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
755 lines
26 KiB
Python
755 lines
26 KiB
Python
# SPDX-License-Identifier: GPL-2.0-or-later
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import bpy
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from bpy.types import Menu, Panel, UIList
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from rna_prop_ui import PropertyPanel
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from bpy.app.translations import (
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pgettext_tip as iface_,
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pgettext_tip as tip_,
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)
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class MESH_MT_vertex_group_context_menu(Menu):
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bl_label = "Vertex Group Specials"
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def draw(self, _context):
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layout = self.layout
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layout.operator(
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"object.vertex_group_sort",
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icon='SORTALPHA',
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text="Sort by Name",
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).sort_type = 'NAME'
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layout.operator(
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"object.vertex_group_sort",
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icon='BONE_DATA',
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text="Sort by Bone Hierarchy",
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).sort_type = 'BONE_HIERARCHY'
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layout.separator()
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layout.operator("object.vertex_group_copy", icon='DUPLICATE')
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layout.operator("object.vertex_group_copy_to_selected")
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layout.separator()
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layout.operator("object.vertex_group_mirror", icon='ARROW_LEFTRIGHT').use_topology = False
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layout.operator("object.vertex_group_mirror", text="Mirror Vertex Group (Topology)").use_topology = True
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layout.separator()
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layout.operator(
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"object.vertex_group_remove_from",
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icon='X',
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text="Remove from All Groups",
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).use_all_groups = True
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layout.operator("object.vertex_group_remove_from", text="Clear Active Group").use_all_verts = True
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layout.operator("object.vertex_group_remove", text="Delete All Unlocked Groups").all_unlocked = True
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layout.operator("object.vertex_group_remove", text="Delete All Groups").all = True
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layout.separator()
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props = layout.operator("object.vertex_group_lock", icon='LOCKED', text="Lock All")
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props.action, props.mask = 'LOCK', 'ALL'
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props = layout.operator("object.vertex_group_lock", icon='UNLOCKED', text="Unlock All")
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props.action, props.mask = 'UNLOCK', 'ALL'
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props = layout.operator("object.vertex_group_lock", text="Lock Invert All")
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props.action, props.mask = 'INVERT', 'ALL'
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class MESH_MT_shape_key_context_menu(Menu):
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bl_label = "Shape Key Specials"
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def draw(self, _context):
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layout = self.layout
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layout.operator("object.shape_key_add", icon='ADD', text="New Shape from Mix").from_mix = True
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layout.separator()
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layout.operator("object.shape_key_mirror", icon='ARROW_LEFTRIGHT').use_topology = False
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layout.operator("object.shape_key_mirror", text="Mirror Shape Key (Topology)").use_topology = True
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layout.separator()
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layout.operator("object.join_shapes")
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layout.operator("object.shape_key_transfer")
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layout.separator()
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op = layout.operator("object.shape_key_remove", icon='X', text="Delete All Shape Keys")
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op.all = True
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op.apply_mix = False
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op = layout.operator("object.shape_key_remove", text="Apply All Shape Keys")
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op.all = True
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op.apply_mix = True
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layout.separator()
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layout.operator("object.shape_key_move", icon='TRIA_UP_BAR', text="Move to Top").type = 'TOP'
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layout.operator("object.shape_key_move", icon='TRIA_DOWN_BAR', text="Move to Bottom").type = 'BOTTOM'
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class MESH_MT_color_attribute_context_menu(Menu):
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bl_label = "Color Attribute Specials"
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def draw(self, _context):
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layout = self.layout
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layout.operator(
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"geometry.color_attribute_duplicate",
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icon='DUPLICATE',
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)
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layout.operator("geometry.color_attribute_convert")
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class MESH_MT_attribute_context_menu(Menu):
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bl_label = "Attribute Specials"
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def draw(self, _context):
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layout = self.layout
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layout.operator("geometry.attribute_convert")
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class MESH_UL_vgroups(UIList):
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def draw_item(self, _context, layout, _data, item, icon, _active_data_, _active_propname, _index):
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# assert(isinstance(item, bpy.types.VertexGroup))
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vgroup = item
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if self.layout_type in {'DEFAULT', 'COMPACT'}:
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layout.prop(vgroup, "name", text="", emboss=False, icon_value=icon)
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icon = 'LOCKED' if vgroup.lock_weight else 'UNLOCKED'
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layout.prop(vgroup, "lock_weight", text="", icon=icon, emboss=False)
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elif self.layout_type == 'GRID':
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layout.alignment = 'CENTER'
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layout.label(text="", icon_value=icon)
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class MESH_UL_fmaps(UIList):
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def draw_item(self, _context, layout, _data, item, icon, _active_data, _active_propname, _index):
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# assert(isinstance(item, bpy.types.FaceMap))
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fmap = item
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if self.layout_type in {'DEFAULT', 'COMPACT'}:
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layout.prop(fmap, "name", text="", emboss=False, icon='FACE_MAPS')
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elif self.layout_type == 'GRID':
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layout.alignment = 'CENTER'
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layout.label(text="", icon_value=icon)
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class MESH_UL_shape_keys(UIList):
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def draw_item(self, _context, layout, _data, item, icon, active_data, _active_propname, index):
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# assert(isinstance(item, bpy.types.ShapeKey))
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obj = active_data
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# key = data
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key_block = item
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if self.layout_type in {'DEFAULT', 'COMPACT'}:
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split = layout.split(factor=0.66, align=False)
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split.prop(key_block, "name", text="", emboss=False, icon_value=icon)
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row = split.row(align=True)
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row.emboss = 'NONE_OR_STATUS'
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if key_block.mute or (obj.mode == 'EDIT' and not (obj.use_shape_key_edit_mode and obj.type == 'MESH')):
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row.active = False
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if not item.id_data.use_relative:
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row.prop(key_block, "frame", text="")
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elif index > 0:
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row.prop(key_block, "value", text="")
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else:
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row.label(text="")
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row.prop(key_block, "mute", text="", emboss=False)
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elif self.layout_type == 'GRID':
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layout.alignment = 'CENTER'
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layout.label(text="", icon_value=icon)
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class MESH_UL_uvmaps(UIList):
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def draw_item(self, _context, layout, _data, item, icon, _active_data, _active_propname, _index):
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# assert(isinstance(item, (bpy.types.MeshTexturePolyLayer, bpy.types.MeshLoopColorLayer)))
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if self.layout_type in {'DEFAULT', 'COMPACT'}:
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layout.prop(item, "name", text="", emboss=False, icon='GROUP_UVS')
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icon = 'RESTRICT_RENDER_OFF' if item.active_render else 'RESTRICT_RENDER_ON'
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layout.prop(item, "active_render", text="", icon=icon, emboss=False)
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elif self.layout_type == 'GRID':
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layout.alignment = 'CENTER'
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layout.label(text="", icon_value=icon)
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class MeshButtonsPanel:
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "data"
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@classmethod
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def poll(cls, context):
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engine = context.engine
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return context.mesh and (engine in cls.COMPAT_ENGINES)
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class DATA_PT_context_mesh(MeshButtonsPanel, Panel):
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bl_label = ""
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bl_options = {'HIDE_HEADER'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
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def draw(self, context):
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layout = self.layout
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ob = context.object
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mesh = context.mesh
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space = context.space_data
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if ob:
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layout.template_ID(ob, "data")
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elif mesh:
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layout.template_ID(space, "pin_id")
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class DATA_PT_normals(MeshButtonsPanel, Panel):
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bl_label = "Normals"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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mesh = context.mesh
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col = layout.column(align=False, heading="Auto Smooth")
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col.use_property_decorate = False
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row = col.row(align=True)
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sub = row.row(align=True)
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sub.prop(mesh, "use_auto_smooth", text="")
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sub = sub.row(align=True)
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sub.active = mesh.use_auto_smooth and not mesh.has_custom_normals
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sub.prop(mesh, "auto_smooth_angle", text="")
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row.prop_decorator(mesh, "auto_smooth_angle")
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class DATA_PT_texture_space(MeshButtonsPanel, Panel):
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bl_label = "Texture Space"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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mesh = context.mesh
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layout.prop(mesh, "texture_mesh")
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layout.separator()
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layout.prop(mesh, "use_auto_texspace")
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layout.prop(mesh, "texspace_location", text="Location")
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layout.prop(mesh, "texspace_size", text="Size")
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class DATA_PT_vertex_groups(MeshButtonsPanel, Panel):
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bl_label = "Vertex Groups"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
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@classmethod
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def poll(cls, context):
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engine = context.engine
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obj = context.object
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return (obj and obj.type in {'MESH', 'LATTICE'} and (engine in cls.COMPAT_ENGINES))
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def draw(self, context):
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layout = self.layout
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ob = context.object
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group = ob.vertex_groups.active
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rows = 3
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if group:
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rows = 5
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row = layout.row()
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row.template_list("MESH_UL_vgroups", "", ob, "vertex_groups", ob.vertex_groups, "active_index", rows=rows)
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col = row.column(align=True)
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col.operator("object.vertex_group_add", icon='ADD', text="")
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props = col.operator("object.vertex_group_remove", icon='REMOVE', text="")
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props.all_unlocked = props.all = False
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col.separator()
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col.menu("MESH_MT_vertex_group_context_menu", icon='DOWNARROW_HLT', text="")
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if group:
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col.separator()
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col.operator("object.vertex_group_move", icon='TRIA_UP', text="").direction = 'UP'
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col.operator("object.vertex_group_move", icon='TRIA_DOWN', text="").direction = 'DOWN'
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if (
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ob.vertex_groups and
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(ob.mode == 'EDIT' or
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(ob.mode == 'WEIGHT_PAINT' and ob.type == 'MESH' and ob.data.use_paint_mask_vertex))
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):
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row = layout.row()
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sub = row.row(align=True)
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sub.operator("object.vertex_group_assign", text="Assign")
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sub.operator("object.vertex_group_remove_from", text="Remove")
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sub = row.row(align=True)
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sub.operator("object.vertex_group_select", text="Select")
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sub.operator("object.vertex_group_deselect", text="Deselect")
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layout.prop(context.tool_settings, "vertex_group_weight", text="Weight")
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class DATA_PT_face_maps(MeshButtonsPanel, Panel):
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bl_label = "Face Maps"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
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@classmethod
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def poll(cls, context):
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obj = context.object
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return (obj and obj.type == 'MESH')
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def draw(self, context):
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layout = self.layout
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ob = context.object
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facemap = ob.face_maps.active
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rows = 2
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if facemap:
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rows = 4
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row = layout.row()
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row.template_list("MESH_UL_fmaps", "", ob, "face_maps", ob.face_maps, "active_index", rows=rows)
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col = row.column(align=True)
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col.operator("object.face_map_add", icon='ADD', text="")
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col.operator("object.face_map_remove", icon='REMOVE', text="")
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if facemap:
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col.separator()
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col.operator("object.face_map_move", icon='TRIA_UP', text="").direction = 'UP'
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col.operator("object.face_map_move", icon='TRIA_DOWN', text="").direction = 'DOWN'
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if ob.face_maps and (ob.mode == 'EDIT' and ob.type == 'MESH'):
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row = layout.row()
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sub = row.row(align=True)
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sub.operator("object.face_map_assign", text="Assign")
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sub.operator("object.face_map_remove_from", text="Remove")
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sub = row.row(align=True)
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sub.operator("object.face_map_select", text="Select")
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sub.operator("object.face_map_deselect", text="Deselect")
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class DATA_PT_shape_keys(MeshButtonsPanel, Panel):
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bl_label = "Shape Keys"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
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@classmethod
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def poll(cls, context):
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engine = context.engine
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obj = context.object
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return (obj and obj.type in {'MESH', 'LATTICE', 'CURVE', 'SURFACE'} and (engine in cls.COMPAT_ENGINES))
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def draw(self, context):
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layout = self.layout
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ob = context.object
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key = ob.data.shape_keys
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kb = ob.active_shape_key
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enable_edit = ob.mode != 'EDIT'
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enable_edit_value = False
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enable_pin = False
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if enable_edit or (ob.use_shape_key_edit_mode and ob.type == 'MESH'):
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enable_pin = True
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if ob.show_only_shape_key is False:
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enable_edit_value = True
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row = layout.row()
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rows = 3
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if kb:
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rows = 5
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row.template_list("MESH_UL_shape_keys", "", key, "key_blocks", ob, "active_shape_key_index", rows=rows)
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col = row.column(align=True)
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col.operator("object.shape_key_add", icon='ADD', text="").from_mix = False
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col.operator("object.shape_key_remove", icon='REMOVE', text="").all = False
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col.separator()
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col.menu("MESH_MT_shape_key_context_menu", icon='DOWNARROW_HLT', text="")
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if kb:
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col.separator()
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sub = col.column(align=True)
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sub.operator("object.shape_key_move", icon='TRIA_UP', text="").type = 'UP'
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sub.operator("object.shape_key_move", icon='TRIA_DOWN', text="").type = 'DOWN'
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split = layout.split(factor=0.4)
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row = split.row()
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row.enabled = enable_edit
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row.prop(key, "use_relative")
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row = split.row()
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row.alignment = 'RIGHT'
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sub = row.row(align=True)
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sub.label() # XXX, for alignment only
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subsub = sub.row(align=True)
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subsub.active = enable_pin
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subsub.prop(ob, "show_only_shape_key", text="")
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sub.prop(ob, "use_shape_key_edit_mode", text="")
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sub = row.row()
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if key.use_relative:
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sub.operator("object.shape_key_clear", icon='X', text="")
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else:
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sub.operator("object.shape_key_retime", icon='RECOVER_LAST', text="")
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layout.use_property_split = True
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if key.use_relative:
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if ob.active_shape_key_index != 0:
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row = layout.row()
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row.active = enable_edit_value
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row.prop(kb, "value")
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col = layout.column()
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sub.active = enable_edit_value
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sub = col.column(align=True)
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sub.prop(kb, "slider_min", text="Range Min")
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sub.prop(kb, "slider_max", text="Max")
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col.prop_search(kb, "vertex_group", ob, "vertex_groups", text="Vertex Group")
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col.prop_search(kb, "relative_key", key, "key_blocks", text="Relative To")
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else:
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layout.prop(kb, "interpolation")
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row = layout.column()
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row.active = enable_edit_value
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row.prop(key, "eval_time")
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layout.prop(ob, "add_rest_position_attribute")
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class DATA_PT_uv_texture(MeshButtonsPanel, Panel):
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bl_label = "UV Maps"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
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def draw(self, context):
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layout = self.layout
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me = context.mesh
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row = layout.row()
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col = row.column()
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col.template_list("MESH_UL_uvmaps", "uvmaps", me, "uv_layers", me.uv_layers, "active_index", rows=2)
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col = row.column(align=True)
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col.operator("mesh.uv_texture_add", icon='ADD', text="")
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col.operator("mesh.uv_texture_remove", icon='REMOVE', text="")
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class DATA_PT_remesh(MeshButtonsPanel, Panel):
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bl_label = "Remesh"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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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)
|