Design task: #93551 This PR replaces the auto smooth option with a geometry nodes modifier that sets the sharp edge attribute. This solves a fair number of long- standing problems related to auto smooth, simplifies the process of normal computation, and allows Blender to automatically choose between face, vertex, and face corner normals based on the sharp edge and face attributes. Versioning adds a geometry node group to objects with meshes that had auto-smooth enabled. The modifier can be applied, which also improves performance. Auto smooth is now unnecessary to get a combination of sharp and smooth edges. In general workflows are changed a bit. Separate procedural and destructive workflows are available. Custom normals can be used immediately without turning on the removed auto smooth option. **Procedural** The node group asset "Smooth by Angle" is the main way to set sharp normals based on the edge angle. It can be accessed directly in the add modifier menu. Of course the modifier can be reordered, muted, or applied like any other, or changed internally like any geometry nodes modifier. **Destructive** Often the sharp edges don't need to be dynamic. This can give better performance since edge angles don't need to be recalculated. In edit mode the two operators "Select Sharp Edges" and "Mark Sharp" can be used. In other modes, the "Shade Smooth by Angle" controls the edge sharpness directly. ### Breaking API Changes - `use_auto_smooth` is removed. Face corner normals are now used automatically if there are mixed smooth vs. not smooth tags. Meshes now always use custom normals if they exist. - In Cycles, the lack of the separate auto smooth state makes normals look triangulated when all faces are shaded smooth. - `auto_smooth_angle` is removed. Replaced by a modifier (or operator) controlling the sharp edge attribute. This means the mesh itself (without an object) doesn't know anything about automatically smoothing by angle anymore. - `create_normals_split`, `calc_normals_split`, and `free_normals_split` are removed, and are replaced by the simpler `Mesh.corner_normals` collection property. Since it gives access to the normals cache, it is automatically updated when relevant data changes. Addons are updated here: https://projects.blender.org/blender/blender-addons/pulls/104609 ### Tests - `geo_node_curves_test_deform_curves_on_surface` has slightly different results because face corner normals are used instead of interpolated vertex normals. - `bf_wavefront_obj_tests` has different export results for one file which mixed sharp and smooth faces without turning on auto smooth. - `cycles_mesh_cpu` has one object which is completely flat shaded. Previously every edge was split before rendering, now it looks triangulated. Pull Request: https://projects.blender.org/blender/blender/pulls/108014
716 lines
23 KiB
Python
716 lines
23 KiB
Python
# SPDX-FileCopyrightText: 2009-2023 Blender Authors
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#
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# 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_iface 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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props = layout.operator("object.shape_key_remove", icon='X', text="Delete All Shape Keys")
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props.all = True
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props.apply_mix = False
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props = layout.operator("object.shape_key_remove", text="Apply All Shape Keys")
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props.all = True
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props.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_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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split.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 = {
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'BLENDER_RENDER',
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'BLENDER_EEVEE',
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'BLENDER_EEVEE_NEXT',
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'BLENDER_WORKBENCH',
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}
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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_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 = {
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'BLENDER_RENDER',
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'BLENDER_EEVEE',
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'BLENDER_EEVEE_NEXT',
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'BLENDER_WORKBENCH',
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}
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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 = {
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'BLENDER_RENDER',
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'BLENDER_EEVEE',
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'BLENDER_EEVEE_NEXT',
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'BLENDER_WORKBENCH',
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}
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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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draw_attribute_warnings(context, layout)
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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 = {
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'BLENDER_RENDER',
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'BLENDER_EEVEE',
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'BLENDER_EEVEE_NEXT',
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'BLENDER_WORKBENCH',
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}
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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 = {
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'BLENDER_RENDER',
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'BLENDER_EEVEE',
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'BLENDER_EEVEE_NEXT',
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'BLENDER_WORKBENCH',
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}
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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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draw_attribute_warnings(context, layout)
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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 = {
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'BLENDER_RENDER',
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'BLENDER_EEVEE',
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'BLENDER_EEVEE_NEXT',
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'BLENDER_WORKBENCH',
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}
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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
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row = layout.row()
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mesh = context.mesh
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row.prop(mesh, "remesh_mode", text="Mode", expand=True)
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col = layout.column()
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if mesh.remesh_mode == 'VOXEL':
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col.prop(mesh, "remesh_voxel_size")
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col.prop(mesh, "remesh_voxel_adaptivity")
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col.prop(mesh, "use_remesh_fix_poles")
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col = layout.column(heading="Preserve")
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col.prop(mesh, "use_remesh_preserve_volume", text="Volume")
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col.prop(mesh, "use_remesh_preserve_paint_mask", text="Paint Mask")
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col.prop(mesh, "use_remesh_preserve_sculpt_face_sets", text="Face Sets")
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col.prop(mesh, "use_remesh_preserve_vertex_colors", text="Color Attributes")
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col.operator("object.voxel_remesh", text="Voxel Remesh")
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else:
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col.operator("object.quadriflow_remesh", text="QuadriFlow Remesh")
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class DATA_PT_customdata(MeshButtonsPanel, Panel):
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bl_label = "Geometry Data"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {
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'BLENDER_RENDER',
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'BLENDER_EEVEE',
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'BLENDER_EEVEE_NEXT',
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'BLENDER_WORKBENCH',
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}
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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
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me = context.mesh
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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_EEVEE_NEXT',
|
|
'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_EEVEE_NEXT',
|
|
'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)
|
|
|
|
|
|
def draw_attribute_warnings(context, layout):
|
|
ob = context.object
|
|
mesh = context.mesh
|
|
|
|
if not mesh:
|
|
return
|
|
|
|
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', 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]
|
|
|
|
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_EEVEE_NEXT',
|
|
'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)
|
|
|
|
|
|
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_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)
|