Files
test/scripts/startup/bl_ui/properties_data_mesh.py
Hans Goudey e5ec04d73c Mesh: Move vertex/edge crease to generic attributes
Store subdivision surface creases in two new named float attributes:
- `crease_vert`
- `crease_edge`
This is similar to 2a56403cb0.

The attributes are naming conventions, so their data type and domain
aren't enforced, and may be interpolated when necessary. Editing tools
and the subdivision surface modifier use the hard-coded name. It might
be best if these were edited as generic attributes in the future, but
in the meantime using generic attributes helps.

The attributes are visible in the list, which is how they're now meant
to be removed. They are now interchangeable with any tool that works
with the generic attribute system-- even tools like vertex paint can
affect creases now.

This is a breaking change. Forward compatibility isn't preserved for
versions before 3.6, and the `crease` property in RNA is removed in
favor of making a smaller API surface area with just the attribute API.
`Mesh.vertex_creases` and `Mesh.edge_creases` now just return the
matching attribute if possible, and are now implemented in Python.
New functions `*ensure` and `*remove` also replace the operators to
add and remove the layers for Python.

A few extrude node test files have to be updated because of different
(now generic) attribute interpolation behavior.

Pull Request: https://projects.blender.org/blender/blender/pulls/108089
2023-06-13 20:23:39 +02:00

677 lines
23 KiB
Python

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