self, context):
layout = self.layout
scene = context.scene
layout.itemR(scene, "distance_model")
layout.itemR(scene, "speed_of_sound", text="Speed")
layout.itemR(scene, "doppler_factor")
bpy.types.register(SCENE_PT_game)
bpy.types.register(SCENE_PT_game_player)
bpy.types.register(SCENE_PT_game_stereo)
bpy.types.register(SCENE_PT_game_shading)
bpy.types.register(SCENE_PT_game_performance)
bpy.types.register(SCENE_PT_game_sound)
class WorldButtonsPanel(bpy.types.Panel):
__space_type__ = 'PROPERTIES'
__region_type__ = 'WINDOW'
__context__ = "world"
def poll(self, context):
rd = context.scene.render_data
return (rd.engine == 'BLENDER_GAME')
class WORLD_PT_game_context_world(WorldButtonsPanel):
__show_header__ = False
def poll(self, context):
rd = context.scene.render_data
return (context.scene) and (rd.use_game_engine)
def draw(self, context):
layout = self.layout
scene = context.scene
world = context.world
space = context.space_data
split = layout.split(percentage=0.65)
if scene:
split.template_ID(scene, "world", new="world.new")
elif world:
split.template_ID(space, "pin_id")
class WORLD_PT_game_world(WorldButtonsPanel):
__label__ = "World"
def draw(self, context):
layout = self.layout
world = context.world
row = layout.row()
row.column().itemR(world, "horizon_color")
row.column().itemR(world, "ambient_color")
layout.itemR(world.mist, "enabled", text="Mist")
row = layout.column_flow()
row.active = world.mist.enabled
row.itemR(world.mist, "start")
row.itemR(world.mist, "depth")
class WORLD_PT_game_physics(WorldButtonsPanel):
__label__ = "Physics"
def draw(self, context):
layout = self.layout
gs = context.scene.game_data
layout.itemR(gs, "physics_engine")
if gs.physics_engine != 'NONE':
layout.itemR(gs, "physics_gravity", text="Gravity")
split = layout.split()
col = split.column()
col.itemL(text="Physics Steps:")
sub = col.column(align=True)
sub.itemR(gs, "physics_step_max", text="Max")
sub.itemR(gs, "physics_step_sub", text="Substeps")
col.itemR(gs, "fps", text="FPS")
col = split.column()
col.itemL(text="Logic Steps:")
col.itemR(gs, "logic_step_max", text="Max")
col = layout.column()
col.itemR(gs, "use_occlusion_culling", text="Occlusion Culling")
sub = col.column()
sub.active = gs.use_occlusion_culling
sub.itemR(gs, "occlusion_culling_resolution", text="Resolution")
else:
split = layout.split()
col = split.column()
col.itemL(text="Physics Steps:")
col.itemR(gs, "fps", text="FPS")
col = split.column()
col.itemL(text="Logic Steps:")
col.itemR(gs, "logic_step_max", text="Max")
bpy.types.register(WORLD_PT_game_context_world)
bpy.types.register(WORLD_PT_game_world)
bpy.types.register(WORLD_PT_game_physics)

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import bpy
class MaterialButtonsPanel(bpy.types.Panel):
__space_type__ = 'PROPERTIES'
__region_type__ = 'WINDOW'
__context__ = "material"
# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
def poll(self, context):
mat = context.material
engine = context.scene.render_data.engine
return mat and (engine in self.COMPAT_ENGINES)
class MATERIAL_PT_preview(MaterialButtonsPanel):
__label__ = "Preview"
COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME'])
def draw(self, context):
self.layout.template_preview(context.material)
class MATERIAL_PT_context_material(MaterialButtonsPanel):
__show_header__ = False
COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME'])
def poll(self, context):
# An exception, dont call the parent poll func because
# this manages materials for all engine types
engine = context.scene.render_data.engine
return (context.material or context.object) and (engine in self.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
mat = context.material
ob = context.object
slot = context.material_slot
space = context.space_data
if ob:
row = layout.row()
row.template_list(ob, "materials", ob, "active_material_index", rows=2)
col = row.column(align=True)
col.itemO("object.material_slot_add", icon='ICON_ZOOMIN', text="")
col.itemO("object.material_slot_remove", icon='ICON_ZOOMOUT', text="")
if ob.mode == 'EDIT':
row = layout.row(align=True)
row.itemO("object.material_slot_assign", text="Assign")
row.itemO("object.material_slot_select", text="Select")
row.itemO("object.material_slot_deselect", text="Deselect")
split = layout.split(percentage=0.65)
if ob:
split.template_ID(ob, "active_material", new="material.new")
row = split.row()
if slot:
row.itemR(slot, "link", text="")
else:
row.itemL()
elif mat:
split.template_ID(space, "pin_id")
split.itemS()
if mat:
layout.itemR(mat, "type", expand=True)
class MATERIAL_PT_shading(MaterialButtonsPanel):
__label__ = "Shading"
COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME'])
def poll(self, context):
mat = context.material
engine = context.scene.render_data.engine
return mat and (mat.type in ('SURFACE', 'WIRE', 'HALO')) and (engine in self.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
mat = context.material
if mat.type in ('SURFACE', 'WIRE'):
split = layout.split()
col = split.column()
sub = col.column()
sub.active = not mat.shadeless
sub.itemR(mat, "emit")
sub.itemR(mat, "ambient")
sub = col.column()
sub.itemR(mat, "translucency")
col = split.column()
col.itemR(mat, "shadeless")
sub = col.column()
sub.active = not mat.shadeless
sub.itemR(mat, "tangent_shading")
sub.itemR(mat, "cubic")
elif mat.type == 'HALO':
layout.itemR(mat, "alpha")
class MATERIAL_PT_strand(MaterialButtonsPanel):
__label__ = "Strand"
__default_closed__ = True
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def poll(self, context):
mat = context.material
engine = context.scene.render_data.engine
return mat and (mat.type in ('SURFACE', 'WIRE', 'HALO')) and (engine in self.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
mat = context.material
tan = mat.strand
split = layout.split()
col = split.column(align=True)
col.itemL(text="Size:")
col.itemR(tan, "root_size", text="Root")
col.itemR(tan, "tip_size", text="Tip")
col.itemR(tan, "min_size", text="Minimum")
col.itemR(tan, "blender_units")
sub = col.column()
sub.active = (not mat.shadeless)
sub.itemR(tan, "tangent_shading")
col.itemR(tan, "shape")
col = split.column()
col.itemL(text="Shading:")
col.itemR(tan, "width_fade")
col.itemR(tan, "uv_layer")
col.itemS()
sub = col.column()
sub.active = (not mat.shadeless)
sub.itemR(tan, "surface_diffuse")
sub = col.column()
sub.active = tan.surface_diffuse
sub.itemR(tan, "blend_distance", text="Distance")
class MATERIAL_PT_physics(MaterialButtonsPanel):
__label__ = "Physics"
COMPAT_ENGINES = set(['BLENDER_GAME'])
def draw(self, context):
layout = self.layout
phys = context.material.physics
split = layout.split()
col = split.column()
col.itemR(phys, "distance")
col.itemR(phys, "friction")
col.itemR(phys, "align_to_normal")
col = split.column()
col.itemR(phys, "force", slider=True)
col.itemR(phys, "elasticity", slider=True)
col.itemR(phys, "damp", slider=True)
class MATERIAL_PT_options(MaterialButtonsPanel):
__label__ = "Options"
COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME'])
def poll(self, context):
mat = context.material
engine = context.scene.render_data.engine
return mat and (mat.type in ('SURFACE', 'WIRE', 'HALO')) and (engine in self.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
mat = context.material
split = layout.split()
col = split.column()
col.itemR(mat, "traceable")
col.itemR(mat, "full_oversampling")
col.itemR(mat, "sky")
col.itemR(mat, "exclude_mist")
col.itemR(mat, "invert_z")
sub = col.column(align=True)
sub.itemL(text="Light Group:")
sub.itemR(mat, "light_group", text="")
row = sub.row()
row.active = mat.light_group
row.itemR(mat, "light_group_exclusive", text="Exclusive")
col = split.column()
col.itemR(mat, "face_texture")
sub = col.column()
sub.active = mat.face_texture
sub.itemR(mat, "face_texture_alpha")
col.itemS()
col.itemR(mat, "vertex_color_paint")
col.itemR(mat, "vertex_color_light")
col.itemR(mat, "object_color")
class MATERIAL_PT_shadow(MaterialButtonsPanel):
__label__ = "Shadow"
__default_closed__ = True
COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME'])
def poll(self, context):
mat = context.material
engine = context.scene.render_data.engine
return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in self.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
mat = context.material
split = layout.split()
col = split.column()
col.itemR(mat, "shadows", text="Receive")
col.itemR(mat, "receive_transparent_shadows", text="Receive Transparent")
col.itemR(mat, "only_shadow", text="Shadows Only")
col.itemR(mat, "cast_shadows_only", text="Cast Only")
col.itemR(mat, "shadow_casting_alpha", text="Casting Alpha")
col = split.column()
col.itemR(mat, "cast_buffer_shadows")
sub = col.column()
sub.active = mat.cast_buffer_shadows
sub.itemR(mat, "shadow_buffer_bias", text="Buffer Bias")
col.itemR(mat, "ray_shadow_bias", text="Auto Ray Bias")
sub = col.column()
sub.active = (not mat.ray_shadow_bias)
sub.itemR(mat, "shadow_ray_bias", text="Ray Bias")
class MATERIAL_PT_diffuse(MaterialButtonsPanel):
__label__ = "Diffuse"
COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME'])
def poll(self, context):
mat = context.material
engine = context.scene.render_data.engine
return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in self.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
mat = context.material
split = layout.split()
col = split.column()
col.itemR(mat, "diffuse_color", text="")
sub = col.column()
sub.active = (not mat.shadeless)
sub.itemR(mat, "diffuse_intensity", text="Intensity")
col = split.column()
col.active = (not mat.shadeless)
col.itemR(mat, "diffuse_shader", text="")
col.itemR(mat, "use_diffuse_ramp", text="Ramp")
col = layout.column()
col.active = (not mat.shadeless)
if mat.diffuse_shader == 'OREN_NAYAR':
col.itemR(mat, "roughness")
elif mat.diffuse_shader == 'MINNAERT':
col.itemR(mat, "darkness")
elif mat.diffuse_shader == 'TOON':
row = col.row()
row.itemR(mat, "diffuse_toon_size", text="Size")
row.itemR(mat, "diffuse_toon_smooth", text="Smooth")
elif mat.diffuse_shader == 'FRESNEL':
row = col.row()
row.itemR(mat, "diffuse_fresnel", text="Fresnel")
row.itemR(mat, "diffuse_fresnel_factor", text="Factor")
if mat.use_diffuse_ramp:
layout.itemS()
layout.template_color_ramp(mat, "diffuse_ramp", expand=True)
layout.itemS()
row = layout.row()
split = row.split(percentage=0.3)
split.itemL(text="Input:")
split.itemR(mat, "diffuse_ramp_input", text="")
split = row.split(percentage=0.3)
split.itemL(text="Blend:")
split.itemR(mat, "diffuse_ramp_blend", text="")
class MATERIAL_PT_specular(MaterialButtonsPanel):
__label__ = "Specular"
COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME'])
def poll(self, context):
mat = context.material
engine = context.scene.render_data.engine
return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in self.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
mat = context.material
layout.active = (not mat.shadeless)
split = layout.split()
col = split.column()
col.itemR(mat, "specular_color", text="")
col.itemR(mat, "specular_intensity", text="Intensity")
col = split.column()
col.itemR(mat, "specular_shader", text="")
col.itemR(mat, "use_specular_ramp", text="Ramp")
col = layout.column()
if mat.specular_shader in ('COOKTORR', 'PHONG'):
col.itemR(mat, "specular_hardness", text="Hardness")
elif mat.specular_shader == 'BLINN':
row = col.row()
row.itemR(mat, "specular_hardness", text="Hardness")
row.itemR(mat, "specular_ior", text="IOR")
elif mat.specular_shader == 'WARDISO':
col.itemR(mat, "specular_slope", text="Slope")
elif mat.specular_shader == 'TOON':
row = col.row()
row.itemR(mat, "specular_toon_size", text="Size")
row.itemR(mat, "specular_toon_smooth", text="Smooth")
if mat.use_specular_ramp:
layout.itemS()
layout.template_color_ramp(mat, "specular_ramp", expand=True)
layout.itemS()
row = layout.row()
split = row.split(percentage=0.3)
split.itemL(text="Input:")
split.itemR(mat, "specular_ramp_input", text="")
split = row.split(percentage=0.3)
split.itemL(text="Blend:")
split.itemR(mat, "specular_ramp_blend", text="")
class MATERIAL_PT_sss(MaterialButtonsPanel):
__label__ = "Subsurface Scattering"
__default_closed__ = True
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def poll(self, context):
mat = context.material
engine = context.scene.render_data.engine
return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in self.COMPAT_ENGINES)
def draw_header(self, context):
mat = context.material
sss = mat.subsurface_scattering
self.layout.active = (not mat.shadeless)
self.layout.itemR(sss, "enabled", text="")
def draw(self, context):
layout = self.layout
mat = context.material
sss = mat.subsurface_scattering
layout.active = sss.enabled
split = layout.split()
split.active = (not mat.shadeless)
col = split.column()
col.itemR(sss, "ior")
col.itemR(sss, "scale")
col.itemR(sss, "color", text="")
col.itemR(sss, "radius", text="RGB Radius")
col = split.column()
sub = col.column(align=True)
sub.itemL(text="Blend:")
sub.itemR(sss, "color_factor", text="Color")
sub.itemR(sss, "texture_factor", text="Texture")
sub.itemL(text="Scattering Weight:")
sub.itemR(sss, "front")
sub.itemR(sss, "back")
col.itemS()
col.itemR(sss, "error_tolerance", text="Error")
class MATERIAL_PT_mirror(MaterialButtonsPanel):
__label__ = "Mirror"
__default_closed__ = True
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def poll(self, context):
mat = context.material
engine = context.scene.render_data.engine
return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in self.COMPAT_ENGINES)
def draw_header(self, context):
raym = context.material.raytrace_mirror
self.layout.itemR(raym, "enabled", text="")
def draw(self, context):
layout = self.layout
mat = context.material
raym = mat.raytrace_mirror
layout.active = raym.enabled
split = layout.split()
col = split.column()
col.itemR(raym, "reflect_factor")
col.itemR(mat, "mirror_color", text="")
col = split.column()
col.itemR(raym, "fresnel")
sub = col.column()
sub.active = raym.fresnel > 0
sub.itemR(raym, "fresnel_factor", text="Blend")
split = layout.split()
col = split.column()
col.itemS()
col.itemR(raym, "distance", text="Max Dist")
col.itemR(raym, "depth")
col.itemS()
sub = col.split(percentage=0.4)
sub.itemL(text="Fade To:")
sub.itemR(raym, "fade_to", text="")
col = split.column()
col.itemL(text="Gloss:")
col.itemR(raym, "gloss_factor", text="Amount")
sub = col.column()
sub.active = raym.gloss_factor < 1.0
sub.itemR(raym, "gloss_threshold", text="Threshold")
sub.itemR(raym, "gloss_samples", text="Samples")
sub.itemR(raym, "gloss_anisotropic", text="Anisotropic")
class MATERIAL_PT_transp(MaterialButtonsPanel):
__label__= "Transparency"
__default_closed__ = True
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def poll(self, context):
mat = context.material
engine = context.scene.render_data.engine
return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in self.COMPAT_ENGINES)
def draw_header(self, context):
mat = context.material
self.layout.itemR(mat, "transparency", text="")
def draw(self, context):
layout = self.layout
mat = context.material
rayt = mat.raytrace_transparency
row = layout.row()
row.active = mat.transparency and (not mat.shadeless)
row.itemR(mat, "transparency_method", expand=True)
split = layout.split()
col = split.column()
col.itemR(mat, "alpha")
row = col.row()
row.active = mat.transparency and (not mat.shadeless)
row.itemR(mat, "specular_alpha", text="Specular")
col = split.column()
col.active = (not mat.shadeless)
col.itemR(rayt, "fresnel")
sub = col.column()
sub.active = rayt.fresnel > 0
sub.itemR(rayt, "fresnel_factor", text="Blend")
if mat.transparency_method == 'RAYTRACE':
layout.itemS()
split = layout.split()
split.active = mat.transparency
col = split.column()
col.itemR(rayt, "ior")
col.itemR(rayt, "filter")
col.itemR(rayt, "falloff")
col.itemR(rayt, "limit")
col.itemR(rayt, "depth")
col = split.column()
col.itemL(text="Gloss:")
col.itemR(rayt, "gloss_factor", text="Amount")
sub = col.column()
sub.active = rayt.gloss_factor < 1.0
sub.itemR(rayt, "gloss_threshold", text="Threshold")
sub.itemR(rayt, "gloss_samples", text="Samples")
class MATERIAL_PT_halo(MaterialButtonsPanel):
__label__= "Halo"
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def poll(self, context):
mat = context.material
engine = context.scene.render_data.engine
return mat and (mat.type == 'HALO') and (engine in self.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
mat = context.material
halo = mat.halo
split = layout.split()
col = split.column()
col.itemR(mat, "diffuse_color", text="")
col.itemR(halo, "size")
col.itemR(halo, "hardness")
col.itemR(halo, "add")
col.itemL(text="Options:")
col.itemR(halo, "texture")
col.itemR(halo, "vertex_normal")
col.itemR(halo, "xalpha")
col.itemR(halo, "shaded")
col.itemR(halo, "soft")
col = split.column()
col.itemR(halo, "ring")
sub = col.column()
sub.active = halo.ring
sub.itemR(halo, "rings")
sub.itemR(mat, "mirror_color", text="")
col.itemS()
col.itemR(halo, "lines")
sub = col.column()
sub.active = halo.lines
sub.itemR(halo, "line_number", text="Lines")
sub.itemR(mat, "specular_color", text="")
col.itemS()
col.itemR(halo, "star")
sub = col.column()
sub.active = halo.star
sub.itemR(halo, "star_tips")
class MATERIAL_PT_flare(MaterialButtonsPanel):
__label__= "Flare"
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def poll(self, context):
mat = context.material
engine = context.scene.render_data.engine
return mat and (mat.type == 'HALO') and (engine in self.COMPAT_ENGINES)
def draw_header(self, context):
halo = context.material.halo
self.layout.itemR(halo, "flare_mode", text="")
def draw(self, context):
layout = self.layout
mat = context.material
halo = mat.halo
layout.active = halo.flare_mode
split = layout.split()
col = split.column()
col.itemR(halo, "flare_size", text="Size")
col.itemR(halo, "flare_boost", text="Boost")
col.itemR(halo, "flare_seed", text="Seed")
col = split.column()
col.itemR(halo, "flares_sub", text="Subflares")
col.itemR(halo, "flare_subsize", text="Subsize")
bpy.types.register(MATERIAL_PT_context_material)
bpy.types.register(MATERIAL_PT_preview)
bpy.types.register(MATERIAL_PT_diffuse)
bpy.types.register(MATERIAL_PT_specular)
bpy.types.register(MATERIAL_PT_shading)
bpy.types.register(MATERIAL_PT_transp)
bpy.types.register(MATERIAL_PT_mirror)
bpy.types.register(MATERIAL_PT_sss)
bpy.types.register(MATERIAL_PT_halo)
bpy.types.register(MATERIAL_PT_flare)
bpy.types.register(MATERIAL_PT_physics)
bpy.types.register(MATERIAL_PT_strand)
bpy.types.register(MATERIAL_PT_options)
bpy.types.register(MATERIAL_PT_shadow)
# Volumetrics
class VolumeButtonsPanel(bpy.types.Panel):
__space_type__ = 'PROPERTIES'
__region_type__ = 'WINDOW'
__context__ = "material"
def poll(self, context):
mat = context.material
engine = context.scene.render_data.engine
return mat and (mat.type == 'VOLUME') and (engine in self.COMPAT_ENGINES)
class MATERIAL_PT_volume_shading(VolumeButtonsPanel):
__label__ = "Shading"
__default_closed__ = False
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def draw(self, context):
layout = self.layout
vol = context.material.volume
row = layout.row()
row.itemR(vol, "density")
row.itemR(vol, "scattering")
split = layout.split()
col = split.column()
col.itemR(vol, "absorption")
col.itemR(vol, "absorption_color", text="")
col = split.column()
col.itemR(vol, "emission")
col.itemR(vol, "emission_color", text="")
class MATERIAL_PT_volume_scattering(VolumeButtonsPanel):
__label__ = "Scattering"
__default_closed__ = False
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def draw(self, context):
layout = self.layout
vol = context.material.volume
split = layout.split()
col = split.column()
col.itemR(vol, "scattering_mode", text="")
if vol.scattering_mode == 'SINGLE_SCATTERING':
col.itemR(vol, "light_cache")
sub = col.column()
sub.active = vol.light_cache
sub.itemR(vol, "cache_resolution")
elif vol.scattering_mode in ('MULTIPLE_SCATTERING', 'SINGLE_PLUS_MULTIPLE_SCATTERING'):
col.itemR(vol, "cache_resolution")
sub = col.column(align=True)
sub.itemR(vol, "ms_diffusion")
sub.itemR(vol, "ms_spread")
sub.itemR(vol, "ms_intensity")
col = split.column()
# col.itemL(text="Anisotropic Scattering:")
col.itemR(vol, "phase_function", text="")
if vol.phase_function in ('SCHLICK', 'HENYEY-GREENSTEIN'):
col.itemR(vol, "asymmetry")
class MATERIAL_PT_volume_transp(VolumeButtonsPanel):
__label__= "Transparency"
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def draw(self, context):
layout = self.layout
mat = context.material
layout.itemR(mat, "transparency_method", expand=True)
class MATERIAL_PT_volume_integration(VolumeButtonsPanel):
__label__ = "Integration"
__default_closed__ = False
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def draw(self, context):
layout = self.layout
vol = context.material.volume
split = layout.split()
col = split.column()
col.itemL(text="Step Calculation:")
col.itemR(vol, "step_calculation", text="")
sub = col.column(align=True)
sub.itemR(vol, "step_size")
sub.itemR(vol, "shading_step_size")
col = split.column()
col.itemL()
col.itemR(vol, "depth_cutoff")
col.itemR(vol, "density_scale")
bpy.types.register(MATERIAL_PT_volume_shading)
bpy.types.register(MATERIAL_PT_volume_scattering)
bpy.types.register(MATERIAL_PT_volume_transp)
bpy.types.register(MATERIAL_PT_volume_integration)

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import bpy
class ObjectButtonsPanel(bpy.types.Panel):
__space_type__ = 'PROPERTIES'
__region_type__ = 'WINDOW'
__context__ = "object"
class OBJECT_PT_context_object(ObjectButtonsPanel):
__show_header__ = False
def draw(self, context):
layout = self.layout
ob = context.object
row = layout.row()
row.itemL(text="", icon='ICON_OBJECT_DATA')
row.itemR(ob, "name", text="")
class OBJECT_PT_transform(ObjectButtonsPanel):
__label__ = "Transform"
def draw(self, context):
layout = self.layout
ob = context.object
row = layout.row()
row.column().itemR(ob, "location")
row.column().itemR(ob, "rotation")
row.column().itemR(ob, "scale")
class OBJECT_PT_relations(ObjectButtonsPanel):
__label__ = "Relations"
def draw(self, context):
layout = self.layout
ob = context.object
split = layout.split()
col = split.column()
col.itemR(ob, "layers")
col.itemS()
col.itemR(ob, "pass_index")
col = split.column()
col.itemL(text="Parent:")
col.itemR(ob, "parent", text="")
sub = col.column()
split = sub.split(percentage=0.3)
split.itemL(text="Type:")
split.itemR(ob, "parent_type", text="")
parent = ob.parent
if parent and ob.parent_type == 'BONE' and parent.type == 'ARMATURE':
sub.item_pointerR(ob, "parent_bone", parent.data, "bones", text="")
sub.active = parent != None
class OBJECT_PT_groups(ObjectButtonsPanel):
__label__ = "Groups"
def draw(self, context):
layout = self.layout
ob = context.object
split = layout.split()
split.item_menu_enumO("object.group_add", "group", text="Add to Group")
split.itemL()
for group in bpy.data.groups:
if ob.name in group.objects:
col = layout.column(align=True)
col.set_context_pointer("group", group)
row = col.box().row()
row.itemR(group, "name", text="")
row.itemO("object.group_remove", text="", icon='VICON_X')
split = col.box().split()
split.column().itemR(group, "layer", text="Dupli")
split.column().itemR(group, "dupli_offset", text="")
class OBJECT_PT_display(ObjectButtonsPanel):
__label__ = "Display"
def draw(self, context):
layout = self.layout
ob = context.object
split = layout.split()
col = split.column()
col.itemR(ob, "max_draw_type", text="Type")
col = split.column()
row = col.row()
row.itemR(ob, "draw_bounds", text="Bounds")
row.itemR(ob, "draw_bounds_type", text="")
flow = layout.column_flow()
flow.itemR(ob, "draw_name", text="Name")
flow.itemR(ob, "draw_axis", text="Axis")
flow.itemR(ob, "draw_wire", text="Wire")
flow.itemR(ob, "draw_texture_space", text="Texture Space")
flow.itemR(ob, "x_ray", text="X-Ray")
flow.itemR(ob, "draw_transparent", text="Transparency")
class OBJECT_PT_duplication(ObjectButtonsPanel):
__label__ = "Duplication"
def draw(self, context):
layout = self.layout
ob = context.object
layout.itemR(ob, "dupli_type", expand=True)
if ob.dupli_type == 'FRAMES':
split = layout.split()
col = split.column(align=True)
col.itemR(ob, "dupli_frames_start", text="Start")
col.itemR(ob, "dupli_frames_end", text="End")
col = split.column(align=True)
col.itemR(ob, "dupli_frames_on", text="On")
col.itemR(ob, "dupli_frames_off", text="Off")
layout.itemR(ob, "dupli_frames_no_speed", text="No Speed")
elif ob.dupli_type == 'VERTS':
layout.itemR(ob, "dupli_verts_rotation", text="Rotation")
elif ob.dupli_type == 'FACES':
row = layout.row()
row.itemR(ob, "dupli_faces_scale", text="Scale")
row.itemR(ob, "dupli_faces_inherit_scale", text="Inherit Scale")
elif ob.dupli_type == 'GROUP':
layout.itemR(ob, "dupli_group", text="Group")
class OBJECT_PT_animation(ObjectButtonsPanel):
__label__ = "Animation"
def draw(self, context):
layout = self.layout
ob = context.object
split = layout.split()
col = split.column()
col.itemL(text="Time Offset:")
col.itemR(ob, "time_offset_edit", text="Edit")
row = col.row()
row.itemR(ob, "time_offset_particle", text="Particle")
row.active = len(ob.particle_systems) != 0
row = col.row()
row.itemR(ob, "time_offset_parent", text="Parent")
row.active = ob.parent != None
row = col.row()
row.itemR(ob, "slow_parent")
row.active = ob.parent != None
col.itemR(ob, "time_offset", text="Offset")
col = split.column()
col.itemL(text="Track:")
col.itemR(ob, "track", text="")
col.itemR(ob, "track_axis", text="Axis")
col.itemR(ob, "up_axis", text="Up Axis")
row = col.row()
row.itemR(ob, "track_override_parent", text="Override Parent")
row.active = ob.parent != None
bpy.types.register(OBJECT_PT_context_object)
bpy.types.register(OBJECT_PT_transform)
bpy.types.register(OBJECT_PT_relations)
bpy.types.register(OBJECT_PT_groups)
bpy.types.register(OBJECT_PT_display)
bpy.types.register(OBJECT_PT_duplication)
bpy.types.register(OBJECT_PT_animation)

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import bpy
class ConstraintButtonsPanel(bpy.types.Panel):
__space_type__ = 'PROPERTIES'
__region_type__ = 'WINDOW'
__context__ = "constraint"
def draw_constraint(self, context, con):
layout = self.layout
box = layout.template_constraint(con)
if box:
# match enum type to our functions, avoids a lookup table.
getattr(self, con.type)(context, box, con)
# show/key buttons here are most likely obsolete now, with
# keyframing functionality being part of every button
if con.type not in ('RIGID_BODY_JOINT', 'NULL'):
box.itemR(con, "influence")
def space_template(self, layout, con, target=True, owner=True):
if target or owner:
row = layout.row()
row.itemL(text="Convert:")
if target:
row.itemR(con, "target_space", text="")
if target and owner:
row.itemL(icon='ICON_ARROW_LEFTRIGHT')
if owner:
row.itemR(con, "owner_space", text="")
def target_template(self, layout, con, subtargets=True):
layout.itemR(con, "target") # XXX limiting settings for only 'curves' or some type of object
if con.target and subtargets:
if con.target.type == 'ARMATURE':
layout.item_pointerR(con, "subtarget", con.target.data, "bones", text="Bone")
if con.type == 'COPY_LOCATION':
row = layout.row()
row.itemL(text="Head/Tail:")
row.itemR(con, "head_tail", text="")
elif con.target.type in ('MESH', 'LATTICE'):
layout.item_pointerR(con, "subtarget", con.target, "vertex_groups", text="Vertex Group")
def ik_template(self, layout, con):
layout.itemR(con, "pole_target")
if con.pole_target and con.pole_target.type == 'ARMATURE':
layout.item_pointerR(con, "pole_subtarget", con.pole_target.data, "bones", text="Bone")
if con.pole_target:
row = layout.row()
row.itemL()
row.itemR(con, "pole_angle")
split = layout.split()
col = split.column()
col.itemR(con, "tail")
col.itemR(con, "stretch")
col = split.column()
col.itemR(con, "iterations")
col.itemR(con, "chain_length")
def CHILD_OF(self, context, layout, con):
self.target_template(layout, con)
split = layout.split()
col = split.column()
col.itemL(text="Location:")
col.itemR(con, "locationx", text="X")
col.itemR(con, "locationy", text="Y")
col.itemR(con, "locationz", text="Z")
col = split.column()
col.itemL(text="Rotation:")
col.itemR(con, "rotationx", text="X")
col.itemR(con, "rotationy", text="Y")
col.itemR(con, "rotationz", text="Z")
col = split.column()
col.itemL(text="Scale:")
col.itemR(con, "sizex", text="X")
col.itemR(con, "sizey", text="Y")
col.itemR(con, "sizez", text="Z")
row = layout.row()
row.itemO("constraint.childof_set_inverse")
row.itemO("constraint.childof_clear_inverse")
def TRACK_TO(self, context, layout, con):
self.target_template(layout, con)
row = layout.row()
row.itemL(text="To:")
row.itemR(con, "track", expand=True)
row = layout.row()
#row.itemR(con, "up", text="Up", expand=True) # XXX: up and expand don't play nice together
row.itemR(con, "up", text="Up")
row.itemR(con, "target_z")
self.space_template(layout, con)
def IK(self, context, layout, con):
if context.object.pose.ik_solver == "ITASC":
layout.itemR(con, "ik_type")
getattr(self, "IK_"+con.ik_type)(context, layout, con)
else:
self.IK_COPY_POSE(context, layout, con)
def IK_COPY_POSE(self, context, layout, con):
self.target_template(layout, con)
self.ik_template(layout, con)
split = layout.split()
col = split.column()
col.itemL()
col.itemR(con, "targetless")
col.itemR(con, "rotation")
col = split.column()
col.itemL(text="Weight:")
col.itemR(con, "weight", text="Position", slider=True)
sub = col.column()
sub.active = con.rotation
sub.itemR(con, "orient_weight", text="Rotation", slider=True)
def IK_DISTANCE(self, context, layout, con):
self.target_template(layout, con)
self.ik_template(layout, con)
layout.itemR(con, "limit_mode")
row = layout.row()
row.itemR(con, "weight", text="Weight", slider=True)
row.itemR(con, "distance", text="Distance", slider=True)
def FOLLOW_PATH(self, context, layout, con):
self.target_template(layout, con)
split = layout.split()
col = split.column()
col.itemR(con, "use_curve_follow")
col.itemR(con, "use_curve_radius")
col = split.column()
col.itemR(con, "use_fixed_position")
if con.use_fixed_position:
col.itemR(con, "offset_factor", text="Offset")
else:
col.itemR(con, "offset")
row = layout.row()
row.itemL(text="Forward:")
row.itemR(con, "forward", expand=True)
row = layout.row()
row.itemR(con, "up", text="Up")
row.itemL()
def LIMIT_ROTATION(self, context, layout, con):
split = layout.split()
col = split.column()
col.itemR(con, "use_limit_x")
sub = col.column()
sub.active = con.use_limit_x
sub.itemR(con, "minimum_x", text="Min")
sub.itemR(con, "maximum_x", text="Max")
col = split.column()
col.itemR(con, "use_limit_y")
sub = col.column()
sub.active = con.use_limit_y
sub.itemR(con, "minimum_y", text="Min")
sub.itemR(con, "maximum_y", text="Max")
col = split.column()
col.itemR(con, "use_limit_z")
sub = col.column()
sub.active = con.use_limit_z
sub.itemR(con, "minimum_z", text="Min")
sub.itemR(con, "maximum_z", text="Max")
row = layout.row()
row.itemR(con, "limit_transform")
row.itemL()
row = layout.row()
row.itemL(text="Convert:")
row.itemR(con, "owner_space", text="")
def LIMIT_LOCATION(self, context, layout, con):
split = layout.split()
col = split.column()
col.itemR(con, "use_minimum_x")
sub = col.column()
sub.active = con.use_minimum_x
sub.itemR(con, "minimum_x", text="")
col.itemR(con, "use_maximum_x")
sub = col.column()
sub.active = con.use_maximum_x
sub.itemR(con, "maximum_x", text="")
col = split.column()
col.itemR(con, "use_minimum_y")
sub = col.column()
sub.active = con.use_minimum_y
sub.itemR(con, "minimum_y", text="")
col.itemR(con, "use_maximum_y")
sub = col.column()
sub.active = con.use_maximum_y
sub.itemR(con, "maximum_y", text="")
col = split.column()
col.itemR(con, "use_minimum_z")
sub = col.column()
sub.active = con.use_minimum_z
sub.itemR(con, "minimum_z", text="")
col.itemR(con, "use_maximum_z")
sub = col.column()
sub.active = con.use_maximum_z
sub.itemR(con, "maximum_z", text="")
row = layout.row()
row.itemR(con, "limit_transform")
row.itemL()
row = layout.row()
row.itemL(text="Convert:")
row.itemR(con, "owner_space", text="")
def LIMIT_SCALE(self, context, layout, con):
split = layout.split()
col = split.column()
col.itemR(con, "use_minimum_x")
sub = col.column()
sub.active = con.use_minimum_x
sub.itemR(con, "minimum_x", text="")
col.itemR(con, "use_maximum_x")
sub = col.column()
sub.active = con.use_maximum_x
sub.itemR(con, "maximum_x", text="")
col = split.column()
col.itemR(con, "use_minimum_y")
sub = col.column()
sub.active = con.use_minimum_y
sub.itemR(con, "minimum_y", text="")
col.itemR(con, "use_maximum_y")
sub = col.column()
sub.active = con.use_maximum_y
sub.itemR(con, "maximum_y", text="")
col = split.column()
col.itemR(con, "use_minimum_z")
sub = col.column()
sub.active = con.use_minimum_z
sub.itemR(con, "minimum_z", text="")
col.itemR(con, "use_maximum_z")
sub = col.column()
sub.active = con.use_maximum_z
sub.itemR(con, "maximum_z", text="")
row = layout.row()
row.itemR(con, "limit_transform")
row.itemL()
row = layout.row()
row.itemL(text="Convert:")
row.itemR(con, "owner_space", text="")
def COPY_ROTATION(self, context, layout, con):
self.target_template(layout, con)
split = layout.split()
col = split.column()
col.itemR(con, "rotate_like_x", text="X")
sub = col.column()
sub.active = con.rotate_like_x
sub.itemR(con, "invert_x", text="Invert")
col = split.column()
col.itemR(con, "rotate_like_y", text="Y")
sub = col.column()
sub.active = con.rotate_like_y
sub.itemR(con, "invert_y", text="Invert")
col = split.column()
col.itemR(con, "rotate_like_z", text="Z")
sub = col.column()
sub.active = con.rotate_like_z
sub.itemR(con, "invert_z", text="Invert")
layout.itemR(con, "offset")
self.space_template(layout, con)
def COPY_LOCATION(self, context, layout, con):
self.target_template(layout, con)
split = layout.split()
col = split.column()
col.itemR(con, "locate_like_x", text="X")
sub = col.column()
sub.active = con.locate_like_x
sub.itemR(con, "invert_x", text="Invert")
col = split.column()
col.itemR(con, "locate_like_y", text="Y")
sub = col.column()
sub.active = con.locate_like_y
sub.itemR(con, "invert_y", text="Invert")
col = split.column()
col.itemR(con, "locate_like_z", text="Z")
sub = col.column()
sub.active = con.locate_like_z
sub.itemR(con, "invert_z", text="Invert")
layout.itemR(con, "offset")
self.space_template(layout, con)
def COPY_SCALE(self, context, layout, con):
self.target_template(layout, con)
row = layout.row(align=True)
row.itemR(con, "size_like_x", text="X")
row.itemR(con, "size_like_y", text="Y")
row.itemR(con, "size_like_z", text="Z")
layout.itemR(con, "offset")
self.space_template(layout, con)
#def SCRIPT(self, context, layout, con):
def ACTION(self, context, layout, con):
self.target_template(layout, con)
layout.itemR(con, "action")
layout.itemR(con, "transform_channel")
split = layout.split()
col = split.column(align=True)
col.itemR(con, "start_frame", text="Start")
col.itemR(con, "end_frame", text="End")
col = split.column(align=True)
col.itemR(con, "minimum", text="Min")
col.itemR(con, "maximum", text="Max")
row = layout.row()
row.itemL(text="Convert:")
row.itemR(con, "owner_space", text="")
def LOCKED_TRACK(self, context, layout, con):
self.target_template(layout, con)
row = layout.row()
row.itemL(text="To:")
row.itemR(con, "track", expand=True)
row = layout.row()
row.itemL(text="Lock:")
row.itemR(con, "locked", expand=True)
def LIMIT_DISTANCE(self, context, layout, con):
self.target_template(layout, con)
col = layout.column(align=True);
col.itemR(con, "distance")
col.itemO("constraint.limitdistance_reset")
row = layout.row()
row.itemL(text="Clamp Region:")
row.itemR(con, "limit_mode", text="")
def STRETCH_TO(self, context, layout, con):
self.target_template(layout, con)
row = layout.row()
row.itemR(con, "original_length", text="Rest Length")
row.itemO("constraint.stretchto_reset", text="Reset")
col = layout.column()
col.itemR(con, "bulge", text="Volume Variation")
row = layout.row()
row.itemL(text="Volume:")
row.itemR(con, "volume", expand=True)
row.itemL(text="Plane:")
row.itemR(con, "keep_axis", expand=True)
def FLOOR(self, context, layout, con):
self.target_template(layout, con)
row = layout.row()
row.itemR(con, "sticky")
row.itemR(con, "use_rotation")
layout.itemR(con, "offset")
row = layout.row()
row.itemL(text="Min/Max:")
row.itemR(con, "floor_location", expand=True)
def RIGID_BODY_JOINT(self, context, layout, con):
self.target_template(layout, con)
layout.itemR(con, "pivot_type")
layout.itemR(con, "child")
row = layout.row()
row.itemR(con, "disable_linked_collision", text="No Collision")
row.itemR(con, "draw_pivot", text="Display Pivot")
split = layout.split()
col = split.column(align=True)
col.itemL(text="Pivot:")
col.itemR(con, "pivot_x", text="X")
col.itemR(con, "pivot_y", text="Y")
col.itemR(con, "pivot_z", text="Z")
col = split.column(align=True)
col.itemL(text="Axis:")
col.itemR(con, "axis_x", text="X")
col.itemR(con, "axis_y", text="Y")
col.itemR(con, "axis_z", text="Z")
#Missing: Limit arrays (not wrapped in RNA yet)
def CLAMP_TO(self, context, layout, con):
self.target_template(layout, con)
row = layout.row()
row.itemL(text="Main Axis:")
row.itemR(con, "main_axis", expand=True)
row = layout.row()
row.itemR(con, "cyclic")
def TRANSFORM(self, context, layout, con):
self.target_template(layout, con)
layout.itemR(con, "extrapolate_motion", text="Extrapolate")
split = layout.split()
col = split.column()
col.itemL(text="Source:")
col.row().itemR(con, "map_from", expand=True)
sub = col.row(align=True)
sub.itemL(text="X:")
sub.itemR(con, "from_min_x", text="")
sub.itemR(con, "from_max_x", text="")
sub = col.row(align=True)
sub.itemL(text="Y:")
sub.itemR(con, "from_min_y", text="")
sub.itemR(con, "from_max_y", text="")
sub = col.row(align=True)
sub.itemL(text="Z:")
sub.itemR(con, "from_min_z", text="")
sub.itemR(con, "from_max_z", text="")
split = layout.split()
col = split.column()
col.itemL(text="Destination:")
col.row().itemR(con, "map_to", expand=True)
sub = col.row(align=True)
sub.itemR(con, "map_to_x_from", text="")
sub.itemR(con, "to_min_x", text="")
sub.itemR(con, "to_max_x", text="")
sub = col.row(align=True)
sub.itemR(con, "map_to_y_from", text="")
sub.itemR(con, "to_min_y", text="")
sub.itemR(con, "to_max_y", text="")
sub = col.row(align=True)
sub.itemR(con, "map_to_z_from", text="")
sub.itemR(con, "to_min_z", text="")
sub.itemR(con, "to_max_z", text="")
self.space_template(layout, con)
def SHRINKWRAP (self, context, layout, con):
self.target_template(layout, con)
layout.itemR(con, "distance")
layout.itemR(con, "shrinkwrap_type")
if con.shrinkwrap_type == 'PROJECT':
row = layout.row(align=True)
row.itemR(con, "axis_x")
row.itemR(con, "axis_y")
row.itemR(con, "axis_z")
class OBJECT_PT_constraints(ConstraintButtonsPanel):
__label__ = "Constraints"
__context__ = "constraint"
def poll(self, context):
return (context.object)
def draw(self, context):
layout = self.layout
ob = context.object
row = layout.row()
row.item_menu_enumO("object.constraint_add", "type")
row.itemL();
for con in ob.constraints:
self.draw_constraint(context, con)
class BONE_PT_constraints(ConstraintButtonsPanel):
__label__ = "Constraints"
__context__ = "bone_constraint"
def poll(self, context):
ob = context.object
return (ob and ob.type == 'ARMATURE' and context.bone)
def draw(self, context):
layout = self.layout
ob = context.object
pchan = ob.pose.pose_channels[context.bone.name]
row = layout.row()
row.item_menu_enumO("pose.constraint_add", "type")
row.itemL();
for con in pchan.constraints:
self.draw_constraint(context, con)
bpy.types.register(OBJECT_PT_constraints)
bpy.types.register(BONE_PT_constraints)

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import bpy
def particle_panel_enabled(psys):
return psys.point_cache.baked==False and psys.edited==False
def particle_panel_poll(context):
psys = context.particle_system
if psys==None: return False
if psys.settings==None: return False
return psys.settings.type in ('EMITTER', 'REACTOR', 'HAIR')
def point_cache_ui(self, cache, enabled, particles, smoke):
layout = self.layout
layout.set_context_pointer("PointCache", cache)
row = layout.row()
row.template_list(cache, "point_cache_list", cache, "active_point_cache_index", rows=2 )
col = row.column(align=True)
col.itemO("ptcache.add_new", icon='ICON_ZOOMIN', text="")
col.itemO("ptcache.remove", icon='ICON_ZOOMOUT', text="")
row = layout.row()
row.itemL(text="File Name:")
if particles:
row.itemR(cache, "external")
if cache.external:
split = layout.split(percentage=0.80)
split.itemR(cache, "name", text="")
split.itemR(cache, "index", text="")
layout.itemL(text="File Path:")
layout.itemR(cache, "filepath", text="")
layout.itemL(text=cache.info)
else:
layout.itemR(cache, "name", text="")
if not particles:
row = layout.row()
row.enabled = enabled
row.itemR(cache, "start_frame")
row.itemR(cache, "end_frame")
row = layout.row()
if cache.baked == True:
row.itemO("ptcache.free_bake", text="Free Bake")
else:
row.item_booleanO("ptcache.bake", "bake", True, text="Bake")
sub = row.row()
sub.enabled = (cache.frames_skipped or cache.outdated) and enabled
sub.itemO("ptcache.bake", "bake", False, text="Calculate to Current Frame")
row = layout.row()
row.enabled = enabled
row.itemO("ptcache.bake_from_cache", text="Current Cache to Bake")
if not smoke:
row.itemR(cache, "step");
if not smoke:
row = layout.row()
sub = row.row()
sub.enabled = enabled
sub.itemR(cache, "quick_cache")
row.itemR(cache, "disk_cache")
layout.itemL(text=cache.info)
layout.itemS()
row = layout.row()
row.item_booleanO("ptcache.bake_all", "bake", True, text="Bake All Dynamics")
row.itemO("ptcache.free_bake_all", text="Free All Bakes")
layout.itemO("ptcache.bake_all", "bake", False, text="Update All Dynamics to current frame")
class ParticleButtonsPanel(bpy.types.Panel):
__space_type__ = 'PROPERTIES'
__region_type__ = 'WINDOW'
__context__ = "particle"
def poll(self, context):
return particle_panel_poll(context)
class PARTICLE_PT_particles(ParticleButtonsPanel):
__show_header__ = False
def poll(self, context):
return (context.particle_system or context.object)
def draw(self, context):
layout = self.layout
ob = context.object
psys = context.particle_system
if ob:
row = layout.row()
row.template_list(ob, "particle_systems", ob, "active_particle_system_index", rows=2)
col = row.column(align=True)
col.itemO("object.particle_system_add", icon='ICON_ZOOMIN', text="")
col.itemO("object.particle_system_remove", icon='ICON_ZOOMOUT', text="")
if psys and not psys.settings:
split = layout.split(percentage=0.32)
col = split.column()
col.itemL(text="Name:")
col.itemL(text="Settings:")
col = split.column()
col.itemR(psys, "name", text="")
col.template_ID(psys, "settings", new="particle.new")
elif psys:
part = psys.settings
split = layout.split(percentage=0.32)
col = split.column()
col.itemL(text="Name:")
if part.type in ('EMITTER', 'REACTOR', 'HAIR'):
col.itemL(text="Settings:")
col.itemL(text="Type:")
col = split.column()
col.itemR(psys, "name", text="")
if part.type in ('EMITTER', 'REACTOR', 'HAIR'):
col.template_ID(psys, "settings", new="particle.new")
#row = layout.row()
#row.itemL(text="Viewport")
#row.itemL(text="Render")
if part:
if part.type not in ('EMITTER', 'REACTOR', 'HAIR'):
layout.itemL(text="No settings for fluid particles")
return
row=col.row()
row.enabled = particle_panel_enabled(psys)
row.itemR(part, "type", text="")
row.itemR(psys, "seed")
split = layout.split(percentage=0.65)
if part.type=='HAIR':
if psys.edited==True:
split.itemO("particle.edited_clear", text="Free Edit")
else:
split.itemL(text="")
row = split.row()
row.enabled = particle_panel_enabled(psys)
row.itemR(part, "hair_step")
if psys.edited==True:
if psys.global_hair:
layout.itemO("particle.connect_hair")
layout.itemL(text="Hair is disconnected.")
else:
layout.itemO("particle.disconnect_hair")
layout.itemL(text="")
elif part.type=='REACTOR':
split.enabled = particle_panel_enabled(psys)
split.itemR(psys, "reactor_target_object")
split.itemR(psys, "reactor_target_particle_system", text="Particle System")
class PARTICLE_PT_emission(ParticleButtonsPanel):
__label__ = "Emission"
def poll(self, context):
if particle_panel_poll(context):
return not context.particle_system.point_cache.external
else:
return False
def draw(self, context):
layout = self.layout
psys = context.particle_system
part = psys.settings
layout.enabled = particle_panel_enabled(psys) and not psys.multiple_caches
row = layout.row()
row.itemR(part, "amount")
split = layout.split()
col = split.column(align=True)
col.itemR(part, "start")
col.itemR(part, "end")
col = split.column(align=True)
col.itemR(part, "lifetime")
col.itemR(part, "random_lifetime", slider=True)
layout.row().itemL(text="Emit From:")
row = layout.row()
row.itemR(part, "emit_from", expand=True)
row = layout.row()
row.itemR(part, "trand")
if part.distribution!='GRID':
row.itemR(part, "even_distribution")
if part.emit_from=='FACE' or part.emit_from=='VOLUME':
row = layout.row()
row.itemR(part, "distribution", expand=True)
row = layout.row()
if part.distribution=='JIT':
row.itemR(part, "userjit", text="Particles/Face")
row.itemR(part, "jitter_factor", text="Jittering Amount", slider=True)
elif part.distribution=='GRID':
row.itemR(part, "grid_resolution")
class PARTICLE_PT_hair_dynamics(ParticleButtonsPanel):
__label__ = "Hair dynamics"
__default_closed__ = True
def poll(self, context):
psys = context.particle_system
if psys==None: return False
if psys.settings==None: return False
return psys.settings.type == 'HAIR'
def draw_header(self, context):
#cloth = context.cloth.collision_settings
#self.layout.active = cloth_panel_enabled(context.cloth)
#self.layout.itemR(cloth, "enable_collision", text="")
psys = context.particle_system
self.layout.itemR(psys, "hair_dynamics", text="")
def draw(self, context):
layout = self.layout
psys = context.particle_system
part = psys.settings
cloth = psys.cloth.settings
layout.enabled = psys.hair_dynamics
split = layout.split()
col = split.column()
col.itemL(text="Quality:")
col.itemR(cloth, "quality", text="Steps",slider=True)
col.itemL(text="Gravity:")
col.itemR(cloth, "gravity", text="")
col = split.column()
col.itemL(text="Material:")
sub = col.column(align=True)
sub.itemR(cloth, "pin_stiffness", text="Stiffness")
sub.itemR(cloth, "mass")
sub.itemR(cloth, "bending_stiffness", text="Bending")
col.itemL(text="Damping:")
sub = col.column(align=True)
sub.itemR(cloth, "spring_damping", text="Spring")
sub.itemR(cloth, "air_damping", text="Air")
layout.itemR(cloth, "internal_friction", slider="True")
class PARTICLE_PT_cache(ParticleButtonsPanel):
__label__ = "Cache"
__default_closed__ = True
def poll(self, context):
psys = context.particle_system
if psys==None: return False
if psys.settings==None: return False
phystype = psys.settings.physics_type
if phystype == 'NO' or phystype == 'KEYED':
return False
return psys.settings.type in ('EMITTER', 'REACTOR') or (psys.settings.type == 'HAIR' and psys.hair_dynamics)
def draw(self, context):
layout = self.layout
psys = context.particle_system
point_cache_ui(self, psys.point_cache, particle_panel_enabled(psys), not psys.hair_dynamics, 0)
class PARTICLE_PT_initial(ParticleButtonsPanel):
__label__ = "Velocity"
def poll(self, context):
if particle_panel_poll(context):
psys = context.particle_system
return psys.settings.physics_type != 'BOIDS' and not psys.point_cache.external
else:
return False
def draw(self, context):
layout = self.layout
psys = context.particle_system
part = psys.settings
layout.enabled = particle_panel_enabled(psys)
layout.row().itemL(text="Direction:")
split = layout.split()
sub = split.column()
sub.itemR(part, "normal_factor")
if part.emit_from=='PARTICLE':
sub.itemR(part, "particle_factor")
else:
sub.itemR(part, "object_factor", slider=True)
sub.itemR(part, "random_factor")
sub.itemR(part, "tangent_factor")
sub.itemR(part, "tangent_phase", slider=True)
sub = split.column()
sub.itemL(text="TODO:")
sub.itemL(text="Object aligned")
sub.itemL(text="direction: X, Y, Z")
if part.type=='REACTOR':
sub.itemR(part, "reactor_factor")
sub.itemR(part, "reaction_shape", slider=True)
else:
sub.itemL(text="")
layout.row().itemL(text="Rotation:")
split = layout.split()
sub = split.column()
sub.itemR(part, "rotation_mode", text="Axis")
split = layout.split()
sub = split.column()
sub.itemR(part, "rotation_dynamic")
sub.itemR(part, "random_rotation_factor", slider=True)
sub = split.column()
sub.itemR(part, "phase_factor", slider=True)
sub.itemR(part, "random_phase_factor", text="Random", slider=True)
layout.row().itemL(text="Angular velocity:")
layout.row().itemR(part, "angular_velocity_mode", expand=True)
split = layout.split()
sub = split.column()
sub.itemR(part, "angular_velocity_factor", text="")
class PARTICLE_PT_physics(ParticleButtonsPanel):
__label__ = "Physics"
def poll(self, context):
if particle_panel_poll(context):
return not context.particle_system.point_cache.external
else:
return False
def draw(self, context):
layout = self.layout
psys = context.particle_system
part = psys.settings
layout.enabled = particle_panel_enabled(psys)
row = layout.row()
row.itemR(part, "physics_type", expand=True)
if part.physics_type != 'NO':
row = layout.row()
col = row.column(align=True)
col.itemR(part, "particle_size")
col.itemR(part, "random_size", slider=True)
col = row.column(align=True)
col.itemR(part, "mass")
col.itemR(part, "sizemass", text="Multiply mass with size")
if part.physics_type == 'NEWTON':
split = layout.split()
sub = split.column()
sub.itemL(text="Forces:")
sub.itemR(part, "brownian_factor")
sub.itemR(part, "drag_factor", slider=True)
sub.itemR(part, "damp_factor", slider=True)
sub.itemR(part, "integrator")
sub = split.column()
sub.itemR(part, "acceleration")
elif part.physics_type == 'KEYED':
split = layout.split()
sub = split.column()
row = layout.row()
col = row.column()
col.active = not psys.keyed_timing
col.itemR(part, "keyed_loops", text="Loops")
row.itemR(psys, "keyed_timing", text="Use Timing")
layout.itemL(text="Keys:")
elif part.physics_type=='BOIDS':
boids = part.boids
row = layout.row()
row.itemR(boids, "allow_flight")
row.itemR(boids, "allow_land")
row.itemR(boids, "allow_climb")
split = layout.split()
sub = split.column()
col = sub.column(align=True)
col.active = boids.allow_flight
col.itemR(boids, "air_max_speed")
col.itemR(boids, "air_min_speed", slider="True")
col.itemR(boids, "air_max_acc", slider="True")
col.itemR(boids, "air_max_ave", slider="True")
col.itemR(boids, "air_personal_space")
row = col.row()
row.active = (boids.allow_land or boids.allow_climb) and boids.allow_flight
row.itemR(boids, "landing_smoothness")
sub = split.column()
col = sub.column(align=True)
col.active = boids.allow_land or boids.allow_climb
col.itemR(boids, "land_max_speed")
col.itemR(boids, "land_jump_speed")
col.itemR(boids, "land_max_acc", slider="True")
col.itemR(boids, "land_max_ave", slider="True")
col.itemR(boids, "land_personal_space")
col.itemR(boids, "land_stick_force")
row = layout.row()
col = row.column(align=True)
col.itemL(text="Battle:")
col.itemR(boids, "health")
col.itemR(boids, "strength")
col.itemR(boids, "aggression")
col.itemR(boids, "accuracy")
col.itemR(boids, "range")
col = row.column()
col.itemL(text="Misc:")
col.itemR(part, "gravity")
col.itemR(boids, "banking", slider=True)
col.itemR(boids, "height", slider=True)
if part.physics_type=='NEWTON':
sub.itemR(part, "size_deflect")
sub.itemR(part, "die_on_collision")
elif part.physics_type=='KEYED' or part.physics_type=='BOIDS':
if part.physics_type=='BOIDS':
layout.itemL(text="Relations:")
row = layout.row()
row.template_list(psys, "targets", psys, "active_particle_target_index")
col = row.column()
subrow = col.row()
subcol = subrow.column(align=True)
subcol.itemO("particle.new_target", icon='ICON_ZOOMIN', text="")
subcol.itemO("particle.remove_target", icon='ICON_ZOOMOUT', text="")
subrow = col.row()
subcol = subrow.column(align=True)
subcol.itemO("particle.target_move_up", icon='VICON_MOVE_UP', text="")
subcol.itemO("particle.target_move_down", icon='VICON_MOVE_DOWN', text="")
key = psys.active_particle_target
if key:
row = layout.row()
if part.physics_type=='KEYED':
col = row.column()
#doesn't work yet
#col.red_alert = key.valid
col.itemR(key, "object", text="")
col.itemR(key, "system", text="System")
col = row.column();
col.active = psys.keyed_timing
col.itemR(key, "time")
col.itemR(key, "duration")
else:
subrow = row.row()
#doesn't work yet
#subrow.red_alert = key.valid
subrow.itemR(key, "object", text="")
subrow.itemR(key, "system", text="System")
layout.itemR(key, "mode", expand=True)
class PARTICLE_PT_boidbrain(ParticleButtonsPanel):
__label__ = "Boid Brain"
def poll(self, context):
psys = context.particle_system
if psys==None: return False
if psys.settings==None: return False
if psys.point_cache.external: return False
return psys.settings.physics_type=='BOIDS'
def draw(self, context):
boids = context.particle_system.settings.boids
layout = self.layout
layout.enabled = particle_panel_enabled(psys)
# Currently boids can only use the first state so these are commented out for now.
#row = layout.row()
#row.template_list(boids, "states", boids, "active_boid_state_index", compact="True")
#col = row.row()
#subrow = col.row(align=True)
#subrow.itemO("boid.boidstate_add", icon='ICON_ZOOMIN', text="")
#subrow.itemO("boid.boidstate_del", icon='ICON_ZOOMOUT', text="")
#subrow = row.row(align=True)
#subrow.itemO("boid.boidstate_move_up", icon='VICON_MOVE_UP', text="")
#subrow.itemO("boid.boidstate_move_down", icon='VICON_MOVE_DOWN', text="")
state = boids.active_boid_state
#layout.itemR(state, "name", text="State name")
row = layout.row()
row.itemR(state, "ruleset_type")
if state.ruleset_type=='FUZZY':
row.itemR(state, "rule_fuzziness", slider=True)
else:
row.itemL(text="")
row = layout.row()
row.template_list(state, "rules", state, "active_boid_rule_index")
col = row.column()
subrow = col.row()
subcol = subrow.column(align=True)
subcol.item_menu_enumO("boid.boidrule_add", "type", icon='ICON_ZOOMIN', text="")
subcol.itemO("boid.boidrule_del", icon='ICON_ZOOMOUT', text="")
subrow = col.row()
subcol = subrow.column(align=True)
subcol.itemO("boid.boidrule_move_up", icon='VICON_MOVE_UP', text="")
subcol.itemO("boid.boidrule_move_down", icon='VICON_MOVE_DOWN', text="")
rule = state.active_boid_rule
if rule:
row = layout.row()
row.itemR(rule, "name", text="")
#somebody make nice icons for boids here please! -jahka
row.itemR(rule, "in_air", icon='VICON_MOVE_UP', text="")
row.itemR(rule, "on_land", icon='VICON_MOVE_DOWN', text="")
row = layout.row()
if rule.type == 'GOAL':
row.itemR(rule, "object")
row = layout.row()
row.itemR(rule, "predict")
elif rule.type == 'AVOID':
row.itemR(rule, "object")
row = layout.row()
row.itemR(rule, "predict")
row.itemR(rule, "fear_factor")
elif rule.type == 'FOLLOW_PATH':
row.itemL(text="Not yet functional.")
elif rule.type == 'AVOID_COLLISION':
row.itemR(rule, "boids")
row.itemR(rule, "deflectors")
row.itemR(rule, "look_ahead")
elif rule.type == 'FOLLOW_LEADER':
row.itemR(rule, "object", text="")
row.itemR(rule, "distance")
row = layout.row()
row.itemR(rule, "line")
subrow = row.row()
subrow.active = rule.line
subrow.itemR(rule, "queue_size")
elif rule.type == 'AVERAGE_SPEED':
row.itemR(rule, "speed", slider=True)
row.itemR(rule, "wander", slider=True)
row.itemR(rule, "level", slider=True)
elif rule.type == 'FIGHT':
row.itemR(rule, "distance")
row.itemR(rule, "flee_distance")
class PARTICLE_PT_render(ParticleButtonsPanel):
__label__ = "Render"
def poll(self, context):
psys = context.particle_system
if psys==None: return False
if psys.settings==None: return False
return True;
def draw(self, context):
layout = self.layout
psys = context.particle_system
part = psys.settings
row = layout.row()
row.itemR(part, "material")
row.itemR(psys, "parent");
split = layout.split()
sub = split.column()
sub.itemR(part, "emitter");
sub.itemR(part, "parent");
sub = split.column()
sub.itemR(part, "unborn");
sub.itemR(part, "died");
row = layout.row()
row.itemR(part, "ren_as", expand=True)
split = layout.split()
sub = split.column()
if part.ren_as == 'LINE':
sub.itemR(part, "line_length_tail")
sub.itemR(part, "line_length_head")
sub = split.column()
sub.itemR(part, "velocity_length")
elif part.ren_as == 'PATH':
if (part.type!='HAIR' and part.physics_type!='KEYED' and psys.point_cache.baked==False):
box = layout.box()
box.itemL(text="Baked or keyed particles needed for correct rendering.")
return
sub.itemR(part, "render_strand")
colsub = sub.column()
colsub.active = part.render_strand == False
colsub.itemR(part, "render_adaptive")
colsub = sub.column()
colsub.active = part.render_adaptive or part.render_strand == True
colsub.itemR(part, "adaptive_angle")
colsub = sub.column()
colsub.active = part.render_adaptive == True and part.render_strand == False
colsub.itemR(part, "adaptive_pix")
sub.itemR(part, "hair_bspline")
sub.itemR(part, "render_step", text="Steps")
sub = split.column()
sub.itemL(text="Timing:")
sub.itemR(part, "abs_path_time")
sub.itemR(part, "path_start", text="Start", slider= not part.abs_path_time)
sub.itemR(part, "path_end", text="End", slider= not part.abs_path_time)
sub.itemR(part, "random_length", text="Random", slider=True)
row = layout.row()
col = row.column()
if part.type=='HAIR' and part.render_strand==True and part.child_type=='FACES':
layout.itemR(part, "enable_simplify")
if part.enable_simplify==True:
row = layout.row()
row.itemR(part, "simplify_refsize")
row.itemR(part, "simplify_rate")
row.itemR(part, "simplify_transition")
row = layout.row()
row.itemR(part, "viewport")
subrow = row.row()
subrow.active = part.viewport==True
subrow.itemR(part, "simplify_viewport")
elif part.ren_as == 'OBJECT':
sub.itemR(part, "dupli_object")
elif part.ren_as == 'GROUP':
sub.itemR(part, "dupli_group")
split = layout.split()
sub = split.column()
sub.itemR(part, "whole_group")
sub = split.column()
colsub = sub.column()
colsub.active = part.whole_group == False
colsub.itemR(part, "rand_group")
elif part.ren_as == 'BILLBOARD':
sub.itemL(text="Align:")
row = layout.row()
row.itemR(part, "billboard_align", expand=True)
row.itemR(part, "billboard_lock", text="Lock")
row = layout.row()
row.itemR(part, "billboard_object")
row = layout.row()
col = row.column(align=True)
col.itemL(text="Tilt:")
col.itemR(part, "billboard_tilt", text="Angle", slider=True)
col.itemR(part, "billboard_random_tilt", slider=True)
col = row.column()
col.itemR(part, "billboard_offset")
row = layout.row()
row.itemR(psys, "billboard_normal_uv")
row = layout.row()
row.itemR(psys, "billboard_time_index_uv")
row = layout.row()
row.itemL(text="Split uv's:")
row.itemR(part, "billboard_uv_split", text="Number of splits")
row = layout.row()
row.itemR(psys, "billboard_split_uv")
row = layout.row()
row.itemL(text="Animate:")
row.itemR(part, "billboard_animation", expand=True)
row.itemL(text="Offset:")
row.itemR(part, "billboard_split_offset", expand=True)
if part.ren_as == 'HALO' or part.ren_as == 'LINE' or part.ren_as=='BILLBOARD':
row = layout.row()
col = row.column()
col.itemR(part, "trail_count")
if part.trail_count > 1:
col.itemR(part, "abs_path_time", text="Length in frames")
col = row.column()
col.itemR(part, "path_end", text="Length", slider=not part.abs_path_time)
col.itemR(part, "random_length", text="Random", slider=True)
else:
col = row.column()
col.itemL(text="")
class PARTICLE_PT_draw(ParticleButtonsPanel):
__label__ = "Display"
__default_closed__ = True
def poll(self, context):
psys = context.particle_system
if psys==None: return False
if psys.settings==None: return False
return True;
def draw(self, context):
layout = self.layout
psys = context.particle_system
part = psys.settings
row = layout.row()
row.itemR(part, "draw_as", expand=True)
if part.draw_as=='NONE' or (part.ren_as=='NONE' and part.draw_as=='RENDER'):
return
path = (part.ren_as=='PATH' and part.draw_as=='RENDER') or part.draw_as=='PATH'
if path and part.type!='HAIR' and part.physics_type!='KEYED' and psys.point_cache.baked==False:
box = layout.box()
box.itemL(text="Baked or keyed particles needed for correct drawing.")
return
row = layout.row()
row.itemR(part, "display", slider=True)
if part.draw_as!='RENDER' or part.ren_as=='HALO':
row.itemR(part, "draw_size")
else:
row.itemL(text="")
row = layout.row()
col = row.column()
col.itemR(part, "show_size")
col.itemR(part, "velocity")
col.itemR(part, "num")
if part.physics_type == 'BOIDS':
col.itemR(part, "draw_health")
col = row.column()
col.itemR(part, "material_color", text="Use material color")
if (path):
col.itemR(part, "draw_step")
else:
subcol = col.column()
subcol.active = part.material_color==False
#subcol.itemL(text="color")
#subcol.itemL(text="Override material color")
class PARTICLE_PT_children(ParticleButtonsPanel):
__label__ = "Children"
__default_closed__ = True
def draw(self, context):
layout = self.layout
psys = context.particle_system
part = psys.settings
layout.row().itemR(part, "child_type", expand=True)
if part.child_type=='NONE':
return
row = layout.row()
col = row.column(align=True)
col.itemR(part, "child_nbr", text="Display")
col.itemR(part, "rendered_child_nbr", text="Render")
col = row.column(align=True)
if part.child_type=='FACES':
col.itemR(part, "virtual_parents", slider=True)
else:
col.itemR(part, "child_radius", text="Radius")
col.itemR(part, "child_roundness", text="Roundness", slider=True)
col = row.column(align=True)
col.itemR(part, "child_size", text="Size")
col.itemR(part, "child_random_size", text="Random")
layout.row().itemL(text="Effects:")
row = layout.row()
col = row.column(align=True)
col.itemR(part, "clump_factor", slider=True)
col.itemR(part, "clumppow", slider=True)
col = row.column(align=True)
col.itemR(part, "rough_endpoint")
col.itemR(part, "rough_end_shape")
row = layout.row()
col = row.column(align=True)
col.itemR(part, "rough1")
col.itemR(part, "rough1_size")
col = row.column(align=True)
col.itemR(part, "rough2")
col.itemR(part, "rough2_size")
col.itemR(part, "rough2_thres", slider=True)
row = layout.row()
col = row.column(align=True)
col.itemR(part, "child_length", slider=True)
col.itemR(part, "child_length_thres", slider=True)
col = row.column(align=True)
col.itemL(text="Space reserved for")
col.itemL(text="hair parting controls")
layout.row().itemL(text="Kink:")
layout.row().itemR(part, "kink", expand=True)
split = layout.split()
sub = split.column()
sub.itemR(part, "kink_amplitude")
sub.itemR(part, "kink_frequency")
sub = split.column()
sub.itemR(part, "kink_shape", slider=True)
class PARTICLE_PT_effectors(ParticleButtonsPanel):
__label__ = "Effectors"
__default_closed__ = True
def draw(self, context):
layout = self.layout
psys = context.particle_system
part = psys.settings
layout.itemR(part, "effector_group")
layout.itemR(part, "eweight_all", slider=True)
layout.itemS()
layout.itemR(part, "eweight_spherical", slider=True)
layout.itemR(part, "eweight_vortex", slider=True)
layout.itemR(part, "eweight_magnetic", slider=True)
layout.itemR(part, "eweight_wind", slider=True)
layout.itemR(part, "eweight_curveguide", slider=True)
layout.itemR(part, "eweight_texture", slider=True)
layout.itemR(part, "eweight_harmonic", slider=True)
layout.itemR(part, "eweight_charge", slider=True)
layout.itemR(part, "eweight_lennardjones", slider=True)
class PARTICLE_PT_vertexgroups(ParticleButtonsPanel):
__label__ = "Vertexgroups"
__default_closed__ = True
def draw(self, context):
layout = self.layout
psys = context.particle_system
part = psys.settings
layout.itemL(text="Nothing here yet.")
#row = layout.row()
#row.itemL(text="Vertex Group")
#row.itemL(text="Negate")
#row = layout.row()
#row.itemR(psys, "vertex_group_density")
#row.itemR(psys, "vertex_group_density_negate", text="")
#row = layout.row()
#row.itemR(psys, "vertex_group_velocity")
#row.itemR(psys, "vertex_group_velocity_negate", text="")
#row = layout.row()
#row.itemR(psys, "vertex_group_length")
#row.itemR(psys, "vertex_group_length_negate", text="")
#row = layout.row()
#row.itemR(psys, "vertex_group_clump")
#row.itemR(psys, "vertex_group_clump_negate", text="")
#row = layout.row()
#row.itemR(psys, "vertex_group_kink")
#row.itemR(psys, "vertex_group_kink_negate", text="")
#row = layout.row()
#row.itemR(psys, "vertex_group_roughness1")
#row.itemR(psys, "vertex_group_roughness1_negate", text="")
#row = layout.row()
#row.itemR(psys, "vertex_group_roughness2")
#row.itemR(psys, "vertex_group_roughness2_negate", text="")
#row = layout.row()
#row.itemR(psys, "vertex_group_roughness_end")
#row.itemR(psys, "vertex_group_roughness_end_negate", text="")
#row = layout.row()
#row.itemR(psys, "vertex_group_size")
#row.itemR(psys, "vertex_group_size_negate", text="")
#row = layout.row()
#row.itemR(psys, "vertex_group_tangent")
#row.itemR(psys, "vertex_group_tangent_negate", text="")
#row = layout.row()
#row.itemR(psys, "vertex_group_rotation")
#row.itemR(psys, "vertex_group_rotation_negate", text="")
#row = layout.row()
#row.itemR(psys, "vertex_group_field")
#row.itemR(psys, "vertex_group_field_negate", text="")
bpy.types.register(PARTICLE_PT_particles)
bpy.types.register(PARTICLE_PT_hair_dynamics)
bpy.types.register(PARTICLE_PT_cache)
bpy.types.register(PARTICLE_PT_emission)
bpy.types.register(PARTICLE_PT_initial)
bpy.types.register(PARTICLE_PT_physics)
bpy.types.register(PARTICLE_PT_boidbrain)
bpy.types.register(PARTICLE_PT_render)
bpy.types.register(PARTICLE_PT_draw)
bpy.types.register(PARTICLE_PT_children)
bpy.types.register(PARTICLE_PT_effectors)
bpy.types.register(PARTICLE_PT_vertexgroups)

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import bpy
from buttons_particle import point_cache_ui
def cloth_panel_enabled(md):
return md.point_cache.baked==False
class PhysicButtonsPanel(bpy.types.Panel):
__space_type__ = 'PROPERTIES'
__region_type__ = 'WINDOW'
__context__ = "physics"
def poll(self, context):
ob = context.object
rd = context.scene.render_data
return (ob and ob.type == 'MESH') and (not rd.use_game_engine)
class PHYSICS_PT_cloth(PhysicButtonsPanel):
__label__ = "Cloth"
def draw(self, context):
layout = self.layout
md = context.cloth
ob = context.object
split = layout.split()
split.operator_context = 'EXEC_DEFAULT'
if md:
# remove modifier + settings
split.set_context_pointer("modifier", md)
split.itemO("object.modifier_remove", text="Remove")
row = split.row(align=True)
row.itemR(md, "render", text="")
row.itemR(md, "realtime", text="")
else:
# add modifier
split.item_enumO("object.modifier_add", "type", 'CLOTH', text="Add")
split.itemL()
if md:
cloth = md.settings
layout.active = cloth_panel_enabled(md)
split = layout.split()
col = split.column()
col.itemL(text="Quality:")
col.itemR(cloth, "quality", text="Steps",slider=True)
col.itemL(text="Gravity:")
col.itemR(cloth, "gravity", text="")
col.itemR(cloth, "pin_cloth", text="Pin")
sub = col.column(align=True)
sub.active = cloth.pin_cloth
sub.itemR(cloth, "pin_stiffness", text="Stiffness")
sub.item_pointerR(cloth, "mass_vertex_group", ob, "vertex_groups", text="")
col = split.column()
col.itemL(text="Presets...")
col.itemL(text="TODO!")
col.itemL(text="Material:")
sub = col.column(align=True)
sub.itemR(cloth, "mass")
sub.itemR(cloth, "structural_stiffness", text="Structural")
sub.itemR(cloth, "bending_stiffness", text="Bending")
col.itemL(text="Damping:")
sub = col.column(align=True)
sub.itemR(cloth, "spring_damping", text="Spring")
sub.itemR(cloth, "air_damping", text="Air")
# Disabled for now
"""
if cloth.mass_vertex_group:
layout.itemL(text="Goal:")
col = layout.column_flow()
col.itemR(cloth, "goal_default", text="Default")
col.itemR(cloth, "goal_spring", text="Stiffness")
col.itemR(cloth, "goal_friction", text="Friction")
"""
class PHYSICS_PT_cloth_cache(PhysicButtonsPanel):
__label__ = "Cloth Cache"
__default_closed__ = True
def poll(self, context):
return context.cloth
def draw(self, context):
md = context.cloth
point_cache_ui(self, md.point_cache, cloth_panel_enabled(md), 0, 0)
class PHYSICS_PT_cloth_collision(PhysicButtonsPanel):
__label__ = "Cloth Collision"
__default_closed__ = True
def poll(self, context):
return context.cloth
def draw_header(self, context):
cloth = context.cloth.collision_settings
self.layout.active = cloth_panel_enabled(context.cloth)
self.layout.itemR(cloth, "enable_collision", text="")
def draw(self, context):
layout = self.layout
cloth = context.cloth.collision_settings
md = context.cloth
layout.active = cloth.enable_collision and cloth_panel_enabled(md)
split = layout.split()
col = split.column()
col.itemR(cloth, "collision_quality", slider=True, text="Quality")
col.itemR(cloth, "min_distance", slider=True, text="Distance")
col.itemR(cloth, "friction")
col = split.column()
col.itemR(cloth, "enable_self_collision", text="Self Collision")
sub = col.column()
sub.active = cloth.enable_self_collision
sub.itemR(cloth, "self_collision_quality", slider=True, text="Quality")
sub.itemR(cloth, "self_min_distance", slider=True, text="Distance")
class PHYSICS_PT_cloth_stiffness(PhysicButtonsPanel):
__label__ = "Cloth Stiffness Scaling"
__default_closed__ = True
def poll(self, context):
return context.cloth
def draw_header(self, context):
cloth = context.cloth.settings
self.layout.active = cloth_panel_enabled(context.cloth)
self.layout.itemR(cloth, "stiffness_scaling", text="")
def draw(self, context):
layout = self.layout
md = context.cloth
ob = context.object
cloth = context.cloth.settings
layout.active = cloth.stiffness_scaling and cloth_panel_enabled(md)
split = layout.split()
col = split.column()
col.itemL(text="Structural Stiffness:")
sub = col.column(align=True)
sub.itemR(cloth, "structural_stiffness_max", text="Max")
sub.item_pointerR(cloth, "structural_stiffness_vertex_group", ob, "vertex_groups", text="")
col = split.column()
col.itemL(text="Bending Stiffness:")
sub = col.column(align=True)
sub.itemR(cloth, "bending_stiffness_max", text="Max")
sub.item_pointerR(cloth, "bending_vertex_group", ob, "vertex_groups", text="")
bpy.types.register(PHYSICS_PT_cloth)
bpy.types.register(PHYSICS_PT_cloth_cache)
bpy.types.register(PHYSICS_PT_cloth_collision)
bpy.types.register(PHYSICS_PT_cloth_stiffness)

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import bpy
class PhysicButtonsPanel(bpy.types.Panel):
__space_type__ = 'PROPERTIES'
__region_type__ = 'WINDOW'
__context__ = "physics"
def poll(self, context):
rd = context.scene.render_data
return (context.object) and (not rd.use_game_engine)
class PHYSICS_PT_field(PhysicButtonsPanel):
__label__ = "Force Fields"
__default_closed__ = True
def draw(self, context):
layout = self.layout
ob = context.object
field = ob.field
#layout.active = field.enabled
split = layout.split(percentage=0.2)
split.itemL(text="Type:")
split.itemR(field, "type",text="")
split = layout.split()
if field.type == 'GUIDE':
layout.itemR(field, "guide_path_add")
elif field.type == 'WIND':
split.itemR(field, "strength")
col = split.column()
col.itemR(field, "noise")
col.itemR(field, "seed")
elif field.type == 'VORTEX':
split.itemR(field, "strength")
split.itemL()
elif field.type in ('SPHERICAL', 'CHARGE', 'LENNARDJ'):
split.itemR(field, "strength")
col = split.column()
col.itemR(field, "planar")
col.itemR(field, "surface")
elif field.type == 'BOID':
split.itemR(field, "strength")
split.itemR(field, "surface")
elif field.type == 'MAGNET':
split.itemR(field, "strength")
split.itemR(field, "planar")
elif field.type == 'HARMONIC':
col = split.column()
col.itemR(field, "strength")
col.itemR(field, "harmonic_damping", text="Damping")
col = split.column()
col.itemR(field, "planar")
col.itemR(field, "surface")
elif field.type == 'TEXTURE':
col = split.column()
col.itemR(field, "strength")
col.itemR(field, "texture", text="")
col.itemR(field, "texture_mode", text="")
col.itemR(field, "texture_nabla")
col = split.column()
col.itemR(field, "use_coordinates")
col.itemR(field, "root_coordinates")
col.itemR(field, "force_2d")
if field.type in ('HARMONIC', 'SPHERICAL', 'CHARGE', 'WIND', 'VORTEX', 'TEXTURE', 'MAGNET', 'BOID'):
layout.itemL(text="Falloff:")
layout.itemR(field, "falloff_type", expand=True)
split = layout.split(percentage=0.35)
col = split.column()
col.itemR(field, "positive_z", text="Positive Z")
col.itemR(field, "use_min_distance", text="Use Minimum")
col.itemR(field, "use_max_distance", text="Use Maximum")
col = split.column()
col.itemR(field, "falloff_power", text="Power")
sub = col.column()
sub.active = field.use_min_distance
sub.itemR(field, "minimum_distance", text="Distance")
sub = col.column()
sub.active = field.use_max_distance
sub.itemR(field, "maximum_distance", text="Distance")
if field.falloff_type == 'CONE':
layout.itemS()
split = layout.split(percentage=0.35)
col = split.column()
col.itemL(text="Angular:")
col.itemR(field, "use_radial_min", text="Use Minimum")
col.itemR(field, "use_radial_max", text="Use Maximum")
col = split.column()
col.itemR(field, "radial_falloff", text="Power")
sub = col.column()
sub.active = field.use_radial_min
sub.itemR(field, "radial_minimum", text="Angle")
sub = col.column()
sub.active = field.use_radial_max
sub.itemR(field, "radial_maximum", text="Angle")
elif field.falloff_type == 'TUBE':
layout.itemS()
split = layout.split(percentage=0.35)
col = split.column()
col.itemL(text="Radial:")
col.itemR(field, "use_radial_min", text="Use Minimum")
col.itemR(field, "use_radial_max", text="Use Maximum")
col = split.column()
col.itemR(field, "radial_falloff", text="Power")
sub = col.column()
sub.active = field.use_radial_min
sub.itemR(field, "radial_minimum", text="Distance")
sub = col.column()
sub.active = field.use_radial_max
sub.itemR(field, "radial_maximum", text="Distance")
#if ob.type in 'CURVE':
#if field.type == 'GUIDE':
#colsub = col.column(align=True)
#if field.type != 'NONE':
#layout.itemR(field, "strength")
#if field.type in ('HARMONIC', 'SPHERICAL', 'CHARGE', "LENNARDj"):
#if ob.type in ('MESH', 'SURFACE', 'FONT', 'CURVE'):
#layout.itemR(field, "surface")
class PHYSICS_PT_collision(PhysicButtonsPanel):
__label__ = "Collision"
__default_closed__ = True
def poll(self, context):
ob = context.object
rd = context.scene.render_data
return (ob and ob.type == 'MESH') and (not rd.use_game_engine)
def draw(self, context):
layout = self.layout
md = context.collision
split = layout.split()
split.operator_context = 'EXEC_DEFAULT'
if md:
# remove modifier + settings
split.set_context_pointer("modifier", md)
split.itemO("object.modifier_remove", text="Remove")
col = split.column()
#row = split.row(align=True)
#row.itemR(md, "render", text="")
#row.itemR(md, "realtime", text="")
settings = md.settings
else:
# add modifier
split.item_enumO("object.modifier_add", "type", 'COLLISION', text="Add")
split.itemL()
settings = None
if settings:
layout.active = settings.enabled
split = layout.split()
col = split.column()
col.itemL(text="Particle:")
col.itemR(settings, "permeability", slider=True)
col.itemL(text="Particle Damping:")
sub = col.column(align=True)
sub.itemR(settings, "damping_factor", text="Factor", slider=True)
sub.itemR(settings, "random_damping", text="Random", slider=True)
col.itemL(text="Soft Body and Cloth:")
sub = col.column(align=True)
sub.itemR(settings, "outer_thickness", text="Outer", slider=True)
sub.itemR(settings, "inner_thickness", text="Inner", slider=True)
layout.itemL(text="Force Fields:")
layout.itemR(settings, "absorption", text="Absorption")
col = split.column()
col.itemL(text="")
col.itemR(settings, "kill_particles")
col.itemL(text="Particle Friction:")
sub = col.column(align=True)
sub.itemR(settings, "friction_factor", text="Factor", slider=True)
sub.itemR(settings, "random_friction", text="Random", slider=True)
col.itemL(text="Soft Body Damping:")
col.itemR(settings, "damping", text="Factor", slider=True)
bpy.types.register(PHYSICS_PT_field)
bpy.types.register(PHYSICS_PT_collision)

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import bpy
class PhysicButtonsPanel(bpy.types.Panel):
__space_type__ = 'PROPERTIES'
__region_type__ = 'WINDOW'
__context__ = "physics"
def poll(self, context):
ob = context.object
rd = context.scene.render_data
return (ob and ob.type == 'MESH') and (not rd.use_game_engine)
class PHYSICS_PT_fluid(PhysicButtonsPanel):
__label__ = "Fluid"
def draw(self, context):
layout = self.layout
md = context.fluid
ob = context.object
split = layout.split()
split.operator_context = 'EXEC_DEFAULT'
if md:
# remove modifier + settings
split.set_context_pointer("modifier", md)
split.itemO("object.modifier_remove", text="Remove")
row = split.row(align=True)
row.itemR(md, "render", text="")
row.itemR(md, "realtime", text="")
fluid = md.settings
else:
# add modifier
split.item_enumO("object.modifier_add", "type", 'FLUID_SIMULATION', text="Add")
split.itemL()
fluid = None
if fluid:
layout.itemR(fluid, "type")
if fluid.type == 'DOMAIN':
layout.itemO("fluid.bake", text="Bake Fluid Simulation", icon='ICON_MOD_FLUIDSIM')
split = layout.split()
col = split.column()
col.itemL(text="Resolution:")
col.itemR(fluid, "resolution", text="Final")
col.itemL(text="Render Display:")
col.itemR(fluid, "render_display_mode", text="")
col.itemL(text="Time:")
sub = col.column(align=True)
sub.itemR(fluid, "start_time", text="Start")
sub.itemR(fluid, "end_time", text="End")
col = split.column()
col.itemL(text="Required Memory: " + fluid.memory_estimate)
col.itemR(fluid, "preview_resolution", text="Preview")
col.itemL(text="Viewport Display:")
col.itemR(fluid, "viewport_display_mode", text="")
col.itemL()
col.itemR(fluid, "generate_speed_vectors")
col.itemR(fluid, "reverse_frames")
layout.itemR(fluid, "path", text="")
elif fluid.type == 'FLUID':
split = layout.split()
col = split.column()
col.itemL(text="Volume Initialization:")
col.itemR(fluid, "volume_initialization", text="")
col.itemR(fluid, "export_animated_mesh")
col = split.column()
col.itemL(text="Initial Velocity:")
col.itemR(fluid, "initial_velocity", text="")
elif fluid.type == 'OBSTACLE':
split = layout.split()
col = split.column()
col.itemL(text="Volume Initialization:")
col.itemR(fluid, "volume_initialization", text="")
col.itemR(fluid, "export_animated_mesh")
col = split.column()
col.itemL(text="Slip Type:")
col.itemR(fluid, "slip_type", text="")
if fluid.slip_type == 'PARTIALSLIP':
col.itemR(fluid, "partial_slip_factor", slider=True, text="Amount")
col.itemL(text="Impact:")
col.itemR(fluid, "impact_factor", text="Factor")
elif fluid.type == 'INFLOW':
split = layout.split()
col = split.column()
col.itemL(text="Volume Initialization:")
col.itemR(fluid, "volume_initialization", text="")
col.itemR(fluid, "export_animated_mesh")
col.itemR(fluid, "local_coordinates")
col = split.column()
col.itemL(text="Inflow Velocity:")
col.itemR(fluid, "inflow_velocity", text="")
elif fluid.type == 'OUTFLOW':
split = layout.split()
col = split.column()
col.itemL(text="Volume Initialization:")
col.itemR(fluid, "volume_initialization", text="")
col.itemR(fluid, "export_animated_mesh")
split.column()
elif fluid.type == 'PARTICLE':
split = layout.split(percentage=0.5)
col = split.column()
col.itemL(text="Influence:")
col.itemR(fluid, "particle_influence", text="Size")
col.itemR(fluid, "alpha_influence", text="Alpha")
col = split.column()
col.itemL(text="Type:")
col.itemR(fluid, "drops")
col.itemR(fluid, "floats")
col = split.column()
col.itemL()
col.itemR(fluid, "tracer")
layout.itemR(fluid, "path", text="")
elif fluid.type == 'CONTROL':
split = layout.split()
col = split.column()
col.itemL(text="")
col.itemR(fluid, "quality", slider=True)
col.itemR(fluid, "reverse_frames")
col = split.column()
col.itemL(text="Time:")
sub = col.column(align=True)
sub.itemR(fluid, "start_time", text="Start")
sub.itemR(fluid, "end_time", text="End")
split = layout.split()
col = split.column()
col.itemL(text="Attraction Force:")
sub = col.column(align=True)
sub.itemR(fluid, "attraction_strength", text="Strength")
sub.itemR(fluid, "attraction_radius", text="Radius")
col = split.column()
col.itemL(text="Velocity Force:")
sub = col.column(align=True)
sub.itemR(fluid, "velocity_strength", text="Strength")
sub.itemR(fluid, "velocity_radius", text="Radius")
class PHYSICS_PT_domain_gravity(PhysicButtonsPanel):
__label__ = "Domain World"
__default_closed__ = True
def poll(self, context):
md = context.fluid
return md and (md.settings.type == 'DOMAIN')
def draw(self, context):
layout = self.layout
fluid = context.fluid.settings
split = layout.split()
col = split.column()
col.itemL(text="Gravity:")
col.itemR(fluid, "gravity", text="")
col.itemL(text="Real World Size:")
col.itemR(fluid, "real_world_size", text="Metres")
col = split.column()
col.itemL(text="Viscosity Presets:")
sub = col.column(align=True)
sub.itemR(fluid, "viscosity_preset", text="")
if fluid.viscosity_preset == 'MANUAL':
sub.itemR(fluid, "viscosity_base", text="Base")
sub.itemR(fluid, "viscosity_exponent", text="Exponent", slider=True)
else:
sub.itemL()
sub.itemL()
col.itemL(text="Optimization:")
sub = col.column(align=True)
sub.itemR(fluid, "grid_levels", slider=True)
sub.itemR(fluid, "compressibility", slider=True)
class PHYSICS_PT_domain_boundary(PhysicButtonsPanel):
__label__ = "Domain Boundary"
__default_closed__ = True
def poll(self, context):
md = context.fluid
return md and (md.settings.type == 'DOMAIN')
def draw(self, context):
layout = self.layout
fluid = context.fluid.settings
split = layout.split()
col = split.column()
col.itemL(text="Slip Type:")
sub = col.column(align=True)
sub.itemR(fluid, "slip_type", text="")
if fluid.slip_type == 'PARTIALSLIP':
sub.itemR(fluid, "partial_slip_factor", slider=True, text="Amount")
col = split.column()
col.itemL(text="Surface:")
sub = col.column(align=True)
sub.itemR(fluid, "surface_smoothing", text="Smoothing")
sub.itemR(fluid, "surface_subdivisions", text="Subdivisions")
class PHYSICS_PT_domain_particles(PhysicButtonsPanel):
__label__ = "Domain Particles"
__default_closed__ = True
def poll(self, context):
md = context.fluid
return md and (md.settings.type == 'DOMAIN')
def draw(self, context):
layout = self.layout
fluid = context.fluid.settings
col = layout.column(align=True)
col.itemR(fluid, "tracer_particles")
col.itemR(fluid, "generate_particles")
bpy.types.register(PHYSICS_PT_fluid)
bpy.types.register(PHYSICS_PT_domain_gravity)
bpy.types.register(PHYSICS_PT_domain_boundary)
bpy.types.register(PHYSICS_PT_domain_particles)

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import bpy
from buttons_particle import point_cache_ui
class PhysicButtonsPanel(bpy.types.Panel):
__space_type__ = 'PROPERTIES'
__region_type__ = 'WINDOW'
__context__ = "physics"
def poll(self, context):
ob = context.object
rd = context.scene.render_data
return (ob and ob.type == 'MESH') and (not rd.use_game_engine)
class PHYSICS_PT_smoke(PhysicButtonsPanel):
__label__ = "Smoke"
def draw(self, context):
layout = self.layout
md = context.smoke
ob = context.object
split = layout.split()
split.operator_context = 'EXEC_DEFAULT'
if md:
# remove modifier + settings
split.set_context_pointer("modifier", md)
split.itemO("object.modifier_remove", text="Remove")
row = split.row(align=True)
row.itemR(md, "render", text="")
row.itemR(md, "realtime", text="")
else:
# add modifier
split.item_enumO("object.modifier_add", "type", 'SMOKE', text="Add")
split.itemL()
if md:
layout.itemR(md, "smoke_type", expand=True)
if md.smoke_type == 'TYPE_DOMAIN':
domain = md.domain_settings
split = layout.split()
col = split.column()
col.itemL(text="Resolution:")
col.itemR(domain, "maxres", text="Divisions")
col = split.column()
col.itemL(text="Behavior:")
col.itemR(domain, "alpha")
col.itemR(domain, "beta")
col.itemR(domain, "dissolve_smoke", text="Dissolve")
sub = col.column()
sub.active = domain.dissolve_smoke
sub.itemR(domain, "dissolve_speed", text="Time")
sub.itemR(domain, "dissolve_smoke_log", text="Slow")
elif md.smoke_type == 'TYPE_FLOW':
flow = md.flow_settings
split = layout.split()
col = split.column()
col.itemR(flow, "outflow")
col.itemL(text="Particle System:")
col.item_pointerR(flow, "psys", ob, "particle_systems", text="")
if md.flow_settings.outflow:
col = split.column()
else:
col = split.column()
col.itemL(text="Behavior:")
col.itemR(flow, "temperature")
col.itemR(flow, "density")
#elif md.smoke_type == 'TYPE_COLL':
# layout.itemS()
class PHYSICS_PT_smoke_groups(PhysicButtonsPanel):
__label__ = "Smoke Groups"
__default_closed__ = True
def poll(self, context):
md = context.smoke
return md and (md.smoke_type == 'TYPE_DOMAIN')
def draw(self, context):
layout = self.layout
group = context.smoke.domain_settings
split = layout.split()
col = split.column()
col.itemL(text="Flow Group:")
col.itemR(group, "fluid_group", text="")
#col.itemL(text="Effector Group:")
#col.itemR(group, "eff_group", text="")
col = split.column()
col.itemL(text="Collision Group:")
col.itemR(group, "coll_group", text="")
class PHYSICS_PT_smoke_cache(PhysicButtonsPanel):
__label__ = "Smoke Cache"
__default_closed__ = True
def poll(self, context):
md = context.smoke
return md and (md.smoke_type == 'TYPE_DOMAIN')
def draw(self, context):
layout = self.layout
md = context.smoke.domain_settings
cache = md.point_cache_low
point_cache_ui(self, cache, cache.baked==False, 0, 1)
class PHYSICS_PT_smoke_highres(PhysicButtonsPanel):
__label__ = "Smoke High Resolution"
__default_closed__ = True
def poll(self, context):
md = context.smoke
return md and (md.smoke_type == 'TYPE_DOMAIN')
def draw_header(self, context):
high = context.smoke.domain_settings
self.layout.itemR(high, "highres", text="")
def draw(self, context):
layout = self.layout
md = context.smoke.domain_settings
split = layout.split()
col = split.column()
col.itemL(text="Resolution:")
col.itemR(md, "amplify", text="Divisions")
col = split.column()
col.itemL(text="Noise Method:")
col.row().itemR(md, "noise_type", text="")
col.itemR(md, "strength")
col.itemR(md, "viewhighres")
class PHYSICS_PT_smoke_cache_highres(PhysicButtonsPanel):
__label__ = "Smoke High Resolution Cache"
__default_closed__ = True
def poll(self, context):
md = context.smoke
return md and (md.smoke_type == 'TYPE_DOMAIN') and md.domain_settings.highres
def draw(self, context):
layout = self.layout
md = context.smoke.domain_settings
cache = md.point_cache_high
point_cache_ui(self, cache, cache.baked==False, 0, 1)
bpy.types.register(PHYSICS_PT_smoke)
bpy.types.register(PHYSICS_PT_smoke_cache)
bpy.types.register(PHYSICS_PT_smoke_highres)
bpy.types.register(PHYSICS_PT_smoke_groups)
bpy.types.register(PHYSICS_PT_smoke_cache_highres)

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import bpy
from buttons_particle import point_cache_ui
def softbody_panel_enabled(md):
return md.point_cache.baked==False
class PhysicButtonsPanel(bpy.types.Panel):
__space_type__ = 'PROPERTIES'
__region_type__ = 'WINDOW'
__context__ = "physics"
def poll(self, context):
ob = context.object
rd = context.scene.render_data
return (ob and ob.type == 'MESH') and (not rd.use_game_engine)
class PHYSICS_PT_softbody(PhysicButtonsPanel):
__label__ = "Soft Body"
def draw(self, context):
layout = self.layout
md = context.soft_body
ob = context.object
split = layout.split()
split.operator_context = "EXEC_DEFAULT"
if md:
# remove modifier + settings
split.set_context_pointer("modifier", md)
split.itemO("object.modifier_remove", text="Remove")
row = split.row(align=True)
row.itemR(md, "render", text="")
row.itemR(md, "realtime", text="")
else:
# add modifier
split.item_enumO("object.modifier_add", "type", 'SOFT_BODY', text="Add")
split.itemL("")
if md:
softbody = md.settings
# General
split = layout.split()
split.enabled = softbody_panel_enabled(md)
col = split.column()
col.itemL(text="Object:")
col.itemR(softbody, "mass")
col.itemR(softbody, "friction")
col = split.column()
col.itemL(text="Simulation:")
col.itemR(softbody, "gravity")
col.itemR(softbody, "speed")
class PHYSICS_PT_softbody_cache(PhysicButtonsPanel):
__label__ = "Soft Body Cache"
__default_closed__ = True
def poll(self, context):
return context.soft_body
def draw(self, context):
md = context.soft_body
point_cache_ui(self, md.point_cache, softbody_panel_enabled(md), 0, 0)
class PHYSICS_PT_softbody_goal(PhysicButtonsPanel):
__label__ = "Soft Body Goal"
__default_closed__ = True
def poll(self, context):
return context.soft_body
def draw_header(self, context):
softbody = context.soft_body.settings
self.layout.active = softbody_panel_enabled(context.soft_body)
self.layout.itemR(softbody, "use_goal", text="")
def draw(self, context):
layout = self.layout
md = context.soft_body
softbody = md.settings
ob = context.object
layout.active = softbody.use_goal and softbody_panel_enabled(md)
split = layout.split()
# Goal
split = layout.split()
col = split.column()
col.itemL(text="Goal Strengths:")
col.itemR(softbody, "goal_default", text="Default")
sub = col.column(align=True)
sub.itemR(softbody, "goal_min", text="Minimum")
sub.itemR(softbody, "goal_max", text="Maximum")
col = split.column()
col.itemL(text="Goal Settings:")
col.itemR(softbody, "goal_spring", text="Stiffness")
col.itemR(softbody, "goal_friction", text="Damping")
layout.item_pointerR(softbody, "goal_vertex_group", ob, "vertex_groups", text="Vertex Group")
class PHYSICS_PT_softbody_edge(PhysicButtonsPanel):
__label__ = "Soft Body Edges"
__default_closed__ = True
def poll(self, context):
return context.soft_body
def draw_header(self, context):
softbody = context.soft_body.settings
self.layout.active = softbody_panel_enabled(context.soft_body)
self.layout.itemR(softbody, "use_edges", text="")
def draw(self, context):
layout = self.layout
md = context.soft_body
softbody = md.settings
ob = context.object
layout.active = softbody.use_edges and softbody_panel_enabled(md)
split = layout.split()
col = split.column()
col.itemL(text="Springs:")
col.itemR(softbody, "pull")
col.itemR(softbody, "push")
col.itemR(softbody, "damp")
col.itemR(softbody, "plastic")
col.itemR(softbody, "bending")
col.itemR(softbody, "spring_length", text="Length")
col = split.column()
col.itemR(softbody, "stiff_quads")
sub = col.column()
sub.active = softbody.stiff_quads
sub.itemR(softbody, "shear")
col.itemR(softbody, "new_aero", text="Aero")
sub = col.column()
sub.enabled = softbody.new_aero
sub.itemR(softbody, "aero", text="Factor")
col.itemL(text="Collision:")
col.itemR(softbody, "edge_collision", text="Edge")
col.itemR(softbody, "face_collision", text="Face")
class PHYSICS_PT_softbody_collision(PhysicButtonsPanel):
__label__ = "Soft Body Collision"
__default_closed__ = True
def poll(self, context):
return context.soft_body
def draw_header(self, context):
softbody = context.soft_body.settings
self.layout.active = softbody_panel_enabled(context.soft_body)
self.layout.itemR(softbody, "self_collision", text="")
def draw(self, context):
layout = self.layout
md = context.soft_body
softbody = md.settings
ob = context.object
layout.active = softbody.self_collision and softbody_panel_enabled(md)
layout.itemL(text="Collision Type:")
layout.itemR(softbody, "collision_type", expand=True)
col = layout.column(align=True)
col.itemL(text="Ball:")
col.itemR(softbody, "ball_size", text="Size")
col.itemR(softbody, "ball_stiff", text="Stiffness")
col.itemR(softbody, "ball_damp", text="Dampening")
class PHYSICS_PT_softbody_solver(PhysicButtonsPanel):
__label__ = "Soft Body Solver"
__default_closed__ = True
def poll(self, context):
return context.soft_body
def draw(self, context):
layout = self.layout
md = context.soft_body
softbody = md.settings
ob = context.object
layout.active = softbody_panel_enabled(md)
# Solver
split = layout.split()
col = split.column(align=True)
col.itemL(text="Step Size:")
col.itemR(softbody, "minstep")
col.itemR(softbody, "maxstep")
col.itemR(softbody, "auto_step", text="Auto-Step")
col = split.column()
col.itemR(softbody, "error_limit")
col.itemL(text="Helpers:")
col.itemR(softbody, "choke")
col.itemR(softbody, "fuzzy")
layout.itemL(text="Diagnostics:")
layout.itemR(softbody, "diagnose")
bpy.types.register(PHYSICS_PT_softbody)
bpy.types.register(PHYSICS_PT_softbody_cache)
bpy.types.register(PHYSICS_PT_softbody_goal)
bpy.types.register(PHYSICS_PT_softbody_edge)
bpy.types.register(PHYSICS_PT_softbody_collision)
bpy.types.register(PHYSICS_PT_softbody_solver)

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import bpy
class RenderButtonsPanel(bpy.types.Panel):
__space_type__ = 'PROPERTIES'
__region_type__ = 'WINDOW'
__context__ = "scene"
# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
def poll(self, context):
rd = context.scene.render_data
return (rd.use_game_engine==False) and (rd.engine in self.COMPAT_ENGINES)
class SCENE_PT_render(RenderButtonsPanel):
__label__ = "Render"
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def draw(self, context):
layout = self.layout
rd = context.scene.render_data
row = layout.row()
row.itemO("screen.render", text="Image", icon='ICON_RENDER_RESULT')
row.item_booleanO("screen.render", "animation", True, text="Animation", icon='ICON_RENDER_ANIMATION')
layout.itemR(rd, "display_mode", text="Display")
class SCENE_PT_layers(RenderButtonsPanel):
__label__ = "Layers"
__default_closed__ = True
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def draw(self, context):
layout = self.layout
scene = context.scene
rd = scene.render_data
row = layout.row()
row.template_list(rd, "layers", rd, "active_layer_index", rows=2)
col = row.column(align=True)
col.itemO("scene.render_layer_add", icon='ICON_ZOOMIN', text="")
col.itemO("scene.render_layer_remove", icon='ICON_ZOOMOUT', text="")
rl = rd.layers[rd.active_layer_index]
split = layout.split()
col = split.column()
col.itemR(scene, "visible_layers", text="Scene")
col = split.column()
col.itemR(rl, "visible_layers", text="Layer")
layout.itemR(rl, "light_override", text="Light")
layout.itemR(rl, "material_override", text="Material")
layout.itemS()
layout.itemL(text="Include:")
split = layout.split()
col = split.column()
col.itemR(rl, "zmask")
row = col.row()
row.itemR(rl, "zmask_negate", text="Negate")
row.active = rl.zmask
col.itemR(rl, "all_z")
col = split.column()
col.itemR(rl, "solid")
col.itemR(rl, "halo")
col.itemR(rl, "ztransp")
col = split.column()
col.itemR(rl, "sky")
col.itemR(rl, "edge")
col.itemR(rl, "strand")
if rl.zmask:
split = layout.split()
split.itemL(text="Zmask Layers:")
split.column().itemR(rl, "zmask_layers", text="")
layout.itemS()
split = layout.split()
col = split.column()
col.itemL(text="Passes:")
col.itemR(rl, "pass_combined")
col.itemR(rl, "pass_z")
col.itemR(rl, "pass_vector")
col.itemR(rl, "pass_normal")
col.itemR(rl, "pass_uv")
col.itemR(rl, "pass_mist")
col.itemR(rl, "pass_object_index")
col = split.column()
col.itemL()
col.itemR(rl, "pass_color")
col.itemR(rl, "pass_diffuse")
row = col.row()
row.itemR(rl, "pass_specular")
row.itemR(rl, "pass_specular_exclude", text="", icon='ICON_X')
row = col.row()
row.itemR(rl, "pass_shadow")
row.itemR(rl, "pass_shadow_exclude", text="", icon='ICON_X')
row = col.row()
row.itemR(rl, "pass_ao")
row.itemR(rl, "pass_ao_exclude", text="", icon='ICON_X')
row = col.row()
row.itemR(rl, "pass_reflection")
row.itemR(rl, "pass_reflection_exclude", text="", icon='ICON_X')
row = col.row()
row.itemR(rl, "pass_refraction")
row.itemR(rl, "pass_refraction_exclude", text="", icon='ICON_X')
class SCENE_PT_shading(RenderButtonsPanel):
__label__ = "Shading"
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def draw(self, context):
layout = self.layout
rd = context.scene.render_data
split = layout.split()
col = split.column()
col.itemR(rd, "render_textures", text="Textures")
col.itemR(rd, "render_shadows", text="Shadows")
col.itemR(rd, "render_sss", text="Subsurface Scattering")
col.itemR(rd, "render_envmaps", text="Environment Map")
col = split.column()
col.itemR(rd, "render_raytracing", text="Ray Tracing")
col.itemR(rd, "color_management")
col.itemR(rd, "alpha_mode", text="Alpha")
class SCENE_PT_performance(RenderButtonsPanel):
__label__ = "Performance"
__default_closed__ = True
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def draw(self, context):
layout = self.layout
rd = context.scene.render_data
split = layout.split()
col = split.column(align=True)
col.itemL(text="Threads:")
col.row().itemR(rd, "threads_mode", expand=True)
sub = col.column()
sub.enabled = rd.threads_mode == 'THREADS_FIXED'
sub.itemR(rd, "threads")
col.itemL(text="Tiles:")
col.itemR(rd, "parts_x", text="X")
col.itemR(rd, "parts_y", text="Y")
col = split.column()
col.itemL(text="Memory:")
sub = col.column()
sub.itemR(rd, "save_buffers")
sub.enabled = not rd.full_sample
sub = col.column()
sub.active = rd.use_compositing
sub.itemR(rd, "free_image_textures")
sub = col.column()
sub.active = rd.render_raytracing
sub.itemL(text="Ray Tracing Octree:")
sub.itemR(rd, "octree_resolution", text="")
class SCENE_PT_post_processing(RenderButtonsPanel):
__label__ = "Post Processing"
__default_closed__ = True
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def draw(self, context):
layout = self.layout
rd = context.scene.render_data
split = layout.split()
col = split.column()
col.itemR(rd, "use_compositing")
col.itemR(rd, "use_sequencer")
col = split.column()
col.itemR(rd, "dither_intensity", text="Dither", slider=True)
layout.itemS()
split = layout.split()
col = split.column()
col.itemR(rd, "fields", text="Fields")
sub = col.column()
sub.active = rd.fields
sub.row().itemR(rd, "field_order", expand=True)
sub.itemR(rd, "fields_still", text="Still")
col = split.column()
col.itemR(rd, "edge")
sub = col.column()
sub.active = rd.edge
sub.itemR(rd, "edge_threshold", text="Threshold", slider=True)
sub.itemR(rd, "edge_color", text="")
class SCENE_PT_output(RenderButtonsPanel):
__label__ = "Output"
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def draw(self, context):
layout = self.layout
rd = context.scene.render_data
layout.itemR(rd, "output_path", text="")
split = layout.split()
col = split.column()
col.itemR(rd, "file_format", text="")
col.row().itemR(rd, "color_mode", text="Color", expand=True)
col = split.column()
col.itemR(rd, "file_extensions")
col.itemR(rd, "use_overwrite")
col.itemR(rd, "use_placeholder")
if rd.file_format in ('AVIJPEG', 'JPEG'):
split = layout.split()
split.itemR(rd, "quality", slider=True)
elif rd.file_format == 'OPENEXR':
split = layout.split()
col = split.column()
col.itemL(text="Codec:")
col.itemR(rd, "exr_codec", text="")
subsplit = split.split()
col = subsplit.column()
col.itemR(rd, "exr_half")
col.itemR(rd, "exr_zbuf")
col = subsplit.column()
col.itemR(rd, "exr_preview")
elif rd.file_format == 'JPEG2000':
split = layout.split()
col = split.column()
col.itemL(text="Depth:")
col.row().itemR(rd, "jpeg_depth", expand=True)
col = split.column()
col.itemR(rd, "jpeg_preset", text="")
col.itemR(rd, "jpeg_ycc")
col.itemR(rd, "exr_preview")
elif rd.file_format in ('CINEON', 'DPX'):
split = layout.split()
col = split.column()
col.itemR(rd, "cineon_log", text="Convert to Log")
col = split.column(align=True)
col.active = rd.cineon_log
col.itemR(rd, "cineon_black", text="Black")
col.itemR(rd, "cineon_white", text="White")
col.itemR(rd, "cineon_gamma", text="Gamma")
elif rd.file_format == 'TIFF':
split = layout.split()
split.itemR(rd, "tiff_bit")
class SCENE_PT_encoding(RenderButtonsPanel):
__label__ = "Encoding"
__default_closed__ = True
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def poll(self, context):
rd = context.scene.render_data
return rd.file_format in ('FFMPEG', 'XVID', 'H264', 'THEORA')
def draw(self, context):
layout = self.layout
rd = context.scene.render_data
split = layout.split()
split.itemR(rd, "ffmpeg_format")
if rd.ffmpeg_format in ('AVI', 'QUICKTIME', 'MKV', 'OGG'):
split.itemR(rd, "ffmpeg_codec")
else:
split.itemL()
split = layout.split()
col = split.column()
col.itemR(rd, "ffmpeg_video_bitrate")
col.itemL(text="Rate:")
col.itemR(rd, "ffmpeg_minrate", text="Minimum")
col.itemR(rd, "ffmpeg_maxrate", text="Maximum")
col.itemR(rd, "ffmpeg_buffersize", text="Buffer")
col = split.column()
col.itemR(rd, "ffmpeg_gopsize")
col.itemR(rd, "ffmpeg_autosplit")
col.itemL(text="Mux:")
col.itemR(rd, "ffmpeg_muxrate", text="Rate")
col.itemR(rd, "ffmpeg_packetsize", text="Packet Size")
row = layout.row()
row.itemL(text="Audio:")
row = layout.row()
row.itemR(rd, "ffmpeg_audio_codec")
split = layout.split()
col = split.column()
col.itemR(rd, "ffmpeg_audio_bitrate")
col.itemR(rd, "ffmpeg_audio_mixrate")
col = split.column()
col.itemR(rd, "ffmpeg_multiplex_audio")
col.itemR(rd, "ffmpeg_audio_volume")
class SCENE_PT_antialiasing(RenderButtonsPanel):
__label__ = "Anti-Aliasing"
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def draw_header(self, context):
rd = context.scene.render_data
self.layout.itemR(rd, "antialiasing", text="")
def draw(self, context):
layout = self.layout
rd = context.scene.render_data
layout.active = rd.antialiasing
split = layout.split()
col = split.column()
col.row().itemR(rd, "antialiasing_samples", expand=True)
col.itemR(rd, "full_sample")
col = split.column()
col.itemR(rd, "pixel_filter", text="")
col.itemR(rd, "filter_size", text="Size", slider=True)
class SCENE_PT_dimensions(RenderButtonsPanel):
__label__ = "Dimensions"
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def draw(self, context):
layout = self.layout
scene = context.scene
rd = scene.render_data
split = layout.split()
col = split.column()
sub = col.column(align=True)
sub.itemL(text="Resolution:")
sub.itemR(rd, "resolution_x", text="X")
sub.itemR(rd, "resolution_y", text="Y")
sub.itemR(rd, "resolution_percentage", text="")
sub.itemL(text="Aspect Ratio:")
sub.itemR(rd, "pixel_aspect_x", text="X")
sub.itemR(rd, "pixel_aspect_y", text="Y")
row = col.row()
row.itemR(rd, "use_border", text="Border")
rowsub = row.row()
rowsub.active = rd.use_border
rowsub.itemR(rd, "crop_to_border", text="Crop")
col = split.column(align=True)
col.itemL(text="Frame Range:")
col.itemR(scene, "start_frame", text="Start")
col.itemR(scene, "end_frame", text="End")
col.itemR(scene, "frame_step", text="Step")
col.itemL(text="Frame Rate:")
col.itemR(rd, "fps")
col.itemR(rd, "fps_base",text="/")
class SCENE_PT_stamp(RenderButtonsPanel):
__label__ = "Stamp"
__default_closed__ = True
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def draw_header(self, context):
rd = context.scene.render_data
self.layout.itemR(rd, "render_stamp", text="")
def draw(self, context):
layout = self.layout
rd = context.scene.render_data
layout.active = rd.render_stamp
split = layout.split()
col = split.column()
col.itemR(rd, "stamp_time", text="Time")
col.itemR(rd, "stamp_date", text="Date")
col.itemR(rd, "stamp_frame", text="Frame")
col.itemR(rd, "stamp_scene", text="Scene")
col.itemR(rd, "stamp_camera", text="Camera")
col.itemR(rd, "stamp_filename", text="Filename")
col.itemR(rd, "stamp_marker", text="Marker")
col.itemR(rd, "stamp_sequence_strip", text="Seq. Strip")
col = split.column()
col.active = rd.render_stamp
col.itemR(rd, "stamp_foreground", slider=True)
col.itemR(rd, "stamp_background", slider=True)
col.itemR(rd, "stamp_font_size", text="Font Size")
row = layout.split(percentage=0.2)
row.itemR(rd, "stamp_note", text="Note")
sub = row.row()
sub.active = rd.stamp_note
sub.itemR(rd, "stamp_note_text", text="")
class SCENE_PT_unit(RenderButtonsPanel):
__label__ = "Units"
__default_closed__ = True
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def draw(self, context):
layout = self.layout
unit = context.scene.unit_settings
col = layout.column()
col.row().itemR(unit, "system", expand=True)
row = layout.row()
row.active = (unit.system != 'NONE')
row.itemR(unit, "scale_length", text="Scale")
row.itemR(unit, "use_separate")
bpy.types.register(SCENE_PT_render)
bpy.types.register(SCENE_PT_layers)
bpy.types.register(SCENE_PT_dimensions)
bpy.types.register(SCENE_PT_antialiasing)
bpy.types.register(SCENE_PT_shading)
bpy.types.register(SCENE_PT_output)
bpy.types.register(SCENE_PT_encoding)
bpy.types.register(SCENE_PT_performance)
bpy.types.register(SCENE_PT_post_processing)
bpy.types.register(SCENE_PT_stamp)
bpy.types.register(SCENE_PT_unit)

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import bpy
class TextureButtonsPanel(bpy.types.Panel):
__space_type__ = 'PROPERTIES'
__region_type__ = 'WINDOW'
__context__ = "texture"
def poll(self, context):
tex = context.texture
return (tex and (tex.type != 'NONE' or tex.use_nodes))
class TEXTURE_PT_preview(TextureButtonsPanel):
__label__ = "Preview"
def draw(self, context):
layout = self.layout
tex = context.texture
slot = context.texture_slot
ma = context.material
la = context.lamp
wo = context.world
br = context.brush
if ma:
layout.template_preview(tex, parent=ma, slot=slot)
elif la:
layout.template_preview(tex, parent=la, slot=slot)
elif wo:
layout.template_preview(tex, parent=wo, slot=slot)
elif br:
layout.template_preview(tex, parent=br, slot=slot)
else:
layout.template_preview(tex, slot=slot)
class TEXTURE_PT_context_texture(TextureButtonsPanel):
__show_header__ = False
def poll(self, context):
return (context.material or context.world or context.lamp or context.brush or context.texture)
def draw(self, context):
layout = self.layout
tex = context.texture
id = context.material
if not id: id = context.lamp
if not id: id = context.world
if not id: id = context.brush
space = context.space_data
if id:
row = layout.row()
row.template_list(id, "textures", id, "active_texture_index", rows=2)
split = layout.split(percentage=0.65)
if id:
split.template_ID(id, "active_texture", new="texture.new")
elif tex:
split.template_ID(space, "pin_id")
if (not space.pin_id) and (
context.sculpt_object or
context.vertex_paint_object or
context.weight_paint_object or
context.texture_paint_object
):
split.itemR(space, "brush_texture", text="Brush", toggle=True)
if tex:
layout.itemR(tex, "use_nodes")
split = layout.split(percentage=0.2)
if tex.use_nodes:
slot = context.texture_slot
split.itemL(text="Output:")
split.itemR(slot, "output_node", text="")
else:
split.itemL(text="Type:")
split.itemR(tex, "type", text="")
class TEXTURE_PT_colors(TextureButtonsPanel):
__label__ = "Colors"
__default_closed__ = True
def draw(self, context):
layout = self.layout
tex = context.texture
layout.itemR(tex, "use_color_ramp", text="Ramp")
if tex.use_color_ramp:
layout.template_color_ramp(tex, "color_ramp", expand=True)
split = layout.split()
split.itemR(tex, "rgb_factor", text="Multiply RGB")
col = split.column()
col.itemL(text="Adjust:")
col.itemR(tex, "brightness")
col.itemR(tex, "contrast")
# Texture Slot Panels #
class TextureSlotPanel(TextureButtonsPanel):
def poll(self, context):
return (
context.texture_slot and
TextureButtonsPanel.poll(self, context)
)
class TEXTURE_PT_mapping(TextureSlotPanel):
__label__ = "Mapping"
def draw(self, context):
layout = self.layout
ma = context.material
la = context.lamp
wo = context.world
br = context.brush
tex = context.texture_slot
textype = context.texture
if not br:
split = layout.split(percentage=0.3)
col = split.column()
col.itemL(text="Coordinates:")
col = split.column()
col.itemR(tex, "texture_coordinates", text="")
if tex.texture_coordinates == 'ORCO':
"""
ob = context.object
if ob and ob.type == 'MESH':
split = layout.split(percentage=0.3)
split.itemL(text="Mesh:")
split.itemR(ob.data, "texco_mesh", text="")
"""
elif tex.texture_coordinates == 'UV':
split = layout.split(percentage=0.3)
split.itemL(text="Layer:")
split.itemR(tex, "uv_layer", text="")
elif tex.texture_coordinates == 'OBJECT':
split = layout.split(percentage=0.3)
split.itemL(text="Object:")
split.itemR(tex, "object", text="")
if ma:
split = layout.split(percentage=0.3)
split.itemL(text="Projection:")
split.itemR(tex, "mapping", text="")
split = layout.split()
col = split.column()
if tex.texture_coordinates in ('ORCO', 'UV'):
col.itemR(tex, "from_dupli")
elif tex.texture_coordinates == 'OBJECT':
col.itemR(tex, "from_original")
else:
col.itemL()
col = split.column()
row = col.row()
row.itemR(tex, "x_mapping", text="")
row.itemR(tex, "y_mapping", text="")
row.itemR(tex, "z_mapping", text="")
if br:
layout.itemR(tex, "brush_map_mode", expand=True)
row = layout.row()
row.active = tex.brush_map_mode in ('FIXED', 'TILED')
row.itemR(tex, "angle")
row = layout.row()
row.active = tex.brush_map_mode in ('TILED', '3D')
row.column().itemR(tex, "size")
else:
row = layout.row()
row.column().itemR(tex, "offset")
row.column().itemR(tex, "size")
class TEXTURE_PT_influence(TextureSlotPanel):
__label__ = "Influence"
def draw(self, context):
layout = self.layout
ma = context.material
la = context.lamp
wo = context.world
br = context.brush
textype = context.texture
tex = context.texture_slot
def factor_but(layout, active, toggle, factor, name):
row = layout.row(align=True)
row.itemR(tex, toggle, text="")
sub = row.row()
sub.active = active
sub.itemR(tex, factor, text=name, slider=True)
if ma:
if ma.type in ['SURFACE', 'HALO', 'WIRE']:
split = layout.split()
col = split.column()
col.itemL(text="Diffuse:")
factor_but(col, tex.map_diffuse, "map_diffuse", "diffuse_factor", "Intensity")
factor_but(col, tex.map_colordiff, "map_colordiff", "colordiff_factor", "Color")
factor_but(col, tex.map_alpha, "map_alpha", "alpha_factor", "Alpha")
factor_but(col, tex.map_translucency, "map_translucency", "translucency_factor", "Translucency")
col.itemL(text="Specular:")
factor_but(col, tex.map_specular, "map_specular", "specular_factor", "Intensity")
factor_but(col, tex.map_colorspec, "map_colorspec", "colorspec_factor", "Color")
factor_but(col, tex.map_hardness, "map_hardness", "hardness_factor", "Hardness")
col = split.column()
col.itemL(text="Shading:")
factor_but(col, tex.map_ambient, "map_ambient", "ambient_factor", "Ambient")
factor_but(col, tex.map_emit, "map_emit", "emit_factor", "Emit")
factor_but(col, tex.map_mirror, "map_mirror", "mirror_factor", "Mirror")
factor_but(col, tex.map_raymir, "map_raymir", "raymir_factor", "Ray Mirror")
col.itemL(text="Geometry:")
factor_but(col, tex.map_normal, "map_normal", "normal_factor", "Normal")
factor_but(col, tex.map_warp, "map_warp", "warp_factor", "Warp")
factor_but(col, tex.map_displacement, "map_displacement", "displacement_factor", "Displace")
#sub = col.column()
#sub.active = tex.map_translucency or tex.map_emit or tex.map_alpha or tex.map_raymir or tex.map_hardness or tex.map_ambient or tex.map_specularity or tex.map_reflection or tex.map_mirror
#sub.itemR(tex, "default_value", text="Amount", slider=True)
elif ma.type == 'VOLUME':
split = layout.split()
col = split.column()
factor_but(col, tex.map_density, "map_density", "density_factor", "Density")
factor_but(col, tex.map_emission, "map_emission", "emission_factor", "Emission")
factor_but(col, tex.map_absorption, "map_absorption", "absorption_factor", "Absorption")
factor_but(col, tex.map_scattering, "map_scattering", "scattering_factor", "Scattering")
col = split.column()
col.itemL(text=" ")
factor_but(col, tex.map_alpha, "map_coloremission", "coloremission_factor", "Emission Color")
factor_but(col, tex.map_colorabsorption, "map_colorabsorption", "colorabsorption_factor", "Absorption Color")
elif la:
row = layout.row()
factor_but(row, tex.map_color, "map_color", "color_factor", "Color")
factor_but(row, tex.map_shadow, "map_shadow", "shadow_factor", "Shadow")
elif wo:
split = layout.split()
col = split.column()
factor_but(col, tex.map_blend, "map_blend", "blend_factor", "Blend")
factor_but(col, tex.map_horizon, "map_horizon", "horizon_factor", "Horizon")
col = split.column()
factor_but(col, tex.map_zenith_up, "map_zenith_up", "zenith_up_factor", "Zenith Up")
factor_but(col, tex.map_zenith_down, "map_zenith_down", "zenith_down_factor", "Zenith Down")
layout.itemS()
split = layout.split()
col = split.column()
col.itemR(tex, "blend_type", text="Blend")
col.itemR(tex, "rgb_to_intensity")
sub = col.column()
sub.active = tex.rgb_to_intensity
sub.itemR(tex, "color", text="")
col = split.column()
col.itemR(tex, "negate", text="Negative")
col.itemR(tex, "stencil")
if ma or wo:
col.itemR(tex, "default_value", text="DVar", slider=True)
# Texture Type Panels #
class TextureTypePanel(TextureButtonsPanel):
def poll(self, context):
tex = context.texture
return (tex and tex.type == self.tex_type and not tex.use_nodes)
class TEXTURE_PT_clouds(TextureTypePanel):
__label__ = "Clouds"
tex_type = 'CLOUDS'
def draw(self, context):
layout = self.layout
tex = context.texture
layout.itemR(tex, "stype", expand=True)
layout.itemL(text="Noise:")
layout.itemR(tex, "noise_type", text="Type", expand=True)
layout.itemR(tex, "noise_basis", text="Basis")
flow = layout.column_flow()
flow.itemR(tex, "noise_size", text="Size")
flow.itemR(tex, "noise_depth", text="Depth")
flow.itemR(tex, "nabla", text="Nabla")
class TEXTURE_PT_wood(TextureTypePanel):
__label__ = "Wood"
tex_type = 'WOOD'
def draw(self, context):
layout = self.layout
tex = context.texture
layout.itemR(tex, "noisebasis2", expand=True)
layout.itemR(tex, "stype", expand=True)
col = layout.column()
col.active = tex.stype in ('RINGNOISE', 'BANDNOISE')
col.itemL(text="Noise:")
col.row().itemR(tex, "noise_type", text="Type", expand=True)
col.itemR(tex, "noise_basis", text="Basis")
flow = layout.column_flow()
flow.active = tex.stype in ('RINGNOISE', 'BANDNOISE')
flow.itemR(tex, "noise_size", text="Size")
flow.itemR(tex, "turbulence")
flow.itemR(tex, "nabla")
class TEXTURE_PT_marble(TextureTypePanel):
__label__ = "Marble"
tex_type = 'MARBLE'
def draw(self, context):
layout = self.layout
tex = context.texture
layout.itemR(tex, "stype", expand=True)
layout.itemR(tex, "noisebasis2", expand=True)
layout.itemL(text="Noise:")
layout.itemR(tex, "noise_type", text="Type", expand=True)
layout.itemR(tex, "noise_basis", text="Basis")
flow = layout.column_flow()
flow.itemR(tex, "noise_size", text="Size")
flow.itemR(tex, "noise_depth", text="Depth")
flow.itemR(tex, "turbulence")
flow.itemR(tex, "nabla")
class TEXTURE_PT_magic(TextureTypePanel):
__label__ = "Magic"
tex_type = 'MAGIC'
def draw(self, context):
layout = self.layout
tex = context.texture
row = layout.row()
row.itemR(tex, "noise_depth", text="Depth")
row.itemR(tex, "turbulence")
class TEXTURE_PT_blend(TextureTypePanel):
__label__ = "Blend"
tex_type = 'BLEND'
def draw(self, context):
layout = self.layout
tex = context.texture
layout.itemR(tex, "progression")
sub = layout.row()
sub.active = (tex.progression in ('LINEAR', 'QUADRATIC', 'EASING', 'RADIAL'))
sub.itemR(tex, "flip_axis", expand=True)
class TEXTURE_PT_stucci(TextureTypePanel):
__label__ = "Stucci"
tex_type = 'STUCCI'
def draw(self, context):
layout = self.layout
tex = context.texture
layout.itemR(tex, "stype", expand=True)
layout.itemL(text="Noise:")
layout.itemR(tex, "noise_type", text="Type", expand=True)
layout.itemR(tex, "noise_basis", text="Basis")
row = layout.row()
row.itemR(tex, "noise_size", text="Size")
row.itemR(tex, "turbulence")
class TEXTURE_PT_image(TextureTypePanel):
__label__ = "Image"
tex_type = 'IMAGE'
def draw(self, context):
layout = self.layout
tex = context.texture
layout.template_image(tex, "image", tex.image_user)
class TEXTURE_PT_image_sampling(TextureTypePanel):
__label__ = "Image Sampling"
__default_closed__ = True
tex_type = 'IMAGE'
def draw(self, context):
layout = self.layout
tex = context.texture
slot = context.texture_slot
split = layout.split()
"""
col = split.column()
col.itemR(tex, "flip_axis")
col.itemR(tex, "normal_map")
if slot:
row = col.row()
row.active = tex.normal_map
row.itemR(slot, "normal_map_space", text="")
"""
col = split.column()
col.itemL(text="Alpha:")
col.itemR(tex, "use_alpha", text="Use")
col.itemR(tex, "calculate_alpha", text="Calculate")
col.itemR(tex, "invert_alpha", text="Invert")
col.itemL(text="Flip:")
col.itemR(tex, "flip_axis", text="X/Y Axis")
col = split.column()
col.itemL(text="Filter:")
col.itemR(tex, "filter", text="")
col.itemR(tex, "mipmap")
row = col.row()
row.active = tex.mipmap
row.itemR(tex, "mipmap_gauss", text="Gauss")
col.itemR(tex, "interpolation")
if tex.mipmap and tex.filter != 'DEFAULT':
if tex.filter == 'FELINE':
col.itemR(tex, "filter_probes", text="Probes")
else:
col.itemR(tex, "filter_eccentricity", text="Eccentricity")
class TEXTURE_PT_image_mapping(TextureTypePanel):
__label__ = "Image Mapping"
__default_closed__ = True
tex_type = 'IMAGE'
def draw(self, context):
layout = self.layout
tex = context.texture
layout.itemR(tex, "extension")
split = layout.split()
if tex.extension == 'REPEAT':
col = split.column(align=True)
col.itemL(text="Repeat:")
col.itemR(tex, "repeat_x", text="X")
col.itemR(tex, "repeat_y", text="Y")
col = split.column(align=True)
col.itemL(text="Mirror:")
col.itemR(tex, "mirror_x", text="X")
col.itemR(tex, "mirror_y", text="Y")
elif tex.extension == 'CHECKER':
col = split.column(align=True)
row = col.row()
row.itemR(tex, "checker_even", text="Even")
row.itemR(tex, "checker_odd", text="Odd")
split.itemR(tex, "checker_distance", text="Distance")
layout.itemS()
split = layout.split()
col = split.column(align=True)
#col.itemR(tex, "crop_rectangle")
col.itemL(text="Crop Minimum:")
col.itemR(tex, "crop_min_x", text="X")
col.itemR(tex, "crop_min_y", text="Y")
col = split.column(align=True)
col.itemL(text="Crop Maximum:")
col.itemR(tex, "crop_max_x", text="X")
col.itemR(tex, "crop_max_y", text="Y")
class TEXTURE_PT_plugin(TextureTypePanel):
__label__ = "Plugin"
tex_type = 'PLUGIN'
def draw(self, context):
layout = self.layout
tex = context.texture
layout.itemL(text="Nothing yet")
class TEXTURE_PT_envmap(TextureTypePanel):
__label__ = "Environment Map"
tex_type = 'ENVIRONMENT_MAP'
def draw(self, context):
layout = self.layout
tex = context.texture
layout.itemL(text="Nothing yet")
class TEXTURE_PT_musgrave(TextureTypePanel):
__label__ = "Musgrave"
tex_type = 'MUSGRAVE'
def draw(self, context):
layout = self.layout
tex = context.texture
layout.itemR(tex, "musgrave_type")
split = layout.split()
col = split.column()
col.itemR(tex, "highest_dimension", text="Dimension")
col.itemR(tex, "lacunarity")
col.itemR(tex, "octaves")
col = split.column()
if (tex.musgrave_type in ('HETERO_TERRAIN', 'RIDGED_MULTIFRACTAL', 'HYBRID_MULTIFRACTAL')):
col.itemR(tex, "offset")
if (tex.musgrave_type in ('RIDGED_MULTIFRACTAL', 'HYBRID_MULTIFRACTAL')):
col.itemR(tex, "gain")
col.itemR(tex, "noise_intensity", text="Intensity")
layout.itemL(text="Noise:")
layout.itemR(tex, "noise_basis", text="Basis")
row = layout.row()
row.itemR(tex, "noise_size", text="Size")
row.itemR(tex, "nabla")
class TEXTURE_PT_voronoi(TextureTypePanel):
__label__ = "Voronoi"
tex_type = 'VORONOI'
def draw(self, context):
layout = self.layout
tex = context.texture
split = layout.split()
col = split.column()
col.itemL(text="Distance Metric:")
col.itemR(tex, "distance_metric", text="")
sub = col.column()
sub.active = tex.distance_metric == 'MINKOVSKY'
sub.itemR(tex, "minkovsky_exponent", text="Exponent")
col.itemL(text="Coloring:")
col.itemR(tex, "coloring", text="")
col.itemR(tex, "noise_intensity", text="Intensity")
col = split.column(align=True)
col.itemL(text="Feature Weights:")
col.itemR(tex, "weight_1", text="1", slider=True)
col.itemR(tex, "weight_2", text="2", slider=True)
col.itemR(tex, "weight_3", text="3", slider=True)
col.itemR(tex, "weight_4", text="4", slider=True)
layout.itemL(text="Noise:")
row = layout.row()
row.itemR(tex, "noise_size", text="Size")
row.itemR(tex, "nabla")
class TEXTURE_PT_distortednoise(TextureTypePanel):
__label__ = "Distorted Noise"
tex_type = 'DISTORTED_NOISE'
def draw(self, context):
layout = self.layout
tex = context.texture
layout.itemR(tex, "noise_distortion")
layout.itemR(tex, "noise_basis", text="Basis")
flow = layout.column_flow()
flow.itemR(tex, "distortion", text="Distortion")
flow.itemR(tex, "noise_size", text="Size")
flow.itemR(tex, "nabla")
class TEXTURE_PT_voxeldata(TextureButtonsPanel):
__label__ = "Voxel Data"
def poll(self, context):
tex = context.texture
return (tex and tex.type == 'VOXEL_DATA')
def draw(self, context):
layout = self.layout
tex = context.texture
vd = tex.voxeldata
layout.itemR(vd, "file_format")
if vd.file_format in ['BLENDER_VOXEL', 'RAW_8BIT']:
layout.itemR(vd, "source_path")
if vd.file_format == 'RAW_8BIT':
layout.itemR(vd, "resolution")
elif vd.file_format == 'SMOKE':
layout.itemR(vd, "domain_object")
layout.itemR(vd, "still")
row = layout.row()
row.active = vd.still
row.itemR(vd, "still_frame_number")
layout.itemR(vd, "interpolation")
layout.itemR(vd, "intensity")
class TEXTURE_PT_pointdensity(TextureButtonsPanel):
__label__ = "Point Density"
def poll(self, context):
tex = context.texture
return (tex and tex.type == 'POINT_DENSITY')
def draw(self, context):
layout = self.layout
tex = context.texture
pd = tex.pointdensity
layout.itemR(pd, "point_source", expand=True)
split = layout.split()
col = split.column()
if pd.point_source == 'PARTICLE_SYSTEM':
col.itemL(text="Object:")
col.itemR(pd, "object", text="")
sub = col.column()
sub.enabled = pd.object
if pd.object:
sub.itemL(text="System:")
sub.item_pointerR(pd, "particle_system", pd.object, "particle_systems", text="")
sub.itemL(text="Cache:")
sub.itemR(pd, "particle_cache", text="")
else:
col.itemL(text="Object:")
col.itemR(pd, "object", text="")
col.itemL(text="Cache:")
col.itemR(pd, "vertices_cache", text="")
col.itemS()
col.itemL(text="Color Source:")
col.itemR(pd, "color_source", text="")
if pd.color_source in ('PARTICLE_SPEED', 'PARTICLE_VELOCITY'):
col.itemR(pd, "speed_scale")
if pd.color_source in ('PARTICLE_SPEED', 'PARTICLE_AGE'):
layout.template_color_ramp(pd, "color_ramp", expand=True)
col = split.column()
col.itemL()
col.itemR(pd, "radius")
col.itemL(text="Falloff:")
col.itemR(pd, "falloff", text="")
if pd.falloff == 'SOFT':
col.itemR(pd, "falloff_softness")
class TEXTURE_PT_pointdensity_turbulence(TextureButtonsPanel):
__label__ = "Turbulence"
def poll(self, context):
tex = context.texture
return (tex and tex.type == 'POINT_DENSITY')
def draw_header(self, context):
layout = self.layout
tex = context.texture
pd = tex.pointdensity
layout.itemR(pd, "turbulence", text="")
def draw(self, context):
layout = self.layout
tex = context.texture
pd = tex.pointdensity
layout.active = pd.turbulence
split = layout.split()
col = split.column()
col.itemL(text="Influence:")
col.itemR(pd, "turbulence_influence", text="")
col.itemL(text="Noise Basis:")
col.itemR(pd, "noise_basis", text="")
col = split.column()
col.itemL()
col.itemR(pd, "turbulence_size")
col.itemR(pd, "turbulence_depth")
col.itemR(pd, "turbulence_strength")
bpy.types.register(TEXTURE_PT_context_texture)
bpy.types.register(TEXTURE_PT_preview)
bpy.types.register(TEXTURE_PT_clouds) # Texture Type Panels
bpy.types.register(TEXTURE_PT_wood)
bpy.types.register(TEXTURE_PT_marble)
bpy.types.register(TEXTURE_PT_magic)
bpy.types.register(TEXTURE_PT_blend)
bpy.types.register(TEXTURE_PT_stucci)
bpy.types.register(TEXTURE_PT_image)
bpy.types.register(TEXTURE_PT_image_sampling)
bpy.types.register(TEXTURE_PT_image_mapping)
bpy.types.register(TEXTURE_PT_plugin)
bpy.types.register(TEXTURE_PT_envmap)
bpy.types.register(TEXTURE_PT_musgrave)
bpy.types.register(TEXTURE_PT_voronoi)
bpy.types.register(TEXTURE_PT_distortednoise)
bpy.types.register(TEXTURE_PT_voxeldata)
bpy.types.register(TEXTURE_PT_pointdensity)
bpy.types.register(TEXTURE_PT_pointdensity_turbulence)
bpy.types.register(TEXTURE_PT_colors)
bpy.types.register(TEXTURE_PT_mapping)
bpy.types.register(TEXTURE_PT_influence)

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import bpy
class WorldButtonsPanel(bpy.types.Panel):
__space_type__ = 'PROPERTIES'
__region_type__ = 'WINDOW'
__context__ = "world"
# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
def poll(self, context):
rd = context.scene.render_data
return (context.world) and (not rd.use_game_engine) and (rd.engine in self.COMPAT_ENGINES)
class WORLD_PT_preview(WorldButtonsPanel):
__label__ = "Preview"
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def draw(self, context):
self.layout.template_preview(context.world)
class WORLD_PT_context_world(WorldButtonsPanel):
__show_header__ = False
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def poll(self, context):
rd = context.scene.render_data
return (not rd.use_game_engine) and (rd.engine in self.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
scene = context.scene
world = context.world
space = context.space_data
split = layout.split(percentage=0.65)
if scene:
split.template_ID(scene, "world", new="world.new")
elif world:
split.template_ID(space, "pin_id")
class WORLD_PT_world(WorldButtonsPanel):
__label__ = "World"
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def draw(self, context):
layout = self.layout
world = context.world
row = layout.row()
row.itemR(world, "paper_sky")
row.itemR(world, "blend_sky")
row.itemR(world, "real_sky")
row = layout.row()
row.column().itemR(world, "horizon_color")
col = row.column()
col.itemR(world, "zenith_color")
col.active = world.blend_sky
row.column().itemR(world, "ambient_color")
class WORLD_PT_mist(WorldButtonsPanel):
__label__ = "Mist"
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def draw_header(self, context):
world = context.world
self.layout.itemR(world.mist, "enabled", text="")
def draw(self, context):
layout = self.layout
world = context.world
layout.active = world.mist.enabled
flow = layout.column_flow()
flow.itemR(world.mist, "intensity", slider=True)
flow.itemR(world.mist, "start")
flow.itemR(world.mist, "depth")
flow.itemR(world.mist, "height")
layout.itemR(world.mist, "falloff")
class WORLD_PT_stars(WorldButtonsPanel):
__label__ = "Stars"
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def draw_header(self, context):
world = context.world
self.layout.itemR(world.stars, "enabled", text="")
def draw(self, context):
layout = self.layout
world = context.world
layout.active = world.stars.enabled
flow = layout.column_flow()
flow.itemR(world.stars, "size")
flow.itemR(world.stars, "color_randomization", text="Colors")
flow.itemR(world.stars, "min_distance", text="Min. Dist")
flow.itemR(world.stars, "average_separation", text="Separation")
class WORLD_PT_ambient_occlusion(WorldButtonsPanel):
__label__ = "Ambient Occlusion"
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def draw_header(self, context):
world = context.world
self.layout.itemR(world.ambient_occlusion, "enabled", text="")
def draw(self, context):
layout = self.layout
ao = context.world.ambient_occlusion
layout.active = ao.enabled
layout.itemR(ao, "gather_method", expand=True)
split = layout.split()
col = split.column()
col.itemL(text="Attenuation:")
col.itemR(ao, "distance")
col.itemR(ao, "falloff")
sub = col.row()
sub.active = ao.falloff
sub.itemR(ao, "falloff_strength", text="Strength")
if ao.gather_method == 'RAYTRACE':
col = split.column()
col.itemL(text="Sampling:")
col.itemR(ao, "sample_method", text="")
sub = col.column()
sub.itemR(ao, "samples")
if ao.sample_method == 'ADAPTIVE_QMC':
sub.itemR(ao, "threshold")
sub.itemR(ao, "adapt_to_speed", slider=True)
elif ao.sample_method == 'CONSTANT_JITTERED':
sub.itemR(ao, "bias")
if ao.gather_method == 'APPROXIMATE':
col = split.column()
col.itemL(text="Sampling:")
col.itemR(ao, "error_tolerance", text="Error")
col.itemR(ao, "pixel_cache")
col.itemR(ao, "correction")
col = layout.column()
col.itemL(text="Influence:")
col.row().itemR(ao, "blend_mode", expand=True)
split = layout.split()
col = split.column()
col.itemR(ao, "energy")
col = split.column()
sub = col.split(percentage=0.3)
sub.itemL(text="Color:")
sub.itemR(ao, "color", text="")
bpy.types.register(WORLD_PT_context_world)
bpy.types.register(WORLD_PT_preview)
bpy.types.register(WORLD_PT_world)
bpy.types.register(WORLD_PT_ambient_occlusion)
bpy.types.register(WORLD_PT_mist)
bpy.types.register(WORLD_PT_stars)

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import bpy
class Buttons_HT_header(bpy.types.Header):
__space_type__ = 'PROPERTIES'
def draw(self, context):
layout = self.layout
so = context.space_data
scene = context.scene
row= layout.row(align=True)
row.template_header()
if context.area.show_menus:
sub = row.row(align=True)
sub.itemM("Buttons_MT_view", text="View")
row = layout.row()
row.itemR(so, "buttons_context", expand=True, text="")
row.itemR(scene, "current_frame")
class Buttons_MT_view(bpy.types.Menu):
__space_type__ = 'PROPERTIES'
__label__ = "View"
def draw(self, context):
layout = self.layout
so = context.space_data
col = layout.column()
col.itemR(so, "panel_alignment", expand=True)
bpy.types.register(Buttons_HT_header)
bpy.types.register(Buttons_MT_view)

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import bpy
import bpy_ops # XXX - should not need to do this
del bpy_ops
class CONSOLE_HT_header(bpy.types.Header):
__space_type__ = 'CONSOLE'
def draw(self, context):
sc = context.space_data
# text = sc.text
layout = self.layout
row= layout.row(align=True)
row.template_header()
if context.area.show_menus:
sub = row.row(align=True)
if sc.console_type == 'REPORT':
sub.itemM("CONSOLE_MT_report")
else:
sub.itemM("CONSOLE_MT_console")
layout.itemS()
layout.itemR(sc, "console_type", expand=True)
if sc.console_type == 'REPORT':
row = layout.row(align=True)
row.itemR(sc, "show_report_debug", text="Debug")
row.itemR(sc, "show_report_info", text="Info")
row.itemR(sc, "show_report_operator", text="Operators")
row.itemR(sc, "show_report_warn", text="Warnings")
row.itemR(sc, "show_report_error", text="Errors")
row = layout.row()
row.enabled = sc.show_report_operator
row.itemO("console.report_replay")
else:
row = layout.row(align=True)
row.itemO("console.autocomplete", text="Autocomplete")
class CONSOLE_MT_console(bpy.types.Menu):
__space_type__ = 'CONSOLE'
__label__ = "Console"
def draw(self, context):
layout = self.layout
sc = context.space_data
layout.column()
layout.itemO("console.clear")
layout.itemO("console.copy")
layout.itemO("console.paste")
class CONSOLE_MT_report(bpy.types.Menu):
__space_type__ = 'CONSOLE'
__label__ = "Report"
def draw(self, context):
layout = self.layout
sc = context.space_data
layout.column()
layout.itemO("console.select_all_toggle")
layout.itemO("console.select_border")
layout.itemO("console.report_delete")
layout.itemO("console.report_copy")
def add_scrollback(text, text_type):
for l in text.split('\n'):
bpy.ops.console.scrollback_append(text=l.replace('\t', ' '), type=text_type)
def get_console(console_id):
'''
helper function for console operators
currently each text datablock gets its own console - code.InteractiveConsole()
...which is stored in this function.
console_id can be any hashable type
'''
import sys, code
try: consoles = get_console.consoles
except:consoles = get_console.consoles = {}
# clear all dead consoles, use text names as IDs
# TODO, find a way to clear IDs
'''
for console_id in list(consoles.keys()):
if console_id not in bpy.data.texts:
del consoles[id]
'''
try:
namespace, console, stdout, stderr = consoles[console_id]
except:
namespace = {'__builtins__':__builtins__} # locals()
namespace['bpy'] = bpy
console = code.InteractiveConsole(namespace)
import io
stdout = io.StringIO()
stderr = io.StringIO()
consoles[console_id]= namespace, console, stdout, stderr
return namespace, console, stdout, stderr
class CONSOLE_OT_exec(bpy.types.Operator):
'''Execute the current console line as a python expression.'''
__idname__ = "console.execute"
__label__ = "Console Execute"
__register__ = False
# Both prompts must be the same length
PROMPT = '>>> '
PROMPT_MULTI = '... '
# is this working???
'''
def poll(self, context):
return (context.space_data.type == 'PYTHON')
''' # its not :|
def execute(self, context):
import sys
sc = context.space_data
try:
line = sc.history[-1].line
except:
return ('CANCELLED',)
if sc.console_type != 'PYTHON':
return ('CANCELLED',)
namespace, console, stdout, stderr = get_console(hash(context.region))
# redirect output
sys.stdout = stdout
sys.stderr = stderr
# run the console
if not line.strip():
line_exec = '\n' # executes a multiline statement
else:
line_exec = line
is_multiline = console.push(line_exec)
stdout.seek(0)
stderr.seek(0)
output = stdout.read()
output_err = stderr.read()
# cleanup
sys.stdout = sys.__stdout__
sys.stderr = sys.__stderr__
sys.last_traceback = None
# So we can reuse, clear all data
stdout.truncate(0)
stderr.truncate(0)
bpy.ops.console.scrollback_append(text = sc.prompt+line, type='INPUT')
if is_multiline: sc.prompt = self.PROMPT_MULTI
else: sc.prompt = self.PROMPT
# insert a new blank line
bpy.ops.console.history_append(text="", current_character=0, remove_duplicates= True)
# Insert the output into the editor
# not quite correct because the order might have changed, but ok 99% of the time.
if output: add_scrollback(output, 'OUTPUT')
if output_err: add_scrollback(output_err, 'ERROR')
return ('FINISHED',)
def autocomp(bcon):
'''
This function has been taken from a BGE console autocomp I wrote a while ago
the dictionaty bcon is not needed but it means I can copy and paste from the old func
which works ok for now.
could be moved into its own module.
'''
def is_delimiter(ch):
'''
For skipping words
'''
if ch == '_':
return False
if ch.isalnum():
return False
return True
def is_delimiter_autocomp(ch):
'''
When autocompleteing will earch back and
'''
if ch in '._[] "\'':
return False
if ch.isalnum():
return False
return True
def do_autocomp(autocomp_prefix, autocomp_members):
'''
return text to insert and a list of options
'''
autocomp_members = [v for v in autocomp_members if v.startswith(autocomp_prefix)]
print("AUTO: '%s'" % autocomp_prefix)
print("MEMBERS: '%s'" % str(autocomp_members))
if not autocomp_prefix:
return '', autocomp_members
elif len(autocomp_members) > 1:
# find a common string between all members after the prefix
# 'ge' [getA, getB, getC] --> 'get'
# get the shortest member
min_len = min([len(v) for v in autocomp_members])
autocomp_prefix_ret = ''
for i in range(len(autocomp_prefix), min_len):
char_soup = set()
for v in autocomp_members:
char_soup.add(v[i])
if len(char_soup) > 1:
break
else:
autocomp_prefix_ret += char_soup.pop()
return autocomp_prefix_ret, autocomp_members
elif len(autocomp_members) == 1:
if autocomp_prefix == autocomp_members[0]:
# the variable matched the prefix exactly
# add a '.' so you can quickly continue.
# Could try add [] or other possible extensions rather then '.' too if we had the variable.
return '.', []
else:
# finish off the of the word word
return autocomp_members[0][len(autocomp_prefix):], []
else:
return '', []
def BCon_PrevChar(bcon):
cursor = bcon['cursor']-1
if cursor<0:
return None
try:
return bcon['edit_text'][cursor]
except:
return None
def BCon_NextChar(bcon):
try:
return bcon['edit_text'][bcon['cursor']]
except:
return None
def BCon_cursorLeft(bcon):
bcon['cursor'] -= 1
if bcon['cursor'] < 0:
bcon['cursor'] = 0
def BCon_cursorRight(bcon):
bcon['cursor'] += 1
if bcon['cursor'] > len(bcon['edit_text']):
bcon['cursor'] = len(bcon['edit_text'])
def BCon_AddScrollback(bcon, text):
bcon['scrollback'] = bcon['scrollback'] + text
def BCon_cursorInsertChar(bcon, ch):
if bcon['cursor']==0:
bcon['edit_text'] = ch + bcon['edit_text']
elif bcon['cursor']==len(bcon['edit_text']):
bcon['edit_text'] = bcon['edit_text'] + ch
else:
bcon['edit_text'] = bcon['edit_text'][:bcon['cursor']] + ch + bcon['edit_text'][bcon['cursor']:]
bcon['cursor']
if bcon['cursor'] > len(bcon['edit_text']):
bcon['cursor'] = len(bcon['edit_text'])
BCon_cursorRight(bcon)
TEMP_NAME = '___tempname___'
cursor_orig = bcon['cursor']
ch = BCon_PrevChar(bcon)
while ch != None and (not is_delimiter(ch)):
ch = BCon_PrevChar(bcon)
BCon_cursorLeft(bcon)
if ch != None:
BCon_cursorRight(bcon)
#print (cursor_orig, bcon['cursor'])
cursor_base = bcon['cursor']
autocomp_prefix = bcon['edit_text'][cursor_base:cursor_orig]
print("PREFIX:'%s'" % autocomp_prefix)
# Get the previous word
if BCon_PrevChar(bcon)=='.':
BCon_cursorLeft(bcon)
ch = BCon_PrevChar(bcon)
while ch != None and is_delimiter_autocomp(ch)==False:
ch = BCon_PrevChar(bcon)
BCon_cursorLeft(bcon)
cursor_new = bcon['cursor']
if ch != None:
cursor_new+=1
pytxt = bcon['edit_text'][cursor_new:cursor_base-1].strip()
print("AUTOCOMP EVAL: '%s'" % pytxt)
#try:
if pytxt:
bcon['console'].runsource(TEMP_NAME + '=' + pytxt, '<input>', 'single')
# print val
else: ##except:
val = None
try:
val = bcon['namespace'][TEMP_NAME]
del bcon['namespace'][TEMP_NAME]
except:
val = None
if val:
autocomp_members = dir(val)
autocomp_prefix_ret, autocomp_members = do_autocomp(autocomp_prefix, autocomp_members)
bcon['cursor'] = cursor_orig
for v in autocomp_prefix_ret:
BCon_cursorInsertChar(bcon, v)
cursor_orig = bcon['cursor']
if autocomp_members:
BCon_AddScrollback(bcon, ', '.join(autocomp_members))
del val
else:
# Autocomp global namespace
autocomp_members = bcon['namespace'].keys()
if autocomp_prefix:
autocomp_members = [v for v in autocomp_members if v.startswith(autocomp_prefix)]
autocomp_prefix_ret, autocomp_members = do_autocomp(autocomp_prefix, autocomp_members)
bcon['cursor'] = cursor_orig
for v in autocomp_prefix_ret:
BCon_cursorInsertChar(bcon, v)
cursor_orig = bcon['cursor']
if autocomp_members:
BCon_AddScrollback(bcon, ', '.join(autocomp_members))
bcon['cursor'] = cursor_orig
class CONSOLE_OT_autocomplete(bpy.types.Operator):
'''Evaluate the namespace up until the cursor and give a list of options or complete the name if there is only one.'''
__idname__ = "console.autocomplete"
__label__ = "Console Autocomplete"
__register__ = False
def poll(self, context):
return context.space_data.console_type == 'PYTHON'
def execute(self, context):
sc = context.space_data
namespace, console, stdout, stderr = get_console(hash(context.region))
current_line = sc.history[-1]
line = current_line.line
if not console:
return ('CANCELLED',)
if sc.console_type != 'PYTHON':
return ('CANCELLED',)
# fake cursor, use for autocomp func.
bcon = {}
bcon['cursor'] = current_line.current_character
bcon['console'] = console
bcon['edit_text'] = line
bcon['namespace'] = namespace
bcon['scrollback'] = '' # nor from the BGE console
# This function isnt aware of the text editor or being an operator
# just does the autocomp then copy its results back
autocomp(bcon)
# Now we need to copy back the line from blender back into the text editor.
# This will change when we dont use the text editor anymore
if bcon['scrollback']:
add_scrollback(bcon['scrollback'], 'INFO')
# copy back
current_line.line = bcon['edit_text']
current_line.current_character = bcon['cursor']
context.area.tag_redraw()
return ('FINISHED',)
bpy.types.register(CONSOLE_HT_header)
bpy.types.register(CONSOLE_MT_console)
bpy.types.register(CONSOLE_MT_report)
bpy.ops.add(CONSOLE_OT_exec)
bpy.ops.add(CONSOLE_OT_autocomplete)

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import bpy
class FILEBROWSER_HT_header(bpy.types.Header):
__space_type__ = 'FILE_BROWSER'
def draw(self, context):
layout = self.layout
st = context.space_data
params = st.params
layout.template_header(menus=False)
row = layout.row(align=True)
row.itemO("file.parent", text="", icon='ICON_FILE_PARENT')
row.itemO("file.refresh", text="", icon='ICON_FILE_REFRESH')
row.itemO("file.previous", text="", icon='ICON_PREV_KEYFRAME')
row.itemO("file.next", text="", icon='ICON_NEXT_KEYFRAME')
row = layout.row(align=True)
row.itemO("file.directory_new", text="", icon='ICON_NEWFOLDER')
layout.itemR(params, "display", expand=True, text="")
layout.itemR(params, "sort", expand=True, text="")
layout.itemR(params, "hide_dot")
layout.itemR(params, "do_filter")
row = layout.row(align=True)
row.itemR(params, "filter_folder", text="");
row.itemR(params, "filter_blender", text="");
row.itemR(params, "filter_image", text="");
row.itemR(params, "filter_movie", text="");
row.itemR(params, "filter_script", text="");
row.itemR(params, "filter_font", text="");
row.itemR(params, "filter_sound", text="");
row.itemR(params, "filter_text", text="");
row.active = params.do_filter
bpy.types.register(FILEBROWSER_HT_header)

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import bpy
class IMAGE_MT_view(bpy.types.Menu):
__space_type__ = 'IMAGE_EDITOR'
__label__ = "View"
def draw(self, context):
layout = self.layout
sima = context.space_data
uv = sima.uv_editor
settings = context.tool_settings
show_uvedit = sima.show_uvedit
layout.itemO("image.properties", icon='ICON_MENU_PANEL')
layout.itemS()
layout.itemR(sima, "update_automatically")
if show_uvedit:
layout.itemR(settings, "uv_local_view") # Numpad /
layout.itemS()
layout.itemO("image.view_zoom_in")
layout.itemO("image.view_zoom_out")
layout.itemS()
ratios = [[1, 8], [1, 4], [1, 2], [1, 1], [2, 1], [4, 1], [8, 1]];
for a, b in ratios:
text = "Zoom %d:%d" % (a, b)
layout.item_floatO("image.view_zoom_ratio", "ratio", a/float(b), text=text)
layout.itemS()
if show_uvedit:
layout.itemO("image.view_selected")
layout.itemO("image.view_all")
layout.itemO("screen.screen_full_area")
class IMAGE_MT_select(bpy.types.Menu):
__space_type__ = 'IMAGE_EDITOR'
__label__ = "Select"
def draw(self, context):
layout = self.layout
layout.itemO("uv.select_border")
layout.item_booleanO("uv.select_border", "pinned", True)
layout.itemS()
layout.itemO("uv.select_all_toggle")
layout.itemO("uv.select_inverse")
layout.itemO("uv.unlink_selection")
layout.itemS()
layout.itemO("uv.select_pinned")
layout.itemO("uv.select_linked")
class IMAGE_MT_image(bpy.types.Menu):
__space_type__ = 'IMAGE_EDITOR'
__label__ = "Image"
def draw(self, context):
layout = self.layout
sima = context.space_data
ima = sima.image
layout.itemO("image.new")
layout.itemO("image.open")
show_render = sima.show_render
if ima:
if not show_render:
layout.itemO("image.replace")
layout.itemO("image.reload")
layout.itemO("image.save")
layout.itemO("image.save_as")
if ima.source == 'SEQUENCE':
layout.itemO("image.save_sequence")
if not show_render:
layout.itemS()
if ima.packed_file:
layout.itemO("image.unpack")
else:
layout.itemO("image.pack")
# only for dirty && specific image types, perhaps
# this could be done in operator poll too
if ima.dirty:
if ima.source in ('FILE', 'GENERATED') and ima.type != 'MULTILAYER':
layout.item_booleanO("image.pack", "as_png", True, text="Pack As PNG")
layout.itemS()
layout.itemR(sima, "image_painting")
class IMAGE_MT_uvs_showhide(bpy.types.Menu):
__space_type__ = 'IMAGE_EDITOR'
__label__ = "Show/Hide Faces"
def draw(self, context):
layout = self.layout
layout.itemO("uv.reveal")
layout.itemO("uv.hide")
layout.item_booleanO("uv.hide", "unselected", True)
class IMAGE_MT_uvs_transform(bpy.types.Menu):
__space_type__ = 'IMAGE_EDITOR'
__label__ = "Transform"
def draw(self, context):
layout = self.layout
layout.itemO("tfm.translate")
layout.itemO("tfm.rotate")
layout.itemO("tfm.resize")
class IMAGE_MT_uvs_mirror(bpy.types.Menu):
__space_type__ = 'IMAGE_EDITOR'
__label__ = "Mirror"
def draw(self, context):
layout = self.layout
layout.operator_context = "EXEC_REGION_WIN"
props= layout.itemO("tfm.mirror", text="X Axis", properties=True)
props.constraint_axis[0]= True
props= layout.itemO("tfm.mirror", text="Y Axis", properties=True)
props.constraint_axis[1]= True
class IMAGE_MT_uvs_weldalign(bpy.types.Menu):
__space_type__ = 'IMAGE_EDITOR'
__label__ = "Weld/Align"
def draw(self, context):
layout = self.layout
layout.itemO("uv.weld") # W, 1
layout.items_enumO("uv.align", "axis") # W, 2/3/4
class IMAGE_MT_uvs(bpy.types.Menu):
__space_type__ = 'IMAGE_EDITOR'
__label__ = "UVs"
def draw(self, context):
layout = self.layout
sima = context.space_data
uv = sima.uv_editor
settings = context.tool_settings
layout.itemR(uv, "snap_to_pixels")
layout.itemR(uv, "constrain_to_image_bounds")
layout.itemS()
layout.itemR(uv, "live_unwrap")
layout.itemO("uv.unwrap")
layout.item_booleanO("uv.pin", "clear", True, text="Unpin")
layout.itemO("uv.pin")
layout.itemS()
layout.itemO("uv.pack_islands")
layout.itemO("uv.average_islands_scale")
layout.itemO("uv.minimize_stretch")
layout.itemO("uv.stitch")
layout.itemS()
layout.itemM("IMAGE_MT_uvs_transform")
layout.itemM("IMAGE_MT_uvs_mirror")
layout.itemM("IMAGE_MT_uvs_weldalign")
layout.itemS()
layout.itemR(settings, "proportional_editing")
layout.item_menu_enumR(settings, "proportional_editing_falloff")
layout.itemS()
layout.itemM("IMAGE_MT_uvs_showhide")
class IMAGE_HT_header(bpy.types.Header):
__space_type__ = 'IMAGE_EDITOR'
def draw(self, context):
layout = self.layout
sima = context.space_data
ima = sima.image
iuser = sima.image_user
settings = context.tool_settings
show_render = sima.show_render
show_paint = sima.show_paint
show_uvedit = sima.show_uvedit
row = layout.row(align=True)
row.template_header()
# menus
if context.area.show_menus:
sub = row.row(align=True)
sub.itemM("IMAGE_MT_view")
if show_uvedit:
sub.itemM("IMAGE_MT_select")
if ima and ima.dirty:
sub.itemM("IMAGE_MT_image", text="Image*")
else:
sub.itemM("IMAGE_MT_image", text="Image")
if show_uvedit:
sub.itemM("IMAGE_MT_uvs")
layout.template_ID(sima, "image", new="image.new")
# uv editing
if show_uvedit:
uvedit = sima.uv_editor
layout.itemR(uvedit, "pivot", text="", icon_only=True)
layout.itemR(settings, "uv_sync_selection", text="")
if settings.uv_sync_selection:
layout.itemR(settings, "mesh_selection_mode", text="", expand=True)
else:
layout.itemR(settings, "uv_selection_mode", text="", expand=True)
layout.itemR(uvedit, "sticky_selection_mode", text="", icon_only=True)
pass
row = layout.row(align=True)
row.itemR(settings, "snap", text="")
if settings.snap:
row.itemR(settings, "snap_mode", text="")
"""
mesh = context.edit_object.data
row.item_pointerR(mesh, "active_uv_layer", mesh, "uv_textures")
"""
if ima:
# layers
layout.template_image_layers(ima, iuser)
# painting
layout.itemR(sima, "image_painting", text="")
# draw options
row = layout.row(align=True)
row.itemR(sima, "draw_channels", text="", expand=True)
row = layout.row(align=True)
if ima.type == 'COMPOSITE':
row.itemO("image.record_composite", icon='ICON_REC')
if ima.type == 'COMPOSITE' and ima.source in ('MOVIE', 'SEQUENCE'):
row.itemO("image.play_composite", icon='ICON_PLAY')
if show_uvedit or sima.image_painting:
layout.itemR(sima, "update_automatically", text="")
class IMAGE_PT_image_properties(bpy.types.Panel):
__space_type__ = 'IMAGE_EDITOR'
__region_type__ = 'UI'
__label__ = "Image"
def poll(self, context):
sima = context.space_data
return (sima.image)
def draw(self, context):
layout = self.layout
sima = context.space_data
ima = sima.image
iuser = sima.image_user
layout.template_image(sima, "image", iuser, compact=True)
class IMAGE_PT_game_properties(bpy.types.Panel):
__space_type__ = 'IMAGE_EDITOR'
__region_type__ = 'UI'
__label__ = "Game Properties"
def poll(self, context):
rd = context.scene.render_data
sima = context.space_data
return (sima and sima.image) and (rd.engine == 'BLENDER_GAME')
def draw(self, context):
layout = self.layout
sima = context.space_data
ima = sima.image
split = layout.split()
col = split.column()
sub = col.column(align=True)
sub.itemR(ima, "animated")
subsub = sub.column()
subsub.active = ima.animated
subsub.itemR(ima, "animation_start", text="Start")
subsub.itemR(ima, "animation_end", text="End")
subsub.itemR(ima, "animation_speed", text="Speed")
col.itemR(ima, "tiles")
sub = col.column(align=True)
sub.active = ima.tiles or ima.animated
sub.itemR(ima, "tiles_x", text="X")
sub.itemR(ima, "tiles_y", text="Y")
col = split.column()
col.itemL(text="Clamp:")
col.itemR(ima, "clamp_x", text="X")
col.itemR(ima, "clamp_y", text="Y")
col.itemS()
col.itemR(ima, "mapping", expand=True)
class IMAGE_PT_view_properties(bpy.types.Panel):
__space_type__ = 'IMAGE_EDITOR'
__region_type__ = 'UI'
__label__ = "Display"
def poll(self, context):
sima = context.space_data
return (sima and (sima.image or sima.show_uvedit))
def draw(self, context):
layout = self.layout
sima = context.space_data
ima = sima.image
show_uvedit = sima.show_uvedit
uvedit = sima.uv_editor
split = layout.split()
col = split.column()
if ima:
col.itemR(ima, "display_aspect", text="Aspect Ratio")
col = split.column()
col.itemL(text="Coordinates:")
col.itemR(sima, "draw_repeated", text="Repeat")
if show_uvedit:
col.itemR(uvedit, "normalized_coordinates", text="Normalized")
elif show_uvedit:
col.itemL(text="Coordinates:")
col.itemR(uvedit, "normalized_coordinates", text="Normalized")
if show_uvedit:
col = layout.column()
col.itemL(text="UVs:")
row = col.row()
row.itemR(uvedit, "edge_draw_type", expand=True)
split = layout.split()
col = split.column()
col.itemR(uvedit, "draw_stretch", text="Stretch")
sub = col.column()
sub.active = uvedit.draw_stretch
sub.row().itemR(uvedit, "draw_stretch_type", expand=True)
col = split.column()
col.itemR(uvedit, "draw_smooth_edges", text="Smooth")
col.itemR(uvedit, "draw_modified_edges", text="Modified")
#col.itemR(uvedit, "draw_edges")
#col.itemR(uvedit, "draw_faces")
class IMAGE_PT_paint(bpy.types.Panel):
__space_type__ = 'IMAGE_EDITOR'
__region_type__ = 'UI'
__label__ = "Paint"
def poll(self, context):
sima = context.space_data
return sima.show_paint
def draw(self, context):
layout = self.layout
settings = context.tool_settings.image_paint
brush = settings.brush
col = layout.split().column()
row = col.row()
row.template_list(settings, "brushes", settings, "active_brush_index", rows=2)
col.template_ID(settings, "brush", new="brush.add")
row = layout.row(align=True)
row.item_enumR(settings, "tool", 'DRAW')
row.item_enumR(settings, "tool", 'SOFTEN')
row.item_enumR(settings, "tool", 'CLONE')
row.item_enumR(settings, "tool", 'SMEAR')
if brush:
col = layout.column()
col.itemR(brush, "color", text="")
row = col.row(align=True)
row.itemR(brush, "size", slider=True)
row.itemR(brush, "use_size_pressure", toggle=True, text="")
row = col.row(align=True)
row.itemR(brush, "strength", slider=True)
row.itemR(brush, "use_strength_pressure", toggle=True, text="")
row = col.row(align=True)
row.itemR(brush, "jitter", slider=True)
row.itemR(brush, "use_jitter_pressure", toggle=True, text="")
col.itemR(brush, "blend", text="Blend")
class IMAGE_PT_paint_stroke(bpy.types.Panel):
__space_type__ = 'IMAGE_EDITOR'
__region_type__ = 'UI'
__label__ = "Paint Stroke"
__default_closed__ = True
def poll(self, context):
sima = context.space_data
settings = context.tool_settings.image_paint
return sima.show_paint and settings.brush
def draw(self, context):
layout = self.layout
settings = context.tool_settings.image_paint
brush = settings.brush
layout.itemR(brush, "use_airbrush")
col = layout.column()
col.active = brush.use_airbrush
col.itemR(brush, "rate", slider=True)
layout.itemR(brush, "use_space")
row = layout.row(align=True)
row.active = brush.use_space
row.itemR(brush, "spacing", text="Distance", slider=True)
row.itemR(brush, "use_spacing_pressure", toggle=True, text="")
class IMAGE_PT_paint_curve(bpy.types.Panel):
__space_type__ = 'IMAGE_EDITOR'
__region_type__ = 'UI'
__label__ = "Paint Curve"
__default_closed__ = True
def poll(self, context):
sima = context.space_data
settings = context.tool_settings.image_paint
return sima.show_paint and settings.brush
def draw(self, context):
layout = self.layout
settings = context.tool_settings.image_paint
brush = settings.brush
layout.template_curve_mapping(brush, "curve")
layout.item_menu_enumO("brush.curve_preset", property="shape")
bpy.types.register(IMAGE_MT_view)
bpy.types.register(IMAGE_MT_select)
bpy.types.register(IMAGE_MT_image)
bpy.types.register(IMAGE_MT_uvs_showhide)
bpy.types.register(IMAGE_MT_uvs_transform)
bpy.types.register(IMAGE_MT_uvs_mirror)
bpy.types.register(IMAGE_MT_uvs_weldalign)
bpy.types.register(IMAGE_MT_uvs)
bpy.types.register(IMAGE_HT_header)
bpy.types.register(IMAGE_PT_image_properties)
bpy.types.register(IMAGE_PT_paint)
bpy.types.register(IMAGE_PT_paint_stroke)
bpy.types.register(IMAGE_PT_paint_curve)
bpy.types.register(IMAGE_PT_game_properties)
bpy.types.register(IMAGE_PT_view_properties)

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import bpy
class INFO_HT_header(bpy.types.Header):
__space_type__ = 'INFO'
def draw(self, context):
layout = self.layout
st = context.space_data
scene = context.scene
rd = scene.render_data
row = layout.row(align=True)
row.template_header()
if context.area.show_menus:
sub = row.row(align=True)
sub.itemM("INFO_MT_file")
sub.itemM("INFO_MT_add")
if rd.use_game_engine:
sub.itemM("INFO_MT_game")
else:
sub.itemM("INFO_MT_render")
sub.itemM("INFO_MT_help")
layout.template_ID(context.window, "screen", new="screen.new", unlink="screen.delete")
layout.template_ID(context.screen, "scene", new="scene.new", unlink="scene.delete")
if rd.multiple_engines:
layout.itemR(rd, "engine", text="")
layout.itemS()
layout.template_operator_search()
layout.template_running_jobs()
layout.itemL(text=scene.statistics())
class INFO_MT_file(bpy.types.Menu):
__space_type__ = 'INFO'
__label__ = "File"
def draw(self, context):
layout = self.layout
layout.operator_context = "EXEC_AREA"
layout.itemO("wm.read_homefile", text="New")
layout.operator_context = "INVOKE_AREA"
layout.itemO("wm.open_mainfile", text="Open...")
layout.item_menu_enumO("wm.open_recentfile", "file", text="Open Recent")
layout.itemO("wm.recover_last_session")
layout.itemS()
layout.operator_context = "EXEC_AREA"
layout.itemO("wm.save_mainfile", text="Save")
layout.operator_context = "INVOKE_AREA"
layout.itemO("wm.save_as_mainfile", text="Save As...")
layout.itemO("screen.userpref_show", text="User Preferences...")
layout.itemS()
layout.operator_context = "INVOKE_AREA"
layout.itemO("wm.link_append", text="Link")
layout.item_booleanO("wm.link_append", "link", False, text="Append")
layout.itemS()
layout.itemM("INFO_MT_file_import")
layout.itemM("INFO_MT_file_export")
layout.itemS()
layout.itemM("INFO_MT_file_external_data")
layout.itemS()
layout.operator_context = "EXEC_AREA"
layout.itemO("wm.exit_blender", text="Quit")
class INFO_MT_file_import(bpy.types.Menu):
__space_type__ = 'INFO'
__label__ = "Import"
def draw(self, context):
layout = self.layout
layout.itemO("import.3ds", text="3DS")
layout.itemO("import.obj", text="OBJ")
class INFO_MT_file_export(bpy.types.Menu):
__space_type__ = 'INFO'
__label__ = "Export"
def draw(self, context):
layout = self.layout
layout.itemO("export.3ds", text="3DS")
layout.itemO("export.fbx", text="FBX")
layout.itemO("export.obj", text="OBJ")
layout.itemO("export.ply", text="PLY")
layout.itemO("export.x3d", text="X3D")
class INFO_MT_file_external_data(bpy.types.Menu):
__space_type__ = 'INFO'
__label__ = "External Data"
def draw(self, context):
layout = self.layout
layout.itemO("file.pack_all", text="Pack into .blend file")
layout.itemO("file.unpack_all", text="Unpack into Files...")
layout.itemS()
layout.itemO("file.make_paths_relative")
layout.itemO("file.make_paths_absolute")
layout.itemO("file.report_missing_files")
layout.itemO("file.find_missing_files")
class INFO_MT_add(bpy.types.Menu):
__space_type__ = 'INFO'
__label__ = "Add"
def draw(self, context):
layout = self.layout
layout.operator_context = "EXEC_SCREEN"
layout.item_menu_enumO("object.mesh_add", "type", text="Mesh", icon='ICON_OUTLINER_OB_MESH')
layout.item_menu_enumO("object.curve_add", "type", text="Curve", icon='ICON_OUTLINER_OB_CURVE')
layout.item_menu_enumO("object.surface_add", "type", text="Surface", icon='ICON_OUTLINER_OB_SURFACE')
layout.item_menu_enumO("object.metaball_add", "type", 'META', text="Metaball", icon='ICON_OUTLINER_OB_META')
layout.itemO("object.text_add", text="Text", icon='ICON_OUTLINER_OB_FONT')
layout.itemS()
layout.itemO("object.armature_add", text="Armature", icon='ICON_OUTLINER_OB_ARMATURE')
layout.item_enumO("object.add", "type", 'LATTICE', icon='ICON_OUTLINER_OB_LATTICE')
layout.item_enumO("object.add", "type", 'EMPTY', icon='ICON_OUTLINER_OB_EMPTY')
layout.itemS()
layout.item_enumO("object.add", "type", 'CAMERA', icon='ICON_OUTLINER_OB_CAMERA')
layout.item_menu_enumO("object.lamp_add", "type", 'LAMP', text="Lamp", icon='ICON_OUTLINER_OB_LAMP')
class INFO_MT_game(bpy.types.Menu):
__space_type__ = 'INFO'
__label__ = "Game"
def draw(self, context):
layout = self.layout
gs = context.scene.game_data
layout.itemO("view3d.game_start")
layout.itemS()
layout.itemR(gs, "show_debug_properties")
layout.itemR(gs, "show_framerate_profile")
layout.itemR(gs, "show_physics_visualization")
layout.itemR(gs, "deprecation_warnings")
class INFO_MT_render(bpy.types.Menu):
__space_type__ = 'INFO'
__label__ = "Render"
def draw(self, context):
layout = self.layout
rd = context.scene.render_data
layout.itemO("screen.render", text="Render Image")
layout.item_booleanO("screen.render", "animation", True, text="Render Animation")
layout.itemS()
layout.itemO("screen.render_view_show")
class INFO_MT_help(bpy.types.Menu):
__space_type__ = 'INFO'
__label__ = "Help"
def draw(self, context):
layout = self.layout
layout.itemO("help.manual")
layout.itemO("help.release_logs")
layout.itemS()
layout.itemO("help.blender_website")
layout.itemO("help.blender_eshop")
layout.itemO("help.developer_community")
layout.itemO("help.user_community")
layout.itemS()
layout.itemO("help.operator_cheat_sheet")
bpy.types.register(INFO_HT_header)
bpy.types.register(INFO_MT_file)
bpy.types.register(INFO_MT_file_import)
bpy.types.register(INFO_MT_file_export)
bpy.types.register(INFO_MT_file_external_data)
bpy.types.register(INFO_MT_add)
bpy.types.register(INFO_MT_game)
bpy.types.register(INFO_MT_render)
bpy.types.register(INFO_MT_help)
# Help operators
import bpy_ops # XXX - should not need to do this
del bpy_ops
class HelpOperator(bpy.types.Operator):
def execute(self, context):
try: import webbrowser
except: webbrowser = None
if webbrowser:
webbrowser.open(self.__URL__)
else:
raise Exception("Operator requires a full Python installation")
return ('FINISHED',)
class HELP_OT_manual(HelpOperator):
__idname__ = "help.manual"
__label__ = "Manual"
__URL__ = 'http://wiki.blender.org/index.php/Manual'
class HELP_OT_release_logs(HelpOperator):
__idname__ = "help.release_logs"
__label__ = "Release Logs"
__URL__ = 'http://www.blender.org/development/release-logs/'
class HELP_OT_blender_website(HelpOperator):
__idname__ = "help.blender_website"
__label__ = "Blender Website"
__URL__ = 'http://www.blender.org/'
class HELP_OT_blender_eshop(HelpOperator):
__idname__ = "help.blender_eshop"
__label__ = "Blender e-Shop"
__URL__ = 'http://www.blender3d.org/e-shop'
class HELP_OT_developer_community(HelpOperator):
__idname__ = "help.developer_community"
__label__ = "Developer Community"
__URL__ = 'http://www.blender.org/community/get-involved/'
class HELP_OT_user_community(HelpOperator):
__idname__ = "help.user_community"
__label__ = "User Community"
__URL__ = 'http://www.blender.org/community/user-community/'
class HELP_OT_operator_cheat_sheet(bpy.types.Operator):
__idname__ = "help.operator_cheat_sheet"
__label__ = "Operator Cheet Sheet (new textblock)"
def execute(self, context):
op_strings = []
tot = 0
for op_module_name in dir(bpy.ops):
op_module = getattr(bpy.ops, op_module_name)
for op_submodule_name in dir(op_module):
op = getattr(op_module, op_submodule_name)
text = repr(op)
if text.startswith('bpy.ops.'):
op_strings.append(text)
tot += 1
op_strings.append('')
bpy.ops.text.new() # XXX - assumes new text is always at the end!
textblock = bpy.data.texts[-1]
textblock.write('# %d Operators\n\n' % tot)
textblock.write('\n'.join(op_strings))
textblock.name = "OperatorList.txt"
print("See OperatorList.txt textblock")
return ('FINISHED',)
bpy.ops.add(HELP_OT_manual)
bpy.ops.add(HELP_OT_release_logs)
bpy.ops.add(HELP_OT_blender_website)
bpy.ops.add(HELP_OT_blender_eshop)
bpy.ops.add(HELP_OT_developer_community)
bpy.ops.add(HELP_OT_user_community)
bpy.ops.add(HELP_OT_operator_cheat_sheet)

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import bpy
class LOGIC_PT_properties(bpy.types.Panel):
__space_type__ = 'LOGIC_EDITOR'
__region_type__ = 'UI'
__label__ = "Properties"
def poll(self, context):
ob = context.active_object
return ob and ob.game
def draw(self, context):
layout = self.layout
ob = context.active_object
game = ob.game
layout.itemO("object.game_property_new", text="Add Game Property")
for i, prop in enumerate(game.properties):
row = layout.row(align=True)
row.itemR(prop, "name", text="")
row.itemR(prop, "type", text="")
row.itemR(prop, "value", text="", toggle=True) # we dont care about the type. rna will display correctly
row.itemR(prop, "debug", text="", toggle=True, icon='ICON_INFO')
row.item_intO("object.game_property_remove", "index", i, text="", icon='ICON_X')
bpy.types.register(LOGIC_PT_properties)

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import bpy
class NODE_HT_header(bpy.types.Header):
__space_type__ = 'NODE_EDITOR'
def draw(self, context):
layout = self.layout
snode = context.space_data
row = layout.row(align=True)
row.template_header()
if context.area.show_menus:
sub = row.row(align=True)
sub.itemM("NODE_MT_view")
sub.itemM("NODE_MT_select")
sub.itemM("NODE_MT_add")
sub.itemM("NODE_MT_node")
row = layout.row()
row.itemR(snode, "tree_type", text="", expand=True)
if snode.tree_type == 'MATERIAL':
ob = snode.id_from
id = snode.id
if ob:
layout.template_ID(ob, "active_material", new="material.new")
if id:
layout.itemR(id, "use_nodes")
elif snode.tree_type == 'TEXTURE':
row.itemR(snode, "texture_type", text="", expand=True)
id = snode.id
id_from = snode.id_from
if id_from:
layout.template_ID(id_from, "active_texture", new="texture.new")
if id:
layout.itemR(id, "use_nodes")
elif snode.tree_type == 'COMPOSITING':
id = snode.id
layout.itemR(id, "use_nodes")
layout.itemR(id.render_data, "free_unused_nodes", text="Free Unused")
layout.itemR(snode, "backdrop")
class NODE_MT_view(bpy.types.Menu):
__space_type__ = 'NODE_EDITOR'
__label__ = "View"
def draw(self, context):
layout = self.layout
# layout.itemO("grease_pencil..")
# layout.itemS()
layout.itemO("view2d.zoom_in")
layout.itemO("view2d.zoom_out")
layout.itemS()
layout.itemO("node.view_all")
layout.itemO("screen.screen_full_area")
class NODE_MT_select(bpy.types.Menu):
__space_type__ = 'NODE_EDITOR'
__label__ = "Select"
def draw(self, context):
layout = self.layout
layout.itemO("node.select_border")
layout.itemS()
layout.itemO("node.select_all")
layout.itemO("node.select_linked_from")
layout.itemO("node.select_linked_to")
class NODE_MT_node(bpy.types.Menu):
__space_type__ = 'NODE_EDITOR'
__label__ = "Node"
def draw(self, context):
layout = self.layout
layout.itemO("tfm.translate")
layout.itemO("tfm.resize")
layout.itemO("tfm.rotate")
layout.itemS()
layout.itemO("node.duplicate")
layout.itemO("node.delete")
# XXX
# layout.itemS()
# layout.itemO("node.make_link")
layout.itemS()
layout.itemO("node.group_edit")
layout.itemO("node.group_ungroup")
layout.itemO("node.group_make")
layout.itemS()
layout.itemO("node.visibility_toggle")
# XXX
# layout.itemO("node.rename")
# layout.itemS()
# layout.itemO("node.show_cyclic_dependencies")
bpy.types.register(NODE_HT_header)
bpy.types.register(NODE_MT_view)
bpy.types.register(NODE_MT_select)
bpy.types.register(NODE_MT_node)

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import bpy
class OUTLINER_HT_header(bpy.types.Header):
__space_type__ = 'OUTLINER'
def draw(self, context):
so = context.space_data
sce = context.scene
layout = self.layout
row = layout.row(align=True)
row.template_header()
if context.area.show_menus:
sub = row.row(align=True)
sub.itemM("OUTLINER_MT_view")
row = layout.row()
row.itemR(so, "display_mode", text="")
if so.display_mode == 'DATABLOCKS':
row = layout.row(align=True)
row.itemO("anim.keyingset_add_new", text="", icon=31)
# row.itemR(sce, "active_keyingset", text="KS: ")
# ks = sce.keyingsets[sce.active_keyingset - 1]
# row.itemR(ks, "name", text="")
## row.itemR(sce, "keyingsets")
row = layout.row()
row.itemO("outliner.keyingset_add_selected", text="", icon=31)
row.itemO("outliner.keyingset_remove_selected", text="", icon=32)
row.itemO("anim.insert_keyframe", text="", icon=514)
row.itemO("anim.delete_keyframe", text="", icon=513)
class OUTLINER_MT_view(bpy.types.Menu):
__space_type__ = 'OUTLINER'
__label__ = "View"
def draw(self, context):
layout = self.layout
so = context.space_data
col = layout.column()
col.itemR(so, "show_restriction_columns")
#layout.itemO("text.new")
bpy.types.register(OUTLINER_HT_header)
bpy.types.register(OUTLINER_MT_view)

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import bpy
def act_strip(context):
try: return context.scene.sequence_editor.active_strip
except: return None
# Header
class SEQUENCER_HT_header(bpy.types.Header):
__space_type__ = 'SEQUENCE_EDITOR'
def draw(self, context):
layout = self.layout
st = context.space_data
row = layout.row(align=True)
row.template_header()
if context.area.show_menus:
sub = row.row(align=True)
sub.itemM("SEQUENCER_MT_view")
row.itemS()
if st.display_mode == 'SEQUENCER':
sub.itemM("SEQUENCER_MT_select")
sub.itemM("SEQUENCER_MT_marker")
sub.itemM("SEQUENCER_MT_add")
sub.itemM("SEQUENCER_MT_strip")
layout.itemR(st, "display_mode", text="")
if st.display_mode == 'SEQUENCER':
layout.itemS()
layout.itemO("sequencer.reload")
else:
layout.itemR(st, "display_channel", text="Channel")
class SEQUENCER_MT_view(bpy.types.Menu):
__space_type__ = 'SEQUENCE_EDITOR'
__label__ = "View"
def draw(self, context):
layout = self.layout
st = context.space_data
layout.column()
"""
uiBlock *block= uiBeginBlock(C, ar, "seq_viewmenu", UI_EMBOSSP);
short yco= 0, menuwidth=120;
if (sseq->mainb == SEQ_DRAW_SEQUENCE) {
uiDefIconTextBut(block, BUTM, 1, ICON_BLANK1,
"Play Back Animation "
"in all Sequence Areas|Alt A", 0, yco-=20,
menuwidth, 19, NULL, 0.0, 0.0, 1, 1, "");
}
else {
uiDefIconTextBut(block, BUTM, 1, ICON_MENU_PANEL,
"Grease Pencil...", 0, yco-=20,
menuwidth, 19, NULL, 0.0, 0.0, 1, 7, "");
uiDefMenuSep(block);
uiDefIconTextBut(block, BUTM, 1, ICON_BLANK1,
"Play Back Animation "
"in this window|Alt A", 0, yco-=20,
menuwidth, 19, NULL, 0.0, 0.0, 1, 1, "");
}
uiDefIconTextBut(block, BUTM, 1, ICON_BLANK1,
"Play Back Animation in all "
"3D Views and Sequence Areas|Alt Shift A",
0, yco-=20,
menuwidth, 19, NULL, 0.0, 0.0, 1, 2, "");
"""
layout.itemS()
layout.itemO("sequencer.view_all")
layout.itemO("sequencer.view_selected")
layout.itemS()
layout.itemO("screen.screen_full_area", text="Toggle Full Screen")
"""
/* Lock Time */
uiDefIconTextBut(block, BUTM, 1, (v2d->flag & V2D_VIEWSYNC_SCREEN_TIME)?ICON_CHECKBOX_HLT:ICON_CHECKBOX_DEHLT,
"Lock Time to Other Windows|", 0, yco-=20,
menuwidth, 19, NULL, 0.0, 0.0, 1, 5, "");
/* Draw time or frames.*/
uiDefMenuSep(block);
"""
layout.itemR(st, "draw_frames")
if st.display_mode == 'IMAGE':
layout.itemR(st, "draw_safe_margin")
if st.display_mode == 'WAVEFORM':
layout.itemR(st, "seperate_color_preview")
"""
if(!sa->full) uiDefIconTextBut(block, BUTM, B_FULL, ICON_BLANK1, "Maximize Window|Ctrl UpArrow", 0, yco-=20, menuwidth, 19, NULL, 0.0, 0.0, 0,0, "");
else uiDefIconTextBut(block, BUTM, B_FULL, ICON_BLANK1, "Tile Window|Ctrl DownArrow", 0, yco-=20, menuwidth, 19, NULL, 0.0, 0.0, 0, 0, "");
"""
class SEQUENCER_MT_select(bpy.types.Menu):
__space_type__ = 'SEQUENCE_EDITOR'
__label__ = "Select"
def draw(self, context):
layout = self.layout
st = context.space_data
layout.column()
layout.item_enumO("sequencer.select_active_side", "side", 'LEFT', text="Strips to the Left")
layout.item_enumO("sequencer.select_active_side", "side", 'RIGHT', text="Strips to the Right")
layout.itemS()
layout.item_enumO("sequencer.select_handles", "side", 'BOTH', text="Surrounding Handles")
layout.item_enumO("sequencer.select_handles", "side", 'LEFT', text="Left Handle")
layout.item_enumO("sequencer.select_handles", "side", 'RIGHT', text="Right Handle")
layout.itemS()
layout.itemO("sequencer.select_linked")
layout.itemO("sequencer.select_all_toggle")
layout.itemO("sequencer.select_inverse")
class SEQUENCER_MT_marker(bpy.types.Menu):
__space_type__ = 'SEQUENCE_EDITOR'
__label__ = "Marker (TODO)"
def draw(self, context):
layout = self.layout
st = context.space_data
layout.column()
layout.itemO("marker.add", text="Add Marker")
layout.itemO("marker.duplicate", text="Duplicate Marker")
layout.itemO("marker.move", text="Grab/Move Marker")
layout.itemO("marker.delete", text="Delete Marker")
layout.itemS()
layout.itemL(text="ToDo: Name Marker")
#layout.itemO("sequencer.sound_strip_add", text="Transform Markers") # toggle, will be rna - (sseq->flag & SEQ_MARKER_TRANS)
class SEQUENCER_MT_add(bpy.types.Menu):
__space_type__ = 'SEQUENCE_EDITOR'
__label__ = "Add"
def draw(self, context):
layout = self.layout
st = context.space_data
layout.column()
layout.itemO("sequencer.scene_strip_add", text="Scene")
layout.itemO("sequencer.movie_strip_add", text="Movie")
layout.itemO("sequencer.image_strip_add", text="Image")
layout.itemO("sequencer.sound_strip_add", text="Sound")
layout.itemM("SEQUENCER_MT_add_effect")
class SEQUENCER_MT_add_effect(bpy.types.Menu):
__space_type__ = 'SEQUENCE_EDITOR'
__label__ = "Effect Strip..."
def draw(self, context):
layout = self.layout
st = context.space_data
layout.column()
layout.item_enumO("sequencer.effect_strip_add", 'type', 'ADD')
layout.item_enumO("sequencer.effect_strip_add", 'type', 'SUBTRACT')
layout.item_enumO("sequencer.effect_strip_add", 'type', 'ALPHA_OVER')
layout.item_enumO("sequencer.effect_strip_add", 'type', 'ALPHA_UNDER')
layout.item_enumO("sequencer.effect_strip_add", 'type', 'GAMMA_CROSS')
layout.item_enumO("sequencer.effect_strip_add", 'type', 'MULTIPLY')
layout.item_enumO("sequencer.effect_strip_add", 'type', 'OVER_DROP')
layout.item_enumO("sequencer.effect_strip_add", 'type', 'PLUGIN')
layout.item_enumO("sequencer.effect_strip_add", 'type', 'WIPE')
layout.item_enumO("sequencer.effect_strip_add", 'type', 'GLOW')
layout.item_enumO("sequencer.effect_strip_add", 'type', 'TRANSFORM')
layout.item_enumO("sequencer.effect_strip_add", 'type', 'COLOR')
layout.item_enumO("sequencer.effect_strip_add", 'type', 'SPEED')
class SEQUENCER_MT_strip(bpy.types.Menu):
__space_type__ = 'SEQUENCE_EDITOR'
__label__ = "Strip"
def draw(self, context):
layout = self.layout
st = context.space_data
layout.operator_context = 'INVOKE_REGION_WIN'
layout.column()
layout.item_enumO("tfm.transform", "mode", 'TRANSLATION', text="Grab/Move")
layout.item_enumO("tfm.transform", "mode", 'TIME_EXTEND', text="Grab/Extend from frame")
# uiItemO(layout, NULL, 0, "sequencer.strip_snap"); // TODO - add this operator
layout.itemS()
layout.item_enumO("sequencer.cut", "type", 'HARD', text="Cut (hard) at frame")
layout.item_enumO("sequencer.cut", "type", 'SOFT', text="Cut (soft) at frame")
layout.itemO("sequencer.images_separate")
layout.itemS()
layout.itemO("sequencer.duplicate")
layout.itemO("sequencer.delete")
strip = act_strip(context)
if strip:
stype = strip.type
if stype=='EFFECT':
layout.itemS()
layout.itemO("sequencer.effect_change")
layout.itemO("sequencer.effect_reassign_inputs")
elif stype=='IMAGE':
layout.itemS()
layout.itemO("sequencer.image_change")
elif stype=='SCENE':
layout.itemS()
layout.itemO("sequencer.scene_change", text="Change Scene")
elif stype=='MOVIE':
layout.itemS()
layout.itemO("sequencer.movie_change")
layout.itemS()
layout.itemO("sequencer.meta_make")
layout.itemO("sequencer.meta_separate")
#if (ed && (ed->metastack.first || (ed->act_seq && ed->act_seq->type == SEQ_META))) {
# uiItemS(layout);
# uiItemO(layout, NULL, 0, "sequencer.meta_toggle");
#}
layout.itemS()
layout.itemO("sequencer.reload")
layout.itemS()
layout.itemO("sequencer.lock")
layout.itemO("sequencer.unlock")
layout.itemO("sequencer.mute")
layout.itemO("sequencer.unmute")
layout.item_booleanO("sequencer.mute", "unselected", 1, text="Mute Deselected Strips")
layout.itemO("sequencer.snap")
# Panels
class SequencerButtonsPanel(bpy.types.Panel):
__space_type__ = 'SEQUENCE_EDITOR'
__region_type__ = 'UI'
def poll(self, context):
return context.space_data.display_mode == 'SEQUENCER' and act_strip(context) != None
class SequencerButtonsPanel_Output(bpy.types.Panel):
__space_type__ = 'SEQUENCE_EDITOR'
__region_type__ = 'UI'
def poll(self, context):
return context.space_data.display_mode != 'SEQUENCER'
class SEQUENCER_PT_edit(SequencerButtonsPanel):
__label__ = "Edit Strip"
def draw(self, context):
layout = self.layout
strip = act_strip(context)
split = layout.split(percentage=0.3)
split.itemL(text="Name:")
split.itemR(strip, "name", text="")
split = layout.split(percentage=0.3)
split.itemL(text="Type:")
split.itemR(strip, "type", text="")
split = layout.split(percentage=0.3)
split.itemL(text="Blend:")
split.itemR(strip, "blend_mode", text="")
row = layout.row()
if strip.mute == True:
row.itemR(strip, "mute", toggle=True, icon='ICON_RESTRICT_VIEW_ON', text="")
elif strip.mute == False:
row.itemR(strip, "mute", toggle=True, icon='ICON_RESTRICT_VIEW_OFF', text="")
sub = row.row()
sub.active = (not strip.mute)
sub.itemR(strip, "blend_opacity", text="Opacity", slider=True)
row = layout.row()
row.itemR(strip, "lock")
row.itemR(strip, "frame_locked", text="Frame Lock")
col = layout.column()
col.enabled = not strip.lock
col.itemR(strip, "channel")
col.itemR(strip, "start_frame")
col.itemR(strip, "length")
col = layout.column(align=True)
col.itemL(text="Offset:")
col.itemR(strip, "start_offset", text="Start")
col.itemR(strip, "end_offset", text="End")
col = layout.column(align=True)
col.itemL(text="Still:")
col.itemR(strip, "start_still", text="Start")
col.itemR(strip, "end_still", text="End")
class SEQUENCER_PT_effect(SequencerButtonsPanel):
__label__ = "Effect Strip"
def poll(self, context):
if context.space_data.display_mode != 'SEQUENCER':
return False
strip = act_strip(context)
if not strip:
return False
return strip.type in ('COLOR', 'WIPE', 'GLOW', 'SPEED', 'TRANSFORM')
def draw(self, context):
layout = self.layout
strip = act_strip(context)
if strip.type == 'COLOR':
layout.itemR(strip, "color")
elif strip.type == 'WIPE':
col = layout.column()
col.itemR(strip, "transition_type")
col.itemL(text="Direction:")
col.row().itemR(strip, "direction", expand=True)
col = layout.column()
col.itemR(strip, "blur_width", slider=True)
if strip.transition_type in ('SINGLE', 'DOUBLE'):
col.itemR(strip, "angle")
elif strip.type == 'GLOW':
flow = layout.column_flow()
flow.itemR(strip, "threshold", slider=True)
flow.itemR(strip, "clamp", slider=True)
flow.itemR(strip, "boost_factor")
flow.itemR(strip, "blur_distance")
row = layout.row()
row.itemR(strip, "quality", slider=True)
row.itemR(strip, "only_boost")
elif strip.type == 'SPEED':
layout.itemR(strip, "global_speed")
flow = layout.column_flow()
flow.itemR(strip, "curve_velocity")
flow.itemR(strip, "curve_compress_y")
flow.itemR(strip, "frame_blending")
elif strip.type == 'TRANSFORM':
col = layout.column()
col.itemR(strip, "interpolation")
col.itemR(strip, "translation_unit")
col = layout.column(align=True)
col.itemL(text="Position X:")
col.itemR(strip, "translate_start_x", text="Start")
col.itemR(strip, "translate_end_x", text="End")
col = layout.column(align=True)
col.itemL(text="Position Y:")
col.itemR(strip, "translate_start_y", text="Start")
col.itemR(strip, "translate_end_y", text="End")
layout.itemS()
col = layout.column(align=True)
col.itemL(text="Scale X:")
col.itemR(strip, "scale_start_x", text="Start")
col.itemR(strip, "scale_end_x", text="End")
col = layout.column(align=True)
col.itemL(text="Scale Y:")
col.itemR(strip, "scale_start_y", text="Start")
col.itemR(strip, "scale_end_y", text="End")
layout.itemS()
col = layout.column(align=True)
col.itemL(text="Rotation:")
col.itemR(strip, "rotation_start", text="Start")
col.itemR(strip, "rotation_end", text="End")
class SEQUENCER_PT_input(SequencerButtonsPanel):
__label__ = "Strip Input"
def poll(self, context):
if context.space_data.display_mode != 'SEQUENCER':
return False
strip = act_strip(context)
if not strip:
return False
return strip.type in ('MOVIE', 'IMAGE')
def draw(self, context):
layout = self.layout
strip = act_strip(context)
split = layout.split(percentage=0.2)
col = split.column()
col.itemL(text="Path:")
col = split.column()
col.itemR(strip, "directory", text="")
# Current element for the filename
elem = strip.getStripElem(context.scene.current_frame)
if elem:
split = layout.split(percentage=0.2)
col = split.column()
col.itemL(text="File:")
col = split.column()
col.itemR(elem, "filename", text="") # strip.elements[0] could be a fallback
layout.itemR(strip, "use_translation", text="Image Offset:")
if strip.transform:
col = layout.column(align=True)
col.active = strip.use_translation
col.itemR(strip.transform, "offset_x", text="X")
col.itemR(strip.transform, "offset_y", text="Y")
layout.itemR(strip, "use_crop", text="Image Crop:")
if strip.crop:
col = layout.column(align=True)
col.active = strip.use_crop
col.itemR(strip.crop, "top")
col.itemR(strip.crop, "left")
col.itemR(strip.crop, "bottom")
col.itemR(strip.crop, "right")
col = layout.column(align=True)
col.itemL(text="Trim Duration:")
col.itemR(strip, "animation_start_offset", text="Start")
col.itemR(strip, "animation_end_offset", text="End")
class SEQUENCER_PT_sound(SequencerButtonsPanel):
__label__ = "Sound"
def poll(self, context):
if context.space_data.display_mode != 'SEQUENCER':
return False
strip = act_strip(context)
if not strip:
return False
return strip.type in ('SOUND', )
def draw(self, context):
layout = self.layout
strip = act_strip(context)
layout.template_ID(strip, "sound", new="sound.open")
layout.itemS()
layout.itemR(strip.sound, "filename", text="")
row = layout.row()
if strip.sound.packed_file:
row.itemO("sound.unpack", icon='ICON_PACKAGE', text="Unpack")
else:
row.itemO("sound.pack", icon='ICON_UGLYPACKAGE', text="Pack")
row.itemR(strip.sound, "caching")
class SEQUENCER_PT_filter(SequencerButtonsPanel):
__label__ = "Filter"
def poll(self, context):
if context.space_data.display_mode != 'SEQUENCER':
return False
strip = act_strip(context)
if not strip:
return False
return strip.type in ('MOVIE', 'IMAGE', 'SCENE', 'META')
def draw(self, context):
layout = self.layout
strip = act_strip(context)
col = layout.column()
col.itemL(text="Video:")
col.itemR(strip, "strobe")
col.itemR(strip, "de_interlace")
col = layout.column()
col.itemL(text="Colors:")
col.itemR(strip, "multiply_colors", text="Multiply")
col.itemR(strip, "premultiply")
col.itemR(strip, "convert_float")
col = layout.column()
col.itemL(text="Flip:")
col.itemR(strip, "flip_x", text="X")
col.itemR(strip, "flip_y", text="Y")
col.itemR(strip, "reverse_frames", text="Backwards")
layout.itemR(strip, "use_color_balance")
if strip.color_balance: # TODO - need to add this somehow
row = layout.row()
row.active = strip.use_color_balance
col = row.column()
col.itemR(strip.color_balance, "lift")
col.itemR(strip.color_balance, "inverse_lift", text="Inverse")
col = row.column()
col.itemR(strip.color_balance, "gamma")
col.itemR(strip.color_balance, "inverse_gamma", text="Inverse")
col = row.column()
col.itemR(strip.color_balance, "gain")
col.itemR(strip.color_balance, "inverse_gain", text="Inverse")
class SEQUENCER_PT_proxy(SequencerButtonsPanel):
__label__ = "Proxy"
def poll(self, context):
if context.space_data.display_mode != 'SEQUENCER':
return False
strip = act_strip(context)
if not strip:
return False
return strip.type in ('MOVIE', 'IMAGE', 'SCENE', 'META')
def draw_header(self, context):
strip = act_strip(context)
self.layout.itemR(strip, "use_proxy", text="")
def draw(self, context):
layout = self.layout
strip = act_strip(context)
flow = layout.column_flow()
flow.itemR(strip, "proxy_custom_directory")
if strip.proxy: # TODO - need to add this somehow
flow.itemR(strip.proxy, "directory")
flow.itemR(strip.proxy, "file")
class SEQUENCER_PT_view(SequencerButtonsPanel_Output):
__label__ = "View Settings"
def draw(self, context):
layout = self.layout
st = context.space_data
col = layout.column()
col.itemR(st, "draw_overexposed") # text="Zebra"
col.itemR(st, "draw_safe_margin")
bpy.types.register(SEQUENCER_HT_header) # header/menu classes
bpy.types.register(SEQUENCER_MT_view)
bpy.types.register(SEQUENCER_MT_select)
bpy.types.register(SEQUENCER_MT_marker)
bpy.types.register(SEQUENCER_MT_add)
bpy.types.register(SEQUENCER_MT_add_effect)
bpy.types.register(SEQUENCER_MT_strip)
bpy.types.register(SEQUENCER_PT_edit) # sequencer panels
bpy.types.register(SEQUENCER_PT_effect)
bpy.types.register(SEQUENCER_PT_input)
bpy.types.register(SEQUENCER_PT_sound)
bpy.types.register(SEQUENCER_PT_filter)
bpy.types.register(SEQUENCER_PT_proxy)
bpy.types.register(SEQUENCER_PT_view) # view panels

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import bpy
class TEXT_HT_header(bpy.types.Header):
__space_type__ = 'TEXT_EDITOR'
def draw(self, context):
layout = self.layout
st = context.space_data
text = st.text
row = layout.row(align=True)
row.template_header()
if context.area.show_menus:
sub = row.row(align=True)
sub.itemM("TEXT_MT_text")
if text:
sub.itemM("TEXT_MT_edit")
sub.itemM("TEXT_MT_format")
if text and text.modified:
row = layout.row()
# row.color(redalert)
row.itemO("text.resolve_conflict", text="", icon='ICON_HELP')
layout.template_ID(st, "text", new="text.new", unlink="text.unlink")
row = layout.row(align=True)
row.itemR(st, "line_numbers", text="")
row.itemR(st, "word_wrap", text="")
row.itemR(st, "syntax_highlight", text="")
if text:
row = layout.row()
if text.filename != "":
if text.dirty:
row.itemL(text="File: *%s (unsaved)" % text.filename)
else:
row.itemL(text="File: %s" % text.filename )
else:
if text.library:
row.itemL(text="Text: External")
else:
row.itemL(text="Text: Internal")
class TEXT_PT_properties(bpy.types.Panel):
__space_type__ = 'TEXT_EDITOR'
__region_type__ = 'UI'
__label__ = "Properties"
def draw(self, context):
layout = self.layout
st = context.space_data
flow = layout.column_flow()
flow.itemR(st, "line_numbers")
flow.itemR(st, "word_wrap")
flow.itemR(st, "syntax_highlight")
flow.itemR(st, "live_edit")
flow = layout.column_flow()
flow.itemR(st, "font_size")
flow.itemR(st, "tab_width")
class TEXT_PT_find(bpy.types.Panel):
__space_type__ = 'TEXT_EDITOR'
__region_type__ = 'UI'
__label__ = "Find"
def draw(self, context):
layout = self.layout
st = context.space_data
# find
col = layout.column(align=True)
row = col.row()
row.itemR(st, "find_text", text="")
row.itemO("text.find_set_selected", text="", icon='ICON_TEXT')
col.itemO("text.find")
# replace
col = layout.column(align=True)
row = col.row()
row.itemR(st, "replace_text", text="")
row.itemO("text.replace_set_selected", text="", icon='ICON_TEXT')
col.itemO("text.replace")
# mark
layout.itemO("text.mark_all")
# settings
row = layout.row()
row.itemR(st, "find_wrap", text="Wrap")
row.itemR(st, "find_all", text="All")
class TEXT_MT_text(bpy.types.Menu):
__space_type__ = 'TEXT_EDITOR'
__label__ = "Text"
def draw(self, context):
layout = self.layout
st = context.space_data
text = st.text
layout.column()
layout.itemO("text.new")
layout.itemO("text.open")
if text:
layout.itemO("text.reload")
layout.column()
layout.itemO("text.save")
layout.itemO("text.save_as")
if text.filename != "":
layout.itemO("text.make_internal")
layout.column()
layout.itemO("text.run_script")
#ifndef DISABLE_PYTHON
# XXX if(BPY_is_pyconstraint(text))
# XXX uiMenuItemO(head, 0, "text.refresh_pyconstraints");
#endif
layout.itemS()
layout.itemO("text.properties", icon='ICON_MENU_PANEL')
#ifndef DISABLE_PYTHON
# XXX layout.column()
# XXX uiDefIconTextBlockBut(block, text_template_scriptsmenu, NULL, ICON_RIGHTARROW_THIN, "Script Templates", 0, yco-=20, 120, 19, "");
# XXX uiDefIconTextBlockBut(block, text_plugin_scriptsmenu, NULL, ICON_RIGHTARROW_THIN, "Text Plugins", 0, yco-=20, 120, 19, "");
#endif
class TEXT_MT_edit_view(bpy.types.Menu):
__space_type__ = 'TEXT_EDITOR'
__label__ = "View"
def draw(self, context):
layout = self.layout
layout.item_enumO("text.move", "type", 'FILE_TOP', text="Top of File")
layout.item_enumO("text.move", "type", 'FILE_BOTTOM', text="Bottom of File")
class TEXT_MT_edit_select(bpy.types.Menu):
__space_type__ = 'TEXT_EDITOR'
__label__ = "Select"
def draw(self, context):
layout = self.layout
layout.itemO("text.select_all")
layout.itemO("text.select_line")
class TEXT_MT_edit_markers(bpy.types.Menu):
__space_type__ = 'TEXT_EDITOR'
__label__ = "Markers"
def draw(self, context):
layout = self.layout
layout.itemO("text.markers_clear")
layout.itemO("text.next_marker")
layout.itemO("text.previous_marker")
class TEXT_MT_format(bpy.types.Menu):
__space_type__ = 'TEXT_EDITOR'
__label__ = "Format"
def draw(self, context):
layout = self.layout
layout.itemO("text.indent")
layout.itemO("text.unindent")
layout.itemS()
layout.itemO("text.comment")
layout.itemO("text.uncomment")
layout.itemS()
layout.item_menu_enumO("text.convert_whitespace", "type")
class TEXT_MT_edit_to3d(bpy.types.Menu):
__space_type__ = 'TEXT_EDITOR'
__label__ = "Text To 3D Object"
def draw(self, context):
layout = self.layout
layout.item_booleanO("text.to_3d_object", "split_lines", False, text="One Object");
layout.item_booleanO("text.to_3d_object", "split_lines", True, text="One Object Per Line");
class TEXT_MT_edit(bpy.types.Menu):
__space_type__ = 'TEXT_EDITOR'
__label__ = "Edit"
def poll(self, context):
return (context.space_data.text)
def draw(self, context):
layout = self.layout
layout.itemO("ed.undo")
layout.itemO("ed.redo")
layout.itemS()
layout.itemO("text.cut")
layout.itemO("text.copy")
layout.itemO("text.paste")
layout.itemS()
layout.itemM("TEXT_MT_edit_view")
layout.itemM("TEXT_MT_edit_select")
layout.itemM("TEXT_MT_edit_markers")
layout.itemS()
layout.itemO("text.jump")
layout.itemO("text.properties", text="Find...")
layout.itemS()
layout.itemM("TEXT_MT_edit_to3d")
bpy.types.register(TEXT_HT_header)
bpy.types.register(TEXT_PT_properties)
bpy.types.register(TEXT_PT_find)
bpy.types.register(TEXT_MT_text)
bpy.types.register(TEXT_MT_format)
bpy.types.register(TEXT_MT_edit)
bpy.types.register(TEXT_MT_edit_view)
bpy.types.register(TEXT_MT_edit_select)
bpy.types.register(TEXT_MT_edit_markers)
bpy.types.register(TEXT_MT_edit_to3d)

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import bpy
class TIME_HT_header(bpy.types.Header):
__space_type__ = 'TIMELINE'
def draw(self, context):
layout = self.layout
st = context.space_data
scene = context.scene
tools = context.tool_settings
screen = context.screen
row = layout.row(align=True)
row.template_header()
if context.area.show_menus:
sub = row.row(align=True)
sub.itemM("TIME_MT_view")
sub.itemM("TIME_MT_frame")
sub.itemM("TIME_MT_playback")
layout.itemR(scene, "use_preview_range", text="PR")
row = layout.row(align=True)
if not scene.use_preview_range:
row.itemR(scene, "start_frame", text="Start")
row.itemR(scene, "end_frame", text="End")
else:
row.itemR(scene, "preview_range_start_frame", text="Start")
row.itemR(scene, "preview_range_end_frame", text="End")
layout.itemR(scene, "current_frame", text="")
layout.itemS()
row = layout.row(align=True)
row.item_booleanO("screen.frame_jump", "end", False, text="", icon='ICON_REW')
row.item_booleanO("screen.keyframe_jump", "next", False, text="", icon='ICON_PREV_KEYFRAME')
if not screen.animation_playing:
row.item_booleanO("screen.animation_play", "reverse", True, text="", icon='ICON_PLAY_REVERSE')
row.itemO("screen.animation_play", text="", icon='ICON_PLAY')
else:
sub = row.row()
sub.scale_x = 2.0
sub.itemO("screen.animation_play", text="", icon='ICON_PAUSE')
row.item_booleanO("screen.keyframe_jump", "next", True, text="", icon='ICON_NEXT_KEYFRAME')
row.item_booleanO("screen.frame_jump", "end", True, text="", icon='ICON_FF')
row = layout.row(align=True)
row.itemR(tools, "enable_auto_key", text="", toggle=True, icon='ICON_REC')
if screen.animation_playing and tools.enable_auto_key:
subsub = row.row()
subsub.itemR(tools, "record_with_nla", toggle=True)
layout.itemR(scene, "sync_audio", text="", toggle=True, icon='ICON_SPEAKER')
layout.itemS()
row = layout.row(align=True)
row.item_pointerR(scene, "active_keying_set", scene, "keying_sets", text="")
row.itemO("anim.insert_keyframe", text="", icon='ICON_KEY_HLT')
row.itemO("anim.delete_keyframe", text="", icon='ICON_KEY_DEHLT')
class TIME_MT_view(bpy.types.Menu):
__space_type__ = 'TIMELINE'
__label__ = "View"
def draw(self, context):
layout = self.layout
st = context.space_data
layout.itemO("anim.time_toggle")
layout.itemS()
layout.itemR(st, "only_selected")
class TIME_MT_frame(bpy.types.Menu):
__space_type__ = 'TIMELINE'
__label__ = "Frame"
def draw(self, context):
layout = self.layout
tools = context.tool_settings
layout.itemO("marker.add", text="Add Marker")
layout.itemO("marker.duplicate", text="Duplicate Marker")
layout.itemO("marker.move", text="Grab/Move Marker")
layout.itemO("marker.delete", text="Delete Marker")
layout.itemL(text="ToDo: Name Marker")
layout.itemS()
layout.itemO("time.start_frame_set")
layout.itemO("time.end_frame_set")
layout.itemS()
sub = layout.row()
sub.active = tools.enable_auto_key
sub.itemM("TIME_MT_autokey")
class TIME_MT_playback(bpy.types.Menu):
__space_type__ = 'TIMELINE'
__label__ = "Playback"
def draw(self, context):
layout = self.layout
st = context.space_data
scene = context.scene
layout.itemR(st, "play_top_left")
layout.itemR(st, "play_all_3d")
layout.itemR(st, "play_anim")
layout.itemR(st, "play_buttons")
layout.itemR(st, "play_image")
layout.itemR(st, "play_sequencer")
layout.itemR(st, "play_nodes")
layout.itemS()
layout.itemR(st, "continue_physics")
layout.itemS()
layout.itemR(scene, "sync_audio", icon='ICON_SPEAKER')
layout.itemR(scene, "mute_audio")
layout.itemR(scene, "scrub_audio")
class TIME_MT_autokey(bpy.types.Menu):
__space_type__ = 'TIMELINE'
__label__ = "Auto-Keyframing Mode"
def draw(self, context):
layout = self.layout
tools = context.tool_settings
layout.active = tools.enable_auto_key
layout.item_enumR(tools, "autokey_mode", 'ADD_REPLACE_KEYS')
layout.item_enumR(tools, "autokey_mode", 'REPLACE_KEYS')
bpy.types.register(TIME_HT_header)
bpy.types.register(TIME_MT_view)
bpy.types.register(TIME_MT_frame)
bpy.types.register(TIME_MT_autokey)
bpy.types.register(TIME_MT_playback)

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import bpy
class USERPREF_HT_header(bpy.types.Header):
__space_type__ = 'USER_PREFERENCES'
def draw(self, context):
layout = self.layout
layout.template_header(menus=False)
userpref = context.user_preferences
layout.operator_context = "EXEC_AREA"
layout.itemO("wm.save_homefile", text="Save As Default")
class USERPREF_MT_view(bpy.types.Menu):
__space_type__ = 'USER_PREFERENCES'
__label__ = "View"
def draw(self, context):
layout = self.layout
class USERPREF_PT_tabs(bpy.types.Panel):
__space_type__ = 'USER_PREFERENCES'
__show_header__ = False
def draw(self, context):
layout = self.layout
userpref = context.user_preferences
layout.itemR(userpref, "active_section", expand=True)
class USERPREF_PT_view(bpy.types.Panel):
__space_type__ = 'USER_PREFERENCES'
__label__ = "View"
__show_header__ = False
def poll(self, context):
userpref = context.user_preferences
return (userpref.active_section == 'VIEW_CONTROLS')
def draw(self, context):
layout = self.layout
userpref = context.user_preferences
view = userpref.view
split = layout.split()
col = split.column()
sub = col.split(percentage=0.85)
sub1 = sub.column()
sub1.itemL(text="Display:")
sub1.itemR(view, "tooltips")
sub1.itemR(view, "display_object_info", text="Object Info")
sub1.itemR(view, "use_large_cursors")
sub1.itemR(view, "show_view_name", text="View Name")
sub1.itemR(view, "show_playback_fps", text="Playback FPS")
sub1.itemR(view, "global_scene")
sub1.itemR(view, "pin_floating_panels")
sub1.itemR(view, "object_center_size")
sub1.itemS()
sub1.itemS()
sub1.itemS()
sub1.itemR(view, "show_mini_axis", text="Display Mini Axis")
sub2 = sub1.column()
sub2.enabled = view.show_mini_axis
sub2.itemR(view, "mini_axis_size", text="Size")
sub2.itemR(view, "mini_axis_brightness", text="Brightness")
col = split.column()
sub = col.split(percentage=0.85)
sub1 = sub.column()
sub1.itemL(text="View Manipulation:")
sub1.itemR(view, "auto_depth")
sub1.itemR(view, "global_pivot")
sub1.itemR(view, "zoom_to_mouse")
sub1.itemR(view, "rotate_around_selection")
sub1.itemS()
sub1.itemL(text="Zoom Style:")
sub1.row().itemR(view, "viewport_zoom_style", expand=True)
sub1.itemL(text="Orbit Style:")
sub1.row().itemR(view, "view_rotation", expand=True)
sub1.itemR(view, "perspective_orthographic_switch")
sub1.itemR(view, "smooth_view")
sub1.itemR(view, "rotation_angle")
sub1.itemS()
sub1.itemL(text="NDOF Device:")
sub1.itemR(view, "ndof_pan_speed", text="Pan Speed")
sub1.itemR(view, "ndof_rotate_speed", text="Orbit Speed")
col = split.column()
sub = col.split(percentage=0.85)
sub1 = sub.column()
sub1.itemL(text="Mouse Buttons:")
sub2 = sub1.column()
sub2.enabled = (view.select_mouse == 'RIGHT')
sub2.itemR(view, "emulate_3_button_mouse")
sub1.itemL(text="Select With:")
sub1.row().itemR(view, "select_mouse", expand=True)
sub1.itemL(text="Middle Mouse:")
sub1.row().itemR(view, "middle_mouse", expand=True)
sub1.itemR(view, "use_middle_mouse_paste")
sub1.itemL(text="Mouse Wheel:")
sub1.itemR(view, "wheel_invert_zoom", text="Invert Zoom")
sub1.itemR(view, "wheel_scroll_lines", text="Scroll Lines")
sub1.itemS()
sub1.itemS()
sub1.itemS()
sub1.itemL(text="Menus:")
sub1.itemR(view, "open_mouse_over")
sub1.itemL(text="Menu Open Delay:")
sub1.itemR(view, "open_toplevel_delay", text="Top Level")
sub1.itemR(view, "open_sublevel_delay", text="Sub Level")
col = split.column()
sub = col.split(percentage=0.85)
sub1 = sub.column()
#manipulator
sub1.itemR(view, "use_manipulator")
sub2 = sub1.column()
sub2.enabled = view.use_manipulator
sub2.itemR(view, "manipulator_size", text="Size")
sub2.itemR(view, "manipulator_handle_size", text="Handle Size")
sub2.itemR(view, "manipulator_hotspot", text="Hotspot")
sub1.itemS()
sub1.itemS()
sub1.itemS()
sub1.itemL(text="Toolbox:")
sub1.itemR(view, "use_column_layout")
sub1.itemL(text="Open Toolbox Delay:")
sub1.itemR(view, "open_left_mouse_delay", text="Hold LMB")
sub1.itemR(view, "open_right_mouse_delay", text="Hold RMB")
class USERPREF_PT_edit(bpy.types.Panel):
__space_type__ = 'USER_PREFERENCES'
__label__ = "Edit"
__show_header__ = False
def poll(self, context):
userpref = context.user_preferences
return (userpref.active_section == 'EDIT_METHODS')
def draw(self, context):
layout = self.layout
userpref = context.user_preferences
edit = userpref.edit
view = userpref.view
split = layout.split()
col = split.column()
sub = col.split(percentage=0.85)
sub1 = sub.column()
sub1.itemL(text="Link Materials To:")
sub1.row().itemR(edit, "material_link", expand=True)
sub1.itemS()
sub1.itemS()
sub1.itemS()
sub1.itemL(text="New Objects:")
sub1.itemR(edit, "enter_edit_mode")
sub1.itemL(text="Align To:")
sub1.row().itemR(edit, "object_align", expand=True)
sub1.itemS()
sub1.itemS()
sub1.itemS()
sub1.itemL(text="Transform:")
sub1.itemR(edit, "drag_immediately")
col = split.column()
sub = col.split(percentage=0.85)
sub1 = sub.column()
sub1.itemL(text="Snap:")
sub1.itemR(edit, "snap_translate", text="Translate")
sub1.itemR(edit, "snap_rotate", text="Rotate")
sub1.itemR(edit, "snap_scale", text="Scale")
sub1.itemS()
sub1.itemS()
sub1.itemS()
sub1.itemL(text="Grease Pencil:")
sub1.itemR(edit, "grease_pencil_manhattan_distance", text="Manhattan Distance")
sub1.itemR(edit, "grease_pencil_euclidean_distance", text="Euclidean Distance")
# sub1.itemR(edit, "grease_pencil_simplify_stroke", text="Simplify Stroke")
sub1.itemR(edit, "grease_pencil_eraser_radius", text="Eraser Radius")
sub1.itemR(edit, "grease_pencil_smooth_stroke", text="Smooth Stroke")
col = split.column()
sub = col.split(percentage=0.85)
sub1 = sub.column()
sub1.itemL(text="Keyframing:")
sub1.itemR(edit, "use_visual_keying")
sub1.itemR(edit, "new_interpolation_type", text="New F-Curves")
sub1.itemS()
sub1.itemR(edit, "auto_keying_enable", text="Auto Keyframing")
sub2 = sub1.column()
sub2.enabled = edit.auto_keying_enable
sub2.row().itemR(edit, "auto_keying_mode", expand=True)
sub2.itemR(edit, "auto_keyframe_insert_available", text="Only Insert Available")
sub2.itemR(edit, "auto_keyframe_insert_needed", text="Only Insert Needed")
sub1.itemS()
sub1.itemS()
sub1.itemS()
sub1.itemL(text="Undo:")
sub1.itemR(edit, "global_undo")
sub1.itemR(edit, "undo_steps", text="Steps")
sub1.itemR(edit, "undo_memory_limit", text="Memory Limit")
sub1.itemS()
sub1.itemS()
sub1.itemS()
col = split.column()
sub = col.split(percentage=0.85)
sub1 = sub.column()
sub1.itemL(text="Duplicate Data:")
sub1.itemR(edit, "duplicate_mesh", text="Mesh")
sub1.itemR(edit, "duplicate_surface", text="Surface")
sub1.itemR(edit, "duplicate_curve", text="Curve")
sub1.itemR(edit, "duplicate_text", text="Text")
sub1.itemR(edit, "duplicate_metaball", text="Metaball")
sub1.itemR(edit, "duplicate_armature", text="Armature")
sub1.itemR(edit, "duplicate_lamp", text="Lamp")
sub1.itemR(edit, "duplicate_material", text="Material")
sub1.itemR(edit, "duplicate_texture", text="Texture")
sub1.itemR(edit, "duplicate_ipo", text="F-Curve")
sub1.itemR(edit, "duplicate_action", text="Action")
sub1.itemR(edit, "duplicate_particle", text="Particle")
class USERPREF_PT_system(bpy.types.Panel):
__space_type__ = 'USER_PREFERENCES'
__label__ = "System"
__show_header__ = False
def poll(self, context):
userpref = context.user_preferences
return (userpref.active_section == 'SYSTEM_OPENGL')
def draw(self, context):
layout = self.layout
userpref = context.user_preferences
system = userpref.system
split = layout.split()
col = split.column()
sub = col.split(percentage=0.9)
sub1 = sub.column()
sub1.itemL(text="General:")
sub1.itemR(system, "dpi")
sub1.itemR(system, "frame_server_port")
sub1.itemR(system, "scrollback", text="Console Scrollback")
sub1.itemR(system, "emulate_numpad")
sub1.itemR(system, "auto_run_python_scripts")
sub1.itemS()
sub1.itemS()
sub1.itemS()
sub1.itemL(text="Sound:")
sub1.row().itemR(system, "audio_device", expand=True)
sub2 = sub1.column()
sub2.active = system.audio_device != 'AUDIO_DEVICE_NULL'
sub2.itemR(system, "enable_all_codecs")
sub2.itemR(system, "game_sound")
sub2.itemR(system, "audio_channels", text="Channels")
sub2.itemR(system, "audio_mixing_buffer", text="Mixing Buffer")
sub2.itemR(system, "audio_sample_rate", text="Sample Rate")
sub2.itemR(system, "audio_sample_format", text="Sample Format")
col = split.column()
sub = col.split(percentage=0.9)
sub1 = sub .column()
sub1.itemL(text="Weight Colors:")
sub1.itemR(system, "use_weight_color_range", text="Use Custom Range")
sub2 = sub1.column()
sub2.active = system.use_weight_color_range
sub2.template_color_ramp(system, "weight_color_range", expand=True)
sub1.itemS()
sub1.itemS()
sub1.itemS()
sub1.itemR(system, "language")
sub1.itemL(text="Translate:")
sub1.itemR(system, "translate_tooltips", text="Tooltips")
sub1.itemR(system, "translate_buttons", text="Labels")
sub1.itemR(system, "translate_toolbox", text="Toolbox")
sub1.itemS()
sub1.itemR(system, "use_textured_fonts")
col = split.column()
sub = col.split(percentage=0.9)
sub1 = sub.column()
sub1.itemL(text="OpenGL:")
sub1.itemR(system, "clip_alpha", slider=True)
sub1.itemR(system, "use_mipmaps")
sub1.itemL(text="Window Draw Method:")
sub1.row().itemR(system, "window_draw_method", expand=True)
sub1.itemL(text="Textures:")
sub1.itemR(system, "gl_texture_limit", text="Limit Size")
sub1.itemR(system, "texture_time_out", text="Time Out")
sub1.itemR(system, "texture_collection_rate", text="Collection Rate")
sub1.itemS()
sub1.itemS()
sub1.itemS()
sub1.itemL(text="Sequencer:")
sub1.itemR(system, "prefetch_frames")
sub1.itemR(system, "memory_cache_limit")
class USERPREF_PT_filepaths(bpy.types.Panel):
__space_type__ = 'USER_PREFERENCES'
__label__ = "File Paths"
__show_header__ = False
def poll(self, context):
userpref = context.user_preferences
return (userpref.active_section == 'FILE_PATHS')
def draw(self, context):
layout = self.layout
userpref = context.user_preferences
paths = userpref.filepaths
split = layout.split(percentage=0.6)
col = split.column()
col.itemL(text="File Paths:")
sub = col.split(percentage=0.3)
sub.itemL(text="Fonts:")
sub.itemR(paths, "fonts_directory", text="")
sub = col.split(percentage=0.3)
sub.itemL(text="Textures:")
sub.itemR(paths, "textures_directory", text="")
sub = col.split(percentage=0.3)
sub.itemL(text="Texture Plugins:")
sub.itemR(paths, "texture_plugin_directory", text="")
sub = col.split(percentage=0.3)
sub.itemL(text="Sequence Plugins:")
sub.itemR(paths, "sequence_plugin_directory", text="")
sub = col.split(percentage=0.3)
sub.itemL(text="Render Output:")
sub.itemR(paths, "render_output_directory", text="")
sub = col.split(percentage=0.3)
sub.itemL(text="Scripts:")
sub.itemR(paths, "python_scripts_directory", text="")
sub = col.split(percentage=0.3)
sub.itemL(text="Sounds:")
sub.itemR(paths, "sounds_directory", text="")
sub = col.split(percentage=0.3)
sub.itemL(text="Temp:")
sub.itemR(paths, "temporary_directory", text="")
col = split.column()
sub = col.split(percentage=0.2)
sub1 = sub.column()
sub2 = sub.column()
sub2.itemL(text="Save & Load:")
sub2.itemR(paths, "use_relative_paths")
sub2.itemR(paths, "compress_file")
sub2.itemR(paths, "load_ui")
sub2.itemR(paths, "filter_file_extensions")
sub2.itemR(paths, "hide_dot_files_datablocks")
sub2.itemS()
sub2.itemS()
sub2.itemL(text="Auto Save:")
sub2.itemR(paths, "save_version")
sub2.itemR(paths, "recent_files")
sub2.itemR(paths, "save_preview_images")
sub2.itemR(paths, "auto_save_temporary_files")
sub3 = sub2.column()
sub3.enabled = paths.auto_save_temporary_files
sub3.itemR(paths, "auto_save_time", text="Timer (mins)")
bpy.types.register(USERPREF_HT_header)
bpy.types.register(USERPREF_MT_view)
bpy.types.register(USERPREF_PT_tabs)
bpy.types.register(USERPREF_PT_view)
bpy.types.register(USERPREF_PT_edit)
bpy.types.register(USERPREF_PT_system)
bpy.types.register(USERPREF_PT_filepaths)

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import bpy
# ********** Header **********
class VIEW3D_HT_header(bpy.types.Header):
__space_type__ = 'VIEW_3D'
def draw(self, context):
layout = self.layout
view = context.space_data
mode_string = context.mode
edit_object = context.edit_object
object = context.active_object
row = layout.row(align=True)
row.template_header()
# Menus
if context.area.show_menus:
sub = row.row(align=True)
sub.itemM("VIEW3D_MT_view")
# Select Menu
if mode_string not in ('EDIT_TEXT', 'SCULPT', 'PAINT_WEIGHT', 'PAINT_VERTEX', 'PAINT_TEXTURE'):
sub.itemM("VIEW3D_MT_select_%s" % mode_string.lower())
if edit_object:
sub.itemM("VIEW3D_MT_edit_%s" % edit_object.type.lower())
elif object:
ob_mode_string = object.mode
if mode_string not in ['PAINT_WEIGHT', 'PAINT_TEXTURE']:
sub.itemM("VIEW3D_MT_%s" % mode_string.lower())
else:
sub.itemM("VIEW3D_MT_object")
layout.template_header_3D()
# ********** Menu **********
# ********** Utilities **********
class VIEW3D_MT_showhide(bpy.types.Menu):
__space_type__ = 'VIEW_3D'
__label__ = "Show/Hide"
_operator_name = ""
def draw(self, context):
layout = self.layout
layout.itemO("%s.reveal" % self._operator_name, text="Show Hidden")
layout.itemO("%s.hide" % self._operator_name, text="Hide Selected")
layout.item_booleanO("%s.hide" % self._operator_name, "unselected", True, text="Hide Unselected")
class VIEW3D_MT_snap(bpy.types.Menu):
__space_type__ = 'VIEW_3D'
__label__ = "Snap"
def draw(self, context):
layout = self.layout
layout.itemO("view3d.snap_selected_to_grid", text="Selection to Grid")
layout.itemO("view3d.snap_selected_to_cursor", text="Selection to Cursor")
layout.itemO("view3d.snap_selected_to_center", text="Selection to Center")
layout.itemS()
layout.itemO("view3d.snap_cursor_to_selected", text="Cursor to Selected")
layout.itemO("view3d.snap_cursor_to_grid", text="Cursor to Grid")
layout.itemO("view3d.snap_cursor_to_active", text="Cursor to Active")
# ********** View menus **********
class VIEW3D_MT_view(bpy.types.Menu):
__space_type__ = 'VIEW_3D'
__label__ = "View"
def draw(self, context):
layout = self.layout
layout.itemO("view3d.properties", icon='ICON_MENU_PANEL')
layout.itemO("view3d.toolbar", icon='ICON_MENU_PANEL')
layout.itemS()
layout.item_enumO("view3d.viewnumpad", "type", 'CAMERA')
layout.item_enumO("view3d.viewnumpad", "type", 'TOP')
layout.item_enumO("view3d.viewnumpad", "type", 'FRONT')
layout.item_enumO("view3d.viewnumpad", "type", 'RIGHT')
layout.itemM("VIEW3D_MT_view_cameras", text="Cameras")
layout.itemS()
layout.itemO("view3d.view_persportho")
layout.itemS()
layout.itemM("VIEW3D_MT_view_navigation")
layout.itemM("VIEW3D_MT_view_align")
layout.itemS()
layout.operator_context = "INVOKE_REGION_WIN"
layout.itemO("view3d.clip_border", text="Clipping Border...")
layout.itemO("view3d.zoom_border", text="Zoom Border...")
layout.itemS()
layout.itemO("view3d.view_center")
layout.itemO("view3d.view_all")
layout.itemS()
layout.itemO("screen.region_foursplit", text="Toggle Quad View")
layout.itemO("screen.screen_full_area", text="Toggle Full Screen")
class VIEW3D_MT_view_navigation(bpy.types.Menu):
__space_type__ = 'VIEW_3D'
__label__ = "Navigation"
def draw(self, context):
layout = self.layout
layout.items_enumO("view3d.view_orbit", "type")
layout.itemS()
layout.items_enumO("view3d.view_pan", "type")
layout.itemS()
layout.item_floatO("view3d.zoom", "delta", 1.0, text="Zoom In")
layout.item_floatO("view3d.zoom", "delta", -1.0, text="Zoom Out")
layout.itemS()
layout.itemO("view3d.fly")
class VIEW3D_MT_view_align(bpy.types.Menu):
__space_type__ = 'VIEW_3D'
__label__ = "Align View"
def draw(self, context):
layout = self.layout
layout.itemO("view3d.view_center")
class VIEW3D_MT_view_cameras(bpy.types.Menu):
__space_type__ = 'VIEW_3D'
__label__ = "Cameras"
def draw(self, context):
layout = self.layout
# ********** Select menus, suffix from context.mode **********
class VIEW3D_MT_select_object(bpy.types.Menu):
__space_type__ = 'VIEW_3D'
__label__ = "Select"
def draw(self, context):
layout = self.layout
layout.itemO("view3d.select_border")
layout.itemS()
layout.itemO("object.select_all_toggle", text="Select/Deselect All")
layout.itemO("object.select_inverse", text="Inverse")
layout.itemO("object.select_random", text="Random")
layout.itemO("object.select_mirror", text="Mirror")
layout.itemO("object.select_by_layer", text="Select All by Layer")
layout.item_enumO("object.select_by_type", "type", "", text="Select All by Type...")
layout.itemO("object.select_grouped", text="Select Grouped...")
class VIEW3D_MT_select_pose(bpy.types.Menu):
__space_type__ = 'VIEW_3D'
__label__ = "Select"
def draw(self, context):
layout = self.layout
layout.itemO("view3d.select_border", text="Border Select...")
layout.itemS()
layout.itemO("pose.select_all_toggle", text="Select/Deselect All")
layout.itemO("pose.select_inverse", text="Inverse")
layout.itemO("pose.select_constraint_target", text="Constraint Target")
layout.itemO("pose.select_linked", text="Linked")
layout.itemS()
layout.item_enumO("pose.select_hierarchy", "direction", 'PARENT')
layout.item_enumO("pose.select_hierarchy", "direction", 'CHILD')
layout.itemS()
props = layout.itemO("pose.select_hierarchy", properties=True, text="Extend Parent")
props.extend = True
props.direction = 'PARENT'
props = layout.itemO("pose.select_hierarchy", properties=True, text="Extend Child")
props.extend = True
props.direction = 'CHILD'
class VIEW3D_MT_select_particle(bpy.types.Menu):
__space_type__ = 'VIEW_3D'
__label__ = "Select"
def draw(self, context):
layout = self.layout
layout.itemO("view3d.select_border")
layout.itemS()
layout.itemO("particle.select_all_toggle", text="Select/Deselect All")
layout.itemO("particle.select_linked")
layout.itemS()
layout.itemO("particle.select_more")
layout.itemO("particle.select_less")
class VIEW3D_MT_select_edit_mesh(bpy.types.Menu):
__space_type__ = 'VIEW_3D'
__label__ = "Select"
def draw(self, context):
layout = self.layout
layout.itemO("view3d.select_border", text="Border Select...")
layout.itemS()
layout.itemO("mesh.select_all_toggle", text="Select/Deselect All")
layout.itemO("mesh.select_inverse", text="Inverse")
layout.itemS()
layout.itemO("mesh.select_random", text="Random...")
layout.itemO("mesh.edges_select_sharp", text="Sharp Edges")
layout.itemO("mesh.faces_select_linked_flat", text="Linked Flat Faces")
layout.itemS()
layout.item_enumO("mesh.select_by_number_vertices", "type", 'TRIANGLES', text="Triangles")
layout.item_enumO("mesh.select_by_number_vertices", "type", 'QUADS', text="Quads")
layout.item_enumO("mesh.select_by_number_vertices", "type", 'OTHER', text="Loose Verts/Edges")
layout.itemO("mesh.select_similar", text="Similar...")
layout.itemS()
layout.itemO("mesh.select_less", text="Less")
layout.itemO("mesh.select_more", text="More")
layout.itemS()
layout.itemO("mesh.select_linked", text="Linked")
layout.itemO("mesh.select_vertex_path", text="Vertex Path")
layout.itemO("mesh.loop_multi_select", text="Edge Loop")
layout.item_booleanO("mesh.loop_multi_select", "ring", True, text="Edge Ring")
layout.itemS()
layout.itemO("mesh.loop_to_region")
layout.itemO("mesh.region_to_loop")
class VIEW3D_MT_select_edit_curve(bpy.types.Menu):
__space_type__ = 'VIEW_3D'
__label__ = "Select"
def draw(self, context):
layout = self.layout
layout.itemO("view3d.select_border", text="Border Select...")
layout.itemO("view3d.select_circle", text="Circle Select...")
layout.itemS()
layout.itemO("curve.select_all_toggle", text="Select/Deselect All")
layout.itemO("curve.select_inverse")
layout.itemO("curve.select_random")
layout.itemO("curve.select_every_nth")
layout.itemS()
layout.itemO("curve.de_select_first")
layout.itemO("curve.de_select_last")
layout.itemO("curve.select_next")
layout.itemO("curve.select_previous")
layout.itemS()
layout.itemO("curve.select_more")
layout.itemO("curve.select_less")
class VIEW3D_MT_select_edit_surface(bpy.types.Menu):
__space_type__ = 'VIEW_3D'
__label__ = "Select"
def draw(self, context):
layout = self.layout
layout.itemO("view3d.select_border", text="Border Select...")
layout.itemO("view3d.select_circle", text="Circle Select...")
layout.itemS()
layout.itemO("curve.select_all_toggle", text="Select/Deselect All")
layout.itemO("curve.select_inverse")
layout.itemO("curve.select_random")
layout.itemO("curve.select_every_nth")
layout.itemS()
layout.itemO("curve.select_row")
layout.itemS()
layout.itemO("curve.select_more")
layout.itemO("curve.select_less")
class VIEW3D_MT_select_edit_metaball(bpy.types.Menu):
__space_type__ = 'VIEW_3D'
__label__ = "Select"
def draw(self, context):
layout = self.layout
layout.itemO("view3d.select_border")
layout.itemS()
layout.itemO("mball.select_deselect_all_metaelems")
layout.itemO("mball.select_inverse_metaelems")
layout.itemS()
layout.itemO("mball.select_random_metaelems")
class VIEW3D_MT_select_edit_lattice(bpy.types.Menu):
__space_type__ = 'VIEW_3D'
__label__ = "Select"
def draw(self, context):
layout = self.layout
layout.itemO("view3d.select_border")
layout.itemS()
layout.itemO("lattice.select_all_toggle", text="Select/Deselect All")
class VIEW3D_MT_select_edit_armature(bpy.types.Menu):
__space_type__ = 'VIEW_3D'
__label__ = "Select"
def draw(self, context):
layout = self.layout
layout.itemO("view3d.select_border", text="Border Select...")
layout.itemS()
layout.itemO("armature.select_all_toggle", text="Select/Deselect All")
layout.itemO("armature.select_inverse", text="Inverse")
layout.itemS()
layout.item_enumO("armature.select_hierarchy", "direction", 'PARENT', text="Parent")
layout.item_enumO("armature.select_hierarchy", "direction", 'CHILD', text="Child")
layout.itemS()
props = layout.itemO("armature.select_hierarchy", properties=True, text="Extend Parent")
props.extend = True
props.direction = 'PARENT'
props = layout.itemO("armature.select_hierarchy", properties=True, text="Extend Child")
props.extend = True
props.direction = 'CHILD'
class VIEW3D_MT_select_face(bpy.types.Menu):# XXX no matching enum
__space_type__ = 'VIEW_3D'
__label__ = "Select"
def draw(self, context):
layout = self.layout
layout.view3d_select_faceselmenu()
# ********** Object menu **********
class VIEW3D_MT_object(bpy.types.Menu):
__space_type__ = 'VIEW_3D'
__context__ = "objectmode"
__label__ = "Object"
def draw(self, context):
layout = self.layout
layout.itemM("VIEW3D_MT_object_clear")
layout.itemM("VIEW3D_MT_snap")
layout.itemS()
layout.itemO("anim.insert_keyframe_menu", text="Insert Keyframe...")
layout.itemO("anim.delete_keyframe_v3d", text="Delete Keyframe...")
layout.itemS()
layout.itemO("object.duplicate_move")
layout.item_booleanO("object.duplicate", "linked", True, text="Duplicate Linked")
layout.itemO("object.delete", text="Delete...")
layout.itemO("object.proxy_make", text="Make Proxy...")
layout.itemS()
layout.itemM("VIEW3D_MT_object_parent")
layout.itemM("VIEW3D_MT_object_track")
layout.itemM("VIEW3D_MT_object_group")
layout.itemM("VIEW3D_MT_object_constraints")
layout.itemS()
layout.itemO("object.join")
layout.itemS()
layout.itemM("VIEW3D_MT_object_showhide")
class VIEW3D_MT_object_clear(bpy.types.Menu):
__space_type__ = 'VIEW_3D'
__label__ = "Clear"
def draw(self, context):
layout = self.layout
layout.itemO("object.location_clear", text="Location")
layout.itemO("object.rotation_clear", text="Rotation")
layout.itemO("object.scale_clear", text="Scale")
layout.itemO("object.origin_clear", text="Origin")
class VIEW3D_MT_object_parent(bpy.types.Menu):
__space_type__ = 'VIEW_3D'
__label__ = "Parent"
def draw(self, context):
layout = self.layout
layout.itemO("object.parent_set", text="Set")
layout.itemO("object.parent_clear", text="Clear")
class VIEW3D_MT_object_track(bpy.types.Menu):
__space_type__ = 'VIEW_3D'
__label__ = "Track"
def draw(self, context):
layout = self.layout
layout.itemO("object.track_set", text="Set")
layout.itemO("object.track_clear", text="Clear")
class VIEW3D_MT_object_group(bpy.types.Menu):
__space_type__ = 'VIEW_3D'
__label__ = "Group"
def draw(self, context):
layout = self.layout
layout.itemO("group.group_create")
layout.itemO("group.objects_remove")
layout.itemS()
layout.itemO("group.objects_add_active")
layout.itemO("group.objects_remove_active")
class VIEW3D_MT_object_constraints(bpy.types.Menu):
__space_type__ = 'VIEW_3D'
__label__ = "Constraints"
def draw(self, context):
layout = self.layout
layout.itemO("object.constraint_add_with_targets")
layout.itemO("object.constraints_clear")
class VIEW3D_MT_object_showhide(bpy.types.Menu):
__space_type__ = 'VIEW_3D'
__label__ = "Show/Hide"
def draw(self, context):
layout = self.layout
layout.itemO("object.restrictview_clear", text="Show Hidden")
layout.itemO("object.restrictview_set", text="Hide Selected")
layout.item_booleanO("object.restrictview_set", "unselected", True, text="Hide Unselected")
# ********** Vertex paint menu **********
class VIEW3D_MT_paint_vertex(bpy.types.Menu):
__space_type__ = 'VIEW_3D'
__label__ = "Paint"
def draw(self, context):
layout = self.layout
sculpt = context.tool_settings.sculpt
layout.itemO("paint.vertex_color_set")
props = layout.itemO("paint.vertex_color_set", text="Set Selected Vertex Colors", properties=True)
props.selected = True
# ********** Sculpt menu **********
class VIEW3D_MT_sculpt(bpy.types.Menu):
__space_type__ = 'VIEW_3D'
__label__ = "Sculpt"
def draw(self, context):
layout = self.layout
sculpt = context.tool_settings.sculpt
brush = context.tool_settings.sculpt.brush
layout.itemR(sculpt, "symmetry_x")
layout.itemR(sculpt, "symmetry_y")
layout.itemR(sculpt, "symmetry_z")
layout.itemS()
layout.itemR(sculpt, "lock_x")
layout.itemR(sculpt, "lock_y")
layout.itemR(sculpt, "lock_z")
layout.itemS()
layout.item_menu_enumO("brush.curve_preset", property="shape")
layout.itemS()
if brush.sculpt_tool != 'GRAB':
layout.itemR(brush, "use_airbrush")
if brush.sculpt_tool != 'LAYER':
layout.itemR(brush, "use_anchor")
if brush.sculpt_tool in ('DRAW', 'PINCH', 'INFLATE', 'LAYER', 'CLAY'):
layout.itemR(brush, "flip_direction")
if brush.sculpt_tool == 'LAYER':
layout.itemR(brush, "use_persistent")
layout.itemO("sculpt.set_persistent_base")
# ********** Particle menu **********
class VIEW3D_MT_particle(bpy.types.Menu):
__space_type__ = 'VIEW_3D'
__label__ = "Particle"
def draw(self, context):
layout = self.layout
particle_edit = context.tool_settings.particle_edit
layout.itemO("particle.mirror")
layout.itemS()
layout.itemO("particle.remove_doubles")
layout.itemO("particle.delete")
if particle_edit.selection_mode == 'POINT':
layout.itemO("particle.subdivide")
layout.itemO("particle.rekey")
layout.itemS()
layout.itemM("VIEW3D_MT_particle_showhide")
class VIEW3D_MT_particle_showhide(VIEW3D_MT_showhide):
_operator_name = "particle"
# ********** Pose Menu **********
class VIEW3D_MT_pose(bpy.types.Menu):
__space_type__ = 'VIEW_3D'
__label__ = "Pose"
def draw(self, context):
layout = self.layout
arm = context.active_object.data
if arm.drawtype in ('BBONE', 'ENVELOPE'):
layout.item_enumO("tfm.transform", "mode", 'BONESIZE', text="Scale Envelope Distance")
layout.itemM("VIEW3D_MT_pose_transform")
layout.itemS()
layout.itemO("anim.insert_keyframe_menu", text="Insert Keyframe...")
layout.itemO("anim.delete_keyframe_v3d", text="Delete Keyframe...")
layout.itemS()
layout.itemO("pose.apply")
layout.itemS()
layout.itemO("pose.copy")
layout.itemO("pose.paste")
layout.item_booleanO("pose.paste", "flipped", True, text="Paste X-Flipped Pose")
layout.itemS()
layout.itemM("VIEW3D_MT_pose_pose")
layout.itemM("VIEW3D_MT_pose_motion")
layout.itemM("VIEW3D_MT_pose_group")
layout.itemS()
layout.itemM("VIEW3D_MT_pose_ik")
layout.itemM("VIEW3D_MT_pose_constraints")
layout.itemS()
layout.operator_context = "EXEC_AREA"
layout.item_enumO("pose.autoside_names", "axis", 'XAXIS', text="AutoName Left/Right")
layout.item_enumO("pose.autoside_names", "axis", 'YAXIS', text="AutoName Front/Back")
layout.item_enumO("pose.autoside_names", "axis", 'ZAXIS', text="AutoName Top/Bottom")
layout.itemO("pose.flip_names")
layout.itemS()
layout.operator_context = "INVOKE_AREA"
layout.itemO("pose.armature_layers", text="Change Armature Layers...")
layout.itemO("pose.bone_layers", text="Change Bone Layers...")
layout.itemS()
layout.itemM("VIEW3D_MT_pose_showhide")
layout.item_menu_enumO("pose.flags_set", 'mode', text="Bone Settings")
class VIEW3D_MT_pose_transform(bpy.types.Menu):
__space_type__ = 'VIEW_3D'
__label__ = "Clear Transform"
def draw(self, context):
layout = self.layout
layout.itemL(text="User Transform")
layout.itemO("pose.loc_clear", text="Location")
layout.itemO("pose.rot_clear", text="Rotation")
layout.itemO("pose.scale_clear", text="Scale")
layout.itemL(text="Origin")
class VIEW3D_MT_pose_pose(bpy.types.Menu):
__space_type__ = 'VIEW_3D'
__label__ = "Pose Library"
def draw(self, context):
layout = self.layout
layout.itemO("poselib.browse_interactive", text="Browse Poses...")
layout.itemS()
layout.itemO("poselib.pose_add", text="Add Pose...")
layout.itemO("poselib.pose_rename", text="Rename Pose...")
layout.itemO("poselib.pose_remove", text="Remove Pose...")
class VIEW3D_MT_pose_motion(bpy.types.Menu):
__space_type__ = 'VIEW_3D'
__label__ = "Motion Paths"
def draw(self, context):
layout = self.layout
layout.itemO("pose.paths_calculate", text="Calculate")
layout.itemO("pose.paths_clear", text="Clear")
class VIEW3D_MT_pose_group(bpy.types.Menu):
__space_type__ = 'VIEW_3D'
__label__ = "Bone Groups"
def draw(self, context):
layout = self.layout
layout.itemO("pose.group_add")
layout.itemO("pose.group_remove")
layout.itemS()
layout.itemO("pose.group_assign")
layout.itemO("pose.group_unassign")
class VIEW3D_MT_pose_ik(bpy.types.Menu):
__space_type__ = 'VIEW_3D'
__label__ = "Inverse Kinematics"
def draw(self, context):
layout = self.layout
layout.itemO("pose.ik_add")
layout.itemO("pose.ik_clear")
class VIEW3D_MT_pose_constraints(bpy.types.Menu):
__space_type__ = 'VIEW_3D'
__label__ = "Constraints"
def draw(self, context):
layout = self.layout
layout.itemO("pose.constraint_add_with_targets", text="Add (With Targets)...")
layout.itemO("pose.constraints_clear")
class VIEW3D_MT_pose_showhide(VIEW3D_MT_showhide):
_operator_name = "pose"
# ********** Edit Menus, suffix from ob.type **********
# Edit MESH
class VIEW3D_MT_edit_mesh(bpy.types.Menu):
__space_type__ = 'VIEW_3D'
__label__ = "Mesh"
def draw(self, context):
layout = self.layout
settings = context.tool_settings
layout.itemO("ed.undo")
layout.itemO("ed.redo")
layout.itemS()
layout.itemM("VIEW3D_MT_snap")
layout.itemS()
layout.itemO("uv.mapping_menu", text="UV Unwrap...")
layout.itemS()
layout.itemO("mesh.extrude")
layout.itemO("mesh.duplicate")
layout.itemO("mesh.delete", text="Delete...")
layout.itemS()
layout.itemM("VIEW3D_MT_edit_mesh_vertices")
layout.itemM("VIEW3D_MT_edit_mesh_edges")
layout.itemM("VIEW3D_MT_edit_mesh_faces")
layout.itemM("VIEW3D_MT_edit_mesh_normals")
layout.itemS()
layout.itemR(settings, "automerge_editing")
layout.itemR(settings, "proportional_editing")
layout.item_menu_enumR(settings, "proportional_editing_falloff")
layout.itemS()
layout.itemM("VIEW3D_MT_edit_mesh_showhide")
class VIEW3D_MT_edit_mesh_vertices(bpy.types.Menu):
__space_type__ = 'VIEW_3D'
__label__ = "Vertices"
def draw(self, context):
layout = self.layout
layout.itemO("mesh.merge")
layout.itemO("mesh.rip")
layout.itemO("mesh.split")
layout.itemO("mesh.separate")
layout.itemS()
layout.itemO("mesh.vertices_smooth")
layout.itemO("mesh.remove_doubles")
class VIEW3D_MT_edit_mesh_edges(bpy.types.Menu):
__space_type__ = 'VIEW_3D'
__label__ = "Edges"
def draw(self, context):
layout = self.layout
layout.itemO("mesh.edge_face_add")
layout.itemO("mesh.subdivide")
layout.itemS()
layout.itemO("mesh.mark_seam")
layout.item_booleanO("mesh.mark_seam", "clear", True, text="Clear Seam")
layout.itemS()
layout.itemO("mesh.mark_sharp")
layout.item_booleanO("mesh.mark_sharp", "clear", True, text="Clear Sharp")
layout.itemS()
layout.item_enumO("mesh.edge_rotate", "direction", 'CW', text="Rotate Edge CW")
layout.item_enumO("mesh.edge_rotate", "direction", 'CCW', text="Rotate Edge CCW")
class VIEW3D_MT_edit_mesh_faces(bpy.types.Menu):
__space_type__ = 'VIEW_3D'
__label__ = "Faces"
def draw(self, context):
layout = self.layout
layout.itemO("mesh.edge_face_add")
layout.itemO("mesh.fill")
layout.itemO("mesh.beauty_fill")
layout.itemS()
layout.itemO("mesh.quads_convert_to_tris")
layout.itemO("mesh.tris_convert_to_quads")
layout.itemO("mesh.edge_flip")
layout.itemS()
layout.itemO("mesh.faces_shade_smooth")
layout.itemO("mesh.faces_shade_flat")
class VIEW3D_MT_edit_mesh_normals(bpy.types.Menu):
__space_type__ = 'VIEW_3D'
__label__ = "Normals"
def draw(self, context):
layout = self.layout
layout.itemO("mesh.normals_make_consistent", text="Recalculate Outside")
layout.item_booleanO("mesh.normals_make_consistent", "inside", True, text="Recalculate Inside")
layout.itemS()
layout.itemO("mesh.flip_normals")
class VIEW3D_MT_edit_mesh_showhide(VIEW3D_MT_showhide):
_operator_name = "mesh"
# Edit Curve
# draw_curve is used by VIEW3D_MT_edit_curve and VIEW3D_MT_edit_surface
def draw_curve(self, context):
layout = self.layout
settings = context.tool_settings
layout.itemM("VIEW3D_MT_snap")
layout.itemS()
layout.itemO("curve.extrude")
layout.itemO("curve.duplicate")
layout.itemO("curve.separate")
layout.itemO("curve.make_segment")
layout.itemO("curve.cyclic_toggle")
layout.itemO("curve.delete", text="Delete...")
layout.itemS()
layout.itemM("VIEW3D_MT_edit_curve_ctrlpoints")
layout.itemM("VIEW3D_MT_edit_curve_segments")
layout.itemS()
layout.itemR(settings, "proportional_editing")
layout.item_menu_enumR(settings, "proportional_editing_falloff")
layout.itemS()
layout.itemM("VIEW3D_MT_edit_curve_showhide")
class VIEW3D_MT_edit_curve(bpy.types.Menu):
__space_type__ = 'VIEW_3D'
__label__ = "Curve"
draw = draw_curve
class VIEW3D_MT_edit_curve_ctrlpoints(bpy.types.Menu):
__space_type__ = 'VIEW_3D'
__label__ = "Control Points"
def draw(self, context):
layout = self.layout
edit_object = context.edit_object
if edit_object.type == 'CURVE':
layout.item_enumO("tfm.transform", "mode", 'TILT')
layout.itemO("curve.tilt_clear")
layout.itemO("curve.separate")
layout.itemS()
layout.item_menu_enumO("curve.handle_type_set", "type")
class VIEW3D_MT_edit_curve_segments(bpy.types.Menu):
__space_type__ = 'VIEW_3D'
__label__ = "Segments"
def draw(self, context):
layout = self.layout
layout.itemO("curve.subdivide")
layout.itemO("curve.switch_direction")
class VIEW3D_MT_edit_curve_showhide(VIEW3D_MT_showhide):
_operator_name = "curve"
# Edit SURFACE
class VIEW3D_MT_edit_surface(bpy.types.Menu):
__space_type__ = 'VIEW_3D'
__label__ = "Surface"
draw = draw_curve
# Edit TEXT
class VIEW3D_MT_edit_text(bpy.types.Menu):
__space_type__ = 'VIEW_3D'
__label__ = "Text"
def draw(self, context):
layout = self.layout
layout.itemO("font.file_paste")
layout.itemS()
layout.itemm("view3d_mt_edit_text_chars")
class VIEW3D_MT_edit_text_chars(bpy.types.Menu):
__space_type__ = 'VIEW_3D'
__label__ = "Special Characters"
def draw(self, context):
layout = self.layout
layout.item_stringO("font.text_insert", "text", b'\xC2\xA9'.decode(), text="Copyright|Alt C")
layout.item_stringO("font.text_insert", "text", b'\xC2\xAE'.decode(), text="Registered Trademark|Alt R")
layout.itemS()
layout.item_stringO("font.text_insert", "text", b'\xC2\xB0'.decode(), text="Degree Sign|Alt G")
layout.item_stringO("font.text_insert", "text", b'\xC3\x97'.decode(), text="Multiplication Sign|Alt x")
layout.item_stringO("font.text_insert", "text", b'\xC2\x8A'.decode(), text="Circle|Alt .")
layout.item_stringO("font.text_insert", "text", b'\xC2\xB9'.decode(), text="Superscript 1|Alt 1")
layout.item_stringO("font.text_insert", "text", b'\xC2\xB2'.decode(), text="Superscript 2|Alt 2")
layout.item_stringO("font.text_insert", "text", b'\xC2\xB3'.decode(), text="Superscript 3|Alt 3")
layout.item_stringO("font.text_insert", "text", b'\xC2\xBB'.decode(), text="Double >>|Alt >")
layout.item_stringO("font.text_insert", "text", b'\xC2\xAB'.decode(), text="Double <<|Alt <")
layout.item_stringO("font.text_insert", "text", b'\xE2\x80\xB0'.decode(), text="Promillage|Alt %")
layout.itemS()
layout.item_stringO("font.text_insert", "text", b'\xC2\xA4'.decode(), text="Dutch Florin|Alt F")
layout.item_stringO("font.text_insert", "text", b'\xC2\xA3'.decode(), text="British Pound|Alt L")
layout.item_stringO("font.text_insert", "text", b'\xC2\xA5'.decode(), text="Japanese Yen|Alt Y")
layout.itemS()
layout.item_stringO("font.text_insert", "text", b'\xC3\x9F'.decode(), text="German S|Alt S")
layout.item_stringO("font.text_insert", "text", b'\xC2\xBF'.decode(), text="Spanish Question Mark|Alt ?")
layout.item_stringO("font.text_insert", "text", b'\xC2\xA1'.decode(), text="Spanish Exclamation Mark|Alt !")
# Edit META
class VIEW3D_MT_edit_meta(bpy.types.Menu):
__space_type__ = 'VIEW_3D'
__label__ = "Metaball"
def draw(self, context):
layout = self.layout
settings = context.tool_settings
layout.itemO("ed.undo")
layout.itemO("ed.redo")
layout.itemS()
layout.itemM("VIEW3D_MT_snap")
layout.itemS()
layout.itemO("mball.delete_metaelems", text="Delete...")
layout.itemO("mball.duplicate_metaelems")
layout.itemS()
layout.itemR(settings, "proportional_editing")
layout.item_menu_enumR(settings, "proportional_editing_falloff")
layout.itemS()
layout.itemM("VIEW3D_MT_edit_meta_showhide")
class VIEW3D_MT_edit_meta_showhide(bpy.types.Menu):
__space_type__ = 'VIEW_3D'
__label__ = "Show/Hide"
def draw(self, context):
layout = self.layout
layout.itemO("mball.reveal_metaelems", text="Show Hidden")
layout.itemO("mball.hide_metaelems", text="Hide Selected")
layout.item_booleanO("mball.hide_metaelems", "unselected", True, text="Hide Unselected")
# Edit LATTICE
class VIEW3D_MT_edit_lattice(bpy.types.Menu):
__space_type__ = 'VIEW_3D'
__label__ = "Lattice"
def draw(self, context):
layout = self.layout
settings = context.tool_settings
layout.itemM("VIEW3D_MT_snap")
layout.itemS()
layout.itemO("lattice.make_regular")
layout.itemS()
layout.itemR(settings, "proportional_editing")
layout.item_menu_enumR(settings, "proportional_editing_falloff")
# Edit ARMATURE
class VIEW3D_MT_edit_armature(bpy.types.Menu):
__space_type__ = 'VIEW_3D'
__label__ = "Armature"
def draw(self, context):
layout = self.layout
edit_object = context.edit_object
arm = edit_object.data
layout.itemM("VIEW3D_MT_snap")
layout.itemM("VIEW3D_MT_edit_armature_roll")
if arm.drawtype == 'ENVELOPE':
layout.item_enumO("tfm.transform", "mode", 'BONESIZE', text="Scale Envelope Distance")
else:
layout.item_enumO("tfm.transform", "mode", 'BONESIZE', text="Scale B-Bone Width")
layout.itemS()
layout.itemO("armature.extrude")
if arm.x_axis_mirror:
layout.item_booleanO("armature.extrude", "forked", True, text="Extrude Forked")
layout.itemO("armature.duplicate")
layout.itemO("armature.merge")
layout.itemO("armature.fill")
layout.itemO("armature.delete")
layout.itemO("armature.separate")
layout.itemS()
layout.itemO("armature.subdivide_multi", text="Subdivide")
layout.itemS()
layout.operator_context = "EXEC_AREA"
layout.item_enumO("armature.autoside_names", "type", 'XAXIS', text="AutoName Left/Right")
layout.item_enumO("armature.autoside_names", "type", 'YAXIS', text="AutoName Front/Back")
layout.item_enumO("armature.autoside_names", "type", 'ZAXIS', text="AutoName Top/Bottom")
layout.itemO("armature.flip_names")
layout.itemS()
layout.operator_context = "INVOKE_DEFAULT"
layout.itemO("armature.armature_layers")
layout.itemO("armature.bone_layers")
layout.itemS()
layout.itemM("VIEW3D_MT_edit_armature_parent")
layout.itemS()
layout.item_menu_enumO("armature.flags_set", "mode", text="Bone Settings")
class VIEW3D_MT_edit_armature_parent(bpy.types.Menu):
__space_type__ = 'VIEW_3D'
__label__ = "Parent"
def draw(self, context):
layout = self.layout
layout.itemO("armature.parent_set", text="Make")
layout.itemO("armature.parent_clear", text="Clear")
class VIEW3D_MT_edit_armature_roll(bpy.types.Menu):
__space_type__ = 'VIEW_3D'
__label__ = "Bone Roll"
def draw(self, context):
layout = self.layout
layout.item_enumO("armature.calculate_roll", "type", 'GLOBALUP', text="Clear Roll (Z-Axis Up)")
layout.item_enumO("armature.calculate_roll", "type", 'CURSOR', text="Roll to Cursor")
layout.itemS()
layout.item_enumO("tfm.transform", "mode", 'BONE_ROLL', text="Set Roll")
# ********** Panel **********
class VIEW3D_PT_3dview_properties(bpy.types.Panel):
__space_type__ = 'VIEW_3D'
__region_type__ = 'UI'
__label__ = "View"
def poll(self, context):
view = context.space_data
return (view)
def draw(self, context):
layout = self.layout
view = context.space_data
scene = context.scene
col = layout.column()
col.itemL(text="Camera:")
col.itemR(view, "camera", text="")
col.itemR(view, "lens")
col = layout.column(align=True)
col.itemL(text="Clip:")
col.itemR(view, "clip_start", text="Start")
col.itemR(view, "clip_end", text="End")
col = layout.column(align=True)
col.itemL(text="Grid:")
col.itemR(view, "grid_lines", text="Lines")
col.itemR(view, "grid_spacing", text="Spacing")
col.itemR(view, "grid_subdivisions", text="Subdivisions")
layout.column().itemR(scene, "cursor_location", text="3D Cursor:")
class VIEW3D_PT_3dview_display(bpy.types.Panel):
__space_type__ = 'VIEW_3D'
__region_type__ = 'UI'
__label__ = "Display"
__default_closed__ = True
def poll(self, context):
view = context.space_data
return (view)
def draw(self, context):
layout = self.layout
view = context.space_data
col = layout.column()
col.itemR(view, "display_floor", text="Grid Floor")
col.itemR(view, "display_x_axis", text="X Axis")
col.itemR(view, "display_y_axis", text="Y Axis")
col.itemR(view, "display_z_axis", text="Z Axis")
col.itemR(view, "outline_selected")
col.itemR(view, "all_object_centers")
col.itemR(view, "relationship_lines")
col.itemR(view, "textured_solid")
layout.itemS()
layout.itemO("screen.region_foursplit", text="Toggle Quad View")
col = layout.column()
col.itemR(view, "lock_rotation")
col.itemR(view, "box_preview")
col.itemR(view, "box_clip")
class VIEW3D_PT_3dview_meshdisplay(bpy.types.Panel):
__space_type__ = 'VIEW_3D'
__region_type__ = 'UI'
__label__ = "Mesh Display"
def poll(self, context):
editmesh = context.mode == 'EDIT_MESH'
return (editmesh)
def draw(self, context):
layout = self.layout
mesh = context.active_object.data
col = layout.column()
col.itemL(text="Overlays:")
col.itemR(mesh, "draw_edges", text="Edges")
col.itemR(mesh, "draw_faces", text="Faces")
col.itemR(mesh, "draw_creases", text="Creases")
col.itemR(mesh, "draw_bevel_weights", text="Bevel Weights")
col.itemR(mesh, "draw_seams", text="Seams")
col.itemR(mesh, "draw_sharp", text="Sharp")
col.itemS()
col.itemL(text="Normals:")
col.itemR(mesh, "draw_normals", text="Face")
col.itemR(mesh, "draw_vertex_normals", text="Vertex")
col.itemR(context.scene.tool_settings, "normal_size", text="Normal Size")
col.itemS()
col.itemL(text="Numerics:")
col.itemR(mesh, "draw_edge_lenght")
col.itemR(mesh, "draw_edge_angle")
col.itemR(mesh, "draw_face_area")
class VIEW3D_PT_3dview_curvedisplay(bpy.types.Panel):
__space_type__ = 'VIEW_3D'
__region_type__ = 'UI'
__label__ = "Curve Display"
def poll(self, context):
editmesh = context.mode == 'EDIT_CURVE'
return (editmesh)
def draw(self, context):
layout = self.layout
curve = context.active_object.data
col = layout.column()
col.itemL(text="Overlays:")
col.itemR(curve, "draw_handles", text="Handles")
col.itemR(curve, "draw_normals", text="Normals")
col.itemR(context.scene.tool_settings, "normal_size", text="Normal Size")
class VIEW3D_PT_background_image(bpy.types.Panel):
__space_type__ = 'VIEW_3D'
__region_type__ = 'UI'
__label__ = "Background Image"
__default_closed__ = True
def poll(self, context):
view = context.space_data
bg = context.space_data.background_image
return (view)
def draw_header(self, context):
layout = self.layout
view = context.space_data
layout.itemR(view, "display_background_image", text="")
def draw(self, context):
layout = self.layout
view = context.space_data
bg = view.background_image
if bg:
layout.active = view.display_background_image
col = layout.column()
col.itemR(bg, "image", text="")
#col.itemR(bg, "image_user")
col.itemR(bg, "size")
col.itemR(bg, "transparency", slider=True)
col = layout.column(align=True)
col.itemL(text="Offset:")
col.itemR(bg, "offset_x", text="X")
col.itemR(bg, "offset_y", text="Y")
bpy.types.register(VIEW3D_HT_header) # Header
bpy.types.register(VIEW3D_MT_view) #View Menus
bpy.types.register(VIEW3D_MT_view_navigation)
bpy.types.register(VIEW3D_MT_view_align)
bpy.types.register(VIEW3D_MT_view_cameras)
bpy.types.register(VIEW3D_MT_select_object) # Select Menus
bpy.types.register(VIEW3D_MT_select_pose)
bpy.types.register(VIEW3D_MT_select_particle)
bpy.types.register(VIEW3D_MT_select_edit_mesh)
bpy.types.register(VIEW3D_MT_select_edit_curve)
bpy.types.register(VIEW3D_MT_select_edit_surface)
bpy.types.register(VIEW3D_MT_select_edit_metaball)
bpy.types.register(VIEW3D_MT_select_edit_lattice)
bpy.types.register(VIEW3D_MT_select_edit_armature)
bpy.types.register(VIEW3D_MT_select_face) # XXX todo
bpy.types.register(VIEW3D_MT_object) # Object Menu
bpy.types.register(VIEW3D_MT_object_clear)
bpy.types.register(VIEW3D_MT_object_parent)
bpy.types.register(VIEW3D_MT_object_track)
bpy.types.register(VIEW3D_MT_object_group)
bpy.types.register(VIEW3D_MT_object_constraints)
bpy.types.register(VIEW3D_MT_object_showhide)
bpy.types.register(VIEW3D_MT_sculpt) # Sculpt Menu
bpy.types.register(VIEW3D_MT_paint_vertex)
bpy.types.register(VIEW3D_MT_particle) # Particle Menu
bpy.types.register(VIEW3D_MT_particle_showhide)
bpy.types.register(VIEW3D_MT_pose) # POSE Menu
bpy.types.register(VIEW3D_MT_pose_transform)
bpy.types.register(VIEW3D_MT_pose_pose)
bpy.types.register(VIEW3D_MT_pose_motion)
bpy.types.register(VIEW3D_MT_pose_group)
bpy.types.register(VIEW3D_MT_pose_ik)
bpy.types.register(VIEW3D_MT_pose_constraints)
bpy.types.register(VIEW3D_MT_pose_showhide)
bpy.types.register(VIEW3D_MT_snap) # Edit Menus
bpy.types.register(VIEW3D_MT_edit_mesh)
bpy.types.register(VIEW3D_MT_edit_mesh_vertices)
bpy.types.register(VIEW3D_MT_edit_mesh_edges)
bpy.types.register(VIEW3D_MT_edit_mesh_faces)
bpy.types.register(VIEW3D_MT_edit_mesh_normals)
bpy.types.register(VIEW3D_MT_edit_mesh_showhide)
bpy.types.register(VIEW3D_MT_edit_curve)
bpy.types.register(VIEW3D_MT_edit_curve_ctrlpoints)
bpy.types.register(VIEW3D_MT_edit_curve_segments)
bpy.types.register(VIEW3D_MT_edit_curve_showhide)
bpy.types.register(VIEW3D_MT_edit_surface)
bpy.types.register(VIEW3D_MT_edit_text)
bpy.types.register(VIEW3D_MT_edit_text_chars)
bpy.types.register(VIEW3D_MT_edit_meta)
bpy.types.register(VIEW3D_MT_edit_meta_showhide)
bpy.types.register(VIEW3D_MT_edit_lattice)
bpy.types.register(VIEW3D_MT_edit_armature)
bpy.types.register(VIEW3D_MT_edit_armature_parent)
bpy.types.register(VIEW3D_MT_edit_armature_roll)
bpy.types.register(VIEW3D_PT_3dview_properties) # Panels
bpy.types.register(VIEW3D_PT_3dview_display)
bpy.types.register(VIEW3D_PT_3dview_meshdisplay)
bpy.types.register(VIEW3D_PT_3dview_curvedisplay)
bpy.types.register(VIEW3D_PT_background_image)

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@@ -0,0 +1,746 @@
import bpy
class View3DPanel(bpy.types.Panel):
__space_type__ = 'VIEW_3D'
__region_type__ = 'TOOLS'
# ********** default tools for objectmode ****************
class VIEW3D_PT_tools_objectmode(View3DPanel):
__context__ = "objectmode"
__label__ = "Object Tools"
def draw(self, context):
layout = self.layout
col = layout.column(align=True)
col.itemL(text="Transform:")
col.itemO("tfm.translate")
col.itemO("tfm.rotate")
col.itemO("tfm.resize", text="Scale")
col = layout.column(align=True)
col.itemL(text="Object:")
col.itemO("object.duplicate")
col.itemO("object.delete")
active_object= context.active_object
if active_object and active_object.type == 'MESH':
col = layout.column(align=True)
col.itemL(text="Shading:")
col.itemO("object.shade_smooth", text="Smooth")
col.itemO("object.shade_flat", text="Flat")
col = layout.column(align=True)
col.itemL(text="Keyframes:")
col.itemO("anim.insert_keyframe_menu", text="Insert")
col.itemO("anim.delete_keyframe_v3d", text="Remove")
col = layout.column(align=True)
col.itemL(text="Repeat:")
col.itemO("screen.repeat_last")
col.itemO("screen.repeat_history", text="History...")
col.itemO("screen.redo_last", text="Tweak...")
# ********** default tools for editmode_mesh ****************
class VIEW3D_PT_tools_meshedit(View3DPanel):
__context__ = "mesh_edit"
__label__ = "Mesh Tools"
def draw(self, context):
layout = self.layout
col = layout.column(align=True)
col.itemL(text="Transform:")
col.itemO("tfm.translate")
col.itemO("tfm.rotate")
col.itemO("tfm.resize", text="Scale")
col = layout.column(align=True)
col.itemL(text="Mesh:")
col.itemO("mesh.duplicate")
col.itemO("mesh.delete")
col = layout.column(align=True)
col.itemL(text="Modeling:")
col.itemO("mesh.extrude")
col.itemO("mesh.subdivide")
col.itemO("mesh.loopcut")
col.itemO("mesh.spin")
col.itemO("mesh.screw")
col.itemO("mesh.merge")
col.itemO("mesh.rip_move")
col = layout.column(align=True)
col.itemL(text="Shading:")
col.itemO("mesh.faces_shade_smooth", text="Smooth")
col.itemO("mesh.faces_shade_flat", text="Flat")
col = layout.column(align=True)
col.itemL(text="UV Mapping:")
col.itemO("uv.mapping_menu", text="Unwrap")
col.itemO("mesh.uvs_rotate")
col.itemO("mesh.uvs_mirror")
col = layout.column(align=True)
col.itemL(text="Repeat:")
col.itemO("screen.repeat_last")
col.itemO("screen.repeat_history", text="History...")
col.itemO("screen.redo_last", text="Tweak...")
# ********** default tools for editmode_curve ****************
class VIEW3D_PT_tools_curveedit(View3DPanel):
__context__ = "curve_edit"
__label__ = "Curve Tools"
def draw(self, context):
layout = self.layout
col = layout.column(align=True)
col.itemL(text="Transform:")
col.itemO("tfm.translate")
col.itemO("tfm.rotate")
col.itemO("tfm.resize", text="Scale")
col = layout.column(align=True)
col.itemL(text="Curve:")
col.itemO("curve.duplicate")
col.itemO("curve.delete")
col.itemO("curve.cyclic_toggle")
col.itemO("curve.switch_direction")
col.itemO("curve.spline_type_set")
col = layout.column(align=True)
col.itemL(text="Handles:")
col.item_enumO("curve.handle_type_set", "type", 'AUTOMATIC')
col.item_enumO("curve.handle_type_set", "type", 'VECTOR')
col.item_enumO("curve.handle_type_set", "type", 'ALIGN')
col.item_enumO("curve.handle_type_set", "type", 'FREE_ALIGN')
col = layout.column(align=True)
col.itemL(text="Modeling:")
col.itemO("curve.extrude")
col.itemO("curve.subdivide")
col = layout.column(align=True)
col.itemL(text="Repeat:")
col.itemO("screen.repeat_last")
col.itemO("screen.repeat_history", text="History...")
col.itemO("screen.redo_last", text="Tweak...")
# ********** default tools for editmode_surface ****************
class VIEW3D_PT_tools_surfaceedit(View3DPanel):
__context__ = "surface_edit"
__label__ = "Surface Tools"
def draw(self, context):
layout = self.layout
col = layout.column(align=True)
col.itemL(text="Transform:")
col.itemO("tfm.translate")
col.itemO("tfm.rotate")
col.itemO("tfm.resize", text="Scale")
col = layout.column(align=True)
col.itemL(text="Curve:")
col.itemO("curve.duplicate")
col.itemO("curve.delete")
col.itemO("curve.cyclic_toggle")
col.itemO("curve.switch_direction")
col = layout.column(align=True)
col.itemL(text="Modeling:")
col.itemO("curve.extrude")
col.itemO("curve.subdivide")
col = layout.column(align=True)
col.itemL(text="Repeat:")
col.itemO("screen.repeat_last")
col.itemO("screen.repeat_history", text="History...")
col.itemO("screen.redo_last", text="Tweak...")
# ********** default tools for editmode_text ****************
class VIEW3D_PT_tools_textedit(View3DPanel):
__context__ = "text_edit"
__label__ = "Text Tools"
def draw(self, context):
layout = self.layout
col = layout.column(align=True)
col.itemL(text="Text Edit:")
col.itemO("font.text_copy", text="Copy")
col.itemO("font.text_cut", text="Cut")
col.itemO("font.text_paste", text="Paste")
col = layout.column(align=True)
col.itemL(text="Style:")
col.itemO("font.case_set")
col.itemO("font.style_toggle")
col = layout.column(align=True)
col.itemL(text="Repeat:")
col.itemO("screen.repeat_last")
col.itemO("screen.repeat_history", text="History...")
col.itemO("screen.redo_last", text="Tweak...")
# ********** default tools for editmode_armature ****************
class VIEW3D_PT_tools_armatureedit(View3DPanel):
__context__ = "armature_edit"
__label__ = "Armature Tools"
def draw(self, context):
layout = self.layout
col = layout.column(align=True)
col.itemL(text="Transform:")
col.itemO("tfm.translate")
col.itemO("tfm.rotate")
col.itemO("tfm.resize", text="Scale")
col = layout.column(align=True)
col.itemL(text="Bones:")
col.itemO("armature.bone_primitive_add", text="Add")
col.itemO("armature.duplicate", text="Duplicate")
col.itemO("armature.delete", text="Delete")
col = layout.column(align=True)
col.itemL(text="Modeling:")
col.itemO("armature.extrude")
col = layout.column(align=True)
col.itemL(text="Repeat:")
col.itemO("screen.repeat_last")
col.itemO("screen.repeat_history", text="History...")
col.itemO("screen.redo_last", text="Tweak...")
# ********** default tools for editmode_mball ****************
class VIEW3D_PT_tools_mballedit(View3DPanel):
__context__ = "mball_edit"
__label__ = "Meta Tools"
def draw(self, context):
layout = self.layout
col = layout.column(align=True)
col.itemL(text="Transform:")
col.itemO("tfm.translate")
col.itemO("tfm.rotate")
col.itemO("tfm.resize", text="Scale")
col = layout.column(align=True)
col.itemL(text="Repeat:")
col.itemO("screen.repeat_last")
col.itemO("screen.repeat_history", text="History...")
col.itemO("screen.redo_last", text="Tweak...")
# ********** default tools for editmode_lattice ****************
class VIEW3D_PT_tools_latticeedit(View3DPanel):
__context__ = "lattice_edit"
__label__ = "Lattice Tools"
def draw(self, context):
layout = self.layout
col = layout.column(align=True)
col.itemL(text="Transform:")
col.itemO("tfm.translate")
col.itemO("tfm.rotate")
col.itemO("tfm.resize", text="Scale")
col = layout.column(align=True)
col.itemL(text="Repeat:")
col.itemO("screen.repeat_last")
col.itemO("screen.repeat_history", text="History...")
col.itemO("screen.redo_last", text="Tweak...")
# ********** default tools for posemode ****************
class VIEW3D_PT_tools_posemode(View3DPanel):
__context__ = "posemode"
__label__ = "Pose Tools"
def draw(self, context):
layout = self.layout
col = layout.column(align=True)
col.itemL(text="Transform:")
col.itemO("tfm.translate")
col.itemO("tfm.rotate")
col.itemO("tfm.resize", text="Scale")
col = layout.column(align=True)
col.itemL(text="Bones:")
col.itemO("pose.hide", text="Hide")
col.itemO("pose.reveal", text="Reveal")
col = layout.column(align=True)
col.itemL(text="Keyframes:")
col.itemO("anim.insert_keyframe_menu", text="Insert")
col.itemO("anim.delete_keyframe_v3d", text="Remove")
col = layout.column(align=True)
col.itemL(text="Pose:")
col.itemO("pose.copy", text="Copy")
col.itemO("pose.paste", text="Paste")
col.itemO("poselib.pose_add", text="Add To Library")
col.itemO("poselib.browse_interactive", text="Browse Library")
col = layout.column(align=True)
col.itemL(text="In-Between:")
col.itemO("pose.relax", text="Relax")
col.itemO("pose.push", text="Push")
col.itemO("pose.breakdown", text="Breakdowner")
col = layout.column(align=True)
col.itemL(text="Repeat:")
col.itemO("screen.repeat_last")
col.itemO("screen.repeat_history", text="History...")
col.itemO("screen.redo_last", text="Tweak...")
# ********** default tools for paint modes ****************
class PaintPanel(bpy.types.Panel):
__space_type__ = 'VIEW_3D'
__region_type__ = 'TOOLS'
def paint_settings(self, context):
ts = context.tool_settings
if context.sculpt_object:
return ts.sculpt
elif context.vertex_paint_object:
return ts.vertex_paint
elif context.weight_paint_object:
return ts.weight_paint
elif context.texture_paint_object:
return ts.image_paint
elif context.particle_edit_object:
return ts.particle_edit
return False
class VIEW3D_PT_tools_brush(PaintPanel):
__label__ = "Brush"
def poll(self, context):
return self.paint_settings(context)
def draw(self, context):
layout = self.layout
settings = self.paint_settings(context)
brush = settings.brush
if not context.particle_edit_object:
col = layout.split().column()
row = col.row()
row.template_list(settings, "brushes", settings, "active_brush_index", rows=2)
col.template_ID(settings, "brush", new="brush.add")
# Particle Mode #
# XXX This needs a check if psys is editable.
if context.particle_edit_object:
# XXX Select Particle System
layout.column().itemR(settings, "tool", expand=True)
if settings.tool != 'NONE':
col = layout.column()
col.itemR(brush, "size", slider=True)
col.itemR(brush, "strength", slider=True)
if settings.tool == 'ADD':
col = layout.column()
col.itemR(settings, "add_interpolate")
sub = col.column(align=True)
sub.active = settings.add_interpolate
sub.itemR(brush, "steps", slider=True)
sub.itemR(settings, "add_keys", slider=True)
elif settings.tool == 'LENGTH':
layout.itemR(brush, "length_mode", expand=True)
elif settings.tool == 'PUFF':
layout.itemR(brush, "puff_mode", expand=True)
# Sculpt Mode #
elif context.sculpt_object and brush:
col = layout.column()
col.itemS()
col.itemR(brush, "sculpt_tool", expand=True)
col.itemS()
row = col.row(align=True)
row.itemR(brush, "size", slider=True)
row.itemR(brush, "use_size_pressure", toggle=True, text="")
if brush.sculpt_tool != 'GRAB':
row = col.row(align=True)
row.itemR(brush, "strength", slider=True)
row.itemR(brush, "use_strength_pressure", text="")
''' # XXX - TODO
row = col.row(align=True)
row.itemR(brush, "jitter", slider=True)
row.itemR(brush, "use_jitter_pressure", toggle=True, text="")
'''
col = layout.column()
if brush.sculpt_tool in ('DRAW', 'PINCH', 'INFLATE', 'LAYER', 'CLAY'):
col.row().itemR(brush, "direction", expand=True)
if brush.sculpt_tool == 'LAYER':
col.itemR(brush, "persistent")
col.itemO("sculpt.set_persistent_base")
# Texture Paint Mode #
elif context.texture_paint_object and brush:
col = layout.column(align=True)
col.item_enumR(settings, "tool", 'DRAW')
col.item_enumR(settings, "tool", 'SOFTEN')
col.item_enumR(settings, "tool", 'CLONE')
col.item_enumR(settings, "tool", 'SMEAR')
col = layout.column()
col.itemR(brush, "color", text="")
row = col.row(align=True)
row.itemR(brush, "size", slider=True)
row.itemR(brush, "use_size_pressure", toggle=True, text="")
row = col.row(align=True)
row.itemR(brush, "strength", slider=True)
row.itemR(brush, "use_strength_pressure", toggle=True, text="")
row = col.row(align=True)
row.itemR(brush, "jitter", slider=True)
row.itemR(brush, "use_jitter_pressure", toggle=True, text="")
col.itemR(brush, "blend", text="Blend")
# Weight Paint Mode #
elif context.weight_paint_object and brush:
layout.itemR(context.tool_settings, "vertex_group_weight", text="Weight", slider=True)
col = layout.column()
row = col.row(align=True)
row.itemR(brush, "size", slider=True)
row.itemR(brush, "use_size_pressure", toggle=True, text="")
row = col.row(align=True)
row.itemR(brush, "strength", slider=True)
row.itemR(brush, "use_strength_pressure", toggle=True, text="")
row = col.row(align=True)
row.itemR(brush, "jitter", slider=True)
row.itemR(brush, "use_jitter_pressure", toggle=True, text="")
# Vertex Paint Mode #
elif context.vertex_paint_object and brush:
col = layout.column()
col.itemR(brush, "color", text="")
row = col.row(align=True)
row.itemR(brush, "size", slider=True)
row.itemR(brush, "use_size_pressure", toggle=True, text="")
row = col.row(align=True)
row.itemR(brush, "strength", slider=True)
row.itemR(brush, "use_strength_pressure", toggle=True, text="")
''' # XXX - TODO
row = col.row(align=True)
row.itemR(brush, "jitter", slider=True)
row.itemR(brush, "use_jitter_pressure", toggle=True, text="")
'''
class VIEW3D_PT_tools_brush_stroke(PaintPanel):
__label__ = "Stroke"
__default_closed__ = True
def poll(self, context):
settings = self.paint_settings(context)
return (settings and settings.brush and (context.sculpt_object or
context.vertex_paint_object or
context.weight_paint_object or
context.texture_paint_object))
def draw(self, context):
layout = self.layout
settings = self.paint_settings(context)
brush = settings.brush
texture_paint = context.texture_paint_object
if context.sculpt_object:
if brush.sculpt_tool != 'LAYER':
layout.itemR(brush, "use_anchor")
layout.itemR(brush, "use_rake")
layout.itemR(brush, "use_airbrush")
col = layout.column()
col.active = brush.use_airbrush
col.itemR(brush, "rate", slider=True)
if not texture_paint:
layout.itemR(brush, "use_smooth_stroke")
col = layout.column()
col.active = brush.use_smooth_stroke
col.itemR(brush, "smooth_stroke_radius", text="Radius", slider=True)
col.itemR(brush, "smooth_stroke_factor", text="Factor", slider=True)
layout.itemR(brush, "use_space")
row = layout.row(align=True)
row.active = brush.use_space
row.itemR(brush, "spacing", text="Distance", slider=True)
if texture_paint:
row.itemR(brush, "use_spacing_pressure", toggle=True, text="")
class VIEW3D_PT_tools_brush_curve(PaintPanel):
__label__ = "Curve"
__default_closed__ = True
def poll(self, context):
settings = self.paint_settings(context)
return (settings and settings.brush and settings.brush.curve)
def draw(self, context):
layout = self.layout
settings = self.paint_settings(context)
brush = settings.brush
layout.template_curve_mapping(brush, "curve")
layout.item_menu_enumO("brush.curve_preset", property="shape")
class VIEW3D_PT_sculpt_options(PaintPanel):
__label__ = "Options"
def poll(self, context):
return context.sculpt_object
def draw(self, context):
layout = self.layout
sculpt = context.tool_settings.sculpt
col = layout.column()
col.itemR(sculpt, "partial_redraw", text="Partial Refresh")
col.itemR(sculpt, "show_brush")
split = self.layout.split()
col = split.column()
col.itemL(text="Symmetry:")
col.itemR(sculpt, "symmetry_x", text="X")
col.itemR(sculpt, "symmetry_y", text="Y")
col.itemR(sculpt, "symmetry_z", text="Z")
col = split.column()
col.itemL(text="Lock:")
col.itemR(sculpt, "lock_x", text="X")
col.itemR(sculpt, "lock_y", text="Y")
col.itemR(sculpt, "lock_z", text="Z")
# ********** default tools for weightpaint ****************
class VIEW3D_PT_tools_weightpaint(View3DPanel):
__context__ = "weightpaint"
__label__ = "Options"
def draw(self, context):
layout = self.layout
wpaint = context.tool_settings.weight_paint
col = layout.column()
col.itemL(text="Blend:")
col.itemR(wpaint, "mode", text="")
col.itemR(wpaint, "all_faces")
col.itemR(wpaint, "normals")
col.itemR(wpaint, "spray")
col.itemR(wpaint, "vertex_dist", text="Distance")
# Commented out because the Apply button isn't an operator yet, making these settings useless
# col.itemL(text="Gamma:")
# col.itemR(wpaint, "gamma", text="")
# col.itemL(text="Multiply:")
# col.itemR(wpaint, "mul", text="")
# Also missing now:
# Soft, Vgroup, X-Mirror and "Clear" Operator.
# ********** default tools for vertexpaint ****************
class VIEW3D_PT_tools_vertexpaint(View3DPanel):
__context__ = "vertexpaint"
__label__ = "Options"
def draw(self, context):
layout = self.layout
vpaint = context.tool_settings.vertex_paint
col = layout.column()
col.itemL(text="Blend:")
col.itemR(vpaint, "mode", text="")
col.itemR(vpaint, "all_faces")
col.itemR(vpaint, "normals")
col.itemR(vpaint, "spray")
col.itemR(vpaint, "vertex_dist", text="Distance")
# Commented out because the Apply button isn't an operator yet, making these settings useless
# col.itemL(text="Gamma:")
# col.itemR(vpaint, "gamma", text="")
# col.itemL(text="Multiply:")
# col.itemR(vpaint, "mul", text="")
# ********** default tools for texturepaint ****************
class VIEW3D_PT_tools_projectpaint(View3DPanel):
__context__ = "texturepaint"
__label__ = "Project Paint"
def poll(self, context):
return context.tool_settings.image_paint.tool != 'SMEAR'
def draw_header(self, context):
ipaint = context.tool_settings.image_paint
self.layout.itemR(ipaint, "use_projection", text="")
def draw(self, context):
layout = self.layout
ipaint = context.tool_settings.image_paint
settings = context.tool_settings.image_paint
use_projection= ipaint.use_projection
col = layout.column()
sub = col.column()
sub.active = use_projection
sub.itemR(ipaint, "use_occlude")
sub.itemR(ipaint, "use_backface_cull")
split = layout.split()
col = split.column()
col.active = (use_projection)
col.itemR(ipaint, "use_normal_falloff")
col = split.column()
col.active = (ipaint.use_normal_falloff and use_projection)
col.itemR(ipaint, "normal_angle", text="")
split = layout.split(percentage=0.7)
col = split.column(align=False)
col.active = (use_projection)
col.itemR(ipaint, "use_stencil_layer")
col = split.column(align=False)
col.active = (use_projection and ipaint.use_stencil_layer)
col.itemR(ipaint, "invert_stencil", text="Inv")
col = layout.column()
sub = col.column()
sub.active = (settings.tool == 'CLONE')
sub.itemR(ipaint, "use_clone_layer")
sub = col.column()
sub.itemR(ipaint, "seam_bleed")
# ********** default tools for particle mode ****************
class VIEW3D_PT_tools_particlemode(View3DPanel):
__context__ = "particlemode"
__label__ = "Options"
def draw(self, context):
layout = self.layout
pe = context.tool_settings.particle_edit
ob = pe.object
row = layout.row()
row.itemL(text="Edit:")
row.itemR(pe, "type", text="")
if pe.type == 'PARTICLES':
if ob.particle_systems:
if len(ob.particle_systems) > 1:
layout.template_list(ob, "particle_systems", ob, "active_particle_system_index", type='ICONS')
ptcache = ob.particle_systems[ob.active_particle_system_index].point_cache
else:
for md in ob.modifiers:
if md.type==pe.type:
ptcache = md.point_cache
if ptcache and len(ptcache.point_cache_list) > 1:
layout.template_list(ptcache, "point_cache_list", ptcache, "active_point_cache_index", type='ICONS')
if not pe.editable:
layout.itemL(text="Point cache must be baked")
layout.itemL(text="to enable editing!")
col = layout.column(align=True)
if pe.hair:
col.active = pe.editable
col.itemR(pe, "emitter_deflect", text="Deflect emitter")
sub = col.row()
sub.active = pe.emitter_deflect
sub.itemR(pe, "emitter_distance", text="Distance")
col = layout.column(align=True)
col.active = pe.editable
col.itemL(text="Keep:")
col.itemR(pe, "keep_lengths", text="Lenghts")
col.itemR(pe, "keep_root", text="Root")
if not pe.hair:
col.itemL(text="Correct:")
col.itemR(pe, "auto_velocity", text="Velocity")
col = layout.column(align=True)
col.active = pe.editable
col.itemL(text="Draw:")
col.itemR(pe, "draw_step", text="Path Steps")
if pe.type == 'PARTICLES':
col.itemR(pe, "draw_particles", text="Particles")
col.itemR(pe, "fade_time")
sub = col.row()
sub.active = pe.fade_time
sub.itemR(pe, "fade_frames", slider=True)
bpy.types.register(VIEW3D_PT_tools_objectmode)
bpy.types.register(VIEW3D_PT_tools_meshedit)
bpy.types.register(VIEW3D_PT_tools_curveedit)
bpy.types.register(VIEW3D_PT_tools_surfaceedit)
bpy.types.register(VIEW3D_PT_tools_textedit)
bpy.types.register(VIEW3D_PT_tools_armatureedit)
bpy.types.register(VIEW3D_PT_tools_mballedit)
bpy.types.register(VIEW3D_PT_tools_latticeedit)
bpy.types.register(VIEW3D_PT_tools_posemode)
bpy.types.register(VIEW3D_PT_tools_brush)
bpy.types.register(VIEW3D_PT_tools_brush_stroke)
bpy.types.register(VIEW3D_PT_tools_brush_curve)
bpy.types.register(VIEW3D_PT_sculpt_options)
bpy.types.register(VIEW3D_PT_tools_vertexpaint)
bpy.types.register(VIEW3D_PT_tools_weightpaint)
bpy.types.register(VIEW3D_PT_tools_projectpaint)
bpy.types.register(VIEW3D_PT_tools_particlemode)