Files
test/scripts/startup/bl_ui/properties_data_mesh.py
Pratik Borhade 2902255424 Fix #147535: Regression: Rest Position toggle only shows when shapekeys list is not empty
Since "Add Rest Position" is not a shape key property, move it out of
`draw_shape_key_properties`. That way property will be drawn even when
list is empty.

See PR description for photos

Pull Request: https://projects.blender.org/blender/blender/pulls/147685
2025-10-17 15:32:49 +02:00

745 lines
24 KiB
Python

# SPDX-FileCopyrightText: 2009-2023 Blender Authors
#
# SPDX-License-Identifier: GPL-2.0-or-later
import bpy
from bpy.types import Menu, Panel, UIList
from rna_prop_ui import PropertyPanel
from bl_ui.space_properties import PropertiesAnimationMixin
from bpy.app.translations import (
pgettext_iface as iface_,
pgettext_tip as rpt_,
)
class MESH_MT_vertex_group_context_menu(Menu):
bl_label = "Vertex Group Specials"
def draw(self, _context):
layout = self.layout
layout.operator(
"object.vertex_group_sort",
icon='SORTALPHA',
text="Sort by Name",
).sort_type = 'NAME'
layout.operator(
"object.vertex_group_sort",
icon='BONE_DATA',
text="Sort by Bone Hierarchy",
).sort_type = 'BONE_HIERARCHY'
layout.separator()
layout.operator("object.vertex_group_copy", icon='DUPLICATE')
layout.operator("object.vertex_group_copy_to_selected")
layout.separator()
layout.operator("object.vertex_group_mirror", icon='ARROW_LEFTRIGHT').use_topology = False
layout.operator("object.vertex_group_mirror", text="Mirror Vertex Group (Topology)").use_topology = True
layout.separator()
layout.operator(
"object.vertex_group_remove_from",
icon='X',
text="Remove from All Groups",
).use_all_groups = True
layout.operator("object.vertex_group_remove_from", text="Clear Active Group").use_all_verts = True
layout.operator("object.vertex_group_remove", text="Delete All Unlocked Groups").all_unlocked = True
layout.operator("object.vertex_group_remove", text="Delete All Groups").all = True
layout.separator()
props = layout.operator("object.vertex_group_lock", icon='LOCKED', text="Lock All")
props.action, props.mask = 'LOCK', 'ALL'
props = layout.operator("object.vertex_group_lock", icon='UNLOCKED', text="Unlock All")
props.action, props.mask = 'UNLOCK', 'ALL'
props = layout.operator("object.vertex_group_lock", text="Lock Invert All")
props.action, props.mask = 'INVERT', 'ALL'
class MESH_MT_shape_key_context_menu(Menu):
bl_label = "Shape Key Specials"
def draw(self, _context):
layout = self.layout
layout.operator("object.shape_key_add", icon='ADD', text="New Combined").from_mix = True
layout.operator("object.shape_key_copy", icon='DUPLICATE', text="Duplicate")
layout.operator("object.shape_key_transfer", text="Copy from Objects")
layout.separator()
layout.operator("object.join_shapes", text="New from Objects")
layout.operator("object.join_shapes", text="New from Objects Flipped").use_mirror = True
layout.operator("object.update_shapes", icon='FILE_REFRESH')
layout.operator("object.update_shapes", text="Update from Objects Flipped").use_mirror = True
layout.separator()
layout.operator("object.shape_key_mirror", icon='ARROW_LEFTRIGHT', text="Flip").use_topology = False
layout.operator("object.shape_key_mirror", text="Flip (Topology)").use_topology = True
layout.separator()
layout.operator("object.shape_key_lock", icon='LOCKED', text="Lock All").action = 'LOCK'
layout.operator("object.shape_key_lock", icon='UNLOCKED', text="Unlock All").action = 'UNLOCK'
layout.separator()
layout.operator("object.shape_key_make_basis", text="Make Basis")
layout.separator()
props = layout.operator("object.shape_key_remove", text="Apply All")
props.all = True
props.apply_mix = True
props = layout.operator("object.shape_key_remove", icon='X', text="Delete All")
props.all = True
props.apply_mix = False
class MESH_MT_shape_key_tree_context_menu(Menu):
bl_label = "Shape Key context menu"
def draw(self, _context):
layout = self.layout
layout.operator("object.shape_key_make_basis", text="Make Basis")
layout.operator("object.shape_key_copy", icon='DUPLICATE', text="Duplicate")
layout.separator()
layout.operator("object.shape_key_move", icon='TRIA_UP_BAR', text="Move After Basis").type = 'TOP'
layout.operator("object.shape_key_move", icon='TRIA_DOWN_BAR', text="Move to Last").type = 'BOTTOM'
class MESH_MT_color_attribute_context_menu(Menu):
bl_label = "Color Attribute Specials"
def draw(self, _context):
layout = self.layout
layout.operator(
"geometry.color_attribute_duplicate",
icon='DUPLICATE',
)
layout.operator("geometry.color_attribute_convert")
class MESH_MT_attribute_context_menu(Menu):
bl_label = "Attribute Specials"
def draw(self, _context):
layout = self.layout
layout.operator("geometry.attribute_convert")
class MESH_UL_vgroups(UIList):
def draw_item(self, _context, layout, _data, item, icon, _active_data_, _active_propname, _index):
# assert(isinstance(item, bpy.types.VertexGroup))
vgroup = item
layout.prop(vgroup, "name", text="", emboss=False, icon_value=icon)
icon = 'LOCKED' if vgroup.lock_weight else 'UNLOCKED'
layout.prop(vgroup, "lock_weight", text="", icon=icon, emboss=False)
class MESH_UL_uvmaps(UIList):
def draw_item(self, _context, layout, _data, item, icon, _active_data, _active_propname, _index):
# assert(isinstance(item, (bpy.types.MeshTexturePolyLayer, bpy.types.MeshLoopColorLayer)))
layout.prop(item, "name", text="", emboss=False, icon='GROUP_UVS')
icon = 'RESTRICT_RENDER_OFF' if item.active_render else 'RESTRICT_RENDER_ON'
layout.prop(item, "active_render", text="", icon=icon, emboss=False)
class MeshButtonsPanel:
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "data"
@classmethod
def poll(cls, context):
engine = context.engine
return context.mesh and (engine in cls.COMPAT_ENGINES)
class DATA_PT_context_mesh(MeshButtonsPanel, Panel):
bl_label = ""
bl_options = {'HIDE_HEADER'}
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_WORKBENCH',
}
def draw(self, context):
layout = self.layout
ob = context.object
mesh = context.mesh
space = context.space_data
if ob:
layout.template_ID(ob, "data")
elif mesh:
layout.template_ID(space, "pin_id")
class DATA_PT_texture_space(MeshButtonsPanel, Panel):
bl_label = "Texture Space"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_WORKBENCH',
}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
mesh = context.mesh
layout.prop(mesh, "texture_mesh")
layout.separator()
layout.prop(mesh, "use_auto_texspace")
layout.prop(mesh, "texspace_location", text="Location")
layout.prop(mesh, "texspace_size", text="Size")
class DATA_PT_vertex_groups(MeshButtonsPanel, Panel):
bl_label = "Vertex Groups"
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_WORKBENCH',
}
@classmethod
def poll(cls, context):
engine = context.engine
obj = context.object
return (obj and obj.type in {'MESH', 'LATTICE', 'GREASEPENCIL'} and (engine in cls.COMPAT_ENGINES))
def draw(self, context):
layout = self.layout
ob = context.object
group = ob.vertex_groups.active
rows = 3
if group:
rows = 5
row = layout.row()
row.template_list("MESH_UL_vgroups", "", ob, "vertex_groups", ob.vertex_groups, "active_index", rows=rows)
col = row.column(align=True)
col.operator("object.vertex_group_add", icon='ADD', text="")
props = col.operator("object.vertex_group_remove", icon='REMOVE', text="")
props.all_unlocked = props.all = False
col.separator()
col.menu("MESH_MT_vertex_group_context_menu", icon='DOWNARROW_HLT', text="")
if group:
col.separator()
col.operator("object.vertex_group_move", icon='TRIA_UP', text="").direction = 'UP'
col.operator("object.vertex_group_move", icon='TRIA_DOWN', text="").direction = 'DOWN'
if (
ob.vertex_groups and
(ob.mode == 'EDIT' or
(ob.mode == 'WEIGHT_PAINT' and ob.type == 'MESH' and ob.data.use_paint_mask_vertex))
):
row = layout.row()
sub = row.row(align=True)
sub.operator("object.vertex_group_assign", text="Assign")
sub.operator("object.vertex_group_remove_from", text="Remove")
sub = row.row(align=True)
sub.operator("object.vertex_group_select", text="Select")
sub.operator("object.vertex_group_deselect", text="Deselect")
col = layout.column(align=True)
col.separator()
col.use_property_split = True
col.use_property_decorate = False
col.prop(context.tool_settings, "vertex_group_weight", text="Weight")
col.prop(context.tool_settings, "use_auto_normalize", text="Auto Normalize")
draw_attribute_warnings(context, layout, None)
def draw_shape_key_properties(context, layout):
layout.use_property_split = True
ob = context.object
key = ob.data.shape_keys
kb = ob.active_shape_key
enable_edit = ob.mode != 'EDIT'
enable_edit_value = False
if enable_edit or (ob.use_shape_key_edit_mode and ob.type == 'MESH'):
if ob.show_only_shape_key is False:
enable_edit_value = True
layout.use_property_split = True
if key.use_relative:
if ob.active_shape_key_index != 0:
row = layout.row()
row.active = enable_edit_value
row.prop(kb, "value")
col = layout.column()
sub = col.column(align=True)
sub.active = enable_edit_value
sub.prop(kb, "slider_min", text="Range Min")
sub.prop(kb, "slider_max", text="Max")
col.prop_search(kb, "vertex_group", ob, "vertex_groups", text="Vertex Group")
col.prop_search(kb, "relative_key", key, "key_blocks", text="Relative To")
else:
layout.prop(kb, "interpolation")
row = layout.column()
row.active = enable_edit_value
row.prop(key, "eval_time")
class DATA_PT_shape_keys(MeshButtonsPanel, Panel):
bl_label = "Shape Keys"
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_WORKBENCH',
}
@classmethod
def poll(cls, context):
engine = context.engine
obj = context.object
return (obj and obj.type in {'MESH', 'LATTICE', 'CURVE', 'SURFACE'} and (engine in cls.COMPAT_ENGINES))
def draw(self, context):
layout = self.layout
ob = context.object
key = ob.data.shape_keys
kb = ob.active_shape_key
enable_edit = ob.mode != 'EDIT'
enable_pin = False
if enable_edit or (ob.use_shape_key_edit_mode and ob.type == 'MESH'):
enable_pin = True
row = layout.row()
row.template_shape_key_tree()
col = row.column(align=True)
col.operator("object.shape_key_add", icon='ADD', text="").from_mix = False
col.operator("object.shape_key_remove", icon='REMOVE', text="").all = False
col.separator()
col.menu("MESH_MT_shape_key_context_menu", icon='DOWNARROW_HLT', text="")
if ob.type == 'MESH':
row = layout.row(align=True)
row.use_property_split = False
row.alignment = 'LEFT'
row.prop(ob, "add_rest_position_attribute")
if kb:
col.separator()
sub = col.column(align=True)
sub.operator("object.shape_key_move", icon='TRIA_UP', text="").type = 'UP'
sub.operator("object.shape_key_move", icon='TRIA_DOWN', text="").type = 'DOWN'
split = layout.split(factor=0.4)
row = split.row()
row.enabled = enable_edit
row.prop(key, "use_relative")
row = split.row()
row.alignment = 'RIGHT'
sub = row.row(align=True)
sub.label() # XXX, for alignment only
subsub = sub.row(align=True)
subsub.active = enable_pin
subsub.prop(ob, "show_only_shape_key", text="")
sub.prop(ob, "use_shape_key_edit_mode", text="")
sub = row.row()
if key.use_relative:
sub.operator("object.shape_key_clear", icon='X', text="")
else:
sub.operator("object.shape_key_retime", icon='RECOVER_LAST', text="")
draw_shape_key_properties(context, layout)
class DATA_PT_uv_texture(MeshButtonsPanel, Panel):
bl_label = "UV Maps"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_WORKBENCH',
}
def draw(self, context):
layout = self.layout
me = context.mesh
row = layout.row()
col = row.column()
col.template_list("MESH_UL_uvmaps", "uvmaps", me, "uv_layers", me.uv_layers, "active_index", rows=2)
col = row.column(align=True)
col.operator("mesh.uv_texture_add", icon='ADD', text="")
col.operator("mesh.uv_texture_remove", icon='REMOVE', text="")
draw_attribute_warnings(context, layout, me.uv_layers)
class DATA_PT_remesh(MeshButtonsPanel, Panel):
bl_label = "Remesh"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_WORKBENCH',
}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
row = layout.row()
mesh = context.mesh
row.prop(mesh, "remesh_mode", text="Mode", expand=True)
col = layout.column()
if mesh.remesh_mode == 'VOXEL':
col.prop(mesh, "remesh_voxel_size")
col.prop(mesh, "remesh_voxel_adaptivity")
col.prop(mesh, "use_remesh_fix_poles")
col = layout.column(heading="Preserve")
col.prop(mesh, "use_remesh_preserve_volume", text="Volume")
col.prop(mesh, "use_remesh_preserve_attributes", text="Attributes")
col.operator("object.voxel_remesh", text="Voxel Remesh")
else:
col.operator("object.quadriflow_remesh", text="QuadriFlow Remesh")
class DATA_PT_customdata(MeshButtonsPanel, Panel):
bl_label = "Geometry Data"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_WORKBENCH',
}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
me = context.mesh
col = layout.column()
col.operator("mesh.customdata_mask_clear", icon='X')
col.operator("mesh.customdata_skin_clear", icon='X')
col.operator("mesh.reorder_vertices_spatial")
if me.has_custom_normals:
col.operator("mesh.customdata_custom_splitnormals_clear", icon='X')
else:
col.operator("mesh.customdata_custom_splitnormals_add", icon='ADD')
class DATA_PT_mesh_animation(MeshButtonsPanel, PropertiesAnimationMixin, PropertyPanel, Panel):
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_WORKBENCH',
}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
# MeshButtonsPanel.poll ensures this is not None.
mesh = context.mesh
col = layout.column(align=True)
col.label(text="Mesh")
self.draw_action_and_slot_selector(context, col, mesh)
if shape_keys := mesh.shape_keys:
col = layout.column(align=True)
col.label(text="Shape Keys")
self.draw_action_and_slot_selector(context, col, shape_keys)
class DATA_PT_custom_props_mesh(MeshButtonsPanel, PropertyPanel, Panel):
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_WORKBENCH',
}
_context_path = "object.data"
_property_type = bpy.types.Mesh
class MESH_UL_attributes(UIList):
display_domain_names = {
'POINT': "Vertex",
'EDGE': "Edge",
'FACE': "Face",
'CORNER': "Face Corner",
}
def filter_items(self, _context, data, property):
attributes = getattr(data, property)
flags = []
indices = [i for i in range(len(attributes))]
# Filtering by name
if self.filter_name:
flags = bpy.types.UI_UL_list.filter_items_by_name(
self.filter_name, self.bitflag_filter_item, attributes, "name", reverse=self.use_filter_invert,
)
if not flags:
flags = [self.bitflag_filter_item] * len(attributes)
# Filtering internal attributes
for idx, item in enumerate(attributes):
flags[idx] = self.bitflag_item_never_show if item.is_internal else flags[idx]
# Reorder by name.
if self.use_filter_sort_alpha:
indices = bpy.types.UI_UL_list.sort_items_by_name(attributes, "name")
return flags, indices
def draw_item(self, _context, layout, _data, attribute, _icon, _active_data, _active_propname, _index):
data_type = attribute.bl_rna.properties["data_type"].enum_items[attribute.data_type]
domain_name = self.display_domain_names.get(attribute.domain, "")
split = layout.split(factor=0.50)
split.emboss = 'NONE'
split.prop(attribute, "name", text="")
sub = split.row()
sub.alignment = 'RIGHT'
sub.active = False
sub.label(
text="{:s} - {:s}".format(iface_(domain_name), iface_(data_type.name)),
translate=False,
)
class DATA_PT_mesh_attributes(MeshButtonsPanel, Panel):
bl_label = "Attributes"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_WORKBENCH',
}
def draw(self, context):
mesh = context.mesh
layout = self.layout
row = layout.row()
col = row.column()
col.template_list(
"MESH_UL_attributes",
"attributes",
mesh,
"attributes",
mesh.attributes,
"active_index",
rows=3,
)
col = row.column(align=True)
col.operator("geometry.attribute_add", icon='ADD', text="")
col.operator("geometry.attribute_remove", icon='REMOVE', text="")
col.separator()
col.menu("MESH_MT_attribute_context_menu", icon='DOWNARROW_HLT', text="")
draw_attribute_warnings(context, layout, None)
# `attribute` is list of attributes in current UI list
# None for vgroup and mesh. Those are already utilized in comparison.
def draw_attribute_warnings(context, layout, attributes):
ob = context.object
mesh = context.mesh
if not mesh:
return
unique_names = set()
colliding_names = []
for collection in (
mesh.attributes,
None if ob is None else ob.vertex_groups,
):
if collection is None:
colliding_names.append("Cannot check for object vertex groups when pinning mesh")
continue
for name in collection.keys():
unique_names_len = len(unique_names)
unique_names.add(name)
if (len(unique_names) == unique_names_len):
if (not attributes or attributes.get(name)):
# Print colliding names if they exist in current attribute list, see: !135495
colliding_names.append(name)
if not colliding_names:
return
layout.label(text=rpt_("Name collisions: ") + ", ".join(set(colliding_names)), icon='ERROR', translate=False)
class ColorAttributesListBase:
display_domain_names = {
'POINT': "Vertex",
'EDGE': "Edge",
'FACE': "Face",
'CORNER': "Face Corner",
}
def filter_items(self, _context, data, property):
attributes = getattr(data, property)
flags = []
indices = [i for i in range(len(attributes))]
# Filtering by name
if self.filter_name:
flags = bpy.types.UI_UL_list.filter_items_by_name(
self.filter_name, self.bitflag_filter_item, attributes, "name", reverse=self.use_filter_invert,
)
if not flags:
flags = [self.bitflag_filter_item] * len(attributes)
for idx, item in enumerate(attributes):
skip = (
(item.domain not in {'POINT', 'CORNER'}) or
(item.data_type not in {'FLOAT_COLOR', 'BYTE_COLOR'}) or
item.is_internal
)
flags[idx] = 0 if skip else flags[idx]
# Reorder by name.
if self.use_filter_sort_alpha:
indices = bpy.types.UI_UL_list.sort_items_by_name(attributes, "name")
return flags, indices
class MESH_UL_color_attributes(UIList, ColorAttributesListBase):
def draw_item(self, _context, layout, data, attribute, _icon, _active_data, _active_propname, _index):
data_type = attribute.bl_rna.properties["data_type"].enum_items[attribute.data_type]
domain_name = self.display_domain_names.get(attribute.domain, "")
split = layout.split(factor=0.50)
split.emboss = 'NONE'
split.prop(attribute, "name", text="", icon='GROUP_VCOL')
sub = split.row()
sub.alignment = 'RIGHT'
sub.active = False
sub.label(text="{:s} - {:s}".format(iface_(domain_name), iface_(data_type.name)), translate=False)
active_render = _index == data.color_attributes.render_color_index
row = layout.row()
row.emboss = 'NONE'
props = row.operator(
"geometry.color_attribute_render_set",
text="",
icon='RESTRICT_RENDER_OFF' if active_render else 'RESTRICT_RENDER_ON',
)
props.name = attribute.name
class MESH_UL_color_attributes_selector(UIList, ColorAttributesListBase):
def draw_item(self, _context, layout, _data, attribute, _icon, _active_data, _active_propname, _index):
layout.emboss = 'NONE'
layout.prop(attribute, "name", text="", icon='GROUP_VCOL')
class DATA_PT_vertex_colors(MeshButtonsPanel, Panel):
bl_label = "Color Attributes"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_WORKBENCH',
}
def draw(self, context):
mesh = context.mesh
layout = self.layout
row = layout.row()
col = row.column()
col.template_list(
"MESH_UL_color_attributes",
"color_attributes",
mesh,
"color_attributes",
mesh.color_attributes,
"active_color_index",
rows=3,
)
col = row.column(align=True)
col.operator("geometry.color_attribute_add", icon='ADD', text="")
col.operator("geometry.color_attribute_remove", icon='REMOVE', text="")
col.separator()
col.menu("MESH_MT_color_attribute_context_menu", icon='DOWNARROW_HLT', text="")
draw_attribute_warnings(context, layout, mesh.color_attributes)
classes = (
MESH_MT_vertex_group_context_menu,
MESH_MT_shape_key_context_menu,
MESH_MT_shape_key_tree_context_menu,
MESH_MT_color_attribute_context_menu,
MESH_MT_attribute_context_menu,
MESH_UL_vgroups,
MESH_UL_uvmaps,
MESH_UL_attributes,
DATA_PT_context_mesh,
DATA_PT_vertex_groups,
DATA_PT_shape_keys,
DATA_PT_uv_texture,
DATA_PT_vertex_colors,
DATA_PT_mesh_attributes,
DATA_PT_texture_space,
DATA_PT_remesh,
DATA_PT_customdata,
DATA_PT_mesh_animation,
DATA_PT_custom_props_mesh,
MESH_UL_color_attributes,
MESH_UL_color_attributes_selector,
)
if __name__ == "__main__": # only for live edit.
from bpy.utils import register_class
for cls in classes:
register_class(cls)