Files
test/release/scripts/startup/bl_ui/properties_data_mesh.py
Martijn Versteegh 6c774feba2 Mesh: Move UV layers to generic attributes
Currently the `MLoopUV` struct stores UV coordinates and flags related
to editing UV maps in the UV editor. This patch changes the coordinates
to use the generic 2D vector type, and moves the flags into three
separate boolean attributes. This follows the design in T95965, with
the ultimate intention of simplifying code and improving performance.

Importantly, the change allows exporters and renderers to use UVs
"touched" by geometry nodes, which only creates generic attributes.
It also allows geometry nodes to create "proper" UV maps from scratch,
though only with the Store Named Attribute node for now.

The new design considers any 2D vector attribute on the corner domain
to be a UV map. In the future, they might be distinguished from regular
2D vectors with attribute metadata, which may be helpful because they
are often interpolated differently.

Most of the code changes deal with passing around UV BMesh custom data
offsets and tracking the boolean "sublayers". The boolean layers are
use the following prefixes for attribute names: vert selection: `.vs.`,
edge selection: `.es.`, pinning: `.pn.`. Currently these are short to
avoid using up the maximum length of attribute names. To accommodate
for these 4 extra characters, the name length limit is enlarged to 68
bytes, while the maximum user settable name length is still 64 bytes.

Unfortunately Python/RNA API access to the UV flag data becomes slower.
Accessing the boolean layers directly is be better for performance in
general.

Like the other mesh SoA refactors, backward and forward compatibility
aren't affected, and won't be changed until 4.0. We pay for that by
making mesh reading and writing more expensive with conversions.

Resolves T85962

Differential Revision: https://developer.blender.org/D14365
2023-01-10 01:01:43 -05:00

755 lines
26 KiB
Python

# SPDX-License-Identifier: GPL-2.0-or-later
import bpy
from bpy.types import Menu, Panel, UIList
from rna_prop_ui import PropertyPanel
from bpy.app.translations import (
pgettext_tip as 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()
op = layout.operator("object.shape_key_remove", icon='X', text="Delete All Shape Keys")
op.all = True
op.apply_mix = False
op = layout.operator("object.shape_key_remove", text="Apply All Shape Keys")
op.all = True
op.apply_mix = True
layout.separator()
layout.operator("object.shape_key_move", icon='TRIA_UP_BAR', text="Move to Top").type = 'TOP'
layout.operator("object.shape_key_move", icon='TRIA_DOWN_BAR', text="Move to Bottom").type = 'BOTTOM'
class MESH_MT_color_attribute_context_menu(Menu):
bl_label = "Color Attribute Specials"
def draw(self, _context):
layout = self.layout
layout.operator(
"geometry.color_attribute_duplicate",
icon='DUPLICATE',
)
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_fmaps(UIList):
def draw_item(self, _context, layout, _data, item, icon, _active_data, _active_propname, _index):
# assert(isinstance(item, bpy.types.FaceMap))
fmap = item
if self.layout_type in {'DEFAULT', 'COMPACT'}:
layout.prop(fmap, "name", text="", emboss=False, icon='FACE_MAPS')
elif self.layout_type == 'GRID':
layout.alignment = 'CENTER'
layout.label(text="", icon_value=icon)
class MESH_UL_shape_keys(UIList):
def draw_item(self, _context, layout, _data, item, icon, active_data, _active_propname, index):
# assert(isinstance(item, bpy.types.ShapeKey))
obj = active_data
# key = data
key_block = item
if self.layout_type in {'DEFAULT', 'COMPACT'}:
split = layout.split(factor=0.66, align=False)
split.prop(key_block, "name", text="", emboss=False, icon_value=icon)
row = split.row(align=True)
row.emboss = 'NONE_OR_STATUS'
if key_block.mute or (obj.mode == 'EDIT' and not (obj.use_shape_key_edit_mode and obj.type == 'MESH')):
row.active = False
if not item.id_data.use_relative:
row.prop(key_block, "frame", text="")
elif index > 0:
row.prop(key_block, "value", text="")
else:
row.label(text="")
row.prop(key_block, "mute", text="", emboss=False)
elif self.layout_type == 'GRID':
layout.alignment = 'CENTER'
layout.label(text="", icon_value=icon)
class MESH_UL_uvmaps(UIList):
def draw_item(self, _context, layout, _data, item, icon, _active_data, _active_propname, _index):
# assert(isinstance(item, (bpy.types.MeshTexturePolyLayer, bpy.types.MeshLoopColorLayer)))
if self.layout_type in {'DEFAULT', 'COMPACT'}:
layout.prop(item, "name", text="", emboss=False, icon='GROUP_UVS')
icon = 'RESTRICT_RENDER_OFF' if item.active_render else 'RESTRICT_RENDER_ON'
layout.prop(item, "active_render", text="", icon=icon, emboss=False)
elif self.layout_type == 'GRID':
layout.alignment = 'CENTER'
layout.label(text="", icon_value=icon)
class MeshButtonsPanel:
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "data"
@classmethod
def poll(cls, context):
engine = context.engine
return context.mesh and (engine in cls.COMPAT_ENGINES)
class DATA_PT_context_mesh(MeshButtonsPanel, Panel):
bl_label = ""
bl_options = {'HIDE_HEADER'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
def draw(self, context):
layout = self.layout
ob = context.object
mesh = context.mesh
space = context.space_data
if ob:
layout.template_ID(ob, "data")
elif mesh:
layout.template_ID(space, "pin_id")
class DATA_PT_normals(MeshButtonsPanel, Panel):
bl_label = "Normals"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
mesh = context.mesh
col = layout.column(align=False, heading="Auto Smooth")
col.use_property_decorate = False
row = col.row(align=True)
sub = row.row(align=True)
sub.prop(mesh, "use_auto_smooth", text="")
sub = sub.row(align=True)
sub.active = mesh.use_auto_smooth and not mesh.has_custom_normals
sub.prop(mesh, "auto_smooth_angle", text="")
row.prop_decorator(mesh, "auto_smooth_angle")
class DATA_PT_texture_space(MeshButtonsPanel, Panel):
bl_label = "Texture Space"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
mesh = context.mesh
layout.prop(mesh, "texture_mesh")
layout.separator()
layout.prop(mesh, "use_auto_texspace")
layout.prop(mesh, "texspace_location", text="Location")
layout.prop(mesh, "texspace_size", text="Size")
class DATA_PT_vertex_groups(MeshButtonsPanel, Panel):
bl_label = "Vertex Groups"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
@classmethod
def poll(cls, context):
engine = context.engine
obj = context.object
return (obj and obj.type in {'MESH', 'LATTICE'} and (engine in cls.COMPAT_ENGINES))
def draw(self, context):
layout = self.layout
ob = context.object
group = ob.vertex_groups.active
rows = 3
if group:
rows = 5
row = layout.row()
row.template_list("MESH_UL_vgroups", "", ob, "vertex_groups", ob.vertex_groups, "active_index", rows=rows)
col = row.column(align=True)
col.operator("object.vertex_group_add", icon='ADD', text="")
props = col.operator("object.vertex_group_remove", icon='REMOVE', text="")
props.all_unlocked = props.all = False
col.separator()
col.menu("MESH_MT_vertex_group_context_menu", icon='DOWNARROW_HLT', text="")
if group:
col.separator()
col.operator("object.vertex_group_move", icon='TRIA_UP', text="").direction = 'UP'
col.operator("object.vertex_group_move", icon='TRIA_DOWN', text="").direction = 'DOWN'
if (
ob.vertex_groups and
(ob.mode == 'EDIT' or
(ob.mode == 'WEIGHT_PAINT' and ob.type == 'MESH' and ob.data.use_paint_mask_vertex))
):
row = layout.row()
sub = row.row(align=True)
sub.operator("object.vertex_group_assign", text="Assign")
sub.operator("object.vertex_group_remove_from", text="Remove")
sub = row.row(align=True)
sub.operator("object.vertex_group_select", text="Select")
sub.operator("object.vertex_group_deselect", text="Deselect")
layout.prop(context.tool_settings, "vertex_group_weight", text="Weight")
class DATA_PT_face_maps(MeshButtonsPanel, Panel):
bl_label = "Face Maps"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
@classmethod
def poll(cls, context):
obj = context.object
return (obj and obj.type == 'MESH')
def draw(self, context):
layout = self.layout
ob = context.object
facemap = ob.face_maps.active
rows = 2
if facemap:
rows = 4
row = layout.row()
row.template_list("MESH_UL_fmaps", "", ob, "face_maps", ob.face_maps, "active_index", rows=rows)
col = row.column(align=True)
col.operator("object.face_map_add", icon='ADD', text="")
col.operator("object.face_map_remove", icon='REMOVE', text="")
if facemap:
col.separator()
col.operator("object.face_map_move", icon='TRIA_UP', text="").direction = 'UP'
col.operator("object.face_map_move", icon='TRIA_DOWN', text="").direction = 'DOWN'
if ob.face_maps and (ob.mode == 'EDIT' and ob.type == 'MESH'):
row = layout.row()
sub = row.row(align=True)
sub.operator("object.face_map_assign", text="Assign")
sub.operator("object.face_map_remove_from", text="Remove")
sub = row.row(align=True)
sub.operator("object.face_map_select", text="Select")
sub.operator("object.face_map_deselect", text="Deselect")
class DATA_PT_shape_keys(MeshButtonsPanel, Panel):
bl_label = "Shape Keys"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
@classmethod
def poll(cls, context):
engine = context.engine
obj = context.object
return (obj and obj.type in {'MESH', 'LATTICE', 'CURVE', 'SURFACE'} and (engine in cls.COMPAT_ENGINES))
def draw(self, context):
layout = self.layout
ob = context.object
key = ob.data.shape_keys
kb = ob.active_shape_key
enable_edit = ob.mode != 'EDIT'
enable_edit_value = False
enable_pin = False
if enable_edit or (ob.use_shape_key_edit_mode and ob.type == 'MESH'):
enable_pin = True
if ob.show_only_shape_key is False:
enable_edit_value = True
row = layout.row()
rows = 3
if kb:
rows = 5
row.template_list("MESH_UL_shape_keys", "", key, "key_blocks", ob, "active_shape_key_index", rows=rows)
col = row.column(align=True)
col.operator("object.shape_key_add", icon='ADD', text="").from_mix = False
col.operator("object.shape_key_remove", icon='REMOVE', text="").all = False
col.separator()
col.menu("MESH_MT_shape_key_context_menu", icon='DOWNARROW_HLT', text="")
if kb:
col.separator()
sub = col.column(align=True)
sub.operator("object.shape_key_move", icon='TRIA_UP', text="").type = 'UP'
sub.operator("object.shape_key_move", icon='TRIA_DOWN', text="").type = 'DOWN'
split = layout.split(factor=0.4)
row = split.row()
row.enabled = enable_edit
row.prop(key, "use_relative")
row = split.row()
row.alignment = 'RIGHT'
sub = row.row(align=True)
sub.label() # XXX, for alignment only
subsub = sub.row(align=True)
subsub.active = enable_pin
subsub.prop(ob, "show_only_shape_key", text="")
sub.prop(ob, "use_shape_key_edit_mode", text="")
sub = row.row()
if key.use_relative:
sub.operator("object.shape_key_clear", icon='X', text="")
else:
sub.operator("object.shape_key_retime", icon='RECOVER_LAST', text="")
layout.use_property_split = True
if key.use_relative:
if ob.active_shape_key_index != 0:
row = layout.row()
row.active = enable_edit_value
row.prop(kb, "value")
col = layout.column()
sub.active = enable_edit_value
sub = col.column(align=True)
sub.prop(kb, "slider_min", text="Range Min")
sub.prop(kb, "slider_max", text="Max")
col.prop_search(kb, "vertex_group", ob, "vertex_groups", text="Vertex Group")
col.prop_search(kb, "relative_key", key, "key_blocks", text="Relative To")
else:
layout.prop(kb, "interpolation")
row = layout.column()
row.active = enable_edit_value
row.prop(key, "eval_time")
layout.prop(ob, "add_rest_position_attribute")
class DATA_PT_uv_texture(MeshButtonsPanel, Panel):
bl_label = "UV Maps"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
def draw(self, context):
layout = self.layout
me = context.mesh
row = layout.row()
col = row.column()
col.template_list("MESH_UL_uvmaps", "uvmaps", me, "uv_layers", me.uv_layers, "active_index", rows=2)
col = row.column(align=True)
col.operator("mesh.uv_texture_add", icon='ADD', text="")
col.operator("mesh.uv_texture_remove", icon='REMOVE', text="")
class DATA_PT_remesh(MeshButtonsPanel, Panel):
bl_label = "Remesh"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
row = layout.row()
mesh = context.mesh
row.prop(mesh, "remesh_mode", text="Mode", expand=True)
col = layout.column()
if mesh.remesh_mode == 'VOXEL':
col.prop(mesh, "remesh_voxel_size")
col.prop(mesh, "remesh_voxel_adaptivity")
col.prop(mesh, "use_remesh_fix_poles")
col = layout.column(heading="Preserve")
col.prop(mesh, "use_remesh_preserve_volume", text="Volume")
col.prop(mesh, "use_remesh_preserve_paint_mask", text="Paint Mask")
col.prop(mesh, "use_remesh_preserve_sculpt_face_sets", text="Face Sets")
col.prop(mesh, "use_remesh_preserve_vertex_colors", text="Color Attributes")
col.operator("object.voxel_remesh", text="Voxel Remesh")
else:
col.operator("object.quadriflow_remesh", text="QuadriFlow Remesh")
class DATA_PT_customdata(MeshButtonsPanel, Panel):
bl_label = "Geometry Data"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
obj = context.object
me = context.mesh
col = layout.column()
col.operator("mesh.customdata_mask_clear", icon='X')
col.operator("mesh.customdata_skin_clear", icon='X')
if me.has_custom_normals:
col.operator("mesh.customdata_custom_splitnormals_clear", icon='X')
else:
col.operator("mesh.customdata_custom_splitnormals_add", icon='ADD')
if me.has_bevel_weight_edge:
col.operator("mesh.customdata_bevel_weight_edge_clear", icon='X')
else:
col.operator("mesh.customdata_bevel_weight_edge_add", icon='ADD')
if me.has_bevel_weight_vertex:
col.operator("mesh.customdata_bevel_weight_vertex_clear", icon='X')
else:
col.operator("mesh.customdata_bevel_weight_vertex_add", icon='ADD')
if me.has_crease_edge:
col.operator("mesh.customdata_crease_edge_clear", icon='X')
else:
col.operator("mesh.customdata_crease_edge_add", icon='ADD')
if me.has_crease_vertex:
col.operator("mesh.customdata_crease_vertex_clear", icon='X')
else:
col.operator("mesh.customdata_crease_vertex_add", icon='ADD')
class DATA_PT_custom_props_mesh(MeshButtonsPanel, PropertyPanel, Panel):
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
_context_path = "object.data"
_property_type = bpy.types.Mesh
class MESH_UL_attributes(UIList):
display_domain_names = {
'POINT': "Vertex",
'EDGE': "Edge",
'FACE': "Face",
'CORNER': "Face Corner",
}
def filter_items(self, _context, data, property):
attributes = getattr(data, property)
flags = []
indices = [i for i in range(len(attributes))]
# 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'}
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.
{"shade_smooth": None, "normal": None, "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'
prop = row.operator(
"geometry.color_attribute_render_set",
text="",
icon='RESTRICT_RENDER_OFF' if active_render else 'RESTRICT_RENDER_ON',
)
prop.name = attribute.name
class MESH_UL_color_attributes_selector(UIList, ColorAttributesListBase):
def draw_item(self, _context, layout, _data, attribute, _icon, _active_data, _active_propname, _index):
layout.emboss = 'NONE'
layout.prop(attribute, "name", text="", icon='GROUP_VCOL')
class DATA_PT_vertex_colors(DATA_PT_mesh_attributes, Panel):
bl_label = "Color Attributes"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
def draw(self, context):
mesh = context.mesh
layout = self.layout
row = layout.row()
col = row.column()
col.template_list(
"MESH_UL_color_attributes",
"color_attributes",
mesh,
"color_attributes",
mesh.color_attributes,
"active_color_index",
rows=3,
)
col = row.column(align=True)
col.operator("geometry.color_attribute_add", icon='ADD', text="")
col.operator("geometry.color_attribute_remove", icon='REMOVE', text="")
col.separator()
col.menu("MESH_MT_color_attribute_context_menu", icon='DOWNARROW_HLT', text="")
self.draw_attribute_warnings(context, layout)
classes = (
MESH_MT_vertex_group_context_menu,
MESH_MT_shape_key_context_menu,
MESH_MT_color_attribute_context_menu,
MESH_MT_attribute_context_menu,
MESH_UL_vgroups,
MESH_UL_fmaps,
MESH_UL_shape_keys,
MESH_UL_uvmaps,
MESH_UL_attributes,
DATA_PT_context_mesh,
DATA_PT_vertex_groups,
DATA_PT_shape_keys,
DATA_PT_uv_texture,
DATA_PT_vertex_colors,
DATA_PT_face_maps,
DATA_PT_mesh_attributes,
DATA_PT_normals,
DATA_PT_texture_space,
DATA_PT_remesh,
DATA_PT_customdata,
DATA_PT_custom_props_mesh,
MESH_UL_color_attributes,
MESH_UL_color_attributes_selector,
)
if __name__ == "__main__": # only for live edit.
from bpy.utils import register_class
for cls in classes:
register_class(cls)