Files
test2/scripts/startup/bl_ui/space_view3d.py

Ignoring revisions in .git-blame-ignore-revs. Click here to bypass and see the normal blame view.

9070 lines
302 KiB
Python
Raw Normal View History

# SPDX-FileCopyrightText: 2009-2023 Blender Authors
#
# SPDX-License-Identifier: GPL-2.0-or-later
import bpy
from bpy.types import (
Header,
Menu,
Panel,
)
from bl_ui.properties_paint_common import (
UnifiedPaintPanel,
UI: Brush Settings overhaul This makes a number of changes to the tool settings brush UI: - All brush-related controls are now grouped together, so you can see which items are brush settings are which are not. Previously it was all jumbled together. - The brush picker is in a separate panel, so that you can switch brushes without worrying about the settings, or vice versa. - Custom Icon settings moved from the Display settings(now known as Cursor) to the Brushes panel. - UnifiedPaintSettings panels are removed and the contained options are now next to their relevant setting with a globe icon toggle. This is not displayed in the header. - 2D Falloff and Absolute Jitter toggles were changed into enums, to make it clearer what happens when they are on or off. - Adjust Strength for Spacing option was in the Options panel in some modes, but in the Stroke panel in others. It is now always under Stroke. - Display (now Cursor) panel was reorganized, settings renamed. - 2-option enums are annoying as a drop-down menu, so they are now drawn with expand=True. - Smooth Stroke and Stabilizer options in grease pencil and other paint modes are now both called "Stabilize Stroke", for consistency and clarity. - De-duplicated some drawing code between various painting modes' brush options. I tried to keep de-duplication reasonable and easy to follow. - A few more tweaks - see D5928 for the extensive list. Most of the patch is written by Demeter Dzadik, with some additions by myself Differential Revision: https://developer.blender.org/D5928 Reviewers: Pablo Dobarro, Bastien Montagne, Matias Mendiola
2019-12-14 18:48:18 +01:00
brush_basic_texpaint_settings,
brush_basic_gpencil_weight_settings,
)
from bl_ui.properties_grease_pencil_common import (
AnnotationDataPanel,
AnnotationOnionSkin,
GreasePencilMaterialsPanel,
GreasePencilVertexcolorPanel,
)
from bl_ui.space_toolsystem_common import (
ToolActivePanelHelper,
)
from bpy.app.translations import (
pgettext_iface as iface_,
pgettext_rpt as rpt_,
contexts as i18n_contexts,
)
class VIEW3D_HT_tool_header(Header):
bl_space_type = 'VIEW_3D'
2019-05-22 00:27:01 +10:00
bl_region_type = 'TOOL_HEADER'
def draw(self, context):
layout = self.layout
self.draw_tool_settings(context)
layout.separator_spacer()
self.draw_mode_settings(context)
def draw_tool_settings(self, context):
layout = self.layout
tool_mode = context.mode
# Active Tool
# -----------
from bl_ui.space_toolsystem_common import ToolSelectPanelHelper
tool = ToolSelectPanelHelper.draw_active_tool_header(
context, layout,
tool_key=('VIEW_3D', tool_mode),
)
# Object Mode Options
# -------------------
# Example of how tool_settings can be accessed as pop-overs.
# TODO(campbell): editing options should be after active tool options
# (obviously separated for from the users POV)
draw_fn = getattr(_draw_tool_settings_context_mode, tool_mode, None)
if draw_fn is not None:
is_valid_context = draw_fn(context, layout, tool)
UI: Brush Settings overhaul This makes a number of changes to the tool settings brush UI: - All brush-related controls are now grouped together, so you can see which items are brush settings are which are not. Previously it was all jumbled together. - The brush picker is in a separate panel, so that you can switch brushes without worrying about the settings, or vice versa. - Custom Icon settings moved from the Display settings(now known as Cursor) to the Brushes panel. - UnifiedPaintSettings panels are removed and the contained options are now next to their relevant setting with a globe icon toggle. This is not displayed in the header. - 2D Falloff and Absolute Jitter toggles were changed into enums, to make it clearer what happens when they are on or off. - Adjust Strength for Spacing option was in the Options panel in some modes, but in the Stroke panel in others. It is now always under Stroke. - Display (now Cursor) panel was reorganized, settings renamed. - 2-option enums are annoying as a drop-down menu, so they are now drawn with expand=True. - Smooth Stroke and Stabilizer options in grease pencil and other paint modes are now both called "Stabilize Stroke", for consistency and clarity. - De-duplicated some drawing code between various painting modes' brush options. I tried to keep de-duplication reasonable and easy to follow. - A few more tweaks - see D5928 for the extensive list. Most of the patch is written by Demeter Dzadik, with some additions by myself Differential Revision: https://developer.blender.org/D5928 Reviewers: Pablo Dobarro, Bastien Montagne, Matias Mendiola
2019-12-14 18:48:18 +01:00
def draw_3d_brush_settings(layout, tool_mode):
layout.popover("VIEW3D_PT_tools_brush_settings_advanced", text="Brush")
if tool_mode != 'PAINT_WEIGHT':
layout.popover("VIEW3D_PT_tools_brush_texture")
if tool_mode == 'PAINT_TEXTURE':
layout.popover("VIEW3D_PT_tools_mask_texture")
layout.popover("VIEW3D_PT_tools_brush_stroke")
layout.popover("VIEW3D_PT_tools_brush_falloff")
layout.popover("VIEW3D_PT_tools_brush_display")
# NOTE: general mode options should be added to `draw_mode_settings`.
if tool_mode == 'SCULPT':
if is_valid_context:
UI: Brush Settings overhaul This makes a number of changes to the tool settings brush UI: - All brush-related controls are now grouped together, so you can see which items are brush settings are which are not. Previously it was all jumbled together. - The brush picker is in a separate panel, so that you can switch brushes without worrying about the settings, or vice versa. - Custom Icon settings moved from the Display settings(now known as Cursor) to the Brushes panel. - UnifiedPaintSettings panels are removed and the contained options are now next to their relevant setting with a globe icon toggle. This is not displayed in the header. - 2D Falloff and Absolute Jitter toggles were changed into enums, to make it clearer what happens when they are on or off. - Adjust Strength for Spacing option was in the Options panel in some modes, but in the Stroke panel in others. It is now always under Stroke. - Display (now Cursor) panel was reorganized, settings renamed. - 2-option enums are annoying as a drop-down menu, so they are now drawn with expand=True. - Smooth Stroke and Stabilizer options in grease pencil and other paint modes are now both called "Stabilize Stroke", for consistency and clarity. - De-duplicated some drawing code between various painting modes' brush options. I tried to keep de-duplication reasonable and easy to follow. - A few more tweaks - see D5928 for the extensive list. Most of the patch is written by Demeter Dzadik, with some additions by myself Differential Revision: https://developer.blender.org/D5928 Reviewers: Pablo Dobarro, Bastien Montagne, Matias Mendiola
2019-12-14 18:48:18 +01:00
draw_3d_brush_settings(layout, tool_mode)
elif tool_mode == 'PAINT_VERTEX':
if is_valid_context:
UI: Brush Settings overhaul This makes a number of changes to the tool settings brush UI: - All brush-related controls are now grouped together, so you can see which items are brush settings are which are not. Previously it was all jumbled together. - The brush picker is in a separate panel, so that you can switch brushes without worrying about the settings, or vice versa. - Custom Icon settings moved from the Display settings(now known as Cursor) to the Brushes panel. - UnifiedPaintSettings panels are removed and the contained options are now next to their relevant setting with a globe icon toggle. This is not displayed in the header. - 2D Falloff and Absolute Jitter toggles were changed into enums, to make it clearer what happens when they are on or off. - Adjust Strength for Spacing option was in the Options panel in some modes, but in the Stroke panel in others. It is now always under Stroke. - Display (now Cursor) panel was reorganized, settings renamed. - 2-option enums are annoying as a drop-down menu, so they are now drawn with expand=True. - Smooth Stroke and Stabilizer options in grease pencil and other paint modes are now both called "Stabilize Stroke", for consistency and clarity. - De-duplicated some drawing code between various painting modes' brush options. I tried to keep de-duplication reasonable and easy to follow. - A few more tweaks - see D5928 for the extensive list. Most of the patch is written by Demeter Dzadik, with some additions by myself Differential Revision: https://developer.blender.org/D5928 Reviewers: Pablo Dobarro, Bastien Montagne, Matias Mendiola
2019-12-14 18:48:18 +01:00
draw_3d_brush_settings(layout, tool_mode)
elif tool_mode == 'PAINT_WEIGHT':
if is_valid_context:
UI: Brush Settings overhaul This makes a number of changes to the tool settings brush UI: - All brush-related controls are now grouped together, so you can see which items are brush settings are which are not. Previously it was all jumbled together. - The brush picker is in a separate panel, so that you can switch brushes without worrying about the settings, or vice versa. - Custom Icon settings moved from the Display settings(now known as Cursor) to the Brushes panel. - UnifiedPaintSettings panels are removed and the contained options are now next to their relevant setting with a globe icon toggle. This is not displayed in the header. - 2D Falloff and Absolute Jitter toggles were changed into enums, to make it clearer what happens when they are on or off. - Adjust Strength for Spacing option was in the Options panel in some modes, but in the Stroke panel in others. It is now always under Stroke. - Display (now Cursor) panel was reorganized, settings renamed. - 2-option enums are annoying as a drop-down menu, so they are now drawn with expand=True. - Smooth Stroke and Stabilizer options in grease pencil and other paint modes are now both called "Stabilize Stroke", for consistency and clarity. - De-duplicated some drawing code between various painting modes' brush options. I tried to keep de-duplication reasonable and easy to follow. - A few more tweaks - see D5928 for the extensive list. Most of the patch is written by Demeter Dzadik, with some additions by myself Differential Revision: https://developer.blender.org/D5928 Reviewers: Pablo Dobarro, Bastien Montagne, Matias Mendiola
2019-12-14 18:48:18 +01:00
draw_3d_brush_settings(layout, tool_mode)
elif tool_mode == 'PAINT_TEXTURE':
if is_valid_context:
UI: Brush Settings overhaul This makes a number of changes to the tool settings brush UI: - All brush-related controls are now grouped together, so you can see which items are brush settings are which are not. Previously it was all jumbled together. - The brush picker is in a separate panel, so that you can switch brushes without worrying about the settings, or vice versa. - Custom Icon settings moved from the Display settings(now known as Cursor) to the Brushes panel. - UnifiedPaintSettings panels are removed and the contained options are now next to their relevant setting with a globe icon toggle. This is not displayed in the header. - 2D Falloff and Absolute Jitter toggles were changed into enums, to make it clearer what happens when they are on or off. - Adjust Strength for Spacing option was in the Options panel in some modes, but in the Stroke panel in others. It is now always under Stroke. - Display (now Cursor) panel was reorganized, settings renamed. - 2-option enums are annoying as a drop-down menu, so they are now drawn with expand=True. - Smooth Stroke and Stabilizer options in grease pencil and other paint modes are now both called "Stabilize Stroke", for consistency and clarity. - De-duplicated some drawing code between various painting modes' brush options. I tried to keep de-duplication reasonable and easy to follow. - A few more tweaks - see D5928 for the extensive list. Most of the patch is written by Demeter Dzadik, with some additions by myself Differential Revision: https://developer.blender.org/D5928 Reviewers: Pablo Dobarro, Bastien Montagne, Matias Mendiola
2019-12-14 18:48:18 +01:00
draw_3d_brush_settings(layout, tool_mode)
elif tool_mode == 'EDIT_ARMATURE':
pass
elif tool_mode == 'EDIT_CURVE':
pass
elif tool_mode == 'EDIT_MESH':
pass
elif tool_mode == 'POSE':
pass
elif tool_mode == 'PARTICLE':
# Disable, only shows "Brush" panel, which is already in the top-bar.
# if tool.has_datablock:
# layout.popover_group(context=".paint_common", **popover_kw)
pass
elif tool_mode == 'PAINT_GPENCIL':
if is_valid_context:
UI: Brush Settings overhaul This makes a number of changes to the tool settings brush UI: - All brush-related controls are now grouped together, so you can see which items are brush settings are which are not. Previously it was all jumbled together. - The brush picker is in a separate panel, so that you can switch brushes without worrying about the settings, or vice versa. - Custom Icon settings moved from the Display settings(now known as Cursor) to the Brushes panel. - UnifiedPaintSettings panels are removed and the contained options are now next to their relevant setting with a globe icon toggle. This is not displayed in the header. - 2D Falloff and Absolute Jitter toggles were changed into enums, to make it clearer what happens when they are on or off. - Adjust Strength for Spacing option was in the Options panel in some modes, but in the Stroke panel in others. It is now always under Stroke. - Display (now Cursor) panel was reorganized, settings renamed. - 2-option enums are annoying as a drop-down menu, so they are now drawn with expand=True. - Smooth Stroke and Stabilizer options in grease pencil and other paint modes are now both called "Stabilize Stroke", for consistency and clarity. - De-duplicated some drawing code between various painting modes' brush options. I tried to keep de-duplication reasonable and easy to follow. - A few more tweaks - see D5928 for the extensive list. Most of the patch is written by Demeter Dzadik, with some additions by myself Differential Revision: https://developer.blender.org/D5928 Reviewers: Pablo Dobarro, Bastien Montagne, Matias Mendiola
2019-12-14 18:48:18 +01:00
brush = context.tool_settings.gpencil_paint.brush
if brush:
if brush.gpencil_tool != 'ERASE':
if brush.gpencil_tool != 'TINT':
layout.popover("VIEW3D_PT_tools_grease_pencil_brush_advanced")
UI: Brush Settings overhaul This makes a number of changes to the tool settings brush UI: - All brush-related controls are now grouped together, so you can see which items are brush settings are which are not. Previously it was all jumbled together. - The brush picker is in a separate panel, so that you can switch brushes without worrying about the settings, or vice versa. - Custom Icon settings moved from the Display settings(now known as Cursor) to the Brushes panel. - UnifiedPaintSettings panels are removed and the contained options are now next to their relevant setting with a globe icon toggle. This is not displayed in the header. - 2D Falloff and Absolute Jitter toggles were changed into enums, to make it clearer what happens when they are on or off. - Adjust Strength for Spacing option was in the Options panel in some modes, but in the Stroke panel in others. It is now always under Stroke. - Display (now Cursor) panel was reorganized, settings renamed. - 2-option enums are annoying as a drop-down menu, so they are now drawn with expand=True. - Smooth Stroke and Stabilizer options in grease pencil and other paint modes are now both called "Stabilize Stroke", for consistency and clarity. - De-duplicated some drawing code between various painting modes' brush options. I tried to keep de-duplication reasonable and easy to follow. - A few more tweaks - see D5928 for the extensive list. Most of the patch is written by Demeter Dzadik, with some additions by myself Differential Revision: https://developer.blender.org/D5928 Reviewers: Pablo Dobarro, Bastien Montagne, Matias Mendiola
2019-12-14 18:48:18 +01:00
if brush.gpencil_tool not in {'FILL', 'TINT'}:
layout.popover("VIEW3D_PT_tools_grease_pencil_brush_stroke")
UI: Brush Settings overhaul This makes a number of changes to the tool settings brush UI: - All brush-related controls are now grouped together, so you can see which items are brush settings are which are not. Previously it was all jumbled together. - The brush picker is in a separate panel, so that you can switch brushes without worrying about the settings, or vice versa. - Custom Icon settings moved from the Display settings(now known as Cursor) to the Brushes panel. - UnifiedPaintSettings panels are removed and the contained options are now next to their relevant setting with a globe icon toggle. This is not displayed in the header. - 2D Falloff and Absolute Jitter toggles were changed into enums, to make it clearer what happens when they are on or off. - Adjust Strength for Spacing option was in the Options panel in some modes, but in the Stroke panel in others. It is now always under Stroke. - Display (now Cursor) panel was reorganized, settings renamed. - 2-option enums are annoying as a drop-down menu, so they are now drawn with expand=True. - Smooth Stroke and Stabilizer options in grease pencil and other paint modes are now both called "Stabilize Stroke", for consistency and clarity. - De-duplicated some drawing code between various painting modes' brush options. I tried to keep de-duplication reasonable and easy to follow. - A few more tweaks - see D5928 for the extensive list. Most of the patch is written by Demeter Dzadik, with some additions by myself Differential Revision: https://developer.blender.org/D5928 Reviewers: Pablo Dobarro, Bastien Montagne, Matias Mendiola
2019-12-14 18:48:18 +01:00
layout.popover("VIEW3D_PT_tools_grease_pencil_paint_appearance")
elif tool_mode == 'SCULPT_GPENCIL':
if is_valid_context:
brush = context.tool_settings.gpencil_sculpt_paint.brush
if brush:
tool = brush.gpencil_sculpt_tool
if tool in {'SMOOTH', 'RANDOMIZE'}:
layout.popover("VIEW3D_PT_tools_grease_pencil_sculpt_brush_popover")
layout.popover("VIEW3D_PT_tools_grease_pencil_sculpt_appearance")
elif tool_mode == 'WEIGHT_GPENCIL':
if is_valid_context:
layout.popover("VIEW3D_PT_tools_grease_pencil_weight_appearance")
elif tool_mode == 'VERTEX_GPENCIL':
if is_valid_context:
layout.popover("VIEW3D_PT_tools_grease_pencil_vertex_appearance")
def draw_mode_settings(self, context):
layout = self.layout
mode_string = context.mode
def row_for_mirror():
row = layout.row(align=True)
row.label(icon='MOD_MIRROR')
sub = row.row(align=True)
sub.scale_x = 0.6
return row, sub
if mode_string == 'EDIT_ARMATURE':
_row, sub = row_for_mirror()
sub.prop(context.object.data, "use_mirror_x", text="X", toggle=True)
elif mode_string == 'POSE':
_row, sub = row_for_mirror()
sub.prop(context.object.pose, "use_mirror_x", text="X", toggle=True)
elif mode_string in {'EDIT_MESH', 'PAINT_WEIGHT', 'SCULPT', 'PAINT_VERTEX', 'PAINT_TEXTURE'}:
# Mesh Modes, Use Mesh Symmetry
row, sub = row_for_mirror()
sub.prop(context.object, "use_mesh_mirror_x", text="X", toggle=True)
sub.prop(context.object, "use_mesh_mirror_y", text="Y", toggle=True)
sub.prop(context.object, "use_mesh_mirror_z", text="Z", toggle=True)
if mode_string == 'EDIT_MESH':
tool_settings = context.tool_settings
layout.prop(tool_settings, "use_mesh_automerge", text="")
elif mode_string == 'PAINT_WEIGHT':
row.popover(panel="VIEW3D_PT_tools_weightpaint_symmetry_for_topbar", text="")
elif mode_string == 'SCULPT':
row.popover(panel="VIEW3D_PT_sculpt_symmetry_for_topbar", text="")
elif mode_string == 'PAINT_VERTEX':
row.popover(panel="VIEW3D_PT_tools_vertexpaint_symmetry_for_topbar", text="")
elif mode_string == 'SCULPT_CURVES':
_row, sub = row_for_mirror()
sub.prop(context.object.data, "use_mirror_x", text="X", toggle=True)
sub.prop(context.object.data, "use_mirror_y", text="Y", toggle=True)
sub.prop(context.object.data, "use_mirror_z", text="Z", toggle=True)
layout.prop(context.object.data, "use_sculpt_collision", icon='MOD_PHYSICS', icon_only=True, toggle=True)
# Expand panels from the side-bar as popovers.
popover_kw = {"space_type": 'VIEW_3D', "region_type": 'UI', "category": "Tool"}
if mode_string == 'SCULPT':
layout.popover_group(context=".sculpt_mode", **popover_kw)
elif mode_string == 'PAINT_VERTEX':
layout.popover_group(context=".vertexpaint", **popover_kw)
elif mode_string == 'PAINT_WEIGHT':
layout.popover_group(context=".weightpaint", **popover_kw)
elif mode_string == 'PAINT_TEXTURE':
layout.popover_group(context=".imagepaint", **popover_kw)
elif mode_string == 'EDIT_TEXT':
layout.popover_group(context=".text_edit", **popover_kw)
elif mode_string == 'EDIT_ARMATURE':
layout.popover_group(context=".armature_edit", **popover_kw)
elif mode_string == 'EDIT_METABALL':
layout.popover_group(context=".mball_edit", **popover_kw)
elif mode_string == 'EDIT_LATTICE':
layout.popover_group(context=".lattice_edit", **popover_kw)
elif mode_string == 'EDIT_CURVE':
layout.popover_group(context=".curve_edit", **popover_kw)
elif mode_string == 'EDIT_MESH':
layout.popover_group(context=".mesh_edit", **popover_kw)
elif mode_string == 'POSE':
layout.popover_group(context=".posemode", **popover_kw)
elif mode_string == 'PARTICLE':
layout.popover_group(context=".particlemode", **popover_kw)
elif mode_string == 'OBJECT':
layout.popover_group(context=".objectmode", **popover_kw)
elif mode_string in {'PAINT_GPENCIL', 'EDIT_GPENCIL', 'SCULPT_GPENCIL', 'WEIGHT_GPENCIL'}:
# Grease pencil layer.
gpl = context.active_gpencil_layer
if gpl and gpl.info is not None:
text = gpl.info
maxw = 25
if len(text) > maxw:
text = text[:maxw - 5] + '..' + text[-3:]
else:
text = ""
layout.label(text="Layer:")
sub = layout.row()
sub.ui_units_x = 8
sub.popover(
panel="TOPBAR_PT_gpencil_layers",
text=text,
)
class _draw_tool_settings_context_mode:
@staticmethod
def SCULPT(context, layout, tool):
if (tool is None) or (not tool.has_datablock):
return False
paint = context.tool_settings.sculpt
layout.template_ID_preview(paint, "brush", rows=3, cols=8, hide_buttons=True)
brush = paint.brush
if brush is None:
return False
UI: Brush Settings overhaul This makes a number of changes to the tool settings brush UI: - All brush-related controls are now grouped together, so you can see which items are brush settings are which are not. Previously it was all jumbled together. - The brush picker is in a separate panel, so that you can switch brushes without worrying about the settings, or vice versa. - Custom Icon settings moved from the Display settings(now known as Cursor) to the Brushes panel. - UnifiedPaintSettings panels are removed and the contained options are now next to their relevant setting with a globe icon toggle. This is not displayed in the header. - 2D Falloff and Absolute Jitter toggles were changed into enums, to make it clearer what happens when they are on or off. - Adjust Strength for Spacing option was in the Options panel in some modes, but in the Stroke panel in others. It is now always under Stroke. - Display (now Cursor) panel was reorganized, settings renamed. - 2-option enums are annoying as a drop-down menu, so they are now drawn with expand=True. - Smooth Stroke and Stabilizer options in grease pencil and other paint modes are now both called "Stabilize Stroke", for consistency and clarity. - De-duplicated some drawing code between various painting modes' brush options. I tried to keep de-duplication reasonable and easy to follow. - A few more tweaks - see D5928 for the extensive list. Most of the patch is written by Demeter Dzadik, with some additions by myself Differential Revision: https://developer.blender.org/D5928 Reviewers: Pablo Dobarro, Bastien Montagne, Matias Mendiola
2019-12-14 18:48:18 +01:00
tool_settings = context.tool_settings
capabilities = brush.sculpt_capabilities
ups = tool_settings.unified_paint_settings
if capabilities.has_color:
row = layout.row(align=True)
row.ui_units_x = 4
UnifiedPaintPanel.prop_unified_color(row, context, brush, "color", text="")
UnifiedPaintPanel.prop_unified_color(row, context, brush, "secondary_color", text="")
row.separator()
layout.prop(brush, "blend", text="", expand=False)
UI: Brush Settings overhaul This makes a number of changes to the tool settings brush UI: - All brush-related controls are now grouped together, so you can see which items are brush settings are which are not. Previously it was all jumbled together. - The brush picker is in a separate panel, so that you can switch brushes without worrying about the settings, or vice versa. - Custom Icon settings moved from the Display settings(now known as Cursor) to the Brushes panel. - UnifiedPaintSettings panels are removed and the contained options are now next to their relevant setting with a globe icon toggle. This is not displayed in the header. - 2D Falloff and Absolute Jitter toggles were changed into enums, to make it clearer what happens when they are on or off. - Adjust Strength for Spacing option was in the Options panel in some modes, but in the Stroke panel in others. It is now always under Stroke. - Display (now Cursor) panel was reorganized, settings renamed. - 2-option enums are annoying as a drop-down menu, so they are now drawn with expand=True. - Smooth Stroke and Stabilizer options in grease pencil and other paint modes are now both called "Stabilize Stroke", for consistency and clarity. - De-duplicated some drawing code between various painting modes' brush options. I tried to keep de-duplication reasonable and easy to follow. - A few more tweaks - see D5928 for the extensive list. Most of the patch is written by Demeter Dzadik, with some additions by myself Differential Revision: https://developer.blender.org/D5928 Reviewers: Pablo Dobarro, Bastien Montagne, Matias Mendiola
2019-12-14 18:48:18 +01:00
size = "size"
size_owner = ups if ups.use_unified_size else brush
if size_owner.use_locked_size == 'SCENE':
size = "unprojected_radius"
UnifiedPaintPanel.prop_unified(
layout,
context,
brush,
size,
pressure_name="use_pressure_size",
unified_name="use_unified_size",
text="Radius",
slider=True,
2022-05-12 14:07:15 +10:00
header=True,
)
UI: Brush Settings overhaul This makes a number of changes to the tool settings brush UI: - All brush-related controls are now grouped together, so you can see which items are brush settings are which are not. Previously it was all jumbled together. - The brush picker is in a separate panel, so that you can switch brushes without worrying about the settings, or vice versa. - Custom Icon settings moved from the Display settings(now known as Cursor) to the Brushes panel. - UnifiedPaintSettings panels are removed and the contained options are now next to their relevant setting with a globe icon toggle. This is not displayed in the header. - 2D Falloff and Absolute Jitter toggles were changed into enums, to make it clearer what happens when they are on or off. - Adjust Strength for Spacing option was in the Options panel in some modes, but in the Stroke panel in others. It is now always under Stroke. - Display (now Cursor) panel was reorganized, settings renamed. - 2-option enums are annoying as a drop-down menu, so they are now drawn with expand=True. - Smooth Stroke and Stabilizer options in grease pencil and other paint modes are now both called "Stabilize Stroke", for consistency and clarity. - De-duplicated some drawing code between various painting modes' brush options. I tried to keep de-duplication reasonable and easy to follow. - A few more tweaks - see D5928 for the extensive list. Most of the patch is written by Demeter Dzadik, with some additions by myself Differential Revision: https://developer.blender.org/D5928 Reviewers: Pablo Dobarro, Bastien Montagne, Matias Mendiola
2019-12-14 18:48:18 +01:00
# strength, use_strength_pressure
pressure_name = "use_pressure_strength" if capabilities.has_strength_pressure else None
UnifiedPaintPanel.prop_unified(
layout,
context,
brush,
"strength",
pressure_name=pressure_name,
unified_name="use_unified_strength",
text="Strength",
2022-05-12 14:07:15 +10:00
header=True,
)
UI: Brush Settings overhaul This makes a number of changes to the tool settings brush UI: - All brush-related controls are now grouped together, so you can see which items are brush settings are which are not. Previously it was all jumbled together. - The brush picker is in a separate panel, so that you can switch brushes without worrying about the settings, or vice versa. - Custom Icon settings moved from the Display settings(now known as Cursor) to the Brushes panel. - UnifiedPaintSettings panels are removed and the contained options are now next to their relevant setting with a globe icon toggle. This is not displayed in the header. - 2D Falloff and Absolute Jitter toggles were changed into enums, to make it clearer what happens when they are on or off. - Adjust Strength for Spacing option was in the Options panel in some modes, but in the Stroke panel in others. It is now always under Stroke. - Display (now Cursor) panel was reorganized, settings renamed. - 2-option enums are annoying as a drop-down menu, so they are now drawn with expand=True. - Smooth Stroke and Stabilizer options in grease pencil and other paint modes are now both called "Stabilize Stroke", for consistency and clarity. - De-duplicated some drawing code between various painting modes' brush options. I tried to keep de-duplication reasonable and easy to follow. - A few more tweaks - see D5928 for the extensive list. Most of the patch is written by Demeter Dzadik, with some additions by myself Differential Revision: https://developer.blender.org/D5928 Reviewers: Pablo Dobarro, Bastien Montagne, Matias Mendiola
2019-12-14 18:48:18 +01:00
# direction
if not capabilities.has_direction:
layout.row().prop(brush, "direction", expand=True, text="")
return True
@staticmethod
def PAINT_TEXTURE(context, layout, tool):
if (tool is None) or (not tool.has_datablock):
return False
paint = context.tool_settings.image_paint
layout.template_ID_preview(paint, "brush", rows=3, cols=8, hide_buttons=True)
brush = paint.brush
if brush is None:
return False
brush_basic_texpaint_settings(layout, context, brush, compact=True)
return True
@staticmethod
def PAINT_VERTEX(context, layout, tool):
if (tool is None) or (not tool.has_datablock):
return False
paint = context.tool_settings.vertex_paint
layout.template_ID_preview(paint, "brush", rows=3, cols=8, hide_buttons=True)
brush = paint.brush
if brush is None:
return False
UI: Brush Settings overhaul This makes a number of changes to the tool settings brush UI: - All brush-related controls are now grouped together, so you can see which items are brush settings are which are not. Previously it was all jumbled together. - The brush picker is in a separate panel, so that you can switch brushes without worrying about the settings, or vice versa. - Custom Icon settings moved from the Display settings(now known as Cursor) to the Brushes panel. - UnifiedPaintSettings panels are removed and the contained options are now next to their relevant setting with a globe icon toggle. This is not displayed in the header. - 2D Falloff and Absolute Jitter toggles were changed into enums, to make it clearer what happens when they are on or off. - Adjust Strength for Spacing option was in the Options panel in some modes, but in the Stroke panel in others. It is now always under Stroke. - Display (now Cursor) panel was reorganized, settings renamed. - 2-option enums are annoying as a drop-down menu, so they are now drawn with expand=True. - Smooth Stroke and Stabilizer options in grease pencil and other paint modes are now both called "Stabilize Stroke", for consistency and clarity. - De-duplicated some drawing code between various painting modes' brush options. I tried to keep de-duplication reasonable and easy to follow. - A few more tweaks - see D5928 for the extensive list. Most of the patch is written by Demeter Dzadik, with some additions by myself Differential Revision: https://developer.blender.org/D5928 Reviewers: Pablo Dobarro, Bastien Montagne, Matias Mendiola
2019-12-14 18:48:18 +01:00
brush_basic_texpaint_settings(layout, context, brush, compact=True)
return True
@staticmethod
def PAINT_WEIGHT(context, layout, tool):
if (tool is None) or (not tool.has_datablock):
return False
paint = context.tool_settings.weight_paint
layout.template_ID_preview(paint, "brush", rows=3, cols=8, hide_buttons=True)
brush = paint.brush
if brush is None:
return False
UI: Brush Settings overhaul This makes a number of changes to the tool settings brush UI: - All brush-related controls are now grouped together, so you can see which items are brush settings are which are not. Previously it was all jumbled together. - The brush picker is in a separate panel, so that you can switch brushes without worrying about the settings, or vice versa. - Custom Icon settings moved from the Display settings(now known as Cursor) to the Brushes panel. - UnifiedPaintSettings panels are removed and the contained options are now next to their relevant setting with a globe icon toggle. This is not displayed in the header. - 2D Falloff and Absolute Jitter toggles were changed into enums, to make it clearer what happens when they are on or off. - Adjust Strength for Spacing option was in the Options panel in some modes, but in the Stroke panel in others. It is now always under Stroke. - Display (now Cursor) panel was reorganized, settings renamed. - 2-option enums are annoying as a drop-down menu, so they are now drawn with expand=True. - Smooth Stroke and Stabilizer options in grease pencil and other paint modes are now both called "Stabilize Stroke", for consistency and clarity. - De-duplicated some drawing code between various painting modes' brush options. I tried to keep de-duplication reasonable and easy to follow. - A few more tweaks - see D5928 for the extensive list. Most of the patch is written by Demeter Dzadik, with some additions by myself Differential Revision: https://developer.blender.org/D5928 Reviewers: Pablo Dobarro, Bastien Montagne, Matias Mendiola
2019-12-14 18:48:18 +01:00
capabilities = brush.weight_paint_capabilities
if capabilities.has_weight:
UnifiedPaintPanel.prop_unified(
layout,
context,
brush,
"weight",
unified_name="use_unified_weight",
slider=True,
2022-05-12 14:07:15 +10:00
header=True,
)
UI: Brush Settings overhaul This makes a number of changes to the tool settings brush UI: - All brush-related controls are now grouped together, so you can see which items are brush settings are which are not. Previously it was all jumbled together. - The brush picker is in a separate panel, so that you can switch brushes without worrying about the settings, or vice versa. - Custom Icon settings moved from the Display settings(now known as Cursor) to the Brushes panel. - UnifiedPaintSettings panels are removed and the contained options are now next to their relevant setting with a globe icon toggle. This is not displayed in the header. - 2D Falloff and Absolute Jitter toggles were changed into enums, to make it clearer what happens when they are on or off. - Adjust Strength for Spacing option was in the Options panel in some modes, but in the Stroke panel in others. It is now always under Stroke. - Display (now Cursor) panel was reorganized, settings renamed. - 2-option enums are annoying as a drop-down menu, so they are now drawn with expand=True. - Smooth Stroke and Stabilizer options in grease pencil and other paint modes are now both called "Stabilize Stroke", for consistency and clarity. - De-duplicated some drawing code between various painting modes' brush options. I tried to keep de-duplication reasonable and easy to follow. - A few more tweaks - see D5928 for the extensive list. Most of the patch is written by Demeter Dzadik, with some additions by myself Differential Revision: https://developer.blender.org/D5928 Reviewers: Pablo Dobarro, Bastien Montagne, Matias Mendiola
2019-12-14 18:48:18 +01:00
UnifiedPaintPanel.prop_unified(
layout,
context,
brush,
"size",
pressure_name="use_pressure_size",
unified_name="use_unified_size",
slider=True,
text="Radius",
2022-05-12 14:07:15 +10:00
header=True,
)
UnifiedPaintPanel.prop_unified(
layout,
context,
brush,
"strength",
pressure_name="use_pressure_strength",
unified_name="use_unified_strength",
2022-05-12 14:07:15 +10:00
header=True,
)
return True
@staticmethod
def PAINT_GPENCIL(context, layout, tool):
if tool is None:
return False
if tool.idname == "builtin.cutter":
row = layout.row(align=True)
row.prop(context.tool_settings.gpencil_sculpt, "intersection_threshold")
return False
elif not tool.has_datablock:
return False
tool_settings = context.tool_settings
paint = tool_settings.gpencil_paint
brush = paint.brush
if brush is None:
return False
gp_settings = brush.gpencil_settings
row = layout.row(align=True)
settings = tool_settings.gpencil_paint
row.template_ID_preview(settings, "brush", rows=3, cols=8, hide_buttons=True)
if context.object and brush.gpencil_tool in {'FILL', 'DRAW'}:
from bl_ui.properties_paint_common import (
brush_basic__draw_color_selector,
)
brush_basic__draw_color_selector(context, layout, brush, gp_settings, None)
if context.object and brush.gpencil_tool == 'TINT':
row.separator(factor=0.4)
row.prop_with_popover(brush, "color", text="", panel="TOPBAR_PT_gpencil_vertexcolor")
from bl_ui.properties_paint_common import (
brush_basic_gpencil_paint_settings,
)
UI: Brush Settings overhaul This makes a number of changes to the tool settings brush UI: - All brush-related controls are now grouped together, so you can see which items are brush settings are which are not. Previously it was all jumbled together. - The brush picker is in a separate panel, so that you can switch brushes without worrying about the settings, or vice versa. - Custom Icon settings moved from the Display settings(now known as Cursor) to the Brushes panel. - UnifiedPaintSettings panels are removed and the contained options are now next to their relevant setting with a globe icon toggle. This is not displayed in the header. - 2D Falloff and Absolute Jitter toggles were changed into enums, to make it clearer what happens when they are on or off. - Adjust Strength for Spacing option was in the Options panel in some modes, but in the Stroke panel in others. It is now always under Stroke. - Display (now Cursor) panel was reorganized, settings renamed. - 2-option enums are annoying as a drop-down menu, so they are now drawn with expand=True. - Smooth Stroke and Stabilizer options in grease pencil and other paint modes are now both called "Stabilize Stroke", for consistency and clarity. - De-duplicated some drawing code between various painting modes' brush options. I tried to keep de-duplication reasonable and easy to follow. - A few more tweaks - see D5928 for the extensive list. Most of the patch is written by Demeter Dzadik, with some additions by myself Differential Revision: https://developer.blender.org/D5928 Reviewers: Pablo Dobarro, Bastien Montagne, Matias Mendiola
2019-12-14 18:48:18 +01:00
brush_basic_gpencil_paint_settings(layout, context, brush, compact=True)
return True
@staticmethod
def SCULPT_GPENCIL(context, layout, tool):
if (tool is None) or (not tool.has_datablock):
return False
tool_settings = context.tool_settings
paint = tool_settings.gpencil_sculpt_paint
brush = paint.brush
from bl_ui.properties_paint_common import (
brush_basic_gpencil_sculpt_settings,
)
brush_basic_gpencil_sculpt_settings(layout, context, brush, compact=True)
return True
@staticmethod
def WEIGHT_GPENCIL(context, layout, tool):
if (tool is None) or (not tool.has_datablock):
return False
tool_settings = context.tool_settings
paint = tool_settings.gpencil_weight_paint
brush = paint.brush
2023-04-20 18:27:36 +10:00
layout.template_ID_preview(paint, "brush", rows=3, cols=8, hide_buttons=True)
2023-04-20 18:27:36 +10:00
brush_basic_gpencil_weight_settings(layout, context, brush, compact=True)
2023-04-20 18:27:36 +10:00
layout.popover("VIEW3D_PT_tools_grease_pencil_weight_options", text="Options")
layout.popover("VIEW3D_PT_tools_grease_pencil_brush_weight_falloff", text="Falloff")
return True
@staticmethod
def VERTEX_GPENCIL(context, layout, tool):
if (tool is None) or (not tool.has_datablock):
return False
tool_settings = context.tool_settings
paint = tool_settings.gpencil_vertex_paint
brush = paint.brush
row = layout.row(align=True)
settings = tool_settings.gpencil_vertex_paint
row.template_ID_preview(settings, "brush", rows=3, cols=8, hide_buttons=True)
if brush.gpencil_vertex_tool not in {'BLUR', 'AVERAGE', 'SMEAR'}:
row.separator(factor=0.4)
row.prop_with_popover(brush, "color", text="", panel="TOPBAR_PT_gpencil_vertexcolor")
from bl_ui.properties_paint_common import (
brush_basic_gpencil_vertex_settings,
)
brush_basic_gpencil_vertex_settings(layout, context, brush, compact=True)
return True
@staticmethod
def PARTICLE(context, layout, tool):
if (tool is None) or (not tool.has_datablock):
return False
# See: 'VIEW3D_PT_tools_brush', basically a duplicate
tool_settings = context.tool_settings
settings = tool_settings.particle_edit
brush = settings.brush
tool = settings.tool
if tool == 'NONE':
return False
layout.prop(brush, "size", slider=True)
if tool == 'ADD':
layout.prop(brush, "count")
layout.prop(settings, "use_default_interpolate")
layout.prop(brush, "steps", slider=True)
layout.prop(settings, "default_key_count", slider=True)
else:
layout.prop(brush, "strength", slider=True)
if tool == 'LENGTH':
layout.row().prop(brush, "length_mode", expand=True)
elif tool == 'PUFF':
layout.row().prop(brush, "puff_mode", expand=True)
layout.prop(brush, "use_puff_volume")
elif tool == 'COMB':
row = layout.row()
row.active = settings.is_editable
row.prop(settings, "use_emitter_deflect", text="Deflect Emitter")
sub = row.row(align=True)
sub.active = settings.use_emitter_deflect
sub.prop(settings, "emitter_distance", text="Distance")
return True
@staticmethod
def SCULPT_CURVES(context, layout, tool):
if (tool is None) or (not tool.has_datablock):
return False
tool_settings = context.tool_settings
paint = tool_settings.curves_sculpt
brush = paint.brush
if brush is None:
return False
UnifiedPaintPanel.prop_unified(
2022-05-12 14:07:15 +10:00
layout,
context,
brush,
"size",
unified_name="use_unified_size",
pressure_name="use_pressure_size",
text="Radius",
slider=True,
header=True,
)
if brush.curves_sculpt_tool not in {'ADD', 'DELETE'}:
UnifiedPaintPanel.prop_unified(
layout,
context,
brush,
"strength",
unified_name="use_unified_strength",
pressure_name="use_pressure_strength",
2022-05-12 14:07:15 +10:00
header=True,
)
curves_tool = brush.curves_sculpt_tool
if curves_tool == 'COMB':
layout.prop(brush, "falloff_shape", expand=True)
layout.popover("VIEW3D_PT_tools_brush_falloff", text="Brush Falloff")
layout.popover("VIEW3D_PT_curves_sculpt_parameter_falloff", text="Curve Falloff")
elif curves_tool == 'ADD':
layout.prop(brush, "falloff_shape", expand=True)
layout.prop(brush.curves_sculpt_settings, "add_amount")
layout.popover("VIEW3D_PT_curves_sculpt_add_shape", text="Curve Shape")
layout.prop(brush, "use_frontface", text="Front Faces Only")
elif curves_tool == 'GROW_SHRINK':
layout.prop(brush, "direction", expand=True, text="")
layout.prop(brush, "falloff_shape", expand=True)
layout.popover("VIEW3D_PT_curves_sculpt_grow_shrink_scaling", text="Scaling")
layout.popover("VIEW3D_PT_tools_brush_falloff")
elif curves_tool == 'SNAKE_HOOK':
layout.prop(brush, "falloff_shape", expand=True)
layout.popover("VIEW3D_PT_tools_brush_falloff")
elif curves_tool == 'DELETE':
layout.prop(brush, "falloff_shape", expand=True)
elif curves_tool == 'SELECTION_PAINT':
layout.prop(brush, "direction", expand=True, text="")
layout.prop(brush, "falloff_shape", expand=True)
layout.popover("VIEW3D_PT_tools_brush_falloff")
elif curves_tool == 'PINCH':
layout.prop(brush, "direction", expand=True, text="")
layout.prop(brush, "falloff_shape", expand=True)
layout.popover("VIEW3D_PT_tools_brush_falloff")
elif curves_tool == 'SMOOTH':
layout.prop(brush, "falloff_shape", expand=True)
layout.popover("VIEW3D_PT_tools_brush_falloff")
elif curves_tool == 'PUFF':
layout.prop(brush, "falloff_shape", expand=True)
layout.popover("VIEW3D_PT_tools_brush_falloff")
elif curves_tool == 'DENSITY':
layout.prop(brush, "falloff_shape", expand=True)
row = layout.row(align=True)
row.prop(brush.curves_sculpt_settings, "density_mode", text="", expand=True)
row = layout.row(align=True)
row.prop(brush.curves_sculpt_settings, "minimum_distance", text="Distance Min")
row.operator_context = 'INVOKE_REGION_WIN'
row.operator("sculpt_curves.min_distance_edit", text="", icon='DRIVER_DISTANCE')
row = layout.row(align=True)
row.enabled = brush.curves_sculpt_settings.density_mode != 'REMOVE'
row.prop(brush.curves_sculpt_settings, "density_add_attempts", text="Count Max")
layout.popover("VIEW3D_PT_tools_brush_falloff")
layout.popover("VIEW3D_PT_curves_sculpt_add_shape", text="Curve Shape")
elif curves_tool == 'SLIDE':
layout.popover("VIEW3D_PT_tools_brush_falloff")
return True
@staticmethod
def PAINT_GREASE_PENCIL(context, layout, tool):
if (tool is None) or (not tool.has_datablock):
return False
tool_settings = context.tool_settings
paint = tool_settings.gpencil_paint
brush = paint.brush
if brush is None:
return False
row = layout.row(align=True)
row.template_ID_preview(paint, "brush", rows=3, cols=8, hide_buttons=True)
grease_pencil_tool = brush.gpencil_tool
if grease_pencil_tool == 'DRAW':
from bl_ui.properties_paint_common import (
brush_basic__draw_color_selector,
)
brush_basic__draw_color_selector(context, layout, brush, brush.gpencil_settings, None)
UnifiedPaintPanel.prop_unified(
layout,
context,
brush,
"size",
unified_name="use_unified_size",
pressure_name="use_pressure_size",
text="Radius",
slider=True,
header=True,
)
UnifiedPaintPanel.prop_unified(
layout,
context,
brush,
"strength",
pressure_name="use_pressure_strength",
unified_name="use_unified_strength",
slider=True,
header=True,
)
if grease_pencil_tool == 'DRAW':
layout.prop(brush.gpencil_settings, "active_smooth_factor")
elif grease_pencil_tool == 'ERASE':
layout.prop(brush.gpencil_settings, "eraser_mode", expand=True)
if brush.gpencil_settings.eraser_mode == "HARD":
layout.prop(brush.gpencil_settings, "use_keep_caps_eraser")
layout.prop(brush.gpencil_settings, "use_active_layer_only")
return True
class VIEW3D_HT_header(Header):
bl_space_type = 'VIEW_3D'
@staticmethod
def draw_xform_template(layout, context):
obj = context.active_object
object_mode = 'OBJECT' if obj is None else obj.mode
has_pose_mode = (
(object_mode == 'POSE') or
(object_mode == 'WEIGHT_PAINT' and context.pose_object is not None)
)
tool_settings = context.tool_settings
# Mode & Transform Settings
scene = context.scene
# Orientation
if object_mode in {'OBJECT', 'EDIT', 'EDIT_GPENCIL'} or has_pose_mode:
orient_slot = scene.transform_orientation_slots[0]
row = layout.row(align=True)
sub = row.row()
sub.ui_units_x = 4
sub.prop_with_popover(
orient_slot,
"type",
text="",
panel="VIEW3D_PT_transform_orientations",
)
# Pivot
if object_mode in {'OBJECT', 'EDIT', 'EDIT_GPENCIL', 'SCULPT_GPENCIL'} or has_pose_mode:
layout.prop(tool_settings, "transform_pivot_point", text="", icon_only=True)
# Snap
show_snap = False
if obj is None:
show_snap = True
else:
if (object_mode not in {
'SCULPT', 'SCULPT_CURVES', 'VERTEX_PAINT', 'WEIGHT_PAINT', 'TEXTURE_PAINT',
'PAINT_GPENCIL', 'SCULPT_GPENCIL', 'WEIGHT_GPENCIL', 'VERTEX_GPENCIL', 'PAINT_GREASE_PENCIL',
}) or has_pose_mode:
show_snap = True
else:
paint_settings = UnifiedPaintPanel.paint_settings(context)
if paint_settings:
brush = paint_settings.brush
UI: Brush Settings overhaul This makes a number of changes to the tool settings brush UI: - All brush-related controls are now grouped together, so you can see which items are brush settings are which are not. Previously it was all jumbled together. - The brush picker is in a separate panel, so that you can switch brushes without worrying about the settings, or vice versa. - Custom Icon settings moved from the Display settings(now known as Cursor) to the Brushes panel. - UnifiedPaintSettings panels are removed and the contained options are now next to their relevant setting with a globe icon toggle. This is not displayed in the header. - 2D Falloff and Absolute Jitter toggles were changed into enums, to make it clearer what happens when they are on or off. - Adjust Strength for Spacing option was in the Options panel in some modes, but in the Stroke panel in others. It is now always under Stroke. - Display (now Cursor) panel was reorganized, settings renamed. - 2-option enums are annoying as a drop-down menu, so they are now drawn with expand=True. - Smooth Stroke and Stabilizer options in grease pencil and other paint modes are now both called "Stabilize Stroke", for consistency and clarity. - De-duplicated some drawing code between various painting modes' brush options. I tried to keep de-duplication reasonable and easy to follow. - A few more tweaks - see D5928 for the extensive list. Most of the patch is written by Demeter Dzadik, with some additions by myself Differential Revision: https://developer.blender.org/D5928 Reviewers: Pablo Dobarro, Bastien Montagne, Matias Mendiola
2019-12-14 18:48:18 +01:00
if brush and hasattr(brush, "stroke_method") and brush.stroke_method == 'CURVE':
show_snap = True
if show_snap:
snap_items = bpy.types.ToolSettings.bl_rna.properties["snap_elements"].enum_items
snap_elements = tool_settings.snap_elements
if len(snap_elements) == 1:
text = ""
for elem in snap_elements:
icon = snap_items[elem].icon
break
else:
text = iface_("Mix", i18n_contexts.editor_view3d)
icon = 'NONE'
del snap_items, snap_elements
row = layout.row(align=True)
row.prop(tool_settings, "use_snap", text="")
sub = row.row(align=True)
sub.popover(
panel="VIEW3D_PT_snapping",
icon=icon,
text=text,
translate=False,
)
# Proportional editing
if object_mode in {'EDIT', 'PARTICLE_EDIT', 'SCULPT_GPENCIL', 'EDIT_GPENCIL', 'OBJECT'}:
row = layout.row(align=True)
kw = {}
if object_mode == 'OBJECT':
attr = "use_proportional_edit_objects"
else:
attr = "use_proportional_edit"
if tool_settings.use_proportional_edit:
if tool_settings.use_proportional_connected:
kw["icon"] = 'PROP_CON'
elif tool_settings.use_proportional_projected:
kw["icon"] = 'PROP_PROJECTED'
else:
kw["icon"] = 'PROP_ON'
else:
kw["icon"] = 'PROP_OFF'
row.prop(tool_settings, attr, icon_only=True, **kw)
sub = row.row(align=True)
sub.active = getattr(tool_settings, attr)
sub.prop_with_popover(
tool_settings,
"proportional_edit_falloff",
text="",
icon_only=True,
panel="VIEW3D_PT_proportional_edit",
)
def draw(self, context):
layout = self.layout
tool_settings = context.tool_settings
view = context.space_data
shading = view.shading
layout.row(align=True).template_header()
row = layout.row(align=True)
obj = context.active_object
mode_string = context.mode
object_mode = 'OBJECT' if obj is None else obj.mode
has_pose_mode = (
(object_mode == 'POSE') or
(object_mode == 'WEIGHT_PAINT' and context.pose_object is not None)
)
# Note: This is actually deadly in case enum_items have to be dynamically generated
# (because internal RNA array iterator will free everything immediately...).
# XXX This is an RNA internal issue, not sure how to fix it.
# Note: Tried to add an accessor to get translated UI strings instead of manual call
2023-09-05 10:49:20 +10:00
# to pgettext_iface below, but this fails because translated enum-items
# are always dynamically allocated.
act_mode_item = bpy.types.Object.bl_rna.properties["mode"].enum_items[object_mode]
act_mode_i18n_context = bpy.types.Object.bl_rna.properties["mode"].translation_context
sub = row.row(align=True)
sub.ui_units_x = 5.5
sub.operator_menu_enum(
"object.mode_set", "mode",
text=iface_(act_mode_item.name, act_mode_i18n_context),
icon=act_mode_item.icon,
)
del act_mode_item
layout.template_header_3D_mode()
# Contains buttons like Mode, Pivot, Layer, Mesh Select Mode...
if obj:
# Particle edit
if object_mode == 'PARTICLE_EDIT':
row = layout.row()
row.prop(tool_settings.particle_edit, "select_mode", text="", expand=True)
elif object_mode in {'EDIT', 'SCULPT_CURVES'} and obj.type == 'CURVES':
curves = obj.data
row = layout.row(align=True)
domain = curves.selection_domain
2023-01-03 11:03:50 +11:00
row.operator(
"curves.set_selection_domain",
text="",
icon='CURVE_BEZCIRCLE',
depress=(domain == 'POINT'),
).domain = 'POINT'
row.operator(
"curves.set_selection_domain",
text="",
icon='CURVE_PATH',
depress=(domain == 'CURVE'),
).domain = 'CURVE'
# Grease Pencil
if obj and obj.type == 'GREASEPENCIL':
# Select mode for Editing
if object_mode == 'EDIT':
row = layout.row(align=True)
row.operator(
"grease_pencil.set_selection_mode",
text="",
2023-08-29 14:55:10 +10:00
icon='GP_SELECT_POINTS',
depress=(tool_settings.gpencil_selectmode_edit == 'POINT'),
).mode = 'POINT'
row.operator(
"grease_pencil.set_selection_mode",
text="",
2023-08-29 14:55:10 +10:00
icon='GP_SELECT_STROKES',
depress=(tool_settings.gpencil_selectmode_edit == 'STROKE'),
).mode = 'STROKE'
row = layout.row(align=True)
row.prop(tool_settings, "use_grease_pencil_multi_frame_editing", text="")
if object_mode == 'PAINT_GREASE_PENCIL':
row = layout.row()
sub = row.row(align=True)
sub.prop(tool_settings, "use_gpencil_draw_additive", text="", icon='FREEZE')
# Grease Pencil (legacy)
if obj and obj.type == 'GPENCIL' and context.gpencil_data:
gpd = context.gpencil_data
if gpd.is_stroke_paint_mode:
row = layout.row()
sub = row.row(align=True)
sub.prop(tool_settings, "use_gpencil_draw_onback", text="", icon='MOD_OPACITY')
sub.separator(factor=0.4)
sub.prop(tool_settings, "use_gpencil_automerge_strokes", text="")
sub.separator(factor=0.4)
sub.prop(tool_settings, "use_gpencil_weight_data_add", text="", icon='WPAINT_HLT')
sub.separator(factor=0.4)
sub.prop(tool_settings, "use_gpencil_draw_additive", text="", icon='FREEZE')
# Select mode for Editing
if gpd.use_stroke_edit_mode:
row = layout.row(align=True)
row.prop_enum(tool_settings, "gpencil_selectmode_edit", text="", value='POINT')
row.prop_enum(tool_settings, "gpencil_selectmode_edit", text="", value='STROKE')
subrow = row.row(align=True)
subrow.enabled = not gpd.use_curve_edit
subrow.prop_enum(tool_settings, "gpencil_selectmode_edit", text="", value='SEGMENT')
2023-09-05 10:49:20 +10:00
# Curve edit sub-mode.
row = layout.row(align=True)
row.prop(gpd, "use_curve_edit", text="",
icon='IPO_BEZIER')
sub = row.row(align=True)
sub.active = gpd.use_curve_edit
sub.popover(
panel="VIEW3D_PT_gpencil_curve_edit",
text="Curve Editing",
)
# Select mode for Sculpt
if gpd.is_stroke_sculpt_mode:
row = layout.row(align=True)
row.prop(tool_settings, "use_gpencil_select_mask_point", text="")
row.prop(tool_settings, "use_gpencil_select_mask_stroke", text="")
row.prop(tool_settings, "use_gpencil_select_mask_segment", text="")
# Select mode for Vertex Paint
if gpd.is_stroke_vertex_mode:
row = layout.row(align=True)
row.prop(tool_settings, "use_gpencil_vertex_select_mask_point", text="")
row.prop(tool_settings, "use_gpencil_vertex_select_mask_stroke", text="")
row.prop(tool_settings, "use_gpencil_vertex_select_mask_segment", text="")
2021-02-08 16:28:42 +01:00
if gpd.is_stroke_paint_mode:
row = layout.row(align=True)
row.prop(gpd, "use_multiedit", text="", icon='GP_MULTIFRAME_EDITING')
if (
gpd.use_stroke_edit_mode or
gpd.is_stroke_sculpt_mode or
gpd.is_stroke_weight_mode or
gpd.is_stroke_vertex_mode
):
row = layout.row(align=True)
row.prop(gpd, "use_multiedit", text="", icon='GP_MULTIFRAME_EDITING')
sub = row.row(align=True)
sub.enabled = gpd.use_multiedit
sub.popover(
panel="VIEW3D_PT_gpencil_multi_frame",
text="Multiframe",
)
overlay = view.overlay
VIEW3D_MT_editor_menus.draw_collapsible(context, layout)
layout.separator_spacer()
if object_mode in {'PAINT_GPENCIL', 'SCULPT_GPENCIL', 'PAINT_GREASE_PENCIL'}:
# Grease pencil
if object_mode in {'PAINT_GPENCIL', 'PAINT_GREASE_PENCIL'}:
sub = layout.row(align=True)
sub.prop_with_popover(
tool_settings,
"gpencil_stroke_placement_view3d",
text="",
panel="VIEW3D_PT_gpencil_origin",
)
if object_mode in {'PAINT_GPENCIL', 'SCULPT_GPENCIL', 'PAINT_GREASE_PENCIL'}:
sub = layout.row(align=True)
sub.active = tool_settings.gpencil_stroke_placement_view3d != 'SURFACE'
sub.prop_with_popover(
tool_settings.gpencil_sculpt,
"lock_axis",
text="",
panel="VIEW3D_PT_gpencil_lock",
)
if object_mode == 'PAINT_GPENCIL':
# FIXME: this is bad practice!
2023-09-05 10:49:20 +10:00
# Tool options are to be displayed in the top-bar.
if context.workspace.tools.from_space_view3d_mode(object_mode).idname == "builtin_brush.Draw":
settings = tool_settings.gpencil_sculpt.guide
row = layout.row(align=True)
row.prop(settings, "use_guide", text="", icon='GRID')
sub = row.row(align=True)
sub.active = settings.use_guide
sub.popover(
panel="VIEW3D_PT_gpencil_guide",
text="Guides",
)
if object_mode == 'SCULPT_GPENCIL':
layout.popover(
2022-11-09 21:05:24 +11:00
panel="VIEW3D_PT_gpencil_sculpt_automasking",
text="",
icon=VIEW3D_HT_header._gpencil_sculpt_automasking_icon(tool_settings.gpencil_sculpt)
)
elif object_mode == 'SCULPT':
# If the active tool supports it, show the canvas selector popover.
from bl_ui.space_toolsystem_common import ToolSelectPanelHelper
tool = ToolSelectPanelHelper.tool_active_from_context(context)
is_paint_tool = tool and tool.use_paint_canvas
shading = VIEW3D_PT_shading.get_shading(context)
color_type = shading.color_type
row = layout.row()
row.ui_units_x = 6
row.active = is_paint_tool and color_type == 'VERTEX'
if context.preferences.experimental.use_sculpt_texture_paint:
canvas_source = tool_settings.paint_mode.canvas_source
icon = 'GROUP_VCOL' if canvas_source == 'COLOR_ATTRIBUTE' else canvas_source
row.popover(panel="VIEW3D_PT_slots_paint_canvas", icon=icon)
else:
2023-09-13 13:36:00 +10:00
row.popover(panel="VIEW3D_PT_slots_color_attributes", icon='GROUP_VCOL')
layout.popover(
panel="VIEW3D_PT_sculpt_automasking",
text="",
icon=VIEW3D_HT_header._sculpt_automasking_icon(tool_settings.sculpt)
)
elif object_mode == 'VERTEX_PAINT':
row = layout.row()
row.ui_units_x = 6
2023-09-13 13:36:00 +10:00
row.popover(panel="VIEW3D_PT_slots_color_attributes", icon='GROUP_VCOL')
elif object_mode == 'WEIGHT_PAINT':
row = layout.row()
row.ui_units_x = 6
2023-09-13 13:36:00 +10:00
row.popover(panel="VIEW3D_PT_slots_vertex_groups", icon='GROUP_VERTEX')
elif object_mode == 'TEXTURE_PAINT':
tool_mode = tool_settings.image_paint.mode
icon = 'MATERIAL' if tool_mode == 'MATERIAL' else 'IMAGE_DATA'
row = layout.row()
row.ui_units_x = 9
row.popover(panel="VIEW3D_PT_slots_projectpaint", icon=icon)
2023-09-13 13:36:00 +10:00
row.popover(panel="VIEW3D_PT_mask", icon='MOD_MASK', text="")
else:
# Transform settings depending on tool header visibility
VIEW3D_HT_header.draw_xform_template(layout, context)
layout.separator_spacer()
# Viewport Settings
layout.popover(
panel="VIEW3D_PT_object_type_visibility",
icon_value=view.icon_from_show_object_viewport,
text="",
)
# Gizmo toggle & popover.
row = layout.row(align=True)
# FIXME: place-holder icon.
row.prop(view, "show_gizmo", text="", toggle=True, icon='GIZMO')
sub = row.row(align=True)
sub.active = view.show_gizmo
sub.popover(
panel="VIEW3D_PT_gizmo_display",
text="",
)
# Overlay toggle & popover.
row = layout.row(align=True)
row.prop(overlay, "show_overlays", icon='OVERLAY', text="")
sub = row.row(align=True)
sub.active = overlay.show_overlays
sub.popover(panel="VIEW3D_PT_overlay", text="")
if mode_string == 'EDIT_MESH':
2023-09-15 10:44:40 +10:00
sub.popover(panel="VIEW3D_PT_overlay_edit_mesh", text="", icon='EDITMODE_HLT')
if mode_string == 'EDIT_CURVE':
2023-09-15 10:44:40 +10:00
sub.popover(panel="VIEW3D_PT_overlay_edit_curve", text="", icon='EDITMODE_HLT')
elif mode_string == 'SCULPT':
2023-09-15 10:44:40 +10:00
sub.popover(panel="VIEW3D_PT_overlay_sculpt", text="", icon='SCULPTMODE_HLT')
elif mode_string == 'SCULPT_CURVES':
2023-09-15 10:44:40 +10:00
sub.popover(panel="VIEW3D_PT_overlay_sculpt_curves", text="", icon='SCULPTMODE_HLT')
elif mode_string == 'PAINT_WEIGHT':
2023-09-15 10:44:40 +10:00
sub.popover(panel="VIEW3D_PT_overlay_weight_paint", text="", icon='WPAINT_HLT')
elif mode_string == 'PAINT_TEXTURE':
2023-09-15 10:44:40 +10:00
sub.popover(panel="VIEW3D_PT_overlay_texture_paint", text="", icon='TPAINT_HLT')
elif mode_string == 'PAINT_VERTEX':
2023-09-15 10:44:40 +10:00
sub.popover(panel="VIEW3D_PT_overlay_vertex_paint", text="", icon='VPAINT_HLT')
elif obj is not None and obj.type == 'GPENCIL':
2023-09-15 10:44:40 +10:00
sub.popover(panel="VIEW3D_PT_overlay_gpencil_options", text="", icon='OUTLINER_DATA_GREASEPENCIL')
elif obj is not None and obj.type == 'GREASEPENCIL':
sub.popover(panel="VIEW3D_PT_overlay_grease_pencil_options", text="", icon='OUTLINER_DATA_GREASEPENCIL')
# Separate from `elif` chain because it may coexist with weight-paint.
if (
has_pose_mode or
(object_mode in {'EDIT_ARMATURE', 'OBJECT'} and VIEW3D_PT_overlay_bones.is_using_wireframe(context))
):
sub.popover(panel="VIEW3D_PT_overlay_bones", text="", icon='POSE_HLT')
row = layout.row()
2019-06-22 11:08:12 +10:00
row.active = (object_mode == 'EDIT') or (shading.type in {'WIREFRAME', 'SOLID'})
# While exposing `shading.show_xray(_wireframe)` is correct.
# this hides the key shortcut from users: #70433.
if has_pose_mode:
draw_depressed = overlay.show_xray_bone
elif shading.type == 'WIREFRAME':
draw_depressed = shading.show_xray_wireframe
else:
draw_depressed = shading.show_xray
row.operator(
"view3d.toggle_xray",
text="",
icon='XRAY',
depress=draw_depressed,
)
row = layout.row(align=True)
row.prop(shading, "type", text="", expand=True)
sub = row.row(align=True)
# TODO, currently render shading type ignores mesh two-side, until it's supported
# show the shading popover which shows double-sided option.
# sub.enabled = shading.type != 'RENDERED'
sub.popover(panel="VIEW3D_PT_shading", text="")
@staticmethod
def _sculpt_automasking_icon(sculpt):
automask_enabled = (sculpt.use_automasking_topology or
sculpt.use_automasking_face_sets or
sculpt.use_automasking_boundary_edges or
sculpt.use_automasking_boundary_face_sets or
sculpt.use_automasking_cavity or
sculpt.use_automasking_cavity_inverted or
sculpt.use_automasking_start_normal or
sculpt.use_automasking_view_normal)
return "CLIPUV_DEHLT" if automask_enabled else "CLIPUV_HLT"
@staticmethod
def _gpencil_sculpt_automasking_icon(gpencil_sculpt):
automask_enabled = (gpencil_sculpt.use_automasking_stroke or
gpencil_sculpt.use_automasking_layer_stroke or
gpencil_sculpt.use_automasking_material_stroke or
gpencil_sculpt.use_automasking_material_active or
gpencil_sculpt.use_automasking_layer_active)
return "CLIPUV_DEHLT" if automask_enabled else "CLIPUV_HLT"
class VIEW3D_MT_editor_menus(Menu):
bl_label = ""
def draw(self, context):
layout = self.layout
obj = context.active_object
mode_string = context.mode
edit_object = context.edit_object
gp_edit = obj and obj.mode in {
'EDIT_GPENCIL', 'PAINT_GPENCIL', 'SCULPT_GPENCIL', 'WEIGHT_GPENCIL', 'VERTEX_GPENCIL',
}
tool_settings = context.tool_settings
layout.menu("VIEW3D_MT_view")
# Select Menu
if gp_edit:
if mode_string not in {'PAINT_GPENCIL', 'WEIGHT_GPENCIL'}:
if (
mode_string == 'SCULPT_GPENCIL' and
(tool_settings.use_gpencil_select_mask_point or
tool_settings.use_gpencil_select_mask_stroke or
tool_settings.use_gpencil_select_mask_segment)
):
layout.menu("VIEW3D_MT_select_edit_gpencil")
elif mode_string == 'EDIT_GPENCIL':
layout.menu("VIEW3D_MT_select_edit_gpencil")
elif mode_string == 'VERTEX_GPENCIL':
layout.menu("VIEW3D_MT_select_edit_gpencil")
elif mode_string in {'PAINT_WEIGHT', 'PAINT_VERTEX', 'PAINT_TEXTURE'}:
mesh = obj.data
if mesh.use_paint_mask:
layout.menu("VIEW3D_MT_select_paint_mask")
elif mesh.use_paint_mask_vertex and mode_string in {'PAINT_WEIGHT', 'PAINT_VERTEX'}:
layout.menu("VIEW3D_MT_select_paint_mask_vertex")
elif mode_string not in {'SCULPT', 'SCULPT_CURVES', 'PAINT_GREASE_PENCIL'}:
layout.menu("VIEW3D_MT_select_%s" % mode_string.lower())
if gp_edit:
pass
elif mode_string == 'OBJECT':
layout.menu("VIEW3D_MT_add", text="Add", text_ctxt=i18n_contexts.operator_default)
elif mode_string == 'EDIT_MESH':
layout.menu("VIEW3D_MT_mesh_add", text="Add", text_ctxt=i18n_contexts.operator_default)
elif mode_string == 'EDIT_CURVE':
layout.menu("VIEW3D_MT_curve_add", text="Add", text_ctxt=i18n_contexts.operator_default)
elif mode_string == 'EDIT_SURFACE':
layout.menu("VIEW3D_MT_surface_add", text="Add", text_ctxt=i18n_contexts.operator_default)
elif mode_string == 'EDIT_METABALL':
layout.menu("VIEW3D_MT_metaball_add", text="Add", text_ctxt=i18n_contexts.operator_default)
elif mode_string == 'EDIT_ARMATURE':
layout.menu("TOPBAR_MT_edit_armature_add", text="Add", text_ctxt=i18n_contexts.operator_default)
if gp_edit:
if obj and obj.mode == 'PAINT_GPENCIL':
layout.menu("VIEW3D_MT_draw_gpencil")
elif obj and obj.mode == 'EDIT_GPENCIL':
layout.menu("VIEW3D_MT_edit_gpencil")
layout.menu("VIEW3D_MT_edit_gpencil_stroke")
layout.menu("VIEW3D_MT_edit_gpencil_point")
elif obj and obj.mode == 'WEIGHT_GPENCIL':
layout.menu("VIEW3D_MT_weight_gpencil")
if obj and obj.mode == 'VERTEX_GPENCIL':
layout.menu("VIEW3D_MT_paint_gpencil")
elif edit_object:
layout.menu("VIEW3D_MT_edit_%s" % edit_object.type.lower())
if mode_string == 'EDIT_MESH':
layout.menu("VIEW3D_MT_edit_mesh_vertices")
layout.menu("VIEW3D_MT_edit_mesh_edges")
layout.menu("VIEW3D_MT_edit_mesh_faces")
layout.menu("VIEW3D_MT_uv_map", text="UV")
layout.template_node_operator_asset_root_items()
2018-12-08 15:01:47 +11:00
elif mode_string in {'EDIT_CURVE', 'EDIT_SURFACE'}:
layout.menu("VIEW3D_MT_edit_curve_ctrlpoints")
layout.menu("VIEW3D_MT_edit_curve_segments")
elif mode_string in {'EDIT_CURVES', 'EDIT_POINT_CLOUD'}:
layout.template_node_operator_asset_root_items()
elif mode_string == 'EDIT_GREASE_PENCIL':
layout.menu("VIEW3D_MT_edit_greasepencil_stroke")
layout.menu("VIEW3D_MT_edit_greasepencil_point")
elif obj:
if mode_string not in {'PAINT_TEXTURE', 'SCULPT_CURVES'}:
layout.menu("VIEW3D_MT_%s" % mode_string.lower())
if mode_string == 'SCULPT':
layout.menu("VIEW3D_MT_mask")
2020-03-05 14:53:23 +01:00
layout.menu("VIEW3D_MT_face_sets")
layout.template_node_operator_asset_root_items()
elif mode_string == 'SCULPT_CURVES':
layout.menu("VIEW3D_MT_select_sculpt_curves")
layout.menu("VIEW3D_MT_sculpt_curves")
layout.template_node_operator_asset_root_items()
else:
layout.template_node_operator_asset_root_items()
else:
layout.menu("VIEW3D_MT_object")
layout.template_node_operator_asset_root_items()
# ********** Menu **********
# ********** Utilities **********
class ShowHideMenu:
bl_label = "Show/Hide"
_operator_name = ""
def draw(self, _context):
layout = self.layout
layout.operator("%s.reveal" % self._operator_name)
layout.operator("%s.hide" % self._operator_name, text="Hide Selected").unselected = False
layout.operator("%s.hide" % self._operator_name, text="Hide Unselected").unselected = True
# Standard transforms which apply to all cases (mix-in class, not used directly).
class VIEW3D_MT_transform_base:
bl_label = "Transform"
bl_category = "View"
# TODO: get rid of the custom text strings?
def draw(self, context):
layout = self.layout
layout.operator("transform.translate")
layout.operator("transform.rotate")
layout.operator("transform.resize", text="Scale")
layout.separator()
layout.operator("transform.tosphere", text="To Sphere")
layout.operator("transform.shear", text="Shear")
2013-11-20 12:14:10 +11:00
layout.operator("transform.bend", text="Bend")
layout.operator("transform.push_pull", text="Push/Pull")
if context.mode in {
'EDIT_MESH', 'EDIT_ARMATURE', 'EDIT_SURFACE', 'EDIT_CURVE', 'EDIT_LATTICE', 'EDIT_METABALL',
}:
layout.operator("transform.vertex_warp", text="Warp")
layout.operator_context = 'EXEC_REGION_WIN'
layout.operator("transform.vertex_random", text="Randomize").offset = 0.1
layout.operator_context = 'INVOKE_REGION_WIN'
# Generic transform menu - geometry types
class VIEW3D_MT_transform(VIEW3D_MT_transform_base, Menu):
def draw(self, context):
# base menu
VIEW3D_MT_transform_base.draw(self, context)
2012-05-15 18:50:51 +00:00
# generic...
layout = self.layout
if context.mode == 'EDIT_MESH':
layout.operator("transform.shrink_fatten", text="Shrink/Fatten")
layout.operator("transform.skin_resize")
elif context.mode in ['EDIT_CURVE', 'EDIT_GREASE_PENCIL', 'EDIT_CURVES']:
layout.operator("transform.transform", text="Radius").mode = 'CURVE_SHRINKFATTEN'
if context.mode != 'EDIT_CURVES' and context.mode != 'EDIT_GREASE_PENCIL':
layout.separator()
props = layout.operator("transform.translate", text="Move Texture Space")
props.texture_space = True
props = layout.operator("transform.resize", text="Scale Texture Space")
props.texture_space = True
# Object-specific extensions to Transform menu
class VIEW3D_MT_transform_object(VIEW3D_MT_transform_base, Menu):
def draw(self, context):
layout = self.layout
2012-07-29 12:07:06 +00:00
# base menu
VIEW3D_MT_transform_base.draw(self, context)
2012-05-15 18:50:51 +00:00
# object-specific option follow...
layout.separator()
layout.operator("transform.translate", text="Move Texture Space").texture_space = True
layout.operator("transform.resize", text="Scale Texture Space").texture_space = True
2012-05-15 18:50:51 +00:00
layout.separator()
2012-05-15 18:50:51 +00:00
layout.operator_context = 'EXEC_REGION_WIN'
# XXX see alignmenu() in edit.c of b2.4x to get this working
layout.operator("transform.transform", text="Align to Transform Orientation").mode = 'ALIGN'
layout.separator()
layout.operator("object.randomize_transform")
layout.operator("object.align")
# TODO: there is a strange context bug here.
"""
layout.operator_context = 'INVOKE_REGION_WIN'
layout.operator("object.transform_axis_target")
"""
# Armature EditMode extensions to Transform menu
class VIEW3D_MT_transform_armature(VIEW3D_MT_transform_base, Menu):
def draw(self, context):
layout = self.layout
2012-07-29 12:07:06 +00:00
# base menu
VIEW3D_MT_transform_base.draw(self, context)
2012-05-15 18:50:51 +00:00
# armature specific extensions follow...
obj = context.object
if obj.type == 'ARMATURE' and obj.mode in {'EDIT', 'POSE'}:
if obj.data.display_type == 'BBONE':
layout.separator()
layout.operator("transform.transform", text="Scale BBone").mode = 'BONE_SIZE'
elif obj.data.display_type == 'ENVELOPE':
layout.separator()
layout.operator("transform.transform", text="Scale Envelope Distance").mode = 'BONE_SIZE'
layout.operator("transform.transform", text="Scale Radius").mode = 'BONE_ENVELOPE'
if context.edit_object and context.edit_object.type == 'ARMATURE':
layout.separator()
layout.operator("armature.align")
class VIEW3D_MT_mirror(Menu):
bl_label = "Mirror"
def draw(self, _context):
layout = self.layout
layout.operator("transform.mirror", text="Interactive Mirror")
layout.separator()
layout.operator_context = 'EXEC_REGION_WIN'
for (space_name, space_id) in (("Global", 'GLOBAL'), ("Local", 'LOCAL')):
for axis_index, axis_name in enumerate("XYZ"):
props = layout.operator("transform.mirror",
text="%s %s" % (axis_name, iface_(space_name)),
translate=False)
props.constraint_axis[axis_index] = True
props.orient_type = space_id
if space_id == 'GLOBAL':
layout.separator()
class VIEW3D_MT_snap(Menu):
bl_label = "Snap"
def draw(self, _context):
layout = self.layout
layout.operator("view3d.snap_selected_to_grid", text="Selection to Grid")
layout.operator("view3d.snap_selected_to_cursor", text="Selection to Cursor").use_offset = False
2018-07-23 13:15:20 +02:00
layout.operator("view3d.snap_selected_to_cursor", text="Selection to Cursor (Keep Offset)").use_offset = True
layout.operator("view3d.snap_selected_to_active", text="Selection to Active")
layout.separator()
layout.operator("view3d.snap_cursor_to_selected", text="Cursor to Selected")
layout.operator("view3d.snap_cursor_to_center", text="Cursor to World Origin")
layout.operator("view3d.snap_cursor_to_grid", text="Cursor to Grid")
layout.operator("view3d.snap_cursor_to_active", text="Cursor to Active")
class VIEW3D_MT_uv_map(Menu):
bl_label = "UV Mapping"
2021-03-06 18:21:17 +11:00
def draw(self, _context):
layout = self.layout
layout.operator("uv.unwrap")
layout.separator()
layout.operator_context = 'INVOKE_DEFAULT'
layout.operator("uv.smart_project")
layout.operator("uv.lightmap_pack")
layout.operator("uv.follow_active_quads")
layout.separator()
layout.operator_context = 'EXEC_REGION_WIN'
layout.operator("uv.cube_project")
layout.operator("uv.cylinder_project")
layout.operator("uv.sphere_project")
layout.separator()
layout.operator_context = 'INVOKE_REGION_WIN'
layout.operator("uv.project_from_view").scale_to_bounds = False
layout.operator("uv.project_from_view", text="Project from View (Bounds)").scale_to_bounds = True
layout.separator()
layout.operator("mesh.mark_seam").clear = False
layout.operator("mesh.mark_seam", text="Clear Seam").clear = True
layout.separator()
layout.operator("uv.reset")
layout.template_node_operator_asset_menu_items(catalog_path="UV")
# ********** View menus **********
class VIEW3D_MT_view(Menu):
bl_label = "View"
def draw(self, context):
layout = self.layout
view = context.space_data
layout.prop(view, "show_region_toolbar")
layout.prop(view, "show_region_ui")
layout.prop(view, "show_region_tool_header")
layout.prop(view, "show_region_asset_shelf")
layout.prop(view, "show_region_hud")
layout.separator()
layout.operator("view3d.view_selected", text="Frame Selected").use_all_regions = False
if view.region_quadviews:
layout.operator("view3d.view_selected", text="Frame Selected (Quad View)").use_all_regions = True
layout.operator("view3d.view_all").center = False
layout.operator("view3d.view_persportho", text="Perspective/Orthographic")
layout.menu("VIEW3D_MT_view_local")
Geometry Nodes: viewport preview This adds support for showing geometry passed to the Viewer in the 3d viewport (instead of just in the spreadsheet). The "viewer geometry" bypasses the group output. So it is not necessary to change the final output of the node group to be able to see the intermediate geometry. **Activation and deactivation of a viewer node** * A viewer node is activated by clicking on it. * Ctrl+shift+click on any node/socket connects it to the viewer and makes it active. * Ctrl+shift+click in empty space deactivates the active viewer. * When the active viewer is not visible anymore (e.g. another object is selected, or the current node group is exit), it is deactivated. * Clicking on the icon in the header of the Viewer node toggles whether its active or not. **Pinning** * The spreadsheet still allows pinning the active viewer as before. When pinned, the spreadsheet still references the viewer node even when it becomes inactive. * The viewport does not support pinning at the moment. It always shows the active viewer. **Attribute** * When a field is linked to the second input of the viewer node it is displayed as an overlay in the viewport. * When possible the correct domain for the attribute is determined automatically. This does not work in all cases. It falls back to the face corner domain on meshes and the point domain on curves. When necessary, the domain can be picked manually. * The spreadsheet now only shows the "Viewer" column for the domain that is selected in the Viewer node. * Instance attributes are visualized as a constant color per instance. **Viewport Options** * The attribute overlay opacity can be controlled with the "Viewer Node" setting in the overlays popover. * A viewport can be configured not to show intermediate viewer-geometry by disabling the "Viewer Node" option in the "View" menu. **Implementation Details** * The "spreadsheet context path" was generalized to a "viewer path" that is used in more places now. * The viewer node itself determines the attribute domain, evaluates the field and stores the result in a `.viewer` attribute. * A new "viewer attribute' overlay displays the data from the `.viewer` attribute. * The ground truth for the active viewer node is stored in the workspace now. Node editors, spreadsheets and viewports retrieve the active viewer from there unless they are pinned. * The depsgraph object iterator has a new "viewer path" setting. When set, the viewed geometry of the corresponding object is part of the iterator instead of the final evaluated geometry. * To support the instance attribute overlay `DupliObject` was extended to contain the information necessary for drawing the overlay. * The ctrl+shift+click operator has been refactored so that it can make existing links to viewers active again. * The auto-domain-detection in the Viewer node works by checking the "preferred domain" for every field input. If there is not exactly one preferred domain, the fallback is used. Known limitations: * Loose edges of meshes don't have the attribute overlay. This could be added separately if necessary. * Some attributes are hard to visualize as a color directly. For example, the values might have to be normalized or some should be drawn as arrays. For now, we encourage users to build node groups that generate appropriate viewer-geometry. We might include some of that functionality in future versions. Support for displaying attribute values as text in the viewport is planned as well. * There seems to be an issue with the attribute overlay for pointclouds on nvidia gpus, to be investigated. Differential Revision: https://developer.blender.org/D15954
2022-09-28 17:54:59 +02:00
layout.prop(view, "show_viewer", text="Viewer Node")
layout.separator()
layout.menu("VIEW3D_MT_view_cameras", text="Cameras")
layout.separator()
layout.menu("VIEW3D_MT_view_viewpoint")
layout.menu("VIEW3D_MT_view_navigation")
layout.menu("VIEW3D_MT_view_align")
layout.separator()
layout.operator_context = 'INVOKE_REGION_WIN'
layout.menu("VIEW3D_MT_view_regions", text="View Regions")
layout.separator()
layout.operator("screen.animation_play", text="Play Animation")
layout.separator()
layout.operator(
"render.opengl",
text="Viewport Render Image",
icon='RENDER_STILL',
)
layout.operator(
"render.opengl",
text="Viewport Render Animation",
icon='RENDER_ANIMATION',
).animation = True
props = layout.operator(
"render.opengl",
text="Viewport Render Keyframes",
icon='RENDER_ANIMATION',
)
props.animation = True
props.render_keyed_only = True
layout.separator()
layout.menu("INFO_MT_area")
class VIEW3D_MT_view_local(Menu):
bl_label = "Local View"
def draw(self, _context):
layout = self.layout
layout.operator("view3d.localview", text="Toggle Local View")
layout.operator("view3d.localview_remove_from")
class VIEW3D_MT_view_cameras(Menu):
bl_label = "Cameras"
def draw(self, _context):
layout = self.layout
layout.operator("view3d.object_as_camera")
layout.operator("view3d.view_camera", text="Active Camera")
layout.operator("view3d.view_center_camera")
class VIEW3D_MT_view_viewpoint(Menu):
bl_label = "Viewpoint"
def draw(self, _context):
layout = self.layout
layout.operator("view3d.view_camera", text="Camera", text_ctxt=i18n_contexts.editor_view3d)
layout.separator()
layout.operator("view3d.view_axis", text="Top", text_ctxt=i18n_contexts.editor_view3d).type = 'TOP'
layout.operator("view3d.view_axis", text="Bottom", text_ctxt=i18n_contexts.editor_view3d).type = 'BOTTOM'
layout.separator()
layout.operator("view3d.view_axis", text="Front", text_ctxt=i18n_contexts.editor_view3d).type = 'FRONT'
layout.operator("view3d.view_axis", text="Back", text_ctxt=i18n_contexts.editor_view3d).type = 'BACK'
layout.separator()
layout.operator("view3d.view_axis", text="Right", text_ctxt=i18n_contexts.editor_view3d).type = 'RIGHT'
layout.operator("view3d.view_axis", text="Left", text_ctxt=i18n_contexts.editor_view3d).type = 'LEFT'
class VIEW3D_MT_view_navigation(Menu):
bl_label = "Navigation"
def draw(self, _context):
2013-09-01 14:17:43 +00:00
from math import pi
layout = self.layout
layout.operator_enum("view3d.view_orbit", "type")
props = layout.operator("view3d.view_orbit", text="Orbit Opposite")
props.type = 'ORBITRIGHT'
props.angle = pi
layout.separator()
layout.operator("view3d.view_roll", text="Roll Left").type = 'LEFT'
layout.operator("view3d.view_roll", text="Roll Right").type = 'RIGHT'
2013-09-01 14:17:43 +00:00
layout.separator()
layout.operator_enum("view3d.view_pan", "type")
layout.separator()
layout.operator("view3d.zoom", text="Zoom In").delta = 1
layout.operator("view3d.zoom", text="Zoom Out").delta = -1
layout.operator("view3d.zoom_border", text="Zoom Region...")
layout.operator("view3d.dolly", text="Dolly View...")
layout.operator("view3d.zoom_camera_1_to_1", text="Zoom Camera 1:1")
layout.separator()
layout.operator("view3d.fly")
View Navigation: Walk and Fly modes This is a addtion to the dynamic fly mode. It behaves as the first person navigation system available in most 3d world games nowadays. You can alternate between the old mode (Fly) and the new mode (Walk) in User Preferences > Inputs Manual: ------- http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Navigating/3D_View#View_Navigation http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Navigating/3D_View/Navigation_Modes Shortcuts: ---------- WASD (hold) - Move forward/backward and straft left/right QE (hold) - Move up and down Tab - Alternate between Walk and Fly modes Shift (hold) - Speed up movement Alt (hold) - Slow down movement Space or MMB - Teleport V - Jump +/- or mouse wheel - speed increase/decrease speed for this Blender session User Preferences Options: ------------------------- Navigation Mode - fly/walk navigation systems (fly is the old, walk is the new, next options are for walk mode only) Gravity - alternate between free navigation and walk with gravity modes Mouse Sensitivity - sensitivity factor to mouse influence to look around Teleport Duration - how long the teleport lasts Camera Height - camera height to use in gravity mode Jump Height - maximum jump speed in m/s Move Speed - base move speed in m/s Boost Factor - multiplication factor when running or going slow (1/boost) Development Notes: ------------------ * The initial code was based on view3d_fly.c. * The NDoF code was not touched, so it most likely is not working. Pending Issues: --------------- * Draw in the UI the shortcut options, and current values (e.g., Mode: Fly/Walk) (we need a proper API for that) * OSX seems to present issues if we re-center the mouse every time. We implemented a workaround for that, but a real fix would be welcome. Code reviewed and with collaborations from Campbell Barton - @campbellbarton Differential Revision: http://developer.blender.org/D30
2013-12-03 03:14:09 -02:00
layout.operator("view3d.walk")
class VIEW3D_MT_view_align(Menu):
bl_label = "Align View"
def draw(self, _context):
layout = self.layout
layout.menu("VIEW3D_MT_view_align_selected")
layout.separator()
layout.operator("view3d.camera_to_view", text="Align Active Camera to View")
layout.operator("view3d.camera_to_view_selected", text="Align Active Camera to Selected")
layout.separator()
layout.operator("view3d.view_all", text="Center Cursor and Frame All").center = True
layout.operator("view3d.view_center_cursor")
layout.separator()
layout.operator("view3d.view_lock_to_active")
layout.operator("view3d.view_lock_clear")
class VIEW3D_MT_view_align_selected(Menu):
2014-06-17 15:27:59 +10:00
bl_label = "Align View to Active"
def draw(self, _context):
layout = self.layout
props = layout.operator("view3d.view_axis", text="Top", text_ctxt=i18n_contexts.editor_view3d)
props.align_active = True
props.type = 'TOP'
2012-07-29 12:07:06 +00:00
props = layout.operator("view3d.view_axis", text="Bottom", text_ctxt=i18n_contexts.editor_view3d)
props.align_active = True
props.type = 'BOTTOM'
2012-07-29 12:07:06 +00:00
layout.separator()
props = layout.operator("view3d.view_axis", text="Front", text_ctxt=i18n_contexts.editor_view3d)
props.align_active = True
props.type = 'FRONT'
2012-07-29 12:07:06 +00:00
props = layout.operator("view3d.view_axis", text="Back", text_ctxt=i18n_contexts.editor_view3d)
props.align_active = True
props.type = 'BACK'
2012-07-29 12:07:06 +00:00
layout.separator()
props = layout.operator("view3d.view_axis", text="Right", text_ctxt=i18n_contexts.editor_view3d)
props.align_active = True
props.type = 'RIGHT'
2012-07-29 12:07:06 +00:00
props = layout.operator("view3d.view_axis", text="Left", text_ctxt=i18n_contexts.editor_view3d)
props.align_active = True
props.type = 'LEFT'
class VIEW3D_MT_view_regions(Menu):
bl_label = "View Regions"
def draw(self, _context):
layout = self.layout
layout.operator("view3d.clip_border", text="Clipping Region...")
layout.operator("view3d.render_border", text="Render Region...")
layout.separator()
layout.operator("view3d.clear_render_border")
# ********** Select menus, suffix from context.mode **********
class VIEW3D_MT_select_object_more_less(Menu):
bl_label = "Select More/Less"
def draw(self, _context):
layout = self.layout
layout.operator("object.select_more", text="More")
layout.operator("object.select_less", text="Less")
layout.separator()
props = layout.operator("object.select_hierarchy", text="Parent")
props.extend = False
props.direction = 'PARENT'
props = layout.operator("object.select_hierarchy", text="Child")
props.extend = False
props.direction = 'CHILD'
layout.separator()
props = layout.operator("object.select_hierarchy", text="Extend Parent")
props.extend = True
props.direction = 'PARENT'
props = layout.operator("object.select_hierarchy", text="Extend Child")
props.extend = True
props.direction = 'CHILD'
class VIEW3D_MT_select_object(Menu):
bl_label = "Select"
def draw(self, _context):
layout = self.layout
layout.operator("object.select_all", text="All").action = 'SELECT'
layout.operator("object.select_all", text="None").action = 'DESELECT'
layout.operator("object.select_all", text="Invert").action = 'INVERT'
layout.separator()
layout.operator("view3d.select_box")
layout.operator("view3d.select_circle")
layout.operator_menu_enum("view3d.select_lasso", "mode")
layout.separator()
layout.operator_menu_enum("object.select_by_type", "type", text="Select All by Type")
layout.operator("object.select_camera", text="Select Active Camera")
layout.operator("object.select_mirror")
layout.operator("object.select_random", text="Select Random")
layout.separator()
layout.menu("VIEW3D_MT_select_object_more_less")
layout.separator()
layout.operator_menu_enum("object.select_grouped", "type", text="Select Grouped")
layout.operator_menu_enum("object.select_linked", "type", text="Select Linked")
layout.operator("object.select_pattern", text="Select Pattern...")
class VIEW3D_MT_select_pose_more_less(Menu):
bl_label = "Select More/Less"
def draw(self, _context):
layout = self.layout
props = layout.operator("pose.select_hierarchy", text="Parent")
props.extend = False
props.direction = 'PARENT'
props = layout.operator("pose.select_hierarchy", text="Child")
props.extend = False
props.direction = 'CHILD'
layout.separator()
props = layout.operator("pose.select_hierarchy", text="Extend Parent")
props.extend = True
props.direction = 'PARENT'
props = layout.operator("pose.select_hierarchy", text="Extend Child")
props.extend = True
props.direction = 'CHILD'
class VIEW3D_MT_select_pose(Menu):
bl_label = "Select"
def draw(self, _context):
layout = self.layout
layout.operator("pose.select_all", text="All").action = 'SELECT'
layout.operator("pose.select_all", text="None").action = 'DESELECT'
layout.operator("pose.select_all", text="Invert").action = 'INVERT'
layout.separator()
layout.operator("view3d.select_box")
layout.operator("view3d.select_circle")
layout.operator_menu_enum("view3d.select_lasso", "mode")
layout.separator()
layout.operator("pose.select_mirror")
layout.separator()
layout.operator("pose.select_constraint_target", text="Constraint Target")
layout.operator("pose.select_linked", text="Linked")
layout.separator()
layout.menu("VIEW3D_MT_select_pose_more_less")
layout.separator()
layout.operator_menu_enum("pose.select_grouped", "type", text="Grouped")
layout.operator("object.select_pattern", text="Select Pattern...")
class VIEW3D_MT_select_particle(Menu):
bl_label = "Select"
def draw(self, _context):
layout = self.layout
layout.operator("particle.select_all", text="All").action = 'SELECT'
layout.operator("particle.select_all", text="None").action = 'DESELECT'
layout.operator("particle.select_all", text="Invert").action = 'INVERT'
layout.separator()
layout.operator("view3d.select_box")
layout.operator("view3d.select_circle")
layout.operator_menu_enum("view3d.select_lasso", "mode")
layout.separator()
layout.operator("particle.select_linked", text="Select Linked")
layout.separator()
layout.operator("particle.select_more")
layout.operator("particle.select_less")
layout.separator()
layout.operator("particle.select_random")
layout.separator()
layout.operator("particle.select_roots", text="Roots")
layout.operator("particle.select_tips", text="Tips")
class VIEW3D_MT_edit_mesh_select_similar(Menu):
bl_label = "Select Similar"
def draw(self, _context):
layout = self.layout
layout.operator_enum("mesh.select_similar", "type")
layout.separator()
layout.operator("mesh.select_similar_region", text="Face Regions")
class VIEW3D_MT_edit_mesh_select_by_trait(Menu):
bl_label = "Select All by Trait"
def draw(self, context):
layout = self.layout
2018-06-13 14:11:59 +02:00
tool_settings = context.tool_settings
2018-06-13 14:11:59 +02:00
if tool_settings.mesh_select_mode[2] is False:
layout.operator("mesh.select_non_manifold", text="Non Manifold")
layout.operator("mesh.select_loose", text="Loose Geometry")
layout.operator("mesh.select_interior_faces", text="Interior Faces")
layout.operator("mesh.select_face_by_sides", text="Faces by Sides")
layout.separator()
layout.operator("mesh.select_ungrouped", text="Ungrouped Vertices")
class VIEW3D_MT_edit_mesh_select_more_less(Menu):
bl_label = "Select More/Less"
def draw(self, _context):
layout = self.layout
layout.operator("mesh.select_more", text="More")
layout.operator("mesh.select_less", text="Less")
layout.separator()
layout.operator("mesh.select_next_item", text="Next Active")
layout.operator("mesh.select_prev_item", text="Previous Active")
class VIEW3D_MT_edit_mesh_select_linked(Menu):
bl_label = "Select Linked"
def draw(self, _context):
layout = self.layout
layout.operator("mesh.select_linked", text="Linked")
layout.operator("mesh.shortest_path_select", text="Shortest Path")
layout.operator("mesh.faces_select_linked_flat", text="Linked Flat Faces")
class VIEW3D_MT_edit_mesh_select_loops(Menu):
bl_label = "Select Loops"
def draw(self, _context):
layout = self.layout
layout.operator("mesh.loop_multi_select", text="Edge Loops").ring = False
layout.operator("mesh.loop_multi_select", text="Edge Rings").ring = True
layout.separator()
layout.operator("mesh.loop_to_region")
layout.operator("mesh.region_to_loop")
class VIEW3D_MT_select_edit_mesh(Menu):
bl_label = "Select"
def draw(self, _context):
layout = self.layout
# primitive
layout.operator("mesh.select_all", text="All").action = 'SELECT'
layout.operator("mesh.select_all", text="None").action = 'DESELECT'
layout.operator("mesh.select_all", text="Invert").action = 'INVERT'
layout.separator()
layout.operator("view3d.select_box")
layout.operator("view3d.select_circle")
layout.operator_menu_enum("view3d.select_lasso", "mode")
layout.separator()
# numeric
layout.operator("mesh.select_random", text="Select Random")
layout.operator("mesh.select_nth")
layout.separator()
# geometric
layout.operator("mesh.edges_select_sharp", text="Select Sharp Edges")
layout.separator()
# other ...
layout.menu("VIEW3D_MT_edit_mesh_select_similar")
layout.separator()
layout.menu("VIEW3D_MT_edit_mesh_select_by_trait")
layout.separator()
layout.menu("VIEW3D_MT_edit_mesh_select_more_less")
layout.separator()
layout.menu("VIEW3D_MT_edit_mesh_select_loops")
layout.separator()
layout.menu("VIEW3D_MT_edit_mesh_select_linked")
layout.separator()
layout.operator("mesh.select_axis", text="Side of Active")
layout.operator("mesh.select_mirror")
layout.separator()
layout.operator("mesh.select_by_attribute", text="By Attribute")
layout.template_node_operator_asset_menu_items(catalog_path=self.bl_label)
class VIEW3D_MT_select_edit_curve(Menu):
bl_label = "Select"
def draw(self, _context):
layout = self.layout
layout.operator("curve.select_all", text="All").action = 'SELECT'
layout.operator("curve.select_all", text="None").action = 'DESELECT'
layout.operator("curve.select_all", text="Invert").action = 'INVERT'
layout.separator()
layout.operator("view3d.select_box")
layout.operator("view3d.select_circle")
layout.operator_menu_enum("view3d.select_lasso", "mode")
layout.separator()
layout.operator("curve.select_random")
layout.operator("curve.select_nth")
layout.operator("curve.select_linked", text="Select Linked")
layout.operator("curve.select_similar", text="Select Similar")
layout.separator()
layout.operator("curve.de_select_first")
layout.operator("curve.de_select_last")
layout.operator("curve.select_next")
layout.operator("curve.select_previous")
layout.separator()
layout.operator("curve.select_more")
layout.operator("curve.select_less")
class VIEW3D_MT_select_edit_surface(Menu):
bl_label = "Select"
def draw(self, _context):
layout = self.layout
layout.operator("curve.select_all", text="All").action = 'SELECT'
layout.operator("curve.select_all", text="None").action = 'DESELECT'
layout.operator("curve.select_all", text="Invert").action = 'INVERT'
layout.separator()
layout.operator("view3d.select_box")
layout.operator("view3d.select_circle")
layout.operator_menu_enum("view3d.select_lasso", "mode")
layout.separator()
layout.operator("curve.select_random")
layout.operator("curve.select_nth")
layout.operator("curve.select_linked", text="Select Linked")
layout.operator("curve.select_similar", text="Select Similar")
layout.separator()
layout.operator("curve.select_row")
layout.separator()
layout.operator("curve.select_more")
layout.operator("curve.select_less")
class VIEW3D_MT_select_edit_text(Menu):
bl_label = "Select"
def draw(self, _context):
layout = self.layout
layout.operator("font.select_all", text="All")
layout.separator()
layout.operator("font.move_select", text="Top").type = 'TEXT_BEGIN'
layout.operator("font.move_select", text="Bottom").type = 'TEXT_END'
layout.separator()
layout.operator("font.move_select", text="Previous Block").type = 'PREVIOUS_PAGE'
layout.operator("font.move_select", text="Next Block").type = 'NEXT_PAGE'
layout.separator()
layout.operator("font.move_select", text="Line Begin").type = 'LINE_BEGIN'
layout.operator("font.move_select", text="Line End").type = 'LINE_END'
layout.separator()
layout.operator("font.move_select", text="Previous Line").type = 'PREVIOUS_LINE'
layout.operator("font.move_select", text="Next Line").type = 'NEXT_LINE'
layout.separator()
layout.operator("font.move_select", text="Previous Word").type = 'PREVIOUS_WORD'
layout.operator("font.move_select", text="Next Word").type = 'NEXT_WORD'
class VIEW3D_MT_select_edit_metaball(Menu):
bl_label = "Select"
def draw(self, _context):
layout = self.layout
layout.operator("mball.select_all", text="All").action = 'SELECT'
layout.operator("mball.select_all", text="None").action = 'DESELECT'
layout.operator("mball.select_all", text="Invert").action = 'INVERT'
layout.separator()
layout.operator("view3d.select_box")
layout.operator("view3d.select_circle")
layout.operator_menu_enum("view3d.select_lasso", "mode")
layout.separator()
layout.operator("mball.select_random_metaelems")
layout.separator()
layout.operator_menu_enum("mball.select_similar", "type", text="Similar")
class VIEW3D_MT_edit_lattice_context_menu(Menu):
bl_label = "Lattice"
def draw(self, _context):
layout = self.layout
layout.menu("VIEW3D_MT_mirror")
layout.operator_menu_enum("lattice.flip", "axis")
layout.menu("VIEW3D_MT_snap")
layout.separator()
layout.operator("lattice.make_regular")
class VIEW3D_MT_select_edit_lattice(Menu):
bl_label = "Select"
def draw(self, _context):
layout = self.layout
layout.operator("lattice.select_all", text="All").action = 'SELECT'
layout.operator("lattice.select_all", text="None").action = 'DESELECT'
layout.operator("lattice.select_all", text="Invert").action = 'INVERT'
layout.separator()
layout.operator("view3d.select_box")
layout.operator("view3d.select_circle")
layout.operator_menu_enum("view3d.select_lasso", "mode")
layout.separator()
layout.operator("lattice.select_mirror")
layout.operator("lattice.select_random")
layout.separator()
layout.operator("lattice.select_more")
layout.operator("lattice.select_less")
layout.separator()
layout.operator("lattice.select_ungrouped", text="Ungrouped Vertices")
class VIEW3D_MT_select_edit_armature(Menu):
bl_label = "Select"
def draw(self, _context):
layout = self.layout
layout.operator("armature.select_all", text="All").action = 'SELECT'
layout.operator("armature.select_all", text="None").action = 'DESELECT'
layout.operator("armature.select_all", text="Invert").action = 'INVERT'
layout.separator()
layout.operator("view3d.select_box")
layout.operator("view3d.select_circle")
layout.operator_menu_enum("view3d.select_lasso", "mode")
layout.separator()
layout.operator("armature.select_mirror")
layout.separator()
layout.operator("armature.select_more", text="More")
layout.operator("armature.select_less", text="Less")
layout.separator()
layout.operator("armature.select_linked", text="Linked")
layout.separator()
props = layout.operator("armature.select_hierarchy", text="Parent")
props.extend = False
props.direction = 'PARENT'
props = layout.operator("armature.select_hierarchy", text="Child")
props.extend = False
props.direction = 'CHILD'
layout.separator()
props = layout.operator("armature.select_hierarchy", text="Extend Parent")
props.extend = True
props.direction = 'PARENT'
props = layout.operator("armature.select_hierarchy", text="Extend Child")
props.extend = True
props.direction = 'CHILD'
layout.operator_menu_enum("armature.select_similar", "type", text="Similar")
layout.operator("object.select_pattern", text="Select Pattern...")
class VIEW3D_MT_select_edit_grease_pencil(Menu):
bl_label = "Select"
def draw(self, context):
layout = self.layout
layout.operator("grease_pencil.select_all", text="All").action = 'SELECT'
layout.operator("grease_pencil.select_all", text="None").action = 'DESELECT'
layout.operator("grease_pencil.select_all", text="Invert").action = 'INVERT'
layout.separator()
layout.operator("grease_pencil.select_linked", text="Linked")
layout.operator("grease_pencil.select_alternate", text="Alternated")
layout.operator("grease_pencil.select_random", text="Random")
layout.separator()
props = layout.operator("grease_pencil.select_ends", text="First")
props.amount_start = 1
props.amount_end = 0
props = layout.operator("grease_pencil.select_ends", text="Last")
props.amount_start = 0
props.amount_end = 1
layout.separator()
layout.operator("grease_pencil.select_more")
layout.operator("grease_pencil.select_less")
2023-07-04 07:51:11 +02:00
class VIEW3D_MT_paint_grease_pencil(Menu):
bl_label = "Draw"
def draw(self, _context):
layout = self.layout
layout.menu("GREASE_PENCIL_MT_layer_active", text="Active Layer")
layout.separator()
layout.menu("VIEW3D_MT_edit_greasepencil_showhide")
layout.separator()
layout.operator("paint.sample_color")
class VIEW3D_MT_paint_gpencil(Menu):
bl_label = "Paint"
2021-03-06 18:21:17 +11:00
def draw(self, _context):
layout = self.layout
layout.operator("gpencil.vertex_color_set", text="Set Color Attribute")
layout.operator("gpencil.stroke_reset_vertex_color")
layout.separator()
layout.operator("gpencil.vertex_color_invert", text="Invert")
layout.operator("gpencil.vertex_color_levels", text="Levels")
layout.operator("gpencil.vertex_color_hsv", text="Hue/Saturation/Value")
layout.operator("gpencil.vertex_color_brightness_contrast", text="Brightness/Contrast")
class VIEW3D_MT_select_edit_gpencil(Menu):
bl_label = "Select"
2016-02-01 00:47:10 +11:00
def draw(self, context):
layout = self.layout
layout.operator("gpencil.select_all", text="All").action = 'SELECT'
layout.operator("gpencil.select_all", text="None").action = 'DESELECT'
layout.operator("gpencil.select_all", text="Invert").action = 'INVERT'
layout.separator()
layout.operator("gpencil.select_box")
layout.operator("gpencil.select_circle")
layout.operator_menu_enum("gpencil.select_lasso", "mode")
layout.separator()
layout.operator("gpencil.select_linked", text="Linked")
layout.operator("gpencil.select_alternate")
layout.operator("gpencil.select_random")
layout.operator_menu_enum("gpencil.select_grouped", "type", text="Grouped")
if context.mode == 'VERTEX_GPENCIL':
layout.operator("gpencil.select_vertex_color", text="Color Attribute")
layout.separator()
layout.operator("gpencil.select_first")
layout.operator("gpencil.select_last")
layout.separator()
layout.operator("gpencil.select_more")
layout.operator("gpencil.select_less")
class VIEW3D_MT_select_paint_mask(Menu):
bl_label = "Select"
def draw(self, _context):
layout = self.layout
layout.operator("paint.face_select_all", text="All").action = 'SELECT'
layout.operator("paint.face_select_all", text="None").action = 'DESELECT'
layout.operator("paint.face_select_all", text="Invert").action = 'INVERT'
layout.operator("paint.face_select_more")
layout.operator("paint.face_select_less")
layout.separator()
layout.operator("view3d.select_box")
layout.operator("view3d.select_circle")
layout.operator_menu_enum("view3d.select_lasso", "mode")
layout.separator()
layout.operator("paint.face_select_linked", text="Linked")
class VIEW3D_MT_select_paint_mask_vertex(Menu):
bl_label = "Select"
def draw(self, _context):
layout = self.layout
layout.operator("paint.vert_select_all", text="All").action = 'SELECT'
layout.operator("paint.vert_select_all", text="None").action = 'DESELECT'
layout.operator("paint.vert_select_all", text="Invert").action = 'INVERT'
2023-04-13 13:14:05 +10:00
layout.operator("paint.vert_select_more")
layout.operator("paint.vert_select_less")
layout.separator()
layout.operator("view3d.select_box")
layout.operator("view3d.select_circle")
layout.operator_menu_enum("view3d.select_lasso", "mode")
layout.separator()
layout.operator("paint.vert_select_ungrouped", text="Ungrouped Vertices")
layout.operator("paint.vert_select_linked", text="Select Linked")
class VIEW3D_MT_select_edit_point_cloud(Menu):
bl_label = "Select"
def draw(self, _context):
layout = self.layout
layout.template_node_operator_asset_menu_items(catalog_path=self.bl_label)
class VIEW3D_MT_edit_curves_select_more_less(Menu):
bl_label = "Select More/Less"
def draw(self, _context):
layout = self.layout
layout.operator("curves.select_more", text="More")
layout.operator("curves.select_less", text="Less")
class VIEW3D_MT_select_edit_curves(Menu):
bl_label = "Select"
def draw(self, _context):
layout = self.layout
layout.operator("curves.select_all", text="All").action = 'SELECT'
layout.operator("curves.select_all", text="None").action = 'DESELECT'
layout.operator("curves.select_all", text="Invert").action = 'INVERT'
layout.separator()
layout.operator("curves.select_random", text="Random")
layout.operator("curves.select_ends", text="Endpoints")
layout.operator("curves.select_linked", text="Linked")
layout.separator()
layout.menu("VIEW3D_MT_edit_curves_select_more_less")
layout.template_node_operator_asset_menu_items(catalog_path=self.bl_label)
class VIEW3D_MT_select_sculpt_curves(Menu):
bl_label = "Select"
def draw(self, _context):
layout = self.layout
layout.operator("curves.select_all", text="All").action = 'SELECT'
layout.operator("curves.select_all", text="None").action = 'DESELECT'
layout.operator("curves.select_all", text="Invert").action = 'INVERT'
layout.operator("sculpt_curves.select_random", text="Random")
layout.operator("curves.select_ends", text="Endpoints")
layout.operator("sculpt_curves.select_grow", text="Grow")
layout.template_node_operator_asset_menu_items(catalog_path="Select")
class VIEW3D_MT_mesh_add(Menu):
bl_idname = "VIEW3D_MT_mesh_add"
bl_label = "Mesh"
bl_options = {'SEARCH_ON_KEY_PRESS'}
def draw(self, _context):
layout = self.layout
layout.operator_context = 'INVOKE_REGION_WIN'
layout.operator("mesh.primitive_plane_add", text="Plane", icon='MESH_PLANE')
layout.operator("mesh.primitive_cube_add", text="Cube", icon='MESH_CUBE')
layout.operator("mesh.primitive_circle_add", text="Circle", icon='MESH_CIRCLE')
layout.operator("mesh.primitive_uv_sphere_add", text="UV Sphere", icon='MESH_UVSPHERE')
layout.operator("mesh.primitive_ico_sphere_add", text="Ico Sphere", icon='MESH_ICOSPHERE')
layout.operator("mesh.primitive_cylinder_add", text="Cylinder", icon='MESH_CYLINDER')
layout.operator("mesh.primitive_cone_add", text="Cone", icon='MESH_CONE')
layout.operator("mesh.primitive_torus_add", text="Torus", icon='MESH_TORUS')
layout.separator()
layout.operator("mesh.primitive_grid_add", text="Grid", icon='MESH_GRID')
layout.operator("mesh.primitive_monkey_add", text="Monkey", icon='MESH_MONKEY')
layout.template_node_operator_asset_menu_items(catalog_path="Add")
class VIEW3D_MT_curve_add(Menu):
bl_idname = "VIEW3D_MT_curve_add"
bl_label = "Curve"
bl_options = {'SEARCH_ON_KEY_PRESS'}
def draw(self, context):
layout = self.layout
layout.operator_context = 'INVOKE_REGION_WIN'
layout.operator("curve.primitive_bezier_curve_add", text="Bezier", icon='CURVE_BEZCURVE')
layout.operator("curve.primitive_bezier_circle_add", text="Circle", icon='CURVE_BEZCIRCLE')
layout.separator()
layout.operator("curve.primitive_nurbs_curve_add", text="Nurbs Curve", icon='CURVE_NCURVE')
layout.operator("curve.primitive_nurbs_circle_add", text="Nurbs Circle", icon='CURVE_NCIRCLE')
layout.operator("curve.primitive_nurbs_path_add", text="Path", icon='CURVE_PATH')
layout.separator()
layout.operator("object.curves_empty_hair_add", text="Empty Hair", icon='CURVES_DATA')
layout.operator("object.quick_fur", text="Fur", icon='CURVES_DATA')
experimental = context.preferences.experimental
if experimental.use_new_curves_tools:
layout.operator("object.curves_random_add", text="Random", icon='CURVES_DATA')
class VIEW3D_MT_surface_add(Menu):
bl_idname = "VIEW3D_MT_surface_add"
bl_label = "Surface"
bl_options = {'SEARCH_ON_KEY_PRESS'}
def draw(self, _context):
layout = self.layout
layout.operator_context = 'INVOKE_REGION_WIN'
layout.operator("surface.primitive_nurbs_surface_curve_add", text="Nurbs Curve", icon='SURFACE_NCURVE')
layout.operator("surface.primitive_nurbs_surface_circle_add", text="Nurbs Circle", icon='SURFACE_NCIRCLE')
layout.operator("surface.primitive_nurbs_surface_surface_add", text="Nurbs Surface", icon='SURFACE_NSURFACE')
layout.operator("surface.primitive_nurbs_surface_cylinder_add",
text="Nurbs Cylinder", icon='SURFACE_NCYLINDER')
layout.operator("surface.primitive_nurbs_surface_sphere_add", text="Nurbs Sphere", icon='SURFACE_NSPHERE')
layout.operator("surface.primitive_nurbs_surface_torus_add", text="Nurbs Torus", icon='SURFACE_NTORUS')
class VIEW3D_MT_edit_metaball_context_menu(Menu):
bl_label = "Metaball"
def draw(self, _context):
layout = self.layout
layout.operator_context = 'INVOKE_REGION_WIN'
# Add
layout.operator("mball.duplicate_move")
layout.separator()
# Modify
layout.menu("VIEW3D_MT_mirror")
layout.menu("VIEW3D_MT_snap")
layout.separator()
# Remove
layout.operator_context = 'EXEC_REGION_WIN'
layout.operator("mball.delete_metaelems", text="Delete")
class VIEW3D_MT_metaball_add(Menu):
bl_idname = "VIEW3D_MT_metaball_add"
bl_label = "Metaball"
bl_options = {'SEARCH_ON_KEY_PRESS'}
def draw(self, _context):
layout = self.layout
layout.operator_context = 'INVOKE_REGION_WIN'
layout.operator_enum("object.metaball_add", "type")
class TOPBAR_MT_edit_curve_add(Menu):
bl_idname = "TOPBAR_MT_edit_curve_add"
bl_label = "Add"
bl_translation_context = i18n_contexts.operator_default
bl_options = {'SEARCH_ON_KEY_PRESS'}
def draw(self, context):
layout = self.layout
is_surf = context.active_object.type == 'SURFACE'
layout.operator_context = 'EXEC_REGION_WIN'
if is_surf:
VIEW3D_MT_surface_add.draw(self, context)
else:
VIEW3D_MT_curve_add.draw(self, context)
class TOPBAR_MT_edit_armature_add(Menu):
bl_idname = "TOPBAR_MT_edit_armature_add"
bl_label = "Armature"
bl_options = {'SEARCH_ON_KEY_PRESS'}
def draw(self, _context):
layout = self.layout
layout.operator_context = 'EXEC_REGION_WIN'
layout.operator("armature.bone_primitive_add", text="Single Bone", icon='BONE_DATA')
class VIEW3D_MT_armature_add(Menu):
bl_idname = "VIEW3D_MT_armature_add"
bl_label = "Armature"
bl_options = {'SEARCH_ON_KEY_PRESS'}
def draw(self, _context):
layout = self.layout
layout.operator_context = 'EXEC_REGION_WIN'
layout.operator("object.armature_add", text="Single Bone", icon='BONE_DATA')
class VIEW3D_MT_light_add(Menu):
bl_idname = "VIEW3D_MT_light_add"
bl_context = i18n_contexts.id_light
bl_label = "Light"
bl_options = {'SEARCH_ON_KEY_PRESS'}
def draw(self, _context):
layout = self.layout
layout.operator_context = 'INVOKE_REGION_WIN'
layout.operator_enum("object.light_add", "type")
class VIEW3D_MT_lightprobe_add(Menu):
bl_idname = "VIEW3D_MT_lightprobe_add"
bl_label = "Light Probe"
bl_options = {'SEARCH_ON_KEY_PRESS'}
def draw(self, _context):
layout = self.layout
layout.operator_context = 'INVOKE_REGION_WIN'
layout.operator_enum("object.lightprobe_add", "type")
class VIEW3D_MT_camera_add(Menu):
bl_idname = "VIEW3D_MT_camera_add"
bl_label = "Camera"
bl_options = {'SEARCH_ON_KEY_PRESS'}
def draw(self, _context):
layout = self.layout
layout.operator_context = 'EXEC_REGION_WIN'
layout.operator("object.camera_add", text="Camera", icon='OUTLINER_OB_CAMERA')
class VIEW3D_MT_volume_add(Menu):
bl_idname = "VIEW3D_MT_volume_add"
bl_label = "Volume"
bl_translation_context = i18n_contexts.id_id
bl_options = {'SEARCH_ON_KEY_PRESS'}
def draw(self, _context):
layout = self.layout
layout.operator("object.volume_import", text="Import OpenVDB...", icon='OUTLINER_DATA_VOLUME')
layout.operator("object.volume_add", text="Empty",
text_ctxt=i18n_contexts.id_volume,
icon='OUTLINER_DATA_VOLUME')
class VIEW3D_MT_grease_pencil_add(Menu):
bl_idname = "VIEW3D_MT_grease_pencil_add"
bl_label = "Grease Pencil"
bl_options = {'SEARCH_ON_KEY_PRESS'}
def draw(self, _context):
layout = self.layout
layout.operator("object.grease_pencil_add", text="Empty", icon='EMPTY_AXIS').type = 'EMPTY'
layout.operator("object.grease_pencil_add", text="Stroke", icon='STROKE').type = 'STROKE'
layout.operator("object.grease_pencil_add", text="Suzanne", icon='MONKEY').type = 'MONKEY'
class VIEW3D_MT_add(Menu):
bl_label = "Add"
bl_translation_context = i18n_contexts.operator_default
bl_options = {'SEARCH_ON_KEY_PRESS'}
def draw(self, context):
layout = self.layout
if layout.operator_context == 'EXEC_REGION_WIN':
layout.operator_context = 'INVOKE_REGION_WIN'
layout.operator("WM_OT_search_single_menu", text="Search...", icon='VIEWZOOM').menu_idname = "VIEW3D_MT_add"
layout.separator()
# NOTE: don't use 'EXEC_SCREEN' or operators won't get the `v3d` context.
# NOTE: was `EXEC_AREA`, but this context does not have the `rv3d`, which prevents
# "align_view" to work on first call (see #32719).
layout.operator_context = 'EXEC_REGION_WIN'
# layout.operator_menu_enum("object.mesh_add", "type", text="Mesh", icon='OUTLINER_OB_MESH')
layout.menu("VIEW3D_MT_mesh_add", icon='OUTLINER_OB_MESH')
# layout.operator_menu_enum("object.curve_add", "type", text="Curve", icon='OUTLINER_OB_CURVE')
layout.menu("VIEW3D_MT_curve_add", icon='OUTLINER_OB_CURVE')
# layout.operator_menu_enum("object.surface_add", "type", text="Surface", icon='OUTLINER_OB_SURFACE')
layout.menu("VIEW3D_MT_surface_add", icon='OUTLINER_OB_SURFACE')
layout.menu("VIEW3D_MT_metaball_add", text="Metaball", icon='OUTLINER_OB_META')
layout.operator("object.text_add", text="Text", icon='OUTLINER_OB_FONT')
if context.preferences.experimental.use_new_point_cloud_type:
layout.operator("object.pointcloud_add", text="Point Cloud", icon='OUTLINER_OB_POINTCLOUD')
layout.menu("VIEW3D_MT_volume_add", text="Volume", text_ctxt=i18n_contexts.id_id, icon='OUTLINER_OB_VOLUME')
if context.preferences.experimental.use_grease_pencil_version3:
layout.menu("VIEW3D_MT_grease_pencil_add", text="Grease Pencil", icon='OUTLINER_OB_GREASEPENCIL')
else:
layout.operator_menu_enum(
"object.gpencil_add",
"type",
text="Grease Pencil",
icon='OUTLINER_OB_GREASEPENCIL')
layout.separator()
if VIEW3D_MT_armature_add.is_extended():
layout.menu("VIEW3D_MT_armature_add", icon='OUTLINER_OB_ARMATURE')
else:
layout.operator("object.armature_add", text="Armature", icon='OUTLINER_OB_ARMATURE')
layout.operator("object.add", text="Lattice", icon='OUTLINER_OB_LATTICE').type = 'LATTICE'
layout.separator()
layout.operator_menu_enum("object.empty_add", "type", text="Empty",
text_ctxt=i18n_contexts.id_id,
icon='OUTLINER_OB_EMPTY')
layout.menu("VIEW3D_MT_image_add", text="Image", icon='OUTLINER_OB_IMAGE')
layout.separator()
layout.menu("VIEW3D_MT_light_add", icon='OUTLINER_OB_LIGHT')
layout.menu("VIEW3D_MT_lightprobe_add", icon='OUTLINER_OB_LIGHTPROBE')
layout.separator()
if VIEW3D_MT_camera_add.is_extended():
layout.menu("VIEW3D_MT_camera_add", icon='OUTLINER_OB_CAMERA')
else:
VIEW3D_MT_camera_add.draw(self, context)
layout.separator()
layout.operator("object.speaker_add", text="Speaker", icon='OUTLINER_OB_SPEAKER')
layout.separator()
layout.operator_menu_enum("object.effector_add", "type", text="Force Field", icon='OUTLINER_OB_FORCE_FIELD')
layout.separator()
has_collections = bool(bpy.data.collections)
col = layout.column()
col.enabled = has_collections
if not has_collections or len(bpy.data.collections) > 10:
col.operator_context = 'INVOKE_REGION_WIN'
col.operator(
"object.collection_instance_add",
text="Collection Instance..." if has_collections else "No Collections to Instance",
icon='OUTLINER_OB_GROUP_INSTANCE',
)
else:
col.operator_menu_enum(
Collections and groups unification OVERVIEW * In 2.7 terminology, all layers and groups are now collection datablocks. * These collections are nestable, linkable, instanceable, overrideable, .. which opens up new ways to set up scenes and link + override data. * Viewport/render visibility and selectability are now a part of the collection and shared across all view layers and linkable. * View layers define which subset of the scene collection hierarchy is excluded for each. For many workflows one view layer can be used, these are more of an advanced feature now. OUTLINER * The outliner now has a "View Layer" display mode instead of "Collections", which can display the collections and/or objects in the view layer. * In this display mode, collections can be excluded with the right click menu. These will then be greyed out and their objects will be excluded. * To view collections not linked to any scene, the "Blender File" display mode can be used, with the new filtering option to just see Colleciton datablocks. * The outliner right click menus for collections and objects were reorganized. * Drag and drop still needs to be improved. Like before, dragging the icon or text gives different results, we'll unify this later. LINKING AND OVERRIDES * Collections can now be linked into the scene without creating an instance, with the link/append operator or from the collections view in the outliner. * Collections can get static overrides with the right click menu in the outliner, but this is rather unreliable and not clearly communicated at the moment. * We still need to improve the make override operator to turn collection instances into collections with overrides directly in the scene. PERFORMANCE * We tried to make performance not worse than before and improve it in some cases. The main thing that's still a bit slower is multiple scenes, we have to change the layer syncing to only updated affected scenes. * Collections keep a list of their parent collections for faster incremental updates in syncing and caching. * View layer bases are now in a object -> base hash to avoid quadratic time lookups internally and in API functions like visible_get(). VERSIONING * Compatibility with 2.7 files should be improved due to the new visibility controls. Of course users may not want to set up their scenes differently now to avoid having separate layers and groups. * Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero files. There's a few things which are know to be not quite compatible, like nested layer collections inside groups. * The versioning code for 2.8 files is quite complicated, and isolated behind #ifdef so it can be removed at the end of the release cycle. KNOWN ISSUES * The G-key group operators in the 3D viewport were left mostly as is, they need to be modified still to fit better. * Same for the groups panel in the object properties. This needs to be updated still, or perhaps replaced by something better. * Collections must all have a unique name. Less restrictive namespacing is to be done later, we'll have to see how important this is as all objects within the collections must also have a unique name anyway. * Full scene copy and delete scene are exactly doing the right thing yet. Differential Revision: https://developer.blender.org/D3383 https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
"object.collection_instance_add",
"collection",
text="Collection Instance",
2017-10-19 11:24:01 +11:00
icon='OUTLINER_OB_GROUP_INSTANCE',
)
class VIEW3D_MT_image_add(Menu):
bl_label = "Add Image"
bl_options = {'SEARCH_ON_KEY_PRESS'}
def draw(self, _context):
layout = self.layout
2018-11-22 15:31:19 +11:00
layout.operator("object.load_reference_image", text="Reference", icon='IMAGE_REFERENCE')
layout.operator("object.load_background_image", text="Background", icon='IMAGE_BACKGROUND')
class VIEW3D_MT_object_relations(Menu):
bl_label = "Relations"
def draw(self, _context):
layout = self.layout
layout.operator("object.make_dupli_face")
layout.separator()
layout.operator_menu_enum("object.make_local", "type", text="Make Local...")
layout.menu("VIEW3D_MT_make_single_user")
class VIEW3D_MT_object_liboverride(Menu):
bl_label = "Library Override"
def draw(self, _context):
layout = self.layout
layout.operator("object.make_override_library", text="Make")
layout.operator("object.reset_override_library", text="Reset")
layout.operator("object.clear_override_library", text="Clear")
class VIEW3D_MT_object(Menu):
bl_context = "objectmode"
bl_label = "Object"
def draw(self, context):
layout = self.layout
layout.menu("VIEW3D_MT_transform_object")
layout.operator_menu_enum("object.origin_set", text="Set Origin", property="type")
layout.menu("VIEW3D_MT_mirror")
layout.menu("VIEW3D_MT_object_clear")
layout.menu("VIEW3D_MT_object_apply")
layout.menu("VIEW3D_MT_snap")
layout.separator()
layout.operator("object.duplicate_move")
layout.operator("object.duplicate_move_linked")
layout.operator("object.join")
layout.separator()
2018-11-23 13:55:33 +11:00
layout.operator("view3d.copybuffer", text="Copy Objects", icon='COPYDOWN')
layout.operator("view3d.pastebuffer", text="Paste Objects", icon='PASTEDOWN')
layout.separator()
2023-09-13 13:36:00 +10:00
layout.menu("VIEW3D_MT_object_asset", icon='ASSET_MANAGER')
layout.menu("VIEW3D_MT_object_collection")
layout.separator()
layout.menu("VIEW3D_MT_object_liboverride", icon='LIBRARY_DATA_OVERRIDE')
layout.menu("VIEW3D_MT_object_relations")
layout.menu("VIEW3D_MT_object_parent")
layout.menu("VIEW3D_MT_object_constraints")
layout.menu("VIEW3D_MT_object_track")
layout.menu("VIEW3D_MT_make_links")
layout.separator()
layout.operator("object.shade_smooth")
Mesh: Replace auto smooth with node group 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
2023-10-20 16:54:08 +02:00
if context.object and context.object.type == 'MESH':
layout.operator("object.shade_smooth_by_angle")
layout.operator("object.shade_flat")
layout.separator()
layout.menu("VIEW3D_MT_object_animation")
2018-04-24 20:46:18 +02:00
layout.menu("VIEW3D_MT_object_rigid_body")
layout.separator()
layout.menu("VIEW3D_MT_object_quick_effects")
layout.separator()
layout.menu("VIEW3D_MT_object_convert")
layout.separator()
layout.menu("VIEW3D_MT_object_showhide")
layout.menu("VIEW3D_MT_object_cleanup")
layout.separator()
layout.operator_context = 'EXEC_REGION_WIN'
layout.operator("object.delete", text="Delete").use_global = False
layout.operator("object.delete", text="Delete Global").use_global = True
layout.template_node_operator_asset_menu_items(catalog_path="Object")
class VIEW3D_MT_object_animation(Menu):
bl_label = "Animation"
def draw(self, _context):
layout = self.layout
layout.operator("anim.keyframe_insert", text="Insert Keyframe")
layout.operator("anim.keyframe_insert_menu", text="Insert Keyframe with Keying Set").always_prompt = True
layout.operator("anim.keyframe_delete_v3d", text="Delete Keyframes...")
layout.operator("anim.keyframe_clear_v3d", text="Clear Keyframes...")
layout.operator("anim.keying_set_active_set", text="Change Keying Set...")
layout.separator()
layout.operator("nla.bake", text="Bake Action...")
layout.operator("gpencil.bake_mesh_animation", text="Bake Mesh to Grease Pencil...")
layout.operator("gpencil.bake_grease_pencil_animation", text="Bake Object Transform to Grease Pencil...")
2018-04-24 20:46:18 +02:00
class VIEW3D_MT_object_rigid_body(Menu):
bl_label = "Rigid Body"
def draw(self, _context):
2018-04-24 20:46:18 +02:00
layout = self.layout
layout.operator("rigidbody.objects_add", text="Add Active").type = 'ACTIVE'
layout.operator("rigidbody.objects_add", text="Add Passive").type = 'PASSIVE'
layout.separator()
layout.operator("rigidbody.objects_remove", text="Remove")
layout.separator()
layout.operator("rigidbody.shape_change", text="Change Shape")
layout.operator("rigidbody.mass_calculate", text="Calculate Mass")
layout.operator("rigidbody.object_settings_copy", text="Copy from Active")
layout.operator("object.visual_transform_apply", text="Apply Transformation")
layout.operator("rigidbody.bake_to_keyframes", text="Bake to Keyframes")
2018-04-24 20:46:18 +02:00
layout.separator()
layout.operator("rigidbody.connect", text="Connect")
class VIEW3D_MT_object_clear(Menu):
bl_label = "Clear"
def draw(self, _context):
layout = self.layout
layout.operator("object.location_clear", text="Location").clear_delta = False
layout.operator("object.rotation_clear", text="Rotation").clear_delta = False
layout.operator("object.scale_clear", text="Scale").clear_delta = False
layout.separator()
2012-01-17 17:57:20 +00:00
layout.operator("object.origin_clear", text="Origin")
class VIEW3D_MT_object_context_menu(Menu):
bl_label = "Object"
def draw(self, context):
layout = self.layout
view = context.space_data
obj = context.object
selected_objects_len = len(context.selected_objects)
# If nothing is selected
# (disabled for now until it can be made more useful).
'''
if selected_objects_len == 0:
layout.menu("VIEW3D_MT_add", text="Add", text_ctxt=i18n_contexts.operator_default)
layout.operator("view3d.pastebuffer", text="Paste Objects", icon='PASTEDOWN')
return
'''
# If something is selected
# Individual object types.
if obj is None:
pass
elif obj.type == 'CAMERA':
layout.operator_context = 'INVOKE_REGION_WIN'
layout.operator("view3d.object_as_camera", text="Set Active Camera")
if obj.data.type == 'PERSP':
props = layout.operator("wm.context_modal_mouse", text="Adjust Focal Length")
props.data_path_iter = "selected_editable_objects"
props.data_path_item = "data.lens"
props.input_scale = 0.1
if obj.data.lens_unit == 'MILLIMETERS':
props.header_text = rpt_("Camera Focal Length: %.1fmm")
else:
props.header_text = rpt_("Camera Focal Length: %.1f\u00B0")
else:
props = layout.operator("wm.context_modal_mouse", text="Camera Lens Scale")
props.data_path_iter = "selected_editable_objects"
props.data_path_item = "data.ortho_scale"
props.input_scale = 0.01
props.header_text = rpt_("Camera Lens Scale: %.3f")
if not obj.data.dof.focus_object:
if view and view.camera == obj and view.region_3d.view_perspective == 'CAMERA':
props = layout.operator("ui.eyedropper_depth", text="DOF Distance (Pick)")
else:
props = layout.operator("wm.context_modal_mouse", text="Adjust Focus Distance")
props.data_path_iter = "selected_editable_objects"
props.data_path_item = "data.dof.focus_distance"
props.input_scale = 0.02
props.header_text = rpt_("Focus Distance: %.3f")
layout.separator()
elif obj.type in {'CURVE', 'FONT'}:
layout.operator_context = 'INVOKE_REGION_WIN'
props = layout.operator("wm.context_modal_mouse", text="Adjust Extrusion")
props.data_path_iter = "selected_editable_objects"
props.data_path_item = "data.extrude"
props.input_scale = 0.01
props.header_text = rpt_("Extrude: %.3f")
props = layout.operator("wm.context_modal_mouse", text="Adjust Offset")
props.data_path_iter = "selected_editable_objects"
props.data_path_item = "data.offset"
props.input_scale = 0.01
props.header_text = rpt_("Offset: %.3f")
layout.separator()
elif obj.type == 'EMPTY':
layout.operator_context = 'INVOKE_REGION_WIN'
props = layout.operator("wm.context_modal_mouse", text="Adjust Empty Display Size")
props.data_path_iter = "selected_editable_objects"
props.data_path_item = "empty_display_size"
props.input_scale = 0.01
props.header_text = rpt_("Empty Display Size: %.3f")
layout.separator()
if obj.empty_display_type == 'IMAGE':
layout.operator("gpencil.trace_image")
layout.separator()
elif obj.type == 'LIGHT':
light = obj.data
layout.operator_context = 'INVOKE_REGION_WIN'
props = layout.operator("wm.context_modal_mouse", text="Adjust Light Power")
props.data_path_iter = "selected_editable_objects"
props.data_path_item = "data.energy"
props.input_scale = 1.0
props.header_text = rpt_("Light Power: %.3f")
if light.type == 'AREA':
if light.shape in {'RECTANGLE', 'ELLIPSE'}:
props = layout.operator("wm.context_modal_mouse", text="Adjust Area Light X Size")
props.data_path_iter = "selected_editable_objects"
props.data_path_item = "data.size"
props.header_text = rpt_("Light Size X: %.3f")
props = layout.operator("wm.context_modal_mouse", text="Adjust Area Light Y Size")
props.data_path_iter = "selected_editable_objects"
Remove Blender Internal and legacy viewport from Blender 2.8. Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
2018-04-19 17:34:44 +02:00
props.data_path_item = "data.size_y"
props.header_text = rpt_("Light Size Y: %.3f")
else:
props = layout.operator("wm.context_modal_mouse", text="Adjust Area Light Size")
props.data_path_iter = "selected_editable_objects"
props.data_path_item = "data.size"
props.header_text = rpt_("Light Size: %.3f")
Remove Blender Internal and legacy viewport from Blender 2.8. Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
2018-04-19 17:34:44 +02:00
elif light.type in {'SPOT', 'POINT'}:
props = layout.operator("wm.context_modal_mouse", text="Adjust Light Radius")
Remove Blender Internal and legacy viewport from Blender 2.8. Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
2018-04-19 17:34:44 +02:00
props.data_path_iter = "selected_editable_objects"
props.data_path_item = "data.shadow_soft_size"
props.header_text = rpt_("Light Radius: %.3f")
elif light.type == 'SUN':
props = layout.operator("wm.context_modal_mouse", text="Adjust Sun Light Angle")
props.data_path_iter = "selected_editable_objects"
props.data_path_item = "data.angle"
props.header_text = rpt_("Light Angle: %.3f")
if light.type == 'SPOT':
layout.separator()
props = layout.operator("wm.context_modal_mouse", text="Adjust Spot Light Size")
props.data_path_iter = "selected_editable_objects"
props.data_path_item = "data.spot_size"
props.input_scale = 0.01
props.header_text = rpt_("Spot Size: %.2f")
props = layout.operator("wm.context_modal_mouse", text="Adjust Spot Light Blend")
props.data_path_iter = "selected_editable_objects"
props.data_path_item = "data.spot_blend"
props.input_scale = -0.01
props.header_text = rpt_("Spot Blend: %.2f")
layout.separator()
# Shared among some object types.
if obj is not None:
if obj.type in {'MESH', 'CURVE', 'SURFACE'}:
layout.operator("object.shade_smooth")
Mesh: Replace auto smooth with node group 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
2023-10-20 16:54:08 +02:00
if obj.type == 'MESH':
layout.operator("object.shade_smooth_by_angle")
layout.operator("object.shade_flat")
layout.separator()
if obj.type in {'MESH', 'CURVE', 'SURFACE', 'ARMATURE', 'GPENCIL'}:
if selected_objects_len > 1:
layout.operator("object.join")
if obj.type in {'MESH', 'CURVE', 'CURVES', 'SURFACE', 'POINTCLOUD', 'META', 'FONT'}:
layout.operator_menu_enum("object.convert", "target")
if obj.type == 'GPENCIL':
layout.operator_menu_enum("gpencil.convert", "type", text="Convert To")
2023-01-11 13:03:49 +11:00
if (obj.type in {
'MESH', 'CURVE', 'CURVES', 'SURFACE', 'GPENCIL', 'LATTICE', 'ARMATURE', 'META', 'FONT', 'POINTCLOUD',
} or (obj.type == 'EMPTY' and obj.instance_collection is not None)):
layout.operator_context = 'INVOKE_REGION_WIN'
layout.operator_menu_enum("object.origin_set", text="Set Origin", property="type")
layout.operator_context = 'INVOKE_DEFAULT'
layout.separator()
# Shared among all object types
layout.operator("view3d.copybuffer", text="Copy Objects", icon='COPYDOWN')
layout.operator("view3d.pastebuffer", text="Paste Objects", icon='PASTEDOWN')
layout.separator()
2018-11-23 13:55:33 +11:00
layout.operator("object.duplicate_move", icon='DUPLICATE')
layout.operator("object.duplicate_move_linked")
layout.separator()
props = layout.operator("wm.call_panel", text="Rename Active Object...")
props.name = "TOPBAR_PT_name"
props.keep_open = False
layout.separator()
layout.menu("VIEW3D_MT_mirror")
layout.menu("VIEW3D_MT_snap")
layout.menu("VIEW3D_MT_object_parent")
layout.operator_context = 'INVOKE_REGION_WIN'
if view and view.local_view:
layout.operator("view3d.localview_remove_from")
else:
layout.operator("object.move_to_collection")
layout.separator()
layout.operator("anim.keyframe_insert", text="Insert Keyframe")
layout.operator("anim.keyframe_insert_menu", text="Insert Keyframe with Keying Set").always_prompt = True
layout.separator()
layout.operator_context = 'EXEC_REGION_WIN'
layout.operator("object.delete", text="Delete").use_global = False
layout.template_node_operator_asset_menu_items(catalog_path="Object")
2010-09-07 15:17:42 +00:00
class VIEW3D_MT_object_shading(Menu):
# XXX, this menu is a place to store shading operator in object mode
bl_label = "Shading"
def draw(self, _context):
layout = self.layout
layout.operator("object.shade_smooth", text="Smooth")
layout.operator("object.shade_flat", text="Flat")
class VIEW3D_MT_object_apply(Menu):
bl_label = "Apply"
def draw(self, _context):
layout = self.layout
# Need invoke for the popup confirming the multi-user data operation
layout.operator_context = 'INVOKE_DEFAULT'
props = layout.operator("object.transform_apply", text="Location", text_ctxt=i18n_contexts.default)
props.location, props.rotation, props.scale = True, False, False
props = layout.operator("object.transform_apply", text="Rotation", text_ctxt=i18n_contexts.default)
props.location, props.rotation, props.scale = False, True, False
props = layout.operator("object.transform_apply", text="Scale", text_ctxt=i18n_contexts.default)
props.location, props.rotation, props.scale = False, False, True
props = layout.operator("object.transform_apply", text="All Transforms", text_ctxt=i18n_contexts.default)
props.location, props.rotation, props.scale = True, True, True
props = layout.operator("object.transform_apply", text="Rotation & Scale", text_ctxt=i18n_contexts.default)
props.location, props.rotation, props.scale = False, True, True
layout.separator()
2016-08-01 11:54:02 +10:00
2017-10-19 11:24:01 +11:00
layout.operator(
"object.transforms_to_deltas",
text="Location to Deltas",
text_ctxt=i18n_contexts.default,
).mode = 'LOC'
layout.operator(
"object.transforms_to_deltas",
text="Rotation to Deltas",
text_ctxt=i18n_contexts.default,
).mode = 'ROT'
layout.operator(
"object.transforms_to_deltas",
text="Scale to Deltas",
text_ctxt=i18n_contexts.default,
).mode = 'SCALE'
layout.operator(
"object.transforms_to_deltas",
text="All Transforms to Deltas",
text_ctxt=i18n_contexts.default,
).mode = 'ALL'
layout.operator("object.anim_transforms_to_deltas")
2016-08-01 11:54:02 +10:00
layout.separator()
2017-10-19 11:24:01 +11:00
layout.operator(
"object.visual_transform_apply",
text="Visual Transform",
text_ctxt=i18n_contexts.default,
)
layout.operator(
"object.convert",
text="Visual Geometry to Mesh",
text_ctxt=i18n_contexts.default,
).target = 'MESH'
layout.operator("object.duplicates_make_real")
layout.operator("object.parent_inverse_apply",
text="Parent Inverse",
text_ctxt=i18n_contexts.default)
layout.template_node_operator_asset_menu_items(catalog_path="Object/Apply")
class VIEW3D_MT_object_parent(Menu):
bl_label = "Parent"
def draw(self, _context):
from bl_ui_utils.layout import operator_context
layout = self.layout
layout.operator_enum("object.parent_set", "type")
layout.separator()
with operator_context(layout, 'EXEC_REGION_WIN'):
layout.operator("object.parent_no_inverse_set").keep_transform = False
props = layout.operator("object.parent_no_inverse_set", text="Make Parent without Inverse (Keep Transform)")
props.keep_transform = True
layout.separator()
layout.operator_enum("object.parent_clear", "type")
class VIEW3D_MT_object_track(Menu):
bl_label = "Track"
def draw(self, _context):
layout = self.layout
layout.operator_enum("object.track_set", "type")
layout.separator()
layout.operator_enum("object.track_clear", "type")
Collections and groups unification OVERVIEW * In 2.7 terminology, all layers and groups are now collection datablocks. * These collections are nestable, linkable, instanceable, overrideable, .. which opens up new ways to set up scenes and link + override data. * Viewport/render visibility and selectability are now a part of the collection and shared across all view layers and linkable. * View layers define which subset of the scene collection hierarchy is excluded for each. For many workflows one view layer can be used, these are more of an advanced feature now. OUTLINER * The outliner now has a "View Layer" display mode instead of "Collections", which can display the collections and/or objects in the view layer. * In this display mode, collections can be excluded with the right click menu. These will then be greyed out and their objects will be excluded. * To view collections not linked to any scene, the "Blender File" display mode can be used, with the new filtering option to just see Colleciton datablocks. * The outliner right click menus for collections and objects were reorganized. * Drag and drop still needs to be improved. Like before, dragging the icon or text gives different results, we'll unify this later. LINKING AND OVERRIDES * Collections can now be linked into the scene without creating an instance, with the link/append operator or from the collections view in the outliner. * Collections can get static overrides with the right click menu in the outliner, but this is rather unreliable and not clearly communicated at the moment. * We still need to improve the make override operator to turn collection instances into collections with overrides directly in the scene. PERFORMANCE * We tried to make performance not worse than before and improve it in some cases. The main thing that's still a bit slower is multiple scenes, we have to change the layer syncing to only updated affected scenes. * Collections keep a list of their parent collections for faster incremental updates in syncing and caching. * View layer bases are now in a object -> base hash to avoid quadratic time lookups internally and in API functions like visible_get(). VERSIONING * Compatibility with 2.7 files should be improved due to the new visibility controls. Of course users may not want to set up their scenes differently now to avoid having separate layers and groups. * Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero files. There's a few things which are know to be not quite compatible, like nested layer collections inside groups. * The versioning code for 2.8 files is quite complicated, and isolated behind #ifdef so it can be removed at the end of the release cycle. KNOWN ISSUES * The G-key group operators in the 3D viewport were left mostly as is, they need to be modified still to fit better. * Same for the groups panel in the object properties. This needs to be updated still, or perhaps replaced by something better. * Collections must all have a unique name. Less restrictive namespacing is to be done later, we'll have to see how important this is as all objects within the collections must also have a unique name anyway. * Full scene copy and delete scene are exactly doing the right thing yet. Differential Revision: https://developer.blender.org/D3383 https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
class VIEW3D_MT_object_collection(Menu):
bl_label = "Collection"
def draw(self, _context):
layout = self.layout
2019-02-05 22:36:09 +11:00
layout.operator("object.move_to_collection")
layout.operator("object.link_to_collection")
layout.separator()
Collections and groups unification OVERVIEW * In 2.7 terminology, all layers and groups are now collection datablocks. * These collections are nestable, linkable, instanceable, overrideable, .. which opens up new ways to set up scenes and link + override data. * Viewport/render visibility and selectability are now a part of the collection and shared across all view layers and linkable. * View layers define which subset of the scene collection hierarchy is excluded for each. For many workflows one view layer can be used, these are more of an advanced feature now. OUTLINER * The outliner now has a "View Layer" display mode instead of "Collections", which can display the collections and/or objects in the view layer. * In this display mode, collections can be excluded with the right click menu. These will then be greyed out and their objects will be excluded. * To view collections not linked to any scene, the "Blender File" display mode can be used, with the new filtering option to just see Colleciton datablocks. * The outliner right click menus for collections and objects were reorganized. * Drag and drop still needs to be improved. Like before, dragging the icon or text gives different results, we'll unify this later. LINKING AND OVERRIDES * Collections can now be linked into the scene without creating an instance, with the link/append operator or from the collections view in the outliner. * Collections can get static overrides with the right click menu in the outliner, but this is rather unreliable and not clearly communicated at the moment. * We still need to improve the make override operator to turn collection instances into collections with overrides directly in the scene. PERFORMANCE * We tried to make performance not worse than before and improve it in some cases. The main thing that's still a bit slower is multiple scenes, we have to change the layer syncing to only updated affected scenes. * Collections keep a list of their parent collections for faster incremental updates in syncing and caching. * View layer bases are now in a object -> base hash to avoid quadratic time lookups internally and in API functions like visible_get(). VERSIONING * Compatibility with 2.7 files should be improved due to the new visibility controls. Of course users may not want to set up their scenes differently now to avoid having separate layers and groups. * Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero files. There's a few things which are know to be not quite compatible, like nested layer collections inside groups. * The versioning code for 2.8 files is quite complicated, and isolated behind #ifdef so it can be removed at the end of the release cycle. KNOWN ISSUES * The G-key group operators in the 3D viewport were left mostly as is, they need to be modified still to fit better. * Same for the groups panel in the object properties. This needs to be updated still, or perhaps replaced by something better. * Collections must all have a unique name. Less restrictive namespacing is to be done later, we'll have to see how important this is as all objects within the collections must also have a unique name anyway. * Full scene copy and delete scene are exactly doing the right thing yet. Differential Revision: https://developer.blender.org/D3383 https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
layout.operator("collection.create")
# layout.operator_menu_enum("collection.objects_remove", "collection") # BUGGY
layout.operator("collection.objects_remove")
layout.operator("collection.objects_remove_all")
layout.separator()
Collections and groups unification OVERVIEW * In 2.7 terminology, all layers and groups are now collection datablocks. * These collections are nestable, linkable, instanceable, overrideable, .. which opens up new ways to set up scenes and link + override data. * Viewport/render visibility and selectability are now a part of the collection and shared across all view layers and linkable. * View layers define which subset of the scene collection hierarchy is excluded for each. For many workflows one view layer can be used, these are more of an advanced feature now. OUTLINER * The outliner now has a "View Layer" display mode instead of "Collections", which can display the collections and/or objects in the view layer. * In this display mode, collections can be excluded with the right click menu. These will then be greyed out and their objects will be excluded. * To view collections not linked to any scene, the "Blender File" display mode can be used, with the new filtering option to just see Colleciton datablocks. * The outliner right click menus for collections and objects were reorganized. * Drag and drop still needs to be improved. Like before, dragging the icon or text gives different results, we'll unify this later. LINKING AND OVERRIDES * Collections can now be linked into the scene without creating an instance, with the link/append operator or from the collections view in the outliner. * Collections can get static overrides with the right click menu in the outliner, but this is rather unreliable and not clearly communicated at the moment. * We still need to improve the make override operator to turn collection instances into collections with overrides directly in the scene. PERFORMANCE * We tried to make performance not worse than before and improve it in some cases. The main thing that's still a bit slower is multiple scenes, we have to change the layer syncing to only updated affected scenes. * Collections keep a list of their parent collections for faster incremental updates in syncing and caching. * View layer bases are now in a object -> base hash to avoid quadratic time lookups internally and in API functions like visible_get(). VERSIONING * Compatibility with 2.7 files should be improved due to the new visibility controls. Of course users may not want to set up their scenes differently now to avoid having separate layers and groups. * Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero files. There's a few things which are know to be not quite compatible, like nested layer collections inside groups. * The versioning code for 2.8 files is quite complicated, and isolated behind #ifdef so it can be removed at the end of the release cycle. KNOWN ISSUES * The G-key group operators in the 3D viewport were left mostly as is, they need to be modified still to fit better. * Same for the groups panel in the object properties. This needs to be updated still, or perhaps replaced by something better. * Collections must all have a unique name. Less restrictive namespacing is to be done later, we'll have to see how important this is as all objects within the collections must also have a unique name anyway. * Full scene copy and delete scene are exactly doing the right thing yet. Differential Revision: https://developer.blender.org/D3383 https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
layout.operator("collection.objects_add_active")
layout.operator("collection.objects_remove_active")
class VIEW3D_MT_object_constraints(Menu):
bl_label = "Constraints"
def draw(self, _context):
layout = self.layout
layout.operator("object.constraint_add_with_targets")
layout.operator("object.constraints_copy")
layout.separator()
layout.operator("object.constraints_clear")
class VIEW3D_MT_object_quick_effects(Menu):
bl_label = "Quick Effects"
2021-03-06 18:21:17 +11:00
def draw(self, _context):
layout = self.layout
layout.operator("object.quick_fur")
layout.operator("object.quick_explode")
layout.operator("object.quick_smoke")
layout.operator("object.quick_liquid")
layout.template_node_operator_asset_menu_items(catalog_path="Object/Quick Effects")
class VIEW3D_MT_object_showhide(Menu):
bl_label = "Show/Hide"
def draw(self, _context):
layout = self.layout
layout.operator("object.hide_view_clear")
layout.separator()
layout.operator("object.hide_view_set", text="Hide Selected").unselected = False
layout.operator("object.hide_view_set", text="Hide Unselected").unselected = True
class VIEW3D_MT_object_cleanup(Menu):
bl_label = "Clean Up"
def draw(self, _context):
layout = self.layout
layout.operator("object.vertex_group_clean", text="Clean Vertex Group Weights").group_select_mode = 'ALL'
layout.operator("object.vertex_group_limit_total", text="Limit Total Vertex Groups").group_select_mode = 'ALL'
layout.separator()
layout.operator("object.material_slot_remove_unused", text="Remove Unused Material Slots")
class VIEW3D_MT_object_asset(Menu):
bl_label = "Asset"
def draw(self, _context):
layout = self.layout
layout.operator("asset.mark")
layout.operator("asset.clear", text="Clear Asset").set_fake_user = False
layout.operator("asset.clear", text="Clear Asset (Set Fake User)").set_fake_user = True
class VIEW3D_MT_make_single_user(Menu):
bl_label = "Make Single User"
def draw(self, _context):
layout = self.layout
layout.operator_context = 'EXEC_REGION_WIN'
props = layout.operator("object.make_single_user", text="Object")
props.object = True
props.obdata = props.material = props.animation = props.obdata_animation = False
props = layout.operator("object.make_single_user", text="Object & Data")
props.object = props.obdata = True
props.material = props.animation = props.obdata_animation = False
props = layout.operator("object.make_single_user", text="Object & Data & Materials")
props.object = props.obdata = props.material = True
props.animation = props.obdata_animation = False
props = layout.operator("object.make_single_user", text="Materials")
props.material = True
props.object = props.obdata = props.animation = props.obdata_animation = False
props = layout.operator("object.make_single_user", text="Object Animation")
props.animation = True
props.object = props.obdata = props.material = props.obdata_animation = False
props = layout.operator("object.make_single_user", text="Object Data Animation")
props.obdata_animation = props.obdata = True
props.object = props.material = props.animation = False
class VIEW3D_MT_object_convert(Menu):
bl_label = "Convert"
def draw(self, context):
layout = self.layout
ob = context.active_object
if ob and ob.type == 'GPENCIL' and context.gpencil_data and not context.preferences.experimental.use_grease_pencil_version3:
layout.operator_enum("gpencil.convert", "type")
else:
layout.operator_enum("object.convert", "target")
# Potrace lib dependency.
if bpy.app.build_options.potrace:
layout.operator("gpencil.trace_image", icon='OUTLINER_OB_GREASEPENCIL')
if ob and ob.type == 'CURVES':
layout.operator("curves.convert_to_particle_system", text="Particle System")
2023-11-16 07:59:20 +01:00
layout.template_node_operator_asset_menu_items(catalog_path="Object/Convert")
class VIEW3D_MT_make_links(Menu):
bl_label = "Link/Transfer Data"
def draw(self, _context):
layout = self.layout
operator_context_default = layout.operator_context
2013-04-04 17:01:51 +00:00
if len(bpy.data.scenes) > 10:
layout.operator_context = 'INVOKE_REGION_WIN'
layout.operator("object.make_links_scene", text="Link Objects to Scene...", icon='OUTLINER_OB_EMPTY')
else:
layout.operator_context = 'EXEC_REGION_WIN'
layout.operator_menu_enum("object.make_links_scene", "scene", text="Link Objects to Scene")
layout.separator()
layout.operator_context = operator_context_default
layout.operator_enum("object.make_links_data", "type") # inline
layout.operator("object.join_uvs", text="Copy UV Maps")
layout.separator()
layout.operator("object.data_transfer")
layout.operator("object.datalayout_transfer")
class VIEW3D_MT_brush_paint_modes(Menu):
bl_label = "Enabled Modes"
def draw(self, context):
layout = self.layout
settings = UnifiedPaintPanel.paint_settings(context)
brush = settings.brush
layout.prop(brush, "use_paint_sculpt", text="Sculpt")
layout.prop(brush, "use_paint_uv_sculpt", text="UV Sculpt")
layout.prop(brush, "use_paint_vertex", text="Vertex Paint")
layout.prop(brush, "use_paint_weight", text="Weight Paint")
layout.prop(brush, "use_paint_image", text="Texture Paint")
layout.prop(brush, "use_paint_sculpt_curves", text="Sculpt Curves")
class VIEW3D_MT_paint_vertex(Menu):
bl_label = "Paint"
def draw(self, _context):
layout = self.layout
layout.operator("paint.vertex_color_smooth")
layout.operator("paint.vertex_color_dirt")
layout.operator("paint.vertex_color_from_weight")
layout.separator()
layout.operator("paint.vertex_color_invert", text="Invert")
layout.operator("paint.vertex_color_levels", text="Levels")
layout.operator("paint.vertex_color_hsv", text="Hue/Saturation/Value")
layout.operator("paint.vertex_color_brightness_contrast", text="Brightness/Contrast")
layout.separator()
layout.operator("paint.vertex_color_set")
layout.operator("paint.sample_color")
class VIEW3D_MT_hook(Menu):
bl_label = "Hooks"
def draw(self, context):
layout = self.layout
layout.operator_context = 'EXEC_AREA'
layout.operator("object.hook_add_newob")
layout.operator("object.hook_add_selob").use_bone = False
layout.operator("object.hook_add_selob", text="Hook to Selected Object Bone").use_bone = True
if any([mod.type == 'HOOK' for mod in context.active_object.modifiers]):
layout.separator()
layout.operator_menu_enum("object.hook_assign", "modifier")
layout.operator_menu_enum("object.hook_remove", "modifier")
layout.separator()
layout.operator_menu_enum("object.hook_select", "modifier")
layout.operator_menu_enum("object.hook_reset", "modifier")
layout.operator_menu_enum("object.hook_recenter", "modifier")
class VIEW3D_MT_vertex_group(Menu):
bl_label = "Vertex Groups"
def draw(self, context):
layout = self.layout
2012-07-29 12:07:06 +00:00
layout.operator_context = 'EXEC_AREA'
layout.operator("object.vertex_group_assign_new")
ob = context.active_object
if ob.mode == 'EDIT' or (ob.mode == 'WEIGHT_PAINT' and ob.type == 'MESH' and ob.data.use_paint_mask_vertex):
if ob.vertex_groups.active:
layout.separator()
layout.operator("object.vertex_group_assign", text="Assign to Active Group")
2017-10-19 11:24:01 +11:00
layout.operator(
"object.vertex_group_remove_from",
text="Remove from Active Group",
).use_all_groups = False
layout.operator("object.vertex_group_remove_from", text="Remove from All").use_all_groups = True
if ob.vertex_groups.active:
layout.separator()
layout.operator_menu_enum("object.vertex_group_set_active", "group", text="Set Active Group")
layout.operator("object.vertex_group_remove", text="Remove Active Group").all = False
layout.operator("object.vertex_group_remove", text="Remove All Groups").all = True
class VIEW3D_MT_gpencil_vertex_group(Menu):
bl_label = "Vertex Groups"
def draw(self, context):
layout = self.layout
layout.operator_context = 'EXEC_AREA'
ob = context.active_object
layout.operator("object.vertex_group_add", text="Add New Group")
ob = context.active_object
if ob.vertex_groups.active:
layout.separator()
layout.operator("gpencil.vertex_group_assign", text="Assign")
layout.operator("gpencil.vertex_group_remove_from", text="Remove")
layout.operator("gpencil.vertex_group_select", text="Select")
layout.operator("gpencil.vertex_group_deselect", text="Deselect")
class VIEW3D_MT_paint_weight_lock(Menu):
bl_label = "Vertex Group Locks"
def draw(self, _context):
layout = self.layout
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", text="Lock Selected")
props.action, props.mask = 'LOCK', 'SELECTED'
props = layout.operator("object.vertex_group_lock", text="Lock Unselected")
props.action, props.mask = 'LOCK', 'UNSELECTED'
props = layout.operator("object.vertex_group_lock", text="Lock Only Selected")
props.action, props.mask = 'LOCK', 'INVERT_UNSELECTED'
props = layout.operator("object.vertex_group_lock", text="Lock Only Unselected")
props.action, props.mask = 'UNLOCK', 'INVERT_UNSELECTED'
layout.separator()
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="Unlock Selected")
props.action, props.mask = 'UNLOCK', 'SELECTED'
props = layout.operator("object.vertex_group_lock", text="Unlock Unselected")
props.action, props.mask = 'UNLOCK', 'UNSELECTED'
layout.separator()
props = layout.operator("object.vertex_group_lock", icon='ARROW_LEFTRIGHT', text="Invert Locks")
props.action, props.mask = 'INVERT', 'ALL'
class VIEW3D_MT_paint_weight(Menu):
bl_label = "Weights"
@staticmethod
def draw_generic(layout, is_editmode=False):
if not is_editmode:
layout.operator("paint.weight_from_bones", text="Assign Automatic from Bones").type = 'AUTOMATIC'
layout.operator("paint.weight_from_bones", text="Assign from Bone Envelopes").type = 'ENVELOPES'
layout.separator()
layout.operator("object.vertex_group_normalize_all", text="Normalize All")
layout.operator("object.vertex_group_normalize", text="Normalize")
layout.separator()
layout.operator("object.vertex_group_mirror", text="Mirror")
layout.operator("object.vertex_group_invert", text="Invert")
layout.operator("object.vertex_group_clean", text="Clean")
layout.separator()
layout.operator("object.vertex_group_quantize", text="Quantize")
layout.operator("object.vertex_group_levels", text="Levels")
layout.operator("object.vertex_group_smooth", text="Smooth")
if not is_editmode:
props = layout.operator("object.data_transfer", text="Transfer Weights")
props.use_reverse_transfer = True
props.data_type = 'VGROUP_WEIGHTS'
layout.operator("object.vertex_group_limit_total", text="Limit Total")
2011-04-04 22:42:43 +00:00
if not is_editmode:
layout.separator()
# Primarily for shortcut discoverability.
layout.operator("paint.weight_set")
layout.operator("paint.weight_sample", text="Sample Weight")
layout.operator("paint.weight_sample_group", text="Sample Group")
layout.separator()
# Primarily for shortcut discoverability.
layout.operator("paint.weight_gradient", text="Gradient (Linear)").type = 'LINEAR'
layout.operator("paint.weight_gradient", text="Gradient (Radial)").type = 'RADIAL'
layout.separator()
layout.menu("VIEW3D_MT_paint_weight_lock", text="Locks")
def draw(self, _context):
self.draw_generic(self.layout, is_editmode=False)
class VIEW3D_MT_sculpt(Menu):
bl_label = "Sculpt"
def draw(self, context):
layout = self.layout
layout.operator("transform.translate")
layout.operator("transform.rotate")
layout.operator("transform.resize", text="Scale")
props = layout.operator("sculpt.mesh_filter", text="Sphere")
props.type = 'SPHERE'
layout.separator()
2012-05-15 18:50:51 +00:00
props = layout.operator("paint.hide_show", text="Box Hide")
props.action = 'HIDE'
props = layout.operator("paint.hide_show", text="Box Show")
props.action = 'SHOW'
layout.separator()
props = layout.operator("sculpt.face_set_change_visibility", text="Toggle Visibility")
props.mode = 'TOGGLE'
props = layout.operator("sculpt.face_set_change_visibility", text="Hide Active Face Set")
props.mode = 'HIDE_ACTIVE'
props = layout.operator("paint.hide_show", text="Show All")
props.action = 'SHOW'
props.area = 'ALL'
layout.operator("paint.visibility_invert", text="Invert Visible")
props = layout.operator("paint.hide_show", text="Hide Masked")
props.action = 'HIDE'
props.area = 'MASKED'
layout.separator()
props = layout.operator("sculpt.trim_box_gesture", text="Box Trim")
props.trim_mode = 'DIFFERENCE'
props = layout.operator("sculpt.trim_lasso_gesture", text="Lasso Trim")
props.trim_mode = 'DIFFERENCE'
props = layout.operator("sculpt.trim_box_gesture", text="Box Add")
props.trim_mode = 'JOIN'
props = layout.operator("sculpt.trim_lasso_gesture", text="Lasso Add")
props.trim_mode = 'JOIN'
layout.operator("sculpt.project_line_gesture", text="Line Project")
layout.separator()
# Fair Positions
props = layout.operator("sculpt.face_set_edit", text="Fair Positions")
props.mode = 'FAIR_POSITIONS'
# Fair Tangency
props = layout.operator("sculpt.face_set_edit", text="Fair Tangency")
props.mode = 'FAIR_TANGENCY'
layout.separator()
sculpt_filters_types = [
('SMOOTH', iface_("Smooth")),
('SURFACE_SMOOTH', iface_("Surface Smooth")),
('INFLATE', iface_("Inflate")),
('RELAX', iface_("Relax Topology")),
('RELAX_FACE_SETS', iface_("Relax Face Sets")),
('SHARPEN', iface_("Sharpen")),
('ENHANCE_DETAILS', iface_("Enhance Details")),
('ERASE_DISCPLACEMENT', iface_("Erase Multires Displacement")),
('RANDOM', iface_("Randomize"))
]
for filter_type, ui_name in sculpt_filters_types:
props = layout.operator("sculpt.mesh_filter", text=ui_name, translate=False)
props.type = filter_type
layout.separator()
layout.operator("sculpt.sample_color", text="Sample Color")
layout.separator()
layout.menu("VIEW3D_MT_sculpt_set_pivot", text="Set Pivot")
layout.separator()
# Rebuild BVH
layout.operator("sculpt.optimize")
layout.operator(
"sculpt.dynamic_topology_toggle",
icon='CHECKBOX_HLT' if context.sculpt_object.use_dynamic_topology_sculpting else 'CHECKBOX_DEHLT',
)
layout.separator()
layout.operator("object.transfer_mode", text="Transfer Sculpt Mode")
class VIEW3D_MT_sculpt_curves(Menu):
bl_label = "Curves"
def draw(self, _context):
layout = self.layout
layout.operator("curves.snap_curves_to_surface", text="Snap to Deformed Surface").attach_mode = 'DEFORM'
layout.operator("curves.snap_curves_to_surface", text="Snap to Nearest Surface").attach_mode = 'NEAREST'
layout.separator()
layout.operator("curves.convert_to_particle_system", text="Convert to Particle System")
layout.template_node_operator_asset_menu_items(catalog_path="Curves")
class VIEW3D_MT_mask(Menu):
bl_label = "Mask"
def draw(self, _context):
layout = self.layout
props = layout.operator("paint.mask_flood_fill", text="Invert Mask")
props.mode = 'INVERT'
props = layout.operator("paint.mask_flood_fill", text="Fill Mask")
props.mode = 'VALUE'
props.value = 1
props = layout.operator("paint.mask_flood_fill", text="Clear Mask")
props.mode = 'VALUE'
props.value = 0
props = layout.operator("paint.mask_box_gesture", text="Box Mask")
props.mode = 'VALUE'
props.value = 0
props = layout.operator("paint.mask_lasso_gesture", text="Lasso Mask")
2012-03-24 07:36:32 +00:00
layout.separator()
props = layout.operator("sculpt.mask_filter", text="Smooth Mask")
props.filter_type = 'SMOOTH'
props = layout.operator("sculpt.mask_filter", text="Sharpen Mask")
props.filter_type = 'SHARPEN'
props = layout.operator("sculpt.mask_filter", text="Grow Mask")
props.filter_type = 'GROW'
props = layout.operator("sculpt.mask_filter", text="Shrink Mask")
props.filter_type = 'SHRINK'
props = layout.operator("sculpt.mask_filter", text="Increase Contrast")
props.filter_type = 'CONTRAST_INCREASE'
props.auto_iteration_count = False
props = layout.operator("sculpt.mask_filter", text="Decrease Contrast")
props.filter_type = 'CONTRAST_DECREASE'
props.auto_iteration_count = False
layout.separator()
props = layout.operator("sculpt.expand", text="Expand Mask by Topology")
props.target = 'MASK'
props.falloff_type = 'GEODESIC'
props.invert = False
props.use_auto_mask = False
props.use_mask_preserve = True
props = layout.operator("sculpt.expand", text="Expand Mask by Normals")
props.target = 'MASK'
props.falloff_type = 'NORMALS'
props.invert = False
props.use_mask_preserve = True
layout.separator()
props = layout.operator("mesh.paint_mask_extract", text="Mask Extract")
layout.separator()
props = layout.operator("mesh.paint_mask_slice", text="Mask Slice")
props.fill_holes = False
props.new_object = False
props = layout.operator("mesh.paint_mask_slice", text="Mask Slice and Fill Holes")
props.new_object = False
props = layout.operator("mesh.paint_mask_slice", text="Mask Slice to New Object")
layout.separator()
props = layout.operator("sculpt.mask_from_cavity", text="Mask From Cavity")
props.settings_source = 'OPERATOR'
layout.separator()
layout.menu("VIEW3D_MT_random_mask", text="Random Mask")
layout.template_node_operator_asset_menu_items(catalog_path=self.bl_label)
2020-03-05 14:53:23 +01:00
class VIEW3D_MT_face_sets(Menu):
bl_label = "Face Sets"
def draw(self, _context):
layout = self.layout
props = layout.operator("sculpt.face_sets_create", text="Face Set from Masked")
props.mode = 'MASKED'
2020-03-05 14:53:23 +01:00
props = layout.operator("sculpt.face_sets_create", text="Face Set from Visible")
props.mode = 'VISIBLE'
2020-03-29 17:34:40 -04:00
props = layout.operator("sculpt.face_sets_create", text="Face Set from Edit Mode Selection")
props.mode = 'SELECTION'
2020-03-05 14:53:23 +01:00
layout.separator()
2020-03-29 17:34:40 -04:00
layout.menu("VIEW3D_MT_face_sets_init", text="Initialize Face Sets")
2020-03-05 14:53:23 +01:00
layout.separator()
props = layout.operator("sculpt.face_set_edit", text="Grow Face Set")
props.mode = 'GROW'
props = layout.operator("sculpt.face_set_edit", text="Shrink Face Set")
props.mode = 'SHRINK'
layout.separator()
props = layout.operator("sculpt.expand", text="Expand Face Set by Topology")
props.target = 'FACE_SETS'
props.falloff_type = 'GEODESIC'
props.invert = False
props.use_mask_preserve = False
props.use_modify_active = False
props = layout.operator("sculpt.expand", text="Expand Active Face Set")
props.target = 'FACE_SETS'
props.falloff_type = 'BOUNDARY_FACE_SET'
props.invert = False
props.use_mask_preserve = False
props.use_modify_active = True
layout.separator()
props = layout.operator("mesh.face_set_extract", text="Extract Face Set")
layout.separator()
props = layout.operator("sculpt.face_sets_randomize_colors", text="Randomize Colors")
2020-03-05 14:53:23 +01:00
layout.template_node_operator_asset_menu_items(catalog_path=self.bl_label)
class VIEW3D_MT_sculpt_set_pivot(Menu):
bl_label = "Sculpt Set Pivot"
def draw(self, _context):
layout = self.layout
props = layout.operator("sculpt.set_pivot_position", text="Pivot to Origin")
props.mode = 'ORIGIN'
props = layout.operator("sculpt.set_pivot_position", text="Pivot to Unmasked")
props.mode = 'UNMASKED'
props = layout.operator("sculpt.set_pivot_position", text="Pivot to Mask Border")
props.mode = 'BORDER'
props = layout.operator("sculpt.set_pivot_position", text="Pivot to Active Vertex")
props.mode = 'ACTIVE'
props = layout.operator("sculpt.set_pivot_position", text="Pivot to Surface Under Cursor")
props.mode = 'SURFACE'
class VIEW3D_MT_face_sets_init(Menu):
bl_label = "Face Sets Init"
def draw(self, _context):
layout = self.layout
props = layout.operator("sculpt.face_sets_init", text="By Loose Parts")
props.mode = 'LOOSE_PARTS'
props = layout.operator("sculpt.face_sets_init", text="By Face Set Boundaries")
props.mode = 'FACE_SET_BOUNDARIES'
props = layout.operator("sculpt.face_sets_init", text="By Materials")
props.mode = 'MATERIALS'
props = layout.operator("sculpt.face_sets_init", text="By Normals")
props.mode = 'NORMALS'
props = layout.operator("sculpt.face_sets_init", text="By UV Seams")
props.mode = 'UV_SEAMS'
props = layout.operator("sculpt.face_sets_init", text="By Edge Creases")
props.mode = 'CREASES'
props = layout.operator("sculpt.face_sets_init", text="By Edge Bevel Weight")
props.mode = 'BEVEL_WEIGHT'
props = layout.operator("sculpt.face_sets_init", text="By Sharp Edges")
props.mode = 'SHARP_EDGES'
class VIEW3D_MT_random_mask(Menu):
bl_label = "Random Mask"
def draw(self, _context):
layout = self.layout
props = layout.operator("sculpt.mask_init", text="Per Vertex")
props.mode = 'RANDOM_PER_VERTEX'
props = layout.operator("sculpt.mask_init", text="Per Face Set")
props.mode = 'RANDOM_PER_FACE_SET'
props = layout.operator("sculpt.mask_init", text="Per Loose Part")
props.mode = 'RANDOM_PER_LOOSE_PART'
2021-07-06 12:05:27 +10:00
class VIEW3D_MT_particle(Menu):
bl_label = "Particle"
def draw(self, context):
layout = self.layout
2018-06-13 14:11:59 +02:00
tool_settings = context.tool_settings
2018-06-13 14:11:59 +02:00
particle_edit = tool_settings.particle_edit
layout.operator("particle.mirror")
layout.operator("particle.remove_doubles")
layout.separator()
if particle_edit.select_mode == 'POINT':
layout.operator("particle.subdivide")
layout.operator("particle.unify_length")
layout.operator("particle.rekey")
layout.operator("particle.weight_set")
layout.separator()
layout.menu("VIEW3D_MT_particle_showhide")
layout.separator()
layout.operator("particle.delete")
class VIEW3D_MT_particle_context_menu(Menu):
bl_label = "Particle"
def draw(self, context):
layout = self.layout
2018-06-13 14:11:59 +02:00
tool_settings = context.tool_settings
2018-06-13 14:11:59 +02:00
particle_edit = tool_settings.particle_edit
layout.operator("particle.rekey")
layout.separator()
layout.operator("particle.delete")
layout.separator()
layout.operator("particle.remove_doubles")
layout.operator("particle.unify_length")
if particle_edit.select_mode == 'POINT':
layout.operator("particle.subdivide")
layout.operator("particle.weight_set")
layout.separator()
layout.operator("particle.mirror")
if particle_edit.select_mode == 'POINT':
layout.separator()
layout.operator("particle.select_all", text="All").action = 'SELECT'
layout.operator("particle.select_all", text="None").action = 'DESELECT'
layout.operator("particle.select_all", text="Invert").action = 'INVERT'
layout.separator()
layout.operator("particle.select_roots")
layout.operator("particle.select_tips")
layout.separator()
layout.operator("particle.select_random")
layout.separator()
layout.operator("particle.select_more")
layout.operator("particle.select_less")
layout.separator()
layout.operator("particle.select_linked", text="Select Linked")
2020-10-02 10:10:01 +10:00
class VIEW3D_MT_particle_showhide(ShowHideMenu, Menu):
_operator_name = "particle"
class VIEW3D_MT_pose(Menu):
bl_label = "Pose"
def draw(self, _context):
layout = self.layout
layout.menu("VIEW3D_MT_transform_armature")
layout.menu("VIEW3D_MT_pose_transform")
2011-03-27 05:23:14 +00:00
layout.menu("VIEW3D_MT_pose_apply")
layout.menu("VIEW3D_MT_snap")
layout.separator()
layout.menu("VIEW3D_MT_object_animation")
layout.separator()
layout.menu("VIEW3D_MT_pose_slide")
layout.menu("VIEW3D_MT_pose_propagate")
layout.separator()
2018-11-23 13:55:33 +11:00
layout.operator("pose.copy", icon='COPYDOWN')
layout.operator("pose.paste", icon='PASTEDOWN').flipped = False
layout.operator("pose.paste", icon='PASTEFLIPDOWN', text="Paste Pose Flipped").flipped = True
layout.separator()
layout.menu("VIEW3D_MT_pose_motion")
Anim: replace Bone Groups & Armature Layers with Bone Collections Armature layers (the 32 little dots) and bone groups are replaced with Bone Collections: - Bone collections are stored on the armature, and have a name that is unique within that armature. - An armature can have an arbitrary number of bone collections (instead of the fixed 32 layers). - Bones can be assigned to zero or more bone collections. - Bone collections have a visibility setting, just like objects in scene collections. - When a bone is in at least one collection, and all its collections in are hidden, the bone is hidden. In other cases (in any visible collection, or in no collection at all), the bone visibility is determined by its own 'hidden' flag. - For now, bone collections cannot be nested; they are a flat list just like bone groups were. Nestability of bone collections is intended to be implemented in a later 4.x release. - Since bone collections are defined on the armature, they can be used from both pose mode and edit mode. Versioning converts bone groups and armature layers to new bone collections. Layers that do not contain any bones are skipped. The old data structures remain in DNA and are unaltered, for limited forward compatibility. That way at least a save with Blender 4.0 will not immediately erase the bone group and armature layers and their bone assignments. Shortcuts: - M/Shift+M in pose/edit mode: move to collection (M) and add to collection (shift+M). This works similar to the M/Shift+M menus for objects & scene collections. - Ctrl+G in pose mode shows a port of the old 'bone groups' menu. This is likely to be removed in the near future, as the functionality overlaps with the M/Shift+M menus. This is the first commit of a series; the bone collections feature will be improved before the Blender 4.0 release. See #108941 for more info. Pull request: https://projects.blender.org/blender/blender/pulls/109976
2023-08-22 12:15:54 +02:00
layout.menu("VIEW3D_MT_bone_collections")
layout.separator()
layout.menu("VIEW3D_MT_object_parent")
layout.menu("VIEW3D_MT_pose_ik")
layout.menu("VIEW3D_MT_pose_constraints")
layout.separator()
layout.menu("VIEW3D_MT_pose_names")
layout.operator("pose.quaternions_flip")
layout.separator()
layout.menu("VIEW3D_MT_pose_showhide")
layout.menu("VIEW3D_MT_bone_options_toggle", text="Bone Settings")
class VIEW3D_MT_pose_transform(Menu):
bl_label = "Clear Transform"
def draw(self, _context):
layout = self.layout
layout.operator("pose.transforms_clear", text="All")
layout.separator()
layout.operator("pose.loc_clear", text="Location")
layout.operator("pose.rot_clear", text="Rotation")
layout.operator("pose.scale_clear", text="Scale")
layout.separator()
layout.operator("pose.user_transforms_clear", text="Reset Unkeyed")
class VIEW3D_MT_pose_slide(Menu):
bl_label = "In-Betweens"
def draw(self, _context):
layout = self.layout
layout.operator("pose.blend_with_rest")
layout.operator("pose.push")
layout.operator("pose.relax")
layout.operator("pose.breakdown")
layout.operator("pose.blend_to_neighbor")
class VIEW3D_MT_pose_propagate(Menu):
bl_label = "Propagate"
def draw(self, _context):
layout = self.layout
layout.operator("pose.propagate", text="To Next Keyframe").mode = 'NEXT_KEY'
layout.operator("pose.propagate", text="To Last Keyframe (Make Cyclic)").mode = 'LAST_KEY'
layout.separator()
layout.operator("pose.propagate", text="On Selected Keyframes").mode = 'SELECTED_KEYS'
layout.separator()
layout.operator("pose.propagate", text="On Selected Markers").mode = 'SELECTED_MARKERS'
class VIEW3D_MT_pose_motion(Menu):
bl_label = "Motion Paths"
def draw(self, _context):
layout = self.layout
layout.operator("pose.paths_calculate", text="Calculate")
layout.operator("pose.paths_clear", text="Clear")
Anim: replace Bone Groups & Armature Layers with Bone Collections Armature layers (the 32 little dots) and bone groups are replaced with Bone Collections: - Bone collections are stored on the armature, and have a name that is unique within that armature. - An armature can have an arbitrary number of bone collections (instead of the fixed 32 layers). - Bones can be assigned to zero or more bone collections. - Bone collections have a visibility setting, just like objects in scene collections. - When a bone is in at least one collection, and all its collections in are hidden, the bone is hidden. In other cases (in any visible collection, or in no collection at all), the bone visibility is determined by its own 'hidden' flag. - For now, bone collections cannot be nested; they are a flat list just like bone groups were. Nestability of bone collections is intended to be implemented in a later 4.x release. - Since bone collections are defined on the armature, they can be used from both pose mode and edit mode. Versioning converts bone groups and armature layers to new bone collections. Layers that do not contain any bones are skipped. The old data structures remain in DNA and are unaltered, for limited forward compatibility. That way at least a save with Blender 4.0 will not immediately erase the bone group and armature layers and their bone assignments. Shortcuts: - M/Shift+M in pose/edit mode: move to collection (M) and add to collection (shift+M). This works similar to the M/Shift+M menus for objects & scene collections. - Ctrl+G in pose mode shows a port of the old 'bone groups' menu. This is likely to be removed in the near future, as the functionality overlaps with the M/Shift+M menus. This is the first commit of a series; the bone collections feature will be improved before the Blender 4.0 release. See #108941 for more info. Pull request: https://projects.blender.org/blender/blender/pulls/109976
2023-08-22 12:15:54 +02:00
class VIEW3D_MT_bone_collections(Menu):
bl_label = "Bone Collections"
@classmethod
def poll(cls, context):
if not context.object or context.object.type != 'ARMATURE':
return False
if context.object.data.library:
return False
return True
def draw(self, context):
layout = self.layout
2013-01-15 23:15:32 +00:00
layout.operator("armature.move_to_collection")
layout.operator("armature.assign_to_collection")
Anim: replace Bone Groups & Armature Layers with Bone Collections Armature layers (the 32 little dots) and bone groups are replaced with Bone Collections: - Bone collections are stored on the armature, and have a name that is unique within that armature. - An armature can have an arbitrary number of bone collections (instead of the fixed 32 layers). - Bones can be assigned to zero or more bone collections. - Bone collections have a visibility setting, just like objects in scene collections. - When a bone is in at least one collection, and all its collections in are hidden, the bone is hidden. In other cases (in any visible collection, or in no collection at all), the bone visibility is determined by its own 'hidden' flag. - For now, bone collections cannot be nested; they are a flat list just like bone groups were. Nestability of bone collections is intended to be implemented in a later 4.x release. - Since bone collections are defined on the armature, they can be used from both pose mode and edit mode. Versioning converts bone groups and armature layers to new bone collections. Layers that do not contain any bones are skipped. The old data structures remain in DNA and are unaltered, for limited forward compatibility. That way at least a save with Blender 4.0 will not immediately erase the bone group and armature layers and their bone assignments. Shortcuts: - M/Shift+M in pose/edit mode: move to collection (M) and add to collection (shift+M). This works similar to the M/Shift+M menus for objects & scene collections. - Ctrl+G in pose mode shows a port of the old 'bone groups' menu. This is likely to be removed in the near future, as the functionality overlaps with the M/Shift+M menus. This is the first commit of a series; the bone collections feature will be improved before the Blender 4.0 release. See #108941 for more info. Pull request: https://projects.blender.org/blender/blender/pulls/109976
2023-08-22 12:15:54 +02:00
layout.separator()
layout.operator("armature.collection_show_all")
props = layout.operator("armature.collection_create_and_assign",
text="Assign to New Collection")
props.name = "New Collection"
class VIEW3D_MT_pose_ik(Menu):
bl_label = "Inverse Kinematics"
def draw(self, _context):
layout = self.layout
layout.operator("pose.ik_add")
layout.operator("pose.ik_clear")
class VIEW3D_MT_pose_constraints(Menu):
bl_label = "Constraints"
def draw(self, _context):
layout = self.layout
layout.operator("pose.constraint_add_with_targets", text="Add (with Targets)...")
layout.operator("pose.constraints_copy")
layout.operator("pose.constraints_clear")
class VIEW3D_MT_pose_names(Menu):
bl_label = "Names"
def draw(self, _context):
layout = self.layout
layout.operator_context = 'EXEC_REGION_WIN'
layout.operator("pose.autoside_names", text="Auto-Name Left/Right").axis = 'XAXIS'
layout.operator("pose.autoside_names", text="Auto-Name Front/Back").axis = 'YAXIS'
layout.operator("pose.autoside_names", text="Auto-Name Top/Bottom").axis = 'ZAXIS'
layout.operator("pose.flip_names")
class VIEW3D_MT_pose_showhide(ShowHideMenu, Menu):
_operator_name = "pose"
class VIEW3D_MT_pose_apply(Menu):
bl_label = "Apply"
def draw(self, _context):
layout = self.layout
layout.operator("pose.armature_apply").selected = False
layout.operator("pose.armature_apply", text="Apply Selected as Rest Pose").selected = True
layout.operator("pose.visual_transform_apply")
layout.separator()
props = layout.operator("object.assign_property_defaults")
props.process_bones = True
class VIEW3D_MT_pose_context_menu(Menu):
bl_label = "Pose"
def draw(self, _context):
layout = self.layout
layout.operator_context = 'INVOKE_REGION_WIN'
layout.operator("anim.keyframe_insert", text="Insert Keyframe")
layout.operator("anim.keyframe_insert_menu", text="Insert Keyframe with Keying Set").always_prompt = True
layout.separator()
2018-11-23 13:55:33 +11:00
layout.operator("pose.copy", icon='COPYDOWN')
layout.operator("pose.paste", icon='PASTEDOWN').flipped = False
layout.operator("pose.paste", icon='PASTEFLIPDOWN', text="Paste X-Flipped Pose").flipped = True
layout.separator()
props = layout.operator("wm.call_panel", text="Rename Active Bone...")
props.name = "TOPBAR_PT_name"
props.keep_open = False
layout.separator()
layout.operator("pose.push")
layout.operator("pose.relax")
layout.operator("pose.breakdown")
layout.operator("pose.blend_to_neighbor")
layout.separator()
layout.operator("pose.paths_calculate", text="Calculate Motion Paths")
layout.operator("pose.paths_clear", text="Clear Motion Paths")
layout.operator("pose.paths_update", text="Update Armature Motion Paths")
layout.operator("object.paths_update_visible", text="Update All Motion Paths")
layout.separator()
layout.operator("pose.hide").unselected = False
layout.operator("pose.reveal")
layout.separator()
layout.operator("pose.user_transforms_clear")
class BoneOptions:
def draw(self, context):
layout = self.layout
options = [
"show_wire",
"use_deform",
"use_envelope_multiply",
"use_inherit_rotation",
]
2011-06-27 11:40:15 +00:00
if context.mode == 'EDIT_ARMATURE':
bone_props = bpy.types.EditBone.bl_rna.properties
data_path_iter = "selected_bones"
opt_suffix = ""
2011-06-27 11:40:15 +00:00
options.append("lock")
2011-10-17 06:58:07 +00:00
else: # pose-mode
2011-06-27 11:40:15 +00:00
bone_props = bpy.types.Bone.bl_rna.properties
data_path_iter = "selected_pose_bones"
opt_suffix = "bone."
for opt in options:
props = layout.operator("wm.context_collection_boolean_set", text=bone_props[opt].name,
text_ctxt=i18n_contexts.default)
props.data_path_iter = data_path_iter
props.data_path_item = opt_suffix + opt
props.type = self.type
class VIEW3D_MT_bone_options_toggle(Menu, BoneOptions):
2011-06-27 11:40:15 +00:00
bl_label = "Toggle Bone Options"
type = 'TOGGLE'
class VIEW3D_MT_bone_options_enable(Menu, BoneOptions):
2011-06-27 11:40:15 +00:00
bl_label = "Enable Bone Options"
type = 'ENABLE'
class VIEW3D_MT_bone_options_disable(Menu, BoneOptions):
2011-06-27 11:40:15 +00:00
bl_label = "Disable Bone Options"
type = 'DISABLE'
# ********** Edit Menus, suffix from ob.type **********
class VIEW3D_MT_edit_mesh(Menu):
bl_label = "Mesh"
def draw(self, _context):
layout = self.layout
with_bullet = bpy.app.build_options.bullet
layout.menu("VIEW3D_MT_transform")
layout.menu("VIEW3D_MT_mirror")
layout.menu("VIEW3D_MT_snap")
layout.separator()
layout.operator("mesh.duplicate_move", text="Duplicate")
layout.menu("VIEW3D_MT_edit_mesh_extrude")
layout.separator()
layout.menu("VIEW3D_MT_edit_mesh_merge", text="Merge")
layout.menu("VIEW3D_MT_edit_mesh_split", text="Split")
layout.operator_menu_enum("mesh.separate", "type")
layout.separator()
layout.operator("mesh.bisect")
2018-12-06 16:52:49 +11:00
layout.operator("mesh.knife_project")
layout.operator("mesh.knife_tool")
if with_bullet:
layout.operator("mesh.convex_hull")
layout.separator()
layout.operator("mesh.symmetrize")
layout.operator("mesh.symmetry_snap")
layout.separator()
layout.menu("VIEW3D_MT_edit_mesh_normals")
layout.menu("VIEW3D_MT_edit_mesh_shading")
layout.menu("VIEW3D_MT_edit_mesh_weights")
layout.operator("mesh.attribute_set")
layout.operator_menu_enum("mesh.sort_elements", "type", text="Sort Elements...")
layout.separator()
layout.menu("VIEW3D_MT_edit_mesh_showhide")
layout.menu("VIEW3D_MT_edit_mesh_clean")
layout.separator()
layout.menu("VIEW3D_MT_edit_mesh_delete")
layout.template_node_operator_asset_menu_items(catalog_path=self.bl_label)
class VIEW3D_MT_edit_mesh_context_menu(Menu):
bl_label = ""
def draw(self, context):
def count_selected_items_for_objects_in_mode():
selected_verts_len = 0
selected_edges_len = 0
selected_faces_len = 0
for ob in context.objects_in_mode_unique_data:
v, e, f = ob.data.count_selected_items()
selected_verts_len += v
selected_edges_len += e
selected_faces_len += f
return (selected_verts_len, selected_edges_len, selected_faces_len)
is_vert_mode, is_edge_mode, is_face_mode = context.tool_settings.mesh_select_mode
selected_verts_len, selected_edges_len, selected_faces_len = count_selected_items_for_objects_in_mode()
del count_selected_items_for_objects_in_mode
layout = self.layout
with_freestyle = bpy.app.build_options.freestyle
layout.operator_context = 'INVOKE_REGION_WIN'
# If nothing is selected
# (disabled for now until it can be made more useful).
'''
# If nothing is selected
if not (selected_verts_len or selected_edges_len or selected_faces_len):
layout.menu("VIEW3D_MT_mesh_add", text="Add", text_ctxt=i18n_contexts.operator_default)
return
'''
# Else something is selected
row = layout.row()
if is_vert_mode:
col = row.column(align=True)
col.label(text="Vertex", icon='VERTEXSEL')
col.separator()
# Additive Operators
col.operator("mesh.subdivide", text="Subdivide")
col.separator()
2019-04-19 08:07:46 +02:00
col.operator("mesh.extrude_vertices_move", text="Extrude Vertices")
col.operator("mesh.bevel", text="Bevel Vertices").affect = 'VERTICES'
if selected_verts_len > 1:
col.separator()
col.operator("mesh.edge_face_add", text="New Edge/Face from Vertices")
col.operator("mesh.vert_connect_path", text="Connect Vertex Path")
col.operator("mesh.vert_connect", text="Connect Vertex Pairs")
col.separator()
# Deform Operators
col.operator("transform.push_pull", text="Push/Pull")
col.operator("transform.shrink_fatten", text="Shrink/Fatten")
col.operator("transform.shear", text="Shear")
col.operator("transform.vert_slide", text="Slide Vertices")
col.operator_context = 'EXEC_REGION_WIN'
col.operator("transform.vertex_random", text="Randomize Vertices").offset = 0.1
col.operator("mesh.vertices_smooth", text="Smooth Vertices").factor = 0.5
col.operator_context = 'INVOKE_REGION_WIN'
col.operator("mesh.vertices_smooth_laplacian", text="Smooth Laplacian")
col.separator()
col.menu("VIEW3D_MT_mirror", text="Mirror Vertices")
col.menu("VIEW3D_MT_snap", text="Snap Vertices")
col.separator()
2023-09-21 07:55:23 +02:00
col.operator("transform.vert_crease")
2023-09-21 07:55:23 +02:00
col.separator()
# Removal Operators
if selected_verts_len > 1:
col.menu("VIEW3D_MT_edit_mesh_merge", text="Merge Vertices")
col.operator("mesh.split")
col.operator_menu_enum("mesh.separate", "type")
col.operator("mesh.dissolve_verts")
col.operator("mesh.delete", text="Delete Vertices").type = 'VERT'
if is_edge_mode:
col = row.column(align=True)
col.label(text="Edge", icon='EDGESEL')
col.separator()
# Additive Operators
col.operator("mesh.subdivide", text="Subdivide")
col.separator()
2019-04-19 08:07:46 +02:00
col.operator("mesh.extrude_edges_move", text="Extrude Edges")
col.operator("mesh.bevel", text="Bevel Edges").affect = 'EDGES'
if selected_edges_len >= 2:
col.operator("mesh.bridge_edge_loops")
if selected_edges_len >= 1:
col.operator("mesh.edge_face_add", text="New Face from Edges")
if selected_edges_len >= 2:
col.operator("mesh.fill")
col.separator()
props = col.operator("mesh.loopcut_slide")
props.TRANSFORM_OT_edge_slide.release_confirm = False
col.operator("mesh.offset_edge_loops_slide")
col.separator()
col.operator("mesh.knife_tool")
col.operator("mesh.bisect")
col.separator()
# Deform Operators
col.operator("mesh.edge_rotate", text="Rotate Edge CW").use_ccw = False
col.operator("transform.edge_slide")
col.operator("mesh.edge_split")
col.separator()
# Edge Flags
col.operator("transform.edge_crease")
col.operator("transform.edge_bevelweight")
col.separator()
col.operator("mesh.mark_seam").clear = False
col.operator("mesh.mark_seam", text="Clear Seam").clear = True
col.separator()
col.operator("mesh.mark_sharp")
col.operator("mesh.mark_sharp", text="Clear Sharp").clear = True
if with_freestyle:
col.separator()
col.operator("mesh.mark_freestyle_edge").clear = False
col.operator("mesh.mark_freestyle_edge", text="Clear Freestyle Edge").clear = True
col.separator()
# Removal Operators
col.operator("mesh.unsubdivide")
col.operator("mesh.split")
col.operator_menu_enum("mesh.separate", "type")
col.operator("mesh.dissolve_edges")
col.operator("mesh.delete", text="Delete Edges").type = 'EDGE'
if is_face_mode:
col = row.column(align=True)
col.label(text="Face", icon='FACESEL')
col.separator()
# Additive Operators
col.operator("mesh.subdivide", text="Subdivide")
col.separator()
col.operator("view3d.edit_mesh_extrude_move_normal",
text="Extrude Faces")
col.operator("view3d.edit_mesh_extrude_move_shrink_fatten",
text="Extrude Faces Along Normals")
col.operator("mesh.extrude_faces_move",
text="Extrude Individual Faces")
2019-04-19 08:07:46 +02:00
col.operator("mesh.inset")
col.operator("mesh.poke")
if selected_faces_len >= 2:
col.operator("mesh.bridge_edge_loops", text="Bridge Faces")
col.separator()
# Modify Operators
col.menu("VIEW3D_MT_uv_map", text="UV Unwrap Faces")
col.separator()
props = col.operator("mesh.quads_convert_to_tris")
props.quad_method = props.ngon_method = 'BEAUTY'
col.operator("mesh.tris_convert_to_quads")
col.separator()
col.operator("mesh.faces_shade_smooth")
col.operator("mesh.faces_shade_flat")
col.separator()
# Removal Operators
col.operator("mesh.unsubdivide")
col.operator("mesh.split")
col.operator_menu_enum("mesh.separate", "type")
col.operator("mesh.dissolve_faces")
col.operator("mesh.delete", text="Delete Faces").type = 'FACE'
class VIEW3D_MT_edit_mesh_select_mode(Menu):
bl_label = "Mesh Select Mode"
def draw(self, _context):
layout = self.layout
layout.operator_context = 'INVOKE_REGION_WIN'
layout.operator("mesh.select_mode", text="Vertex", icon='VERTEXSEL').type = 'VERT'
layout.operator("mesh.select_mode", text="Edge", icon='EDGESEL').type = 'EDGE'
layout.operator("mesh.select_mode", text="Face", icon='FACESEL').type = 'FACE'
class VIEW3D_MT_edit_mesh_extrude(Menu):
bl_label = "Extrude"
def draw(self, context):
from math import pi
layout = self.layout
layout.operator_context = 'INVOKE_REGION_WIN'
2018-06-13 14:11:59 +02:00
tool_settings = context.tool_settings
select_mode = tool_settings.mesh_select_mode
mesh = context.object.data
if mesh.total_face_sel:
layout.operator("view3d.edit_mesh_extrude_move_normal",
text="Extrude Faces")
layout.operator("view3d.edit_mesh_extrude_move_shrink_fatten",
text="Extrude Faces Along Normals")
layout.operator(
"mesh.extrude_faces_move",
text="Extrude Individual Faces")
layout.operator("view3d.edit_mesh_extrude_manifold_normal",
text="Extrude Manifold")
if mesh.total_edge_sel and (select_mode[0] or select_mode[1]):
layout.operator("mesh.extrude_edges_move",
text="Extrude Edges")
if mesh.total_vert_sel and select_mode[0]:
layout.operator("mesh.extrude_vertices_move",
text="Extrude Vertices")
layout.separator()
layout.operator("mesh.extrude_repeat")
layout.operator("mesh.spin").angle = pi * 2
layout.template_node_operator_asset_menu_items(catalog_path="Mesh/Extrude")
class VIEW3D_MT_edit_mesh_vertices(Menu):
bl_label = "Vertex"
def draw(self, _context):
layout = self.layout
layout.operator_context = 'INVOKE_REGION_WIN'
2019-04-19 08:07:46 +02:00
layout.operator("mesh.extrude_vertices_move", text="Extrude Vertices")
layout.operator("mesh.dupli_extrude_cursor").rotate_source = True
layout.operator("mesh.bevel", text="Bevel Vertices").affect = 'VERTICES'
layout.separator()
layout.operator("mesh.edge_face_add", text="New Edge/Face from Vertices")
layout.operator("mesh.vert_connect_path", text="Connect Vertex Path")
layout.operator("mesh.vert_connect", text="Connect Vertex Pairs")
layout.separator()
props = layout.operator("mesh.rip_move", text="Rip Vertices")
props.MESH_OT_rip.use_fill = False
2018-05-24 16:09:20 +02:00
props = layout.operator("mesh.rip_move", text="Rip Vertices and Fill")
props.MESH_OT_rip.use_fill = True
2018-05-24 16:09:20 +02:00
layout.operator("mesh.rip_edge_move", text="Rip Vertices and Extend")
layout.separator()
layout.operator("transform.vert_slide", text="Slide Vertices")
layout.operator_context = 'EXEC_REGION_WIN'
layout.operator("mesh.vertices_smooth", text="Smooth Vertices").factor = 0.5
layout.operator("mesh.vertices_smooth_laplacian", text="Smooth Vertices (Laplacian)")
layout.operator_context = 'INVOKE_REGION_WIN'
layout.separator()
layout.operator("transform.vert_crease")
layout.separator()
layout.operator("mesh.blend_from_shape")
2018-05-24 16:09:20 +02:00
layout.operator("mesh.shape_propagate_to_all", text="Propagate to Shapes")
layout.separator()
layout.menu("VIEW3D_MT_vertex_group")
layout.menu("VIEW3D_MT_hook")
layout.separator()
layout.operator("object.vertex_parent_set")
layout.template_node_operator_asset_menu_items(catalog_path=self.bl_label)
class VIEW3D_MT_edit_mesh_edges(Menu):
bl_label = "Edge"
def draw(self, _context):
layout = self.layout
with_freestyle = bpy.app.build_options.freestyle
layout.operator_context = 'INVOKE_REGION_WIN'
2019-04-19 08:07:46 +02:00
layout.operator("mesh.extrude_edges_move", text="Extrude Edges")
layout.operator("mesh.bevel", text="Bevel Edges").affect = 'EDGES'
layout.operator("mesh.bridge_edge_loops")
layout.operator("mesh.screw")
layout.separator()
layout.operator("mesh.subdivide")
layout.operator("mesh.subdivide_edgering")
layout.operator("mesh.unsubdivide")
layout.separator()
layout.operator("mesh.edge_rotate", text="Rotate Edge CW").use_ccw = False
layout.operator("mesh.edge_rotate", text="Rotate Edge CCW").use_ccw = True
layout.separator()
layout.operator("transform.edge_slide")
props = layout.operator("mesh.loopcut_slide")
props.TRANSFORM_OT_edge_slide.release_confirm = False
layout.operator("mesh.offset_edge_loops_slide")
layout.separator()
layout.operator("transform.edge_crease")
layout.operator("transform.edge_bevelweight")
layout.separator()
layout.operator("mesh.mark_seam").clear = False
layout.operator("mesh.mark_seam", text="Clear Seam").clear = True
layout.separator()
layout.operator("mesh.mark_sharp")
layout.operator("mesh.mark_sharp", text="Clear Sharp").clear = True
layout.operator("mesh.mark_sharp", text="Mark Sharp from Vertices").use_verts = True
props = layout.operator("mesh.mark_sharp", text="Clear Sharp from Vertices")
props.use_verts = True
props.clear = True
if with_freestyle:
layout.separator()
layout.operator("mesh.mark_freestyle_edge").clear = False
layout.operator("mesh.mark_freestyle_edge", text="Clear Freestyle Edge").clear = True
layout.template_node_operator_asset_menu_items(catalog_path=self.bl_label)
class VIEW3D_MT_edit_mesh_faces_data(Menu):
bl_label = "Face Data"
def draw(self, _context):
layout = self.layout
2018-05-24 16:09:20 +02:00
with_freestyle = bpy.app.build_options.freestyle
layout.operator_context = 'INVOKE_REGION_WIN'
layout.operator("mesh.colors_rotate")
layout.operator("mesh.colors_reverse")
layout.separator()
layout.operator("mesh.uvs_rotate")
layout.operator("mesh.uvs_reverse")
2018-05-24 16:09:20 +02:00
layout.separator()
layout.operator("mesh.flip_quad_tessellation")
2018-05-24 16:09:20 +02:00
if with_freestyle:
layout.separator()
2018-05-24 16:09:20 +02:00
layout.operator("mesh.mark_freestyle_face").clear = False
layout.operator("mesh.mark_freestyle_face", text="Clear Freestyle Face").clear = True
layout.template_node_operator_asset_menu_items(catalog_path="Face/Face Data")
2018-05-24 16:09:20 +02:00
class VIEW3D_MT_edit_mesh_faces(Menu):
bl_label = "Face"
bl_idname = "VIEW3D_MT_edit_mesh_faces"
def draw(self, context):
layout = self.layout
layout.operator_context = 'INVOKE_REGION_WIN'
layout.operator("view3d.edit_mesh_extrude_move_normal",
text="Extrude Faces")
layout.operator("view3d.edit_mesh_extrude_move_shrink_fatten",
text="Extrude Faces Along Normals")
layout.operator("mesh.extrude_faces_move", text="Extrude Individual Faces")
layout.separator()
layout.operator("mesh.inset")
layout.operator("mesh.poke")
props = layout.operator("mesh.quads_convert_to_tris")
props.quad_method = props.ngon_method = 'BEAUTY'
layout.operator("mesh.tris_convert_to_quads")
layout.operator("mesh.solidify", text="Solidify Faces")
layout.operator("mesh.wireframe")
layout.separator()
layout.operator("mesh.fill")
layout.operator("mesh.fill_grid")
layout.operator("mesh.beautify_fill")
layout.separator()
layout.operator("mesh.intersect")
layout.operator("mesh.intersect_boolean")
layout.separator()
layout.operator("mesh.face_split_by_edges")
layout.separator()
layout.operator("mesh.faces_shade_smooth")
layout.operator("mesh.faces_shade_flat")
layout.separator()
layout.menu("VIEW3D_MT_edit_mesh_faces_data")
layout.template_node_operator_asset_menu_items(catalog_path=self.bl_label)
2019-05-22 00:27:01 +10:00
class VIEW3D_MT_edit_mesh_normals_select_strength(Menu):
bl_label = "Select by Face Strength"
def draw(self, _context):
layout = self.layout
props = layout.operator("mesh.mod_weighted_strength", text="Weak")
props.set = False
props.face_strength = 'WEAK'
props = layout.operator("mesh.mod_weighted_strength", text="Medium")
props.set = False
props.face_strength = 'MEDIUM'
props = layout.operator("mesh.mod_weighted_strength", text="Strong")
props.set = False
props.face_strength = 'STRONG'
2019-05-22 00:27:01 +10:00
class VIEW3D_MT_edit_mesh_normals_set_strength(Menu):
bl_label = "Set Face Strength"
def draw(self, _context):
layout = self.layout
props = layout.operator("mesh.mod_weighted_strength", text="Weak")
props.set = True
props.face_strength = 'WEAK'
props = layout.operator("mesh.mod_weighted_strength", text="Medium")
props.set = True
props.face_strength = 'MEDIUM'
props = layout.operator("mesh.mod_weighted_strength", text="Strong")
props.set = True
props.face_strength = 'STRONG'
2019-05-22 00:27:01 +10:00
class VIEW3D_MT_edit_mesh_normals_average(Menu):
bl_label = "Average"
def draw(self, _context):
layout = self.layout
layout.operator("mesh.average_normals", text="Custom Normal").average_type = 'CUSTOM_NORMAL'
layout.operator("mesh.average_normals", text="Face Area").average_type = 'FACE_AREA'
layout.operator("mesh.average_normals", text="Corner Angle").average_type = 'CORNER_ANGLE'
2019-05-22 00:27:01 +10:00
class VIEW3D_MT_edit_mesh_normals(Menu):
bl_label = "Normals"
def draw(self, _context):
layout = self.layout
layout.operator("mesh.flip_normals", text="Flip")
layout.operator("mesh.normals_make_consistent", text="Recalculate Outside").inside = False
layout.operator("mesh.normals_make_consistent", text="Recalculate Inside").inside = True
layout.separator()
layout.operator("mesh.set_normals_from_faces", text="Set from Faces")
layout.operator_context = 'INVOKE_REGION_WIN'
layout.operator("transform.rotate_normal", text="Rotate...")
layout.operator("mesh.point_normals", text="Point to Target...")
layout.operator_context = 'EXEC_REGION_WIN'
2018-05-25 22:24:24 +05:30
layout.operator("mesh.merge_normals", text="Merge")
layout.operator("mesh.split_normals", text="Split")
layout.menu("VIEW3D_MT_edit_mesh_normals_average", text="Average")
2018-05-25 22:24:24 +05:30
layout.separator()
2018-05-25 22:24:24 +05:30
UI: fix or improve many messages - The official spelling of FFMPEG is FFmpeg (upper, then lower case). - The normal vector copy and paste operators shoud be singular because they can only be used on a single element. - The "Parent File" file browser operator goes up one level in the file hierarchy. It should be called "Parent Directory", like the current description "Go to the parent directory". - "Mass Vertex Group" used to define the mass, but was reused at some point and now actually defines cloth pinning so it should be called "Pin Vertex Group", as in the UI. - The Transformation constraint's Map To Type suffered from a typo (probably of -> on). - "Fall-off" is more commonly spelled "Falloff". - "Effected" should really be "Affected" in this case. - Rephrase the descriptions for the curve painting tools drawing plane, which did not seem to match what the settings do. Namely, they allow selecting in which plane to draw curves using the Curve Draw tool. Reported by @Joan-Pujolar in #43295: - Force exporting animation on every objects [objects singular] - Color of the interface widgets text insertion cursor (caret) [delete interface widgets] - Index of active aov [AOV in uppercase everywhere else] - Does this tool use an painting canvas [an] - This script was written Blender version %d.%d.%d ["for" missing before "Blender"] - [fcurve -> F-curve] - unknown error stating file [statting] - Offset into each stroke before the beginning of the dashed segment generation [Two spaces between of and the] - Find the nearest element in the a group. [either "the" or "a"] Pull Request: https://projects.blender.org/blender/blender/pulls/107699
2023-05-07 15:27:28 +02:00
layout.operator("mesh.normals_tools", text="Copy Vector").mode = 'COPY'
layout.operator("mesh.normals_tools", text="Paste Vector").mode = 'PASTE'
2018-05-25 22:24:24 +05:30
layout.operator("mesh.smooth_normals", text="Smooth Vectors")
layout.operator("mesh.normals_tools", text="Reset Vectors").mode = 'RESET'
2018-05-25 22:24:24 +05:30
layout.separator()
2018-05-25 22:24:24 +05:30
layout.menu("VIEW3D_MT_edit_mesh_normals_select_strength")
layout.menu("VIEW3D_MT_edit_mesh_normals_set_strength")
layout.template_node_operator_asset_menu_items(catalog_path="Mesh/Normals")
2018-05-25 22:24:24 +05:30
2018-04-24 21:07:05 +02:00
class VIEW3D_MT_edit_mesh_shading(Menu):
bl_label = "Shading"
def draw(self, _context):
2018-04-24 21:07:05 +02:00
layout = self.layout
layout.operator("mesh.faces_shade_smooth", text="Smooth Faces")
layout.operator("mesh.faces_shade_flat", text="Flat Faces")
layout.separator()
layout.operator("mesh.mark_sharp", text="Smooth Edges").clear = True
layout.operator("mesh.mark_sharp", text="Sharp Edges")
layout.separator()
props = layout.operator("mesh.mark_sharp", text="Smooth Vertices")
2018-04-24 21:07:05 +02:00
props.use_verts = True
props.clear = True
layout.operator("mesh.mark_sharp", text="Sharp Vertices").use_verts = True
layout.template_node_operator_asset_menu_items(catalog_path="Mesh/Shading")
class VIEW3D_MT_edit_mesh_weights(Menu):
bl_label = "Weights"
def draw(self, _context):
layout = self.layout
VIEW3D_MT_paint_weight.draw_generic(layout, is_editmode=True)
layout.template_node_operator_asset_menu_items(catalog_path="Mesh/Weights")
class VIEW3D_MT_edit_mesh_clean(Menu):
bl_label = "Clean Up"
def draw(self, _context):
layout = self.layout
layout.operator("mesh.delete_loose")
layout.separator()
layout.operator("mesh.decimate")
layout.operator("mesh.dissolve_degenerate")
layout.operator("mesh.dissolve_limited")
2015-06-11 21:46:51 +10:00
layout.operator("mesh.face_make_planar")
layout.separator()
layout.operator("mesh.vert_connect_nonplanar")
layout.operator("mesh.vert_connect_concave")
2017-02-09 16:25:04 -05:00
layout.operator("mesh.remove_doubles")
layout.operator("mesh.fill_holes")
layout.template_node_operator_asset_menu_items(catalog_path="Mesh/Clean Up")
class VIEW3D_MT_edit_mesh_delete(Menu):
bl_label = "Delete"
def draw(self, _context):
layout = self.layout
layout.operator_enum("mesh.delete", "type")
layout.separator()
layout.operator("mesh.dissolve_verts")
layout.operator("mesh.dissolve_edges")
layout.operator("mesh.dissolve_faces")
layout.separator()
layout.operator("mesh.dissolve_limited")
layout.separator()
layout.operator("mesh.edge_collapse")
layout.operator("mesh.delete_edgeloop", text="Edge Loops")
layout.template_node_operator_asset_menu_items(catalog_path="Mesh/Delete")
class VIEW3D_MT_edit_mesh_merge(Menu):
bl_label = "Merge"
def draw(self, _context):
layout = self.layout
layout.operator_enum("mesh.merge", "type")
layout.separator()
layout.operator("mesh.remove_doubles", text="By Distance")
layout.template_node_operator_asset_menu_items(catalog_path="Mesh/Merge")
class VIEW3D_MT_edit_mesh_split(Menu):
bl_label = "Split"
def draw(self, _context):
layout = self.layout
layout.operator("mesh.split", text="Selection")
layout.separator()
layout.operator_enum("mesh.edge_split", "type")
layout.template_node_operator_asset_menu_items(catalog_path="Mesh/Split")
class VIEW3D_MT_edit_mesh_showhide(ShowHideMenu, Menu):
_operator_name = "mesh"
class VIEW3D_MT_edit_gpencil_delete(Menu):
bl_label = "Delete"
def draw(self, _context):
layout = self.layout
layout.operator_enum("gpencil.delete", "type")
layout.separator()
layout.operator_enum("gpencil.dissolve", "type")
layout.separator()
layout.operator("gpencil.delete", text="Delete Active Keyframe (Active Layer)").type = 'FRAME'
layout.operator("gpencil.active_frames_delete_all", text="Delete Active Keyframes (All Layers)")
class VIEW3D_MT_edit_greasepencil_delete(Menu):
bl_label = "Delete"
def draw(self, _context):
layout = self.layout
layout.operator("grease_pencil.delete")
2023-11-17 11:54:19 +01:00
layout.separator()
layout.operator_enum("grease_pencil.dissolve", "type")
2023-09-12 14:48:18 +10:00
layout.separator()
2023-09-12 14:48:18 +10:00
layout.operator(
"grease_pencil.delete_frame",
text="Delete Active Keyframe (Active Layer)",
).type = 'ACTIVE_FRAME'
layout.operator(
"grease_pencil.delete_frame",
text="Delete Active Keyframes (All Layers)",
).type = 'ALL_FRAMES'
# Edit Curve
# draw_curve is used by VIEW3D_MT_edit_curve and VIEW3D_MT_edit_surface
def draw_curve(self, _context):
layout = self.layout
layout.menu("VIEW3D_MT_transform")
layout.menu("VIEW3D_MT_mirror")
layout.menu("VIEW3D_MT_snap")
layout.separator()
layout.operator("curve.spin")
layout.operator("curve.duplicate_move")
layout.separator()
layout.operator("curve.split")
layout.operator("curve.separate")
layout.separator()
layout.operator("curve.cyclic_toggle")
layout.operator_menu_enum("curve.spline_type_set", "type")
layout.separator()
layout.menu("VIEW3D_MT_edit_curve_showhide")
layout.menu("VIEW3D_MT_edit_curve_clean")
layout.menu("VIEW3D_MT_edit_curve_delete")
class VIEW3D_MT_edit_curve(Menu):
bl_label = "Curve"
draw = draw_curve
class VIEW3D_MT_edit_curve_ctrlpoints(Menu):
bl_label = "Control Points"
def draw(self, context):
layout = self.layout
edit_object = context.edit_object
2018-12-08 15:01:47 +11:00
if edit_object.type in {'CURVE', 'SURFACE'}:
layout.operator("curve.extrude_move")
layout.operator("curve.vertex_add")
layout.separator()
layout.operator("curve.make_segment")
layout.separator()
if edit_object.type == 'CURVE':
layout.operator("transform.tilt")
layout.operator("curve.tilt_clear")
layout.separator()
layout.operator_menu_enum("curve.handle_type_set", "type")
layout.operator("curve.normals_make_consistent")
layout.separator()
layout.operator("curve.smooth")
if edit_object.type == 'CURVE':
layout.operator("curve.smooth_tilt")
layout.operator("curve.smooth_radius")
layout.operator("curve.smooth_weight")
layout.separator()
layout.menu("VIEW3D_MT_hook")
layout.separator()
layout.operator("object.vertex_parent_set")
class VIEW3D_MT_edit_curve_segments(Menu):
bl_label = "Segments"
def draw(self, _context):
layout = self.layout
layout.operator("curve.subdivide")
layout.operator("curve.switch_direction")
class VIEW3D_MT_edit_curve_clean(Menu):
bl_label = "Clean Up"
def draw(self, _context):
layout = self.layout
layout.operator("curve.decimate")
class VIEW3D_MT_edit_curve_context_menu(Menu):
bl_label = "Curve"
def draw(self, _context):
# TODO(campbell): match mesh vertex menu.
layout = self.layout
layout.operator_context = 'INVOKE_DEFAULT'
2019-03-01 10:55:23 +11:00
# Add
layout.operator("curve.subdivide")
layout.operator("curve.extrude_move")
layout.operator("curve.make_segment")
layout.operator("curve.duplicate_move")
layout.separator()
2019-03-01 10:55:23 +11:00
# Transform
layout.operator("transform.transform", text="Radius").mode = 'CURVE_SHRINKFATTEN'
layout.operator("transform.tilt")
layout.operator("curve.tilt_clear")
layout.operator("curve.smooth")
layout.operator("curve.smooth_tilt")
layout.operator("curve.smooth_radius")
layout.separator()
layout.menu("VIEW3D_MT_mirror")
layout.menu("VIEW3D_MT_snap")
layout.separator()
2019-03-01 10:55:23 +11:00
# Modify
layout.operator_menu_enum("curve.spline_type_set", "type")
layout.operator_menu_enum("curve.handle_type_set", "type")
layout.operator("curve.cyclic_toggle")
layout.operator("curve.switch_direction")
layout.separator()
layout.operator("curve.normals_make_consistent")
layout.operator("curve.spline_weight_set")
layout.operator("curve.radius_set")
layout.separator()
2019-03-01 10:55:23 +11:00
# Remove
layout.operator("curve.split")
layout.operator("curve.decimate")
layout.operator("curve.separate")
layout.operator("curve.dissolve_verts")
layout.operator("curve.delete", text="Delete Segment").type = 'SEGMENT'
layout.operator("curve.delete", text="Delete Point").type = 'VERT'
class VIEW3D_MT_edit_curve_delete(Menu):
bl_label = "Delete"
def draw(self, _context):
layout = self.layout
layout.operator_enum("curve.delete", "type")
layout.separator()
layout.operator("curve.dissolve_verts")
class VIEW3D_MT_edit_curve_showhide(ShowHideMenu, Menu):
_operator_name = "curve"
class VIEW3D_MT_edit_surface(Menu):
bl_label = "Surface"
draw = draw_curve
class VIEW3D_MT_edit_font_chars(Menu):
bl_label = "Special Characters"
def draw(self, _context):
layout = self.layout
layout.operator("font.text_insert", text="Copyright \u00A9").text = "\u00A9"
layout.operator("font.text_insert", text="Registered Trademark \u00AE").text = "\u00AE"
layout.separator()
layout.operator("font.text_insert", text="Degree \u00B0").text = "\u00B0"
layout.operator("font.text_insert", text="Multiplication \u00D7").text = "\u00D7"
layout.operator("font.text_insert", text="Circle \u2022").text = "\u2022"
layout.separator()
layout.operator("font.text_insert", text="Superscript \u00B9").text = "\u00B9"
layout.operator("font.text_insert", text="Superscript \u00B2").text = "\u00B2"
layout.operator("font.text_insert", text="Superscript \u00B3").text = "\u00B3"
layout.separator()
layout.operator("font.text_insert", text="Guillemet \u00BB").text = "\u00BB"
layout.operator("font.text_insert", text="Guillemet \u00AB").text = "\u00AB"
layout.operator("font.text_insert", text="Per Mille \u2030").text = "\u2030"
layout.separator()
layout.operator("font.text_insert", text="Euro \u20AC").text = "\u20AC"
layout.operator("font.text_insert", text="Florin \u0192").text = "\u0192"
layout.operator("font.text_insert", text="Pound \u00A3").text = "\u00A3"
layout.operator("font.text_insert", text="Yen \u00A5").text = "\u00A5"
layout.separator()
layout.operator("font.text_insert", text="German Eszett \u00DF").text = "\u00DF"
layout.operator("font.text_insert", text="Inverted Question Mark \u00BF").text = "\u00BF"
layout.operator("font.text_insert", text="Inverted Exclamation Mark \u00A1").text = "\u00A1"
class VIEW3D_MT_edit_font_kerning(Menu):
bl_label = "Kerning"
def draw(self, context):
layout = self.layout
ob = context.active_object
text = ob.data
kerning = text.edit_format.kerning
layout.operator("font.change_spacing", text="Decrease Kerning").delta = -1.0
layout.operator("font.change_spacing", text="Increase Kerning").delta = 1.0
layout.operator("font.change_spacing", text="Reset Kerning").delta = -kerning
class VIEW3D_MT_edit_font_delete(Menu):
bl_label = "Delete"
def draw(self, _context):
layout = self.layout
layout.operator("font.delete", text="Previous Character").type = 'PREVIOUS_CHARACTER'
layout.operator("font.delete", text="Next Character").type = 'NEXT_CHARACTER'
layout.operator("font.delete", text="Previous Word").type = 'PREVIOUS_WORD'
layout.operator("font.delete", text="Next Word").type = 'NEXT_WORD'
class VIEW3D_MT_edit_font(Menu):
bl_label = "Text"
def draw(self, _context):
layout = self.layout
layout.operator("font.text_cut", text="Cut")
layout.operator("font.text_copy", text="Copy", icon='COPYDOWN')
layout.operator("font.text_paste", text="Paste", icon='PASTEDOWN')
layout.separator()
layout.operator("font.text_paste_from_file")
layout.separator()
layout.operator("font.case_set", text="To Uppercase").case = 'UPPER'
layout.operator("font.case_set", text="To Lowercase").case = 'LOWER'
layout.separator()
layout.operator("FONT_OT_text_insert_unicode")
layout.menu("VIEW3D_MT_edit_font_chars")
layout.separator()
layout.operator("font.style_toggle", text="Toggle Bold", icon='BOLD').style = 'BOLD'
layout.operator("font.style_toggle", text="Toggle Italic", icon='ITALIC').style = 'ITALIC'
layout.operator("font.style_toggle", text="Toggle Underline", icon='UNDERLINE').style = 'UNDERLINE'
layout.operator("font.style_toggle", text="Toggle Small Caps", icon='SMALL_CAPS').style = 'SMALL_CAPS'
layout.menu("VIEW3D_MT_edit_font_kerning")
layout.separator()
layout.menu("VIEW3D_MT_edit_font_delete")
class VIEW3D_MT_edit_font_context_menu(Menu):
bl_label = "Text"
def draw(self, _context):
layout = self.layout
layout.operator_context = 'INVOKE_DEFAULT'
layout.operator("font.text_cut", text="Cut")
layout.operator("font.text_copy", text="Copy", icon='COPYDOWN')
layout.operator("font.text_paste", text="Paste", icon='PASTEDOWN')
layout.separator()
layout.operator("font.select_all")
layout.separator()
layout.menu("VIEW3D_MT_edit_font")
class VIEW3D_MT_edit_meta(Menu):
bl_label = "Metaball"
def draw(self, _context):
layout = self.layout
layout.menu("VIEW3D_MT_transform")
layout.menu("VIEW3D_MT_mirror")
layout.menu("VIEW3D_MT_snap")
layout.separator()
layout.operator("mball.duplicate_metaelems")
layout.separator()
layout.menu("VIEW3D_MT_edit_meta_showhide")
layout.operator_context = 'EXEC_REGION_WIN'
layout.operator("mball.delete_metaelems", text="Delete")
class VIEW3D_MT_edit_meta_showhide(Menu):
bl_label = "Show/Hide"
def draw(self, _context):
layout = self.layout
layout.operator("mball.reveal_metaelems")
layout.operator("mball.hide_metaelems", text="Hide Selected").unselected = False
layout.operator("mball.hide_metaelems", text="Hide Unselected").unselected = True
class VIEW3D_MT_edit_lattice(Menu):
bl_label = "Lattice"
def draw(self, _context):
layout = self.layout
layout.separator()
layout.menu("VIEW3D_MT_transform")
layout.menu("VIEW3D_MT_mirror")
layout.menu("VIEW3D_MT_snap")
Lattice Editing: Distortion-Free "Flip" Operator This operator (Ctrl-F) allows you to flip the lattice coordinates without inverting the normals of meshes deformed by the lattice (or the lattice's deformation space for that matter). Unlike the traditional mirror tool, this tool is aware of the fact that the vertex order for lattice control points matters, and that simply mirroring the coordinates will only cause the lattice to have an inverted deform along a particular axis (i.e. it will be scaling by a negative scaling factor along that axis). The problems (as I discovered the other day) with having such an inverted deformation space are that: - the normals of meshes/objects inside that will be incorrect/flipped (and will disappear in GLSL shading mode for instance) - transforming objects deformed by the lattices will become really tricky and counter-intuitive (e.g. rotate in opposite direction by asymmetric amounts to get desired result) - it is not always immediately obvious that problems have occurred Specific use cases this operator is meant to solve: 1) You've created a lattice-based deformer for one cartoonish eye. Now you want to make the second eye, but want to save some time crafting that basic shape again but mirrored. 2) You've got an even more finely crafted setup for stretchy-rigs, and now need to apply it to other parts of the rig. Notes: * I've implemented a separate operator for this vs extending/patching mirror transform tool as it's easier to implement this way, but also because there are still some cases where the old mirroring seems valid (i.e. you explicitly want these sort of distortion effects). * Currently this doesn't take selections into account, as it doesn't seem useful to do so.
2012-10-13 10:42:38 +00:00
layout.operator_menu_enum("lattice.flip", "axis")
layout.separator()
layout.operator("lattice.make_regular")
layout.separator()
layout.operator("object.vertex_parent_set")
class VIEW3D_MT_edit_armature(Menu):
bl_label = "Armature"
def draw(self, context):
layout = self.layout
edit_object = context.edit_object
arm = edit_object.data
layout.menu("VIEW3D_MT_transform_armature")
layout.menu("VIEW3D_MT_mirror")
layout.menu("VIEW3D_MT_snap")
layout.menu("VIEW3D_MT_edit_armature_roll")
layout.separator()
layout.operator("armature.extrude_move")
layout.operator("armature.click_extrude")
if arm.use_mirror_x:
layout.operator("armature.extrude_forked")
layout.operator("armature.duplicate_move")
layout.operator("armature.fill")
layout.separator()
layout.operator("armature.split")
layout.operator("armature.separate")
layout.separator()
layout.operator("armature.subdivide", text="Subdivide")
layout.operator("armature.switch_direction", text="Switch Direction")
layout.separator()
layout.operator("armature.symmetrize")
layout.menu("VIEW3D_MT_edit_armature_names")
layout.separator()
layout.operator_context = 'INVOKE_DEFAULT'
layout.operator("armature.move_to_collection", text="Move to Bone Collection")
layout.menu("VIEW3D_MT_bone_collections")
layout.separator()
layout.menu("VIEW3D_MT_edit_armature_parent")
layout.separator()
layout.menu("VIEW3D_MT_bone_options_toggle", text="Bone Settings")
layout.separator()
layout.menu("VIEW3D_MT_edit_armature_delete")
class VIEW3D_MT_armature_context_menu(Menu):
bl_label = "Armature"
def draw(self, context):
layout = self.layout
edit_object = context.edit_object
arm = edit_object.data
layout.operator_context = 'INVOKE_REGION_WIN'
2019-03-20 10:17:55 +01:00
# Add
layout.operator("armature.subdivide", text="Subdivide")
layout.operator("armature.duplicate_move", text="Duplicate")
layout.operator("armature.extrude_move")
if arm.use_mirror_x:
layout.operator("armature.extrude_forked")
layout.separator()
layout.operator("armature.fill")
layout.separator()
# Modify
layout.menu("VIEW3D_MT_mirror")
layout.menu("VIEW3D_MT_snap")
layout.operator("armature.symmetrize")
layout.operator("armature.switch_direction", text="Switch Direction")
layout.menu("VIEW3D_MT_edit_armature_names")
layout.separator()
layout.menu("VIEW3D_MT_edit_armature_parent")
layout.separator()
2019-03-20 10:17:55 +01:00
# Remove
layout.operator("armature.split")
layout.operator("armature.separate")
layout.operator("armature.dissolve")
layout.operator("armature.delete")
class VIEW3D_MT_edit_armature_names(Menu):
bl_label = "Names"
def draw(self, _context):
layout = self.layout
layout.operator_context = 'EXEC_REGION_WIN'
layout.operator("armature.autoside_names", text="Auto-Name Left/Right").type = 'XAXIS'
layout.operator("armature.autoside_names", text="Auto-Name Front/Back").type = 'YAXIS'
layout.operator("armature.autoside_names", text="Auto-Name Top/Bottom").type = 'ZAXIS'
layout.operator("armature.flip_names", text="Flip Names")
class VIEW3D_MT_edit_armature_parent(Menu):
bl_label = "Parent"
def draw(self, _context):
layout = self.layout
layout.operator("armature.parent_set", text="Make")
layout.operator("armature.parent_clear", text="Clear")
class VIEW3D_MT_edit_armature_roll(Menu):
bl_label = "Bone Roll"
def draw(self, _context):
layout = self.layout
layout.operator_menu_enum("armature.calculate_roll", "type")
layout.separator()
layout.operator("transform.transform", text="Set Roll").mode = 'BONE_ROLL'
layout.operator("armature.roll_clear")
class VIEW3D_MT_edit_armature_delete(Menu):
bl_label = "Delete"
def draw(self, _context):
layout = self.layout
layout.operator_context = 'EXEC_AREA'
layout.operator("armature.delete", text="Bones")
layout.separator()
layout.operator("armature.dissolve", text="Dissolve Bones")
# ********** Grease Pencil menus **********
class VIEW3D_MT_gpencil_autoweights(Menu):
bl_label = "Generate Weights"
def draw(self, _context):
layout = self.layout
layout.operator("gpencil.generate_weights", text="With Empty Groups").mode = 'NAME'
layout.operator("gpencil.generate_weights", text="With Automatic Weights").mode = 'AUTO'
class VIEW3D_MT_gpencil_simplify(Menu):
bl_label = "Simplify"
def draw(self, _context):
layout = self.layout
layout.operator("gpencil.stroke_simplify_fixed", text="Fixed")
layout.operator("gpencil.stroke_simplify", text="Adaptive")
layout.operator("gpencil.stroke_sample", text="Sample")
class VIEW3D_MT_draw_gpencil(Menu):
bl_label = "Draw"
def draw(self, _context):
layout = self.layout
layout.menu("GPENCIL_MT_layer_active", text="Active Layer")
layout.separator()
layout.menu("VIEW3D_MT_gpencil_animation")
layout.operator("gpencil.interpolate_sequence", text="Interpolate Sequence")
layout.separator()
layout.menu("VIEW3D_MT_edit_gpencil_showhide")
layout.menu("GPENCIL_MT_cleanup")
class VIEW3D_MT_assign_material(Menu):
bl_label = "Assign Material"
def draw(self, context):
layout = self.layout
ob = context.active_object
mat_active = ob.active_material
for slot in ob.material_slots:
mat = slot.material
if mat:
layout.operator("gpencil.stroke_change_color", text=mat.name,
icon='LAYER_ACTIVE' if mat == mat_active else 'BLANK1').material = mat.name
class VIEW3D_MT_edit_gpencil(Menu):
bl_label = "Grease Pencil"
2016-02-01 00:47:10 +11:00
def draw(self, _context):
layout = self.layout
layout.menu("VIEW3D_MT_edit_gpencil_transform")
layout.menu("VIEW3D_MT_mirror")
layout.menu("GPENCIL_MT_snap")
layout.separator()
layout.menu("GPENCIL_MT_layer_active", text="Active Layer")
layout.separator()
layout.menu("VIEW3D_MT_gpencil_animation")
layout.operator("gpencil.interpolate_sequence", text="Interpolate Sequence")
layout.separator()
2019-03-01 10:55:23 +11:00
# Cut, Copy, Paste
layout.operator("gpencil.duplicate_move", text="Duplicate")
layout.operator("gpencil.stroke_split", text="Split")
layout.operator("gpencil.copy", text="Copy", icon='COPYDOWN')
layout.operator("gpencil.paste", text="Paste", icon='PASTEDOWN').type = 'ACTIVE'
layout.operator("gpencil.paste", text="Paste by Layer").type = 'LAYER'
layout.separator()
layout.menu("VIEW3D_MT_weight_gpencil")
layout.separator()
layout.menu("VIEW3D_MT_edit_gpencil_showhide")
layout.operator_menu_enum("gpencil.stroke_separate", "mode", text="Separate")
layout.menu("GPENCIL_MT_cleanup")
layout.separator()
# Remove
layout.menu("VIEW3D_MT_edit_gpencil_delete")
class VIEW3D_MT_edit_gpencil_stroke(Menu):
bl_label = "Stroke"
def draw(self, context):
layout = self.layout
tool_settings = context.tool_settings
settings = tool_settings.gpencil_sculpt
layout.operator("gpencil.stroke_subdivide", text="Subdivide").only_selected = False
layout.menu("VIEW3D_MT_gpencil_simplify")
layout.operator("gpencil.stroke_trim", text="Trim")
layout.operator("gpencil.stroke_outline", text="Outline")
layout.separator()
layout.operator_menu_enum("gpencil.stroke_join", "type", text="Join",
text_ctxt=i18n_contexts.id_gpencil)
layout.separator()
layout.menu("GPENCIL_MT_move_to_layer")
layout.menu("VIEW3D_MT_assign_material")
layout.operator("gpencil.set_active_material", text="Set as Active Material")
layout.operator_menu_enum("gpencil.stroke_arrange", "direction", text="Arrange")
layout.separator()
2019-03-01 10:55:23 +11:00
# Convert
props = layout.operator("gpencil.stroke_cyclical_set", text="Close")
props.type = 'CLOSE'
props.geometry = True
layout.operator("gpencil.stroke_cyclical_set", text="Toggle Cyclic").type = 'TOGGLE'
layout.operator_menu_enum("gpencil.stroke_caps_set", text="Toggle Caps", property="type")
layout.operator("gpencil.stroke_flip", text="Switch Direction")
layout.operator("gpencil.stroke_start_set", text="Set Start Point")
layout.separator()
layout.operator("gpencil.stroke_normalize", text="Normalize Thickness").mode = 'THICKNESS'
layout.operator("gpencil.stroke_normalize", text="Normalize Opacity").mode = 'OPACITY'
layout.prop(settings, "use_scale_thickness", text="Scale Thickness")
layout.separator()
layout.operator("gpencil.reset_transform_fill", text="Reset Fill Transform")
class VIEW3D_MT_edit_gpencil_point(Menu):
bl_label = "Point"
def draw(self, _context):
layout = self.layout
layout.operator("gpencil.extrude_move", text="Extrude")
layout.separator()
layout.operator("gpencil.stroke_smooth", text="Smooth").only_selected = True
layout.separator()
layout.operator("gpencil.stroke_merge", text="Merge")
# TODO: add new RIP operator
layout.separator()
layout.menu("VIEW3D_MT_gpencil_vertex_group")
class VIEW3D_MT_weight_gpencil(Menu):
bl_label = "Weights"
def draw(self, _context):
layout = self.layout
layout.operator("gpencil.weight_sample", text="Sample Weight")
layout.separator()
layout.operator("gpencil.vertex_group_normalize_all", text="Normalize All")
layout.operator("gpencil.vertex_group_normalize", text="Normalize")
layout.separator()
layout.operator("gpencil.vertex_group_invert", text="Invert")
layout.operator("gpencil.vertex_group_smooth", text="Smooth")
layout.separator()
layout.menu("VIEW3D_MT_gpencil_autoweights")
class VIEW3D_MT_gpencil_animation(Menu):
bl_label = "Animation"
@classmethod
def poll(cls, context):
ob = context.active_object
return ob and ob.type == 'GPENCIL' and ob.mode != 'OBJECT'
def draw(self, _context):
layout = self.layout
layout.operator("gpencil.blank_frame_add", text="Insert Blank Keyframe (Active Layer)")
layout.operator("gpencil.blank_frame_add", text="Insert Blank Keyframe (All Layers)").all_layers = True
layout.separator()
layout.operator("gpencil.frame_duplicate", text="Duplicate Active Keyframe (Active Layer)")
layout.operator("gpencil.frame_duplicate", text="Duplicate Active Keyframe (All Layers)").mode = 'ALL'
layout.separator()
layout.operator("gpencil.delete", text="Delete Active Keyframe (Active Layer)").type = 'FRAME'
layout.operator("gpencil.active_frames_delete_all", text="Delete Active Keyframes (All Layers)")
2023-10-16 08:12:10 +02:00
class VIEW3D_MT_edit_greasepencil_animation(Menu):
bl_label = "Animation"
def draw(self, context):
layout = self.layout
layout.operator("grease_pencil.insert_blank_frame", text="Insert Blank Keyframe (Active Layer)")
UI: fix and improve a few messages - "Frame Step" -> "Number of frames to skip forward while baking each frame": expand description which was just copying the prop name. - "b-bone" -> "B-Bone": title case. - "Volumes Lighting" -> "Volume Lighting": typo. - "Volumes Shadows" -> "Volume Shadows": typo. - "Insert Blank Keyframe (All Layer)" -> "(All Layers)": typo. - "the an" -> "an", typo. - "Inverse" -> "Invert": use verb instead of noun for an action. - "Desination" -> "Destination": typo. - "Hides all other F-Curves other than the ones being framed": remove extra "other". - "Remove Bone from Bone collections" -> "Collection", singular because the operator is only applied to the active collection. Also title case on "Collection". - "Change Stroke material with selected material" -> "Assign the active material slot to the selected strokes": rephrase by reusing the message from the non-Grease Pencil materials. - "VisAction", "VisArea" -> "Visibility Action", "Visibility Area": expand abbreviation. This is not exposed in the UI right now but will show up in the API docs. - "Stop Mode Right / Global Down" -> "Stop Move" (typo). - "... for node input %s": remove extra space. - "Move along their normal" -> "Move shadows along their normal": rephrase unclear sentence. - "Stat Vis" -> "Mesh Analysis": stands for "Statistical visualization"? Unclear and not shown anywhere. Reuse the label specified in the UI code instead. - " Output data...": remove leading space. - "Attribute domain for the selection and group id inputs": title case on "Selection" and "Group ID" as that is how they appear in the UI. - "Ior" -> "IOR": uppercase acronym, for consistency. Pull Request: https://projects.blender.org/blender/blender/pulls/115964
2023-12-11 00:23:03 +01:00
layout.operator("grease_pencil.insert_blank_frame", text="Insert Blank Keyframe (All Layers)").all_layers = True
class VIEW3D_MT_edit_gpencil_transform(Menu):
bl_label = "Transform"
def draw(self, _context):
layout = self.layout
layout.operator("transform.translate")
layout.operator("transform.rotate")
layout.operator("transform.resize", text="Scale")
layout.separator()
layout.operator("transform.bend", text="Bend")
layout.operator("transform.shear", text="Shear")
layout.operator("transform.tosphere", text="To Sphere")
layout.operator("transform.transform", text="Shrink/Fatten").mode = 'GPENCIL_SHRINKFATTEN'
class VIEW3D_MT_edit_gpencil_showhide(Menu):
bl_label = "Show/Hide"
def draw(self, _context):
layout = self.layout
layout.operator("gpencil.reveal", text="Show All Layers")
layout.separator()
layout.operator("gpencil.hide", text="Hide Active Layer").unselected = False
layout.operator("gpencil.hide", text="Hide Inactive Layers").unselected = True
2023-12-02 14:56:12 +11:00
class VIEW3D_MT_edit_greasepencil_showhide(Menu):
bl_label = "Show/Hide"
def draw(self, _context):
layout = self.layout
layout.operator("grease_pencil.layer_reveal", text="Show All Layers")
layout.separator()
layout.operator("grease_pencil.layer_hide", text="Hide Active Layer").unselected = False
layout.operator("grease_pencil.layer_hide", text="Hide Inactive Layers").unselected = True
class VIEW3D_MT_edit_greasepencil(Menu):
bl_label = "Grease Pencil"
def draw(self, _context):
layout = self.layout
layout.menu("VIEW3D_MT_transform")
layout.menu("VIEW3D_MT_mirror")
2023-10-23 10:13:33 +11:00
layout.separator()
2023-10-23 10:13:33 +11:00
layout.menu("GREASE_PENCIL_MT_layer_active", text="Active Layer")
layout.separator()
layout.operator("grease_pencil.duplicate_move")
layout.separator()
layout.menu("VIEW3D_MT_edit_greasepencil_showhide")
layout.separator()
layout.menu("VIEW3D_MT_edit_greasepencil_delete")
layout.separator()
layout.operator("grease_pencil.clean_loose")
2023-07-18 12:04:13 +02:00
class VIEW3D_MT_edit_greasepencil_stroke(Menu):
bl_label = "Stroke"
def draw(self, _context):
layout = self.layout
layout.operator("grease_pencil.stroke_subdivide", text="Subdivide")
layout.operator("grease_pencil.stroke_subdivide_smooth", text="Subdivide and Smooth")
layout.operator("grease_pencil.stroke_simplify", text="Simplify")
layout.separator()
2023-10-20 19:12:58 +02:00
layout.menu("VIEW3D_MT_grease_pencil_assign_material")
layout.operator("grease_pencil.set_active_material")
layout.separator()
2023-10-23 10:13:33 +11:00
layout.operator("grease_pencil.cyclical_set", text="Toggle Cyclic").type = 'TOGGLE'
layout.operator("grease_pencil.stroke_switch_direction")
layout.operator_menu_enum("grease_pencil.caps_set", text="Set Caps", property="type")
layout.separator()
2024-01-04 15:41:58 -05:00
layout.operator("grease_pencil.set_uniform_thickness")
layout.operator("grease_pencil.set_uniform_opacity")
layout.operator_menu_enum("grease_pencil.reorder", text="Reorder", property="direction")
2023-10-27 12:13:46 +11:00
class VIEW3D_MT_edit_greasepencil_point(Menu):
bl_label = "Point"
def draw(self, _context):
layout = self.layout
layout.operator("grease_pencil.stroke_smooth", text="Smooth Points")
class VIEW3D_MT_edit_curves(Menu):
bl_label = "Curves"
def draw(self, _context):
layout = self.layout
layout.menu("VIEW3D_MT_transform")
layout.separator()
layout.operator("curves.duplicate_move")
layout.separator()
layout.operator("curves.attribute_set")
layout.operator("curves.delete")
layout.template_node_operator_asset_menu_items(catalog_path=self.bl_label)
class VIEW3D_MT_edit_pointcloud(Menu):
bl_label = "Point Cloud"
def draw(self, context):
layout = self.layout
layout.template_node_operator_asset_menu_items(catalog_path=self.bl_label)
class VIEW3D_MT_object_mode_pie(Menu):
bl_label = "Mode"
def draw(self, _context):
layout = self.layout
pie = layout.menu_pie()
2018-12-18 15:01:03 +11:00
pie.operator_enum("object.mode_set", "mode")
class VIEW3D_MT_view_pie(Menu):
bl_label = "View"
bl_idname = "VIEW3D_MT_view_pie"
def draw(self, _context):
layout = self.layout
pie = layout.menu_pie()
2018-12-18 15:01:03 +11:00
pie.operator_enum("view3d.view_axis", "type")
2018-07-06 11:17:50 +02:00
pie.operator("view3d.view_camera", text="View Camera", icon='CAMERA_DATA')
pie.operator("view3d.view_selected", text="View Selected", icon='ZOOM_SELECTED')
class VIEW3D_MT_transform_gizmo_pie(Menu):
bl_label = "View"
def draw(self, context):
layout = self.layout
pie = layout.menu_pie()
# 1: Left
pie.operator("view3d.transform_gizmo_set", text="Move").type = {'TRANSLATE'}
# 2: Right
pie.operator("view3d.transform_gizmo_set", text="Rotate").type = {'ROTATE'}
# 3: Down
pie.operator("view3d.transform_gizmo_set", text="Scale").type = {'SCALE'}
# 4: Up
pie.prop(context.space_data, "show_gizmo", text="Show Gizmos", icon='GIZMO')
# 5: Up/Left
pie.operator("view3d.transform_gizmo_set", text="All").type = {'TRANSLATE', 'ROTATE', 'SCALE'}
class VIEW3D_MT_shading_pie(Menu):
bl_label = "Shading"
def draw(self, context):
layout = self.layout
pie = layout.menu_pie()
view = context.space_data
pie.prop(view.shading, "type", expand=True)
class VIEW3D_MT_shading_ex_pie(Menu):
bl_label = "Shading"
def draw(self, context):
layout = self.layout
pie = layout.menu_pie()
view = context.space_data
pie.prop_enum(view.shading, "type", value='WIREFRAME')
pie.prop_enum(view.shading, "type", value='SOLID')
# Note this duplicates "view3d.toggle_xray" logic, so we can see the active item: #58661.
if context.pose_object:
pie.prop(view.overlay, "show_xray_bone", icon='XRAY')
else:
xray_active = (
(context.mode == 'EDIT_MESH') or
(view.shading.type in {'SOLID', 'WIREFRAME'})
)
if xray_active:
sub = pie
else:
sub = pie.row()
sub.active = False
sub.prop(
view.shading,
"show_xray_wireframe" if (view.shading.type == 'WIREFRAME') else "show_xray",
text="Toggle X-Ray",
icon='XRAY',
)
pie.prop(view.overlay, "show_overlays", text="Toggle Overlays", icon='OVERLAY')
pie.prop_enum(view.shading, "type", value='MATERIAL')
pie.prop_enum(view.shading, "type", value='RENDERED')
class VIEW3D_MT_pivot_pie(Menu):
bl_label = "Pivot Point"
def draw(self, context):
layout = self.layout
pie = layout.menu_pie()
tool_settings = context.tool_settings
obj = context.active_object
mode = context.mode
pie.prop_enum(tool_settings, "transform_pivot_point", value='BOUNDING_BOX_CENTER')
pie.prop_enum(tool_settings, "transform_pivot_point", value='CURSOR')
pie.prop_enum(tool_settings, "transform_pivot_point", value='INDIVIDUAL_ORIGINS')
pie.prop_enum(tool_settings, "transform_pivot_point", value='MEDIAN_POINT')
pie.prop_enum(tool_settings, "transform_pivot_point", value='ACTIVE_ELEMENT')
if (obj is None) or (mode in {'OBJECT', 'POSE', 'WEIGHT_PAINT'}):
pie.prop(tool_settings, "use_transform_pivot_point_align")
if mode == 'EDIT_GPENCIL':
pie.prop(tool_settings.gpencil_sculpt, "use_scale_thickness")
class VIEW3D_MT_orientations_pie(Menu):
bl_label = "Orientation"
def draw(self, context):
layout = self.layout
pie = layout.menu_pie()
scene = context.scene
pie.prop(scene.transform_orientation_slots[0], "type", expand=True)
class VIEW3D_MT_snap_pie(Menu):
bl_label = "Snap"
def draw(self, _context):
layout = self.layout
pie = layout.menu_pie()
pie.operator("view3d.snap_cursor_to_grid", text="Cursor to Grid", icon='CURSOR')
pie.operator("view3d.snap_selected_to_grid", text="Selection to Grid", icon='RESTRICT_SELECT_OFF')
pie.operator("view3d.snap_cursor_to_selected", text="Cursor to Selected", icon='CURSOR')
2019-05-22 00:27:01 +10:00
pie.operator(
"view3d.snap_selected_to_cursor",
text="Selection to Cursor",
icon='RESTRICT_SELECT_OFF',
).use_offset = False
pie.operator(
"view3d.snap_selected_to_cursor",
text="Selection to Cursor (Keep Offset)",
icon='RESTRICT_SELECT_OFF',
).use_offset = True
pie.operator("view3d.snap_selected_to_active", text="Selection to Active", icon='RESTRICT_SELECT_OFF')
pie.operator("view3d.snap_cursor_to_center", text="Cursor to World Origin", icon='CURSOR')
pie.operator("view3d.snap_cursor_to_active", text="Cursor to Active", icon='CURSOR')
2018-09-27 09:41:18 +10:00
class VIEW3D_MT_proportional_editing_falloff_pie(Menu):
bl_label = "Proportional Editing Falloff"
def draw(self, context):
layout = self.layout
pie = layout.menu_pie()
tool_settings = context.scene.tool_settings
pie.prop(tool_settings, "proportional_edit_falloff", expand=True)
class VIEW3D_MT_sculpt_mask_edit_pie(Menu):
bl_label = "Mask Edit"
def draw(self, _context):
layout = self.layout
pie = layout.menu_pie()
props = pie.operator("paint.mask_flood_fill", text="Invert Mask")
props.mode = 'INVERT'
props = pie.operator("paint.mask_flood_fill", text="Clear Mask")
props.mode = 'VALUE'
props.value = 0.0
props = pie.operator("sculpt.mask_filter", text="Smooth Mask")
props.filter_type = 'SMOOTH'
props = pie.operator("sculpt.mask_filter", text="Sharpen Mask")
props.filter_type = 'SHARPEN'
props = pie.operator("sculpt.mask_filter", text="Grow Mask")
props.filter_type = 'GROW'
props = pie.operator("sculpt.mask_filter", text="Shrink Mask")
props.filter_type = 'SHRINK'
props = pie.operator("sculpt.mask_filter", text="Increase Contrast")
props.filter_type = 'CONTRAST_INCREASE'
props.auto_iteration_count = False
props = pie.operator("sculpt.mask_filter", text="Decrease Contrast")
props.filter_type = 'CONTRAST_DECREASE'
props.auto_iteration_count = False
2020-12-16 18:02:40 +11:00
class VIEW3D_MT_sculpt_automasking_pie(Menu):
bl_label = "Automasking"
def draw(self, context):
layout = self.layout
pie = layout.menu_pie()
tool_settings = context.tool_settings
sculpt = tool_settings.sculpt
pie.prop(sculpt, "use_automasking_topology", text="Topology")
pie.prop(sculpt, "use_automasking_face_sets", text="Face Sets")
pie.prop(sculpt, "use_automasking_boundary_edges", text="Mesh Boundary")
pie.prop(sculpt, "use_automasking_boundary_face_sets", text="Face Sets Boundary")
pie.prop(sculpt, "use_automasking_cavity", text="Cavity")
pie.prop(sculpt, "use_automasking_cavity_inverted", text="Cavity (Inverted)")
pie.prop(sculpt, "use_automasking_start_normal", text="Area Normal")
pie.prop(sculpt, "use_automasking_view_normal", text="View Normal")
2020-10-02 10:10:01 +10:00
class VIEW3D_MT_sculpt_gpencil_automasking_pie(Menu):
bl_label = "Automasking"
def draw(self, context):
layout = self.layout
pie = layout.menu_pie()
tool_settings = context.tool_settings
pie.prop(tool_settings.gpencil_sculpt, "use_automasking_stroke", text="Stroke")
pie.prop(tool_settings.gpencil_sculpt, "use_automasking_layer_stroke", text="Layer")
pie.prop(tool_settings.gpencil_sculpt, "use_automasking_material_stroke", text="Material")
pie.prop(tool_settings.gpencil_sculpt, "use_automasking_layer_active", text="Active Layer")
pie.prop(tool_settings.gpencil_sculpt, "use_automasking_material_active", text="Active Material")
2020-03-05 14:53:23 +01:00
class VIEW3D_MT_sculpt_face_sets_edit_pie(Menu):
2020-03-05 14:53:23 +01:00
bl_label = "Face Sets Edit"
def draw(self, _context):
layout = self.layout
pie = layout.menu_pie()
props = pie.operator("sculpt.face_sets_create", text="Face Set from Masked")
props.mode = 'MASKED'
2020-03-05 14:53:23 +01:00
props = pie.operator("sculpt.face_sets_create", text="Face Set from Visible")
props.mode = 'VISIBLE'
2020-03-05 14:53:23 +01:00
pie.operator("paint.visibility_invert", text="Invert Visible")
2020-03-05 14:53:23 +01:00
props = pie.operator("paint.hide_show", text="Show All")
props.action = "SHOW"
props.area = "ALL"
2020-10-02 10:10:01 +10:00
class VIEW3D_MT_wpaint_vgroup_lock_pie(Menu):
bl_label = "Vertex Group Locks"
def draw(self, _context):
layout = self.layout
pie = layout.menu_pie()
# 1: Left
props = pie.operator("object.vertex_group_lock", icon='LOCKED', text="Lock All")
props.action, props.mask = 'LOCK', 'ALL'
# 2: Right
props = pie.operator("object.vertex_group_lock", icon='UNLOCKED', text="Unlock All")
props.action, props.mask = 'UNLOCK', 'ALL'
# 3: Down
props = pie.operator("object.vertex_group_lock", icon='UNLOCKED', text="Unlock Selected")
props.action, props.mask = 'UNLOCK', 'SELECTED'
# 4: Up
props = pie.operator("object.vertex_group_lock", icon='LOCKED', text="Lock Selected")
props.action, props.mask = 'LOCK', 'SELECTED'
# 5: Up/Left
props = pie.operator("object.vertex_group_lock", icon='LOCKED', text="Lock Unselected")
props.action, props.mask = 'LOCK', 'UNSELECTED'
# 6: Up/Right
props = pie.operator("object.vertex_group_lock", text="Lock Only Selected")
props.action, props.mask = 'LOCK', 'INVERT_UNSELECTED'
# 7: Down/Left
props = pie.operator("object.vertex_group_lock", text="Lock Only Unselected")
props.action, props.mask = 'UNLOCK', 'INVERT_UNSELECTED'
# 8: Down/Right
props = pie.operator("object.vertex_group_lock", text="Invert Locks")
props.action, props.mask = 'INVERT', 'ALL'
# ********** Panel **********
class VIEW3D_PT_active_tool(Panel, ToolActivePanelHelper):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_category = "Tool"
# See comment below.
# bl_options = {'HIDE_HEADER'}
# Don't show in properties editor.
@classmethod
def poll(cls, context):
return context.area.type == 'VIEW_3D'
# FIXME(campbell): remove this second panel once 'HIDE_HEADER' works with category tabs,
# Currently pinning allows ordering headerless panels below panels with headers.
class VIEW3D_PT_active_tool_duplicate(Panel, ToolActivePanelHelper):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_category = "Tool"
bl_options = {'HIDE_HEADER'}
# Only show in properties editor.
@classmethod
def poll(cls, context):
return context.area.type != 'VIEW_3D'
class VIEW3D_PT_view3d_properties(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_category = "View"
bl_label = "View"
def draw(self, context):
layout = self.layout
view = context.space_data
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
UI: Layout changes for new checkbox layout possibilities Follow-up to previous commit. Some examples: {F8473507} {F8473508} {F8473509} {F8473510} For more screenshots, please see D7430. We use column or row headings here to bring more structure, and to give the eye visual anchors which aid eye-scanning. The left-aligned checkboxes likewise help with this. And we keep the adherence to the center line, so the alignment matches up between the various buttons and controls. * Changes the property split percentage from 50/50% to 40/60%. This is needed to give enough space for the checkboxes. But in most cases this looks better anyway - see Transform panel. In some cases it simply fills out the available space more efficently. * Fix various hacks where we previously used manually defined splits. When we did this, the alignment was never quite right, and the layout code was a mess. * Adds column headings to many places where a list of checkboxes all share a common purpose or leading text. * Add checkbox + value configurations various places where a checkbox only serves to enable the value slider * Removes most uses of grid flow layout. The grid flow layouts combine poorly with column headings, and also they would mess alignment up badly. The grid flow layouts also often made buttons and controls jump around on the screen if you would just resize editors slightly, causing visual confusion, making users lose their place. The logic for at what time the list of items would re-flow was often flawed, jumping to multiple columns too fast or too late - and frankly, the grid flow layouts would often just look bad. Maniphest Task: https://developer.blender.org/T65965 Differential Revision: https://developer.blender.org/D7430 Reviewed by: Brecht Van Lommel, Pablo Vazquez. Most work here by William Reynish, few changes by Julian Eisel.
2020-04-17 16:54:03 +02:00
col = layout.column()
subcol = col.column()
subcol.active = bool(view.region_3d.view_perspective != 'CAMERA' or view.region_quadviews)
subcol.prop(view, "lens", text="Focal Length")
subcol = col.column(align=True)
subcol.prop(view, "clip_start", text="Clip Start")
subcol.prop(view, "clip_end", text="End")
layout.separator()
UI: Layout changes for new checkbox layout possibilities Follow-up to previous commit. Some examples: {F8473507} {F8473508} {F8473509} {F8473510} For more screenshots, please see D7430. We use column or row headings here to bring more structure, and to give the eye visual anchors which aid eye-scanning. The left-aligned checkboxes likewise help with this. And we keep the adherence to the center line, so the alignment matches up between the various buttons and controls. * Changes the property split percentage from 50/50% to 40/60%. This is needed to give enough space for the checkboxes. But in most cases this looks better anyway - see Transform panel. In some cases it simply fills out the available space more efficently. * Fix various hacks where we previously used manually defined splits. When we did this, the alignment was never quite right, and the layout code was a mess. * Adds column headings to many places where a list of checkboxes all share a common purpose or leading text. * Add checkbox + value configurations various places where a checkbox only serves to enable the value slider * Removes most uses of grid flow layout. The grid flow layouts combine poorly with column headings, and also they would mess alignment up badly. The grid flow layouts also often made buttons and controls jump around on the screen if you would just resize editors slightly, causing visual confusion, making users lose their place. The logic for at what time the list of items would re-flow was often flawed, jumping to multiple columns too fast or too late - and frankly, the grid flow layouts would often just look bad. Maniphest Task: https://developer.blender.org/T65965 Differential Revision: https://developer.blender.org/D7430 Reviewed by: Brecht Van Lommel, Pablo Vazquez. Most work here by William Reynish, few changes by Julian Eisel.
2020-04-17 16:54:03 +02:00
col = layout.column(align=False, heading="Local Camera")
col.use_property_decorate = False
row = col.row(align=True)
sub = row.row(align=True)
sub.prop(view, "use_local_camera", text="")
sub = sub.row(align=True)
sub.enabled = view.use_local_camera
sub.prop(view, "camera", text="")
layout.separator()
col = layout.column(align=True)
col.prop(view, "use_render_border")
col.active = view.region_3d.view_perspective != 'CAMERA'
2019-03-07 12:53:45 +11:00
class VIEW3D_PT_view3d_lock(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_category = "View"
bl_label = "View Lock"
bl_parent_id = "VIEW3D_PT_view3d_properties"
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
view = context.space_data
col = layout.column(align=True)
UI: Layout changes for new checkbox layout possibilities Follow-up to previous commit. Some examples: {F8473507} {F8473508} {F8473509} {F8473510} For more screenshots, please see D7430. We use column or row headings here to bring more structure, and to give the eye visual anchors which aid eye-scanning. The left-aligned checkboxes likewise help with this. And we keep the adherence to the center line, so the alignment matches up between the various buttons and controls. * Changes the property split percentage from 50/50% to 40/60%. This is needed to give enough space for the checkboxes. But in most cases this looks better anyway - see Transform panel. In some cases it simply fills out the available space more efficently. * Fix various hacks where we previously used manually defined splits. When we did this, the alignment was never quite right, and the layout code was a mess. * Adds column headings to many places where a list of checkboxes all share a common purpose or leading text. * Add checkbox + value configurations various places where a checkbox only serves to enable the value slider * Removes most uses of grid flow layout. The grid flow layouts combine poorly with column headings, and also they would mess alignment up badly. The grid flow layouts also often made buttons and controls jump around on the screen if you would just resize editors slightly, causing visual confusion, making users lose their place. The logic for at what time the list of items would re-flow was often flawed, jumping to multiple columns too fast or too late - and frankly, the grid flow layouts would often just look bad. Maniphest Task: https://developer.blender.org/T65965 Differential Revision: https://developer.blender.org/D7430 Reviewed by: Brecht Van Lommel, Pablo Vazquez. Most work here by William Reynish, few changes by Julian Eisel.
2020-04-17 16:54:03 +02:00
sub = col.column()
sub.active = bool(view.region_3d.view_perspective != 'CAMERA' or view.region_quadviews)
UI: Layout changes for new checkbox layout possibilities Follow-up to previous commit. Some examples: {F8473507} {F8473508} {F8473509} {F8473510} For more screenshots, please see D7430. We use column or row headings here to bring more structure, and to give the eye visual anchors which aid eye-scanning. The left-aligned checkboxes likewise help with this. And we keep the adherence to the center line, so the alignment matches up between the various buttons and controls. * Changes the property split percentage from 50/50% to 40/60%. This is needed to give enough space for the checkboxes. But in most cases this looks better anyway - see Transform panel. In some cases it simply fills out the available space more efficently. * Fix various hacks where we previously used manually defined splits. When we did this, the alignment was never quite right, and the layout code was a mess. * Adds column headings to many places where a list of checkboxes all share a common purpose or leading text. * Add checkbox + value configurations various places where a checkbox only serves to enable the value slider * Removes most uses of grid flow layout. The grid flow layouts combine poorly with column headings, and also they would mess alignment up badly. The grid flow layouts also often made buttons and controls jump around on the screen if you would just resize editors slightly, causing visual confusion, making users lose their place. The logic for at what time the list of items would re-flow was often flawed, jumping to multiple columns too fast or too late - and frankly, the grid flow layouts would often just look bad. Maniphest Task: https://developer.blender.org/T65965 Differential Revision: https://developer.blender.org/D7430 Reviewed by: Brecht Van Lommel, Pablo Vazquez. Most work here by William Reynish, few changes by Julian Eisel.
2020-04-17 16:54:03 +02:00
sub.prop(view, "lock_object")
lock_object = view.lock_object
if lock_object:
if lock_object.type == 'ARMATURE':
UI: Layout changes for new checkbox layout possibilities Follow-up to previous commit. Some examples: {F8473507} {F8473508} {F8473509} {F8473510} For more screenshots, please see D7430. We use column or row headings here to bring more structure, and to give the eye visual anchors which aid eye-scanning. The left-aligned checkboxes likewise help with this. And we keep the adherence to the center line, so the alignment matches up between the various buttons and controls. * Changes the property split percentage from 50/50% to 40/60%. This is needed to give enough space for the checkboxes. But in most cases this looks better anyway - see Transform panel. In some cases it simply fills out the available space more efficently. * Fix various hacks where we previously used manually defined splits. When we did this, the alignment was never quite right, and the layout code was a mess. * Adds column headings to many places where a list of checkboxes all share a common purpose or leading text. * Add checkbox + value configurations various places where a checkbox only serves to enable the value slider * Removes most uses of grid flow layout. The grid flow layouts combine poorly with column headings, and also they would mess alignment up badly. The grid flow layouts also often made buttons and controls jump around on the screen if you would just resize editors slightly, causing visual confusion, making users lose their place. The logic for at what time the list of items would re-flow was often flawed, jumping to multiple columns too fast or too late - and frankly, the grid flow layouts would often just look bad. Maniphest Task: https://developer.blender.org/T65965 Differential Revision: https://developer.blender.org/D7430 Reviewed by: Brecht Van Lommel, Pablo Vazquez. Most work here by William Reynish, few changes by Julian Eisel.
2020-04-17 16:54:03 +02:00
sub.prop_search(
view, "lock_bone", lock_object.data,
"edit_bones" if lock_object.mode == 'EDIT'
else "bones",
text="Bone",
)
col = layout.column(heading="Lock", align=True)
if not lock_object:
col.prop(view, "lock_cursor", text="To 3D Cursor")
UI: Layout changes for new checkbox layout possibilities Follow-up to previous commit. Some examples: {F8473507} {F8473508} {F8473509} {F8473510} For more screenshots, please see D7430. We use column or row headings here to bring more structure, and to give the eye visual anchors which aid eye-scanning. The left-aligned checkboxes likewise help with this. And we keep the adherence to the center line, so the alignment matches up between the various buttons and controls. * Changes the property split percentage from 50/50% to 40/60%. This is needed to give enough space for the checkboxes. But in most cases this looks better anyway - see Transform panel. In some cases it simply fills out the available space more efficently. * Fix various hacks where we previously used manually defined splits. When we did this, the alignment was never quite right, and the layout code was a mess. * Adds column headings to many places where a list of checkboxes all share a common purpose or leading text. * Add checkbox + value configurations various places where a checkbox only serves to enable the value slider * Removes most uses of grid flow layout. The grid flow layouts combine poorly with column headings, and also they would mess alignment up badly. The grid flow layouts also often made buttons and controls jump around on the screen if you would just resize editors slightly, causing visual confusion, making users lose their place. The logic for at what time the list of items would re-flow was often flawed, jumping to multiple columns too fast or too late - and frankly, the grid flow layouts would often just look bad. Maniphest Task: https://developer.blender.org/T65965 Differential Revision: https://developer.blender.org/D7430 Reviewed by: Brecht Van Lommel, Pablo Vazquez. Most work here by William Reynish, few changes by Julian Eisel.
2020-04-17 16:54:03 +02:00
col.prop(view, "lock_camera", text="Camera to View")
class VIEW3D_PT_view3d_cursor(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_category = "View"
bl_label = "3D Cursor"
def draw(self, context):
layout = self.layout
cursor = context.scene.cursor
layout.column().prop(cursor, "location", text="Location")
rotation_mode = cursor.rotation_mode
if rotation_mode == 'QUATERNION':
layout.column().prop(cursor, "rotation_quaternion", text="Rotation")
elif rotation_mode == 'AXIS_ANGLE':
layout.column().prop(cursor, "rotation_axis_angle", text="Rotation")
else:
layout.column().prop(cursor, "rotation_euler", text="Rotation")
layout.prop(cursor, "rotation_mode", text="")
class VIEW3D_PT_collections(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_category = "View"
bl_label = "Collections"
bl_options = {'DEFAULT_CLOSED'}
def _draw_collection(self, layout, view_layer, use_local_collections, collection, index):
need_separator = index
for child in collection.children:
index += 1
if child.exclude:
continue
if child.collection.hide_viewport:
continue
if need_separator:
layout.separator()
need_separator = False
icon = 'BLANK1'
2019-03-17 21:13:25 +11:00
# has_objects = True
if child.has_selected_objects(view_layer):
icon = 'LAYER_ACTIVE'
elif child.has_objects():
icon = 'LAYER_USED'
else:
2019-03-17 21:13:25 +11:00
# has_objects = False
pass
row = layout.row()
row.use_property_decorate = False
sub = row.split(factor=0.98)
subrow = sub.row()
subrow.alignment = 'LEFT'
2019-01-30 09:03:37 +11:00
subrow.operator(
"object.hide_collection", text=child.name, icon=icon, emboss=False,
).collection_index = index
sub = row.split()
subrow = sub.row(align=True)
subrow.alignment = 'RIGHT'
if not use_local_collections:
subrow.active = collection.is_visible # Parent collection runtime visibility
subrow.prop(child, "hide_viewport", text="", emboss=False)
else:
2019-10-12 10:22:09 +11:00
subrow.active = collection.visible_get() # Parent collection runtime visibility
icon = 'HIDE_OFF' if child.visible_get() else 'HIDE_ON'
props = subrow.operator("object.hide_collection", text="", icon=icon, emboss=False)
props.collection_index = index
props.toggle = True
for child in collection.children:
index = self._draw_collection(layout, view_layer, use_local_collections, child, index)
return index
def draw(self, context):
layout = self.layout
layout.use_property_split = False
view = context.space_data
view_layer = context.view_layer
layout.use_property_split = True
layout.prop(view, "use_local_collections")
layout.separator()
2019-08-11 22:41:04 +10:00
# We pass index 0 here because the index is increased
# so the first real index is 1
# And we start with index as 1 because we skip the master collection
self._draw_collection(layout, view_layer, view.use_local_collections, view_layer.layer_collection, 0)
class VIEW3D_PT_object_type_visibility(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'HEADER'
bl_label = "Selectability & Visibility"
bl_ui_units_x = 8
2022-05-03 18:30:43 +10:00
# Allows derived classes to pass view data other than context.space_data.
# This is used by the official VR add-on, which passes XrSessionSettings
# since VR has a 3D view that only exists for the duration of the VR session.
def draw_ex(self, _context, view, show_select):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
layout.label(text="Selectability & Visibility")
layout.separator()
col = layout.column(align=True)
attr_object_types = (
2023-08-29 14:55:10 +10:00
("mesh", "Mesh", 'OUTLINER_OB_MESH'),
("curve", "Curve", 'OUTLINER_OB_CURVE'),
("surf", "Surface", 'OUTLINER_OB_SURFACE'),
("meta", "Meta", 'OUTLINER_OB_META'),
("font", "Text", 'OUTLINER_OB_FONT'),
("curves", "Hair Curves", 'OUTLINER_OB_CURVES'),
("pointcloud", "Point Cloud", 'OUTLINER_OB_POINTCLOUD'),
("volume", "Volume", 'OUTLINER_OB_VOLUME'),
("grease_pencil", "Grease Pencil", 'OUTLINER_OB_GREASEPENCIL'),
("armature", "Armature", 'OUTLINER_OB_ARMATURE'),
("lattice", "Lattice", 'OUTLINER_OB_LATTICE'),
("empty", "Empty", 'OUTLINER_OB_EMPTY'),
("light", "Light", 'OUTLINER_OB_LIGHT'),
("light_probe", "Light Probe", 'OUTLINER_OB_LIGHTPROBE'),
("camera", "Camera", 'OUTLINER_OB_CAMERA'),
("speaker", "Speaker", 'OUTLINER_OB_SPEAKER'),
)
for attr, attr_name, attr_icon in attr_object_types:
if attr is None:
col.separator()
continue
if attr == "curves" and not hasattr(bpy.data, "hair_curves"):
continue
elif attr == "pointcloud" and not hasattr(bpy.data, "pointclouds"):
continue
attr_v = "show_object_viewport_" + attr
2018-11-09 11:20:45 +01:00
icon_v = 'HIDE_OFF' if getattr(view, attr_v) else 'HIDE_ON'
row = col.row(align=True)
row.label(text=attr_name, icon=attr_icon)
if show_select:
attr_s = "show_object_select_" + attr
icon_s = 'RESTRICT_SELECT_OFF' if getattr(view, attr_s) else 'RESTRICT_SELECT_ON'
rowsub = row.row(align=True)
rowsub.active = getattr(view, attr_v)
rowsub.prop(view, attr_s, text="", icon=icon_s, emboss=False)
row.prop(view, attr_v, text="", icon=icon_v, emboss=False)
def draw(self, context):
view = context.space_data
self.draw_ex(context, view, True)
class VIEW3D_PT_shading(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'HEADER'
bl_label = "Shading"
bl_ui_units_x = 12
@classmethod
def get_shading(cls, context):
# Get settings from 3D viewport or OpenGL render engine
view = context.space_data
if view.type == 'VIEW_3D':
return view.shading
else:
return context.scene.display.shading
def draw(self, _context):
layout = self.layout
layout.label(text="Viewport Shading")
2018-06-18 08:15:29 +02:00
class VIEW3D_PT_shading_lighting(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'HEADER'
bl_label = "Lighting"
bl_parent_id = "VIEW3D_PT_shading"
2018-06-18 08:15:29 +02:00
@classmethod
def poll(cls, context):
shading = VIEW3D_PT_shading.get_shading(context)
if shading.type in {'SOLID', 'MATERIAL'}:
return True
if shading.type == 'RENDERED':
engine = context.scene.render.engine
if engine in {'BLENDER_EEVEE', 'BLENDER_EEVEE_NEXT'}:
return True
return False
def draw(self, context):
layout = self.layout
shading = VIEW3D_PT_shading.get_shading(context)
col = layout.column()
split = col.split(factor=0.9)
if shading.type == 'SOLID':
split.row().prop(shading, "light", expand=True)
col = split.column()
split = layout.split(factor=0.9)
col = split.column()
sub = col.row()
2018-05-03 15:31:03 +02:00
if shading.light == 'STUDIO':
prefs = context.preferences
system = prefs.system
if not system.use_studio_light_edit:
2023-09-05 10:49:20 +10:00
sub.scale_y = 0.6 # Smaller studio-light preview.
sub.template_icon_view(shading, "studio_light", scale_popup=3.0)
else:
2019-05-22 00:27:01 +10:00
sub.prop(
system,
"use_studio_light_edit",
text="Disable Studio Light Edit",
icon='NONE',
toggle=True,
)
col = split.column()
col.operator("preferences.studiolight_show", emboss=False, text="", icon='PREFERENCES')
split = layout.split(factor=0.9)
col = split.column()
row = col.row()
2018-12-20 13:01:40 +11:00
row.prop(shading, "use_world_space_lighting", text="", icon='WORLD', toggle=True)
row = row.row()
row.active = shading.use_world_space_lighting
row.prop(shading, "studiolight_rotate_z", text="Rotation")
col = split.column() # to align properly with above
elif shading.light == 'MATCAP':
sub.scale_y = 0.6 # smaller matcap preview
sub.template_icon_view(shading, "studio_light", scale_popup=3.0)
col = split.column()
col.operator("preferences.studiolight_show", emboss=False, text="", icon='PREFERENCES')
2018-12-18 15:01:03 +11:00
col.operator("view3d.toggle_matcap_flip", emboss=False, text="", icon='ARROW_LEFTRIGHT')
elif shading.type == 'MATERIAL':
col.prop(shading, "use_scene_lights")
col.prop(shading, "use_scene_world")
col = layout.column()
split = col.split(factor=0.9)
if not shading.use_scene_world:
col = split.column()
sub = col.row()
sub.scale_y = 0.6
sub.template_icon_view(shading, "studio_light", scale_popup=3)
col = split.column()
col.operator("preferences.studiolight_show", emboss=False, text="", icon='PREFERENCES')
split = layout.split(factor=0.9)
col = split.column()
engine = context.scene.render.engine
row = col.row()
if engine != 'BLENDER_EEVEE_NEXT':
row.prop(shading, "use_studiolight_view_rotation", text="", icon='WORLD', toggle=True)
row = row.row()
row.prop(shading, "studiolight_rotate_z", text="Rotation")
col.prop(shading, "studiolight_intensity")
col.prop(shading, "studiolight_background_alpha")
if engine != 'BLENDER_EEVEE_NEXT':
col.prop(shading, "studiolight_background_blur")
col = split.column() # to align properly with above
elif shading.type == 'RENDERED':
col.prop(shading, "use_scene_lights_render")
col.prop(shading, "use_scene_world_render")
if not shading.use_scene_world_render:
col = layout.column()
split = col.split(factor=0.9)
col = split.column()
sub = col.row()
sub.scale_y = 0.6
sub.template_icon_view(shading, "studio_light", scale_popup=3)
col = split.column()
col.operator("preferences.studiolight_show", emboss=False, text="", icon='PREFERENCES')
split = layout.split(factor=0.9)
col = split.column()
col.prop(shading, "studiolight_rotate_z", text="Rotation")
col.prop(shading, "studiolight_intensity")
col.prop(shading, "studiolight_background_alpha")
engine = context.scene.render.engine
if engine != 'BLENDER_EEVEE_NEXT':
col.prop(shading, "studiolight_background_blur")
col = split.column() # to align properly with above
2018-06-18 08:15:29 +02:00
class VIEW3D_PT_shading_color(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'HEADER'
bl_label = "Wire Color"
bl_parent_id = "VIEW3D_PT_shading"
2018-06-18 08:15:29 +02:00
def _draw_color_type(self, context):
2018-06-18 08:15:29 +02:00
layout = self.layout
shading = VIEW3D_PT_shading.get_shading(context)
2018-06-18 08:15:29 +02:00
layout.grid_flow(columns=3, align=True).prop(shading, "color_type", expand=True)
2018-06-18 08:15:29 +02:00
if shading.color_type == 'SINGLE':
2018-12-18 15:01:03 +11:00
layout.row().prop(shading, "single_color", text="")
def _draw_background_color(self, context):
layout = self.layout
shading = VIEW3D_PT_shading.get_shading(context)
layout.row().label(text="Background")
2018-12-18 15:01:03 +11:00
layout.row().prop(shading, "background_type", expand=True)
if shading.background_type == 'VIEWPORT':
layout.row().prop(shading, "background_color", text="")
2018-06-18 08:15:29 +02:00
def draw(self, context):
layout = self.layout
shading = VIEW3D_PT_shading.get_shading(context)
self.layout.row().prop(shading, "wireframe_color_type", expand=True)
self.layout.separator()
if shading.type == 'SOLID':
layout.row().label(text="Color")
self._draw_color_type(context)
self.layout.separator()
self._draw_background_color(context)
elif shading.type == 'WIREFRAME':
self._draw_background_color(context)
2018-06-18 08:15:29 +02:00
class VIEW3D_PT_shading_options(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'HEADER'
bl_label = "Options"
bl_parent_id = "VIEW3D_PT_shading"
2018-06-18 08:15:29 +02:00
@classmethod
def poll(cls, context):
shading = VIEW3D_PT_shading.get_shading(context)
return shading.type in {'WIREFRAME', 'SOLID'}
2018-06-18 08:15:29 +02:00
def draw(self, context):
layout = self.layout
shading = VIEW3D_PT_shading.get_shading(context)
2018-06-18 08:15:29 +02:00
col = layout.column()
2018-06-18 08:15:29 +02:00
if shading.type == 'SOLID':
col.prop(shading, "show_backface_culling")
row = col.row(align=True)
if shading.type == 'WIREFRAME':
row.prop(shading, "show_xray_wireframe", text="")
sub = row.row()
sub.active = shading.show_xray_wireframe
sub.prop(shading, "xray_alpha_wireframe", text="X-Ray")
elif shading.type == 'SOLID':
row.prop(shading, "show_xray", text="")
sub = row.row()
sub.active = shading.show_xray
sub.prop(shading, "xray_alpha", text="X-Ray")
2019-05-22 00:27:01 +10:00
# X-ray mode is off when alpha is 1.0
xray_active = shading.show_xray and shading.xray_alpha != 1
row = col.row(align=True)
row.prop(shading, "show_shadows", text="")
row.active = not xray_active
sub = row.row(align=True)
sub.active = shading.show_shadows
sub.prop(shading, "shadow_intensity", text="Shadow")
sub.popover(
panel="VIEW3D_PT_shading_options_shadow",
icon='PREFERENCES',
text="",
)
col = layout.column()
row = col.row()
row.active = not xray_active
row.prop(shading, "show_cavity")
if shading.show_cavity and not xray_active:
row.prop(shading, "cavity_type", text="Type")
if shading.cavity_type in {'WORLD', 'BOTH'}:
col.label(text="World Space")
sub = col.row(align=True)
sub.prop(shading, "cavity_ridge_factor", text="Ridge")
sub.prop(shading, "cavity_valley_factor", text="Valley")
sub.popover(
panel="VIEW3D_PT_shading_options_ssao",
icon='PREFERENCES',
text="",
)
if shading.cavity_type in {'SCREEN', 'BOTH'}:
col.label(text="Screen Space")
sub = col.row(align=True)
sub.prop(shading, "curvature_ridge_factor", text="Ridge")
sub.prop(shading, "curvature_valley_factor", text="Valley")
row = col.row()
row.active = not xray_active
row.prop(shading, "use_dof", text="Depth of Field")
if shading.type in {'WIREFRAME', 'SOLID'}:
row = layout.split()
row.prop(shading, "show_object_outline")
sub = row.row()
sub.active = shading.show_object_outline
sub.prop(shading, "object_outline_color", text="")
if shading.type == 'SOLID':
col = layout.column()
if shading.light in {'STUDIO', 'MATCAP'}:
col.active = shading.selected_studio_light.has_specular_highlight_pass
col.prop(shading, "show_specular_highlight", text="Specular Lighting")
class VIEW3D_PT_shading_options_shadow(Panel):
bl_label = "Shadow Settings"
bl_space_type = 'VIEW_3D'
bl_region_type = 'HEADER'
def draw(self, context):
layout = self.layout
layout.use_property_split = True
scene = context.scene
col = layout.column()
col.prop(scene.display, "light_direction")
col.prop(scene.display, "shadow_shift")
col.prop(scene.display, "shadow_focus")
class VIEW3D_PT_shading_options_ssao(Panel):
bl_label = "SSAO Settings"
bl_space_type = 'VIEW_3D'
bl_region_type = 'HEADER'
def draw(self, context):
layout = self.layout
layout.use_property_split = True
scene = context.scene
col = layout.column(align=True)
col.prop(scene.display, "matcap_ssao_samples")
col.prop(scene.display, "matcap_ssao_distance")
col.prop(scene.display, "matcap_ssao_attenuation")
2018-05-25 08:06:36 +02:00
class VIEW3D_PT_shading_render_pass(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'HEADER'
bl_label = "Render Pass"
bl_parent_id = "VIEW3D_PT_shading"
COMPAT_ENGINES = {'BLENDER_EEVEE', 'BLENDER_EEVEE_NEXT'}
@classmethod
def poll(cls, context):
return (
(context.space_data.shading.type == 'MATERIAL') or
(context.engine in cls.COMPAT_ENGINES and context.space_data.shading.type == 'RENDERED')
)
def draw(self, context):
shading = context.space_data.shading
layout = self.layout
layout.prop(shading, "render_pass", text="")
class VIEW3D_PT_shading_compositor(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'HEADER'
bl_label = "Compositor"
bl_parent_id = "VIEW3D_PT_shading"
bl_order = 10
@classmethod
def poll(cls, context):
return context.space_data.shading.type in {'MATERIAL', 'RENDERED'}
def draw(self, context):
shading = context.space_data.shading
import gpu
is_supported = (gpu.capabilities.compute_shader_support_get()
and gpu.capabilities.shader_image_load_store_support_get())
row = self.layout.row()
row.active = is_supported
row.prop(shading, "use_compositor", expand=True)
2023-09-13 13:36:00 +10:00
if shading.use_compositor != 'DISABLED' and not is_supported:
self.layout.label(text="Compositor not supported on this platform", icon='ERROR')
class VIEW3D_PT_gizmo_display(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'HEADER'
bl_label = "Gizmos"
bl_ui_units_x = 8
def draw(self, context):
layout = self.layout
scene = context.scene
view = context.space_data
2018-05-03 10:55:28 +02:00
col = layout.column()
col.label(text="Viewport Gizmos")
col.separator()
2018-05-03 10:55:28 +02:00
col.active = view.show_gizmo
colsub = col.column()
colsub.prop(view, "show_gizmo_navigate", text="Navigate")
colsub.prop(view, "show_gizmo_tool", text="Active Tools")
colsub.prop(view, "show_gizmo_context", text="Active Object")
layout.separator()
col = layout.column()
col.active = view.show_gizmo and view.show_gizmo_context
col.label(text="Object Gizmos")
col.prop(scene.transform_orientation_slots[1], "type", text="")
col.prop(view, "show_gizmo_object_translate", text="Move")
col.prop(view, "show_gizmo_object_rotate", text="Rotate")
col.prop(view, "show_gizmo_object_scale", text="Scale")
layout.separator()
# Match order of object type visibility
col = layout.column()
col.active = view.show_gizmo
col.label(text="Empty")
col.prop(view, "show_gizmo_empty_image", text="Image")
col.prop(view, "show_gizmo_empty_force_field", text="Force Field")
col.label(text="Light")
col.prop(view, "show_gizmo_light_size", text="Size")
col.prop(view, "show_gizmo_light_look_at", text="Look At")
col.label(text="Camera")
col.prop(view, "show_gizmo_camera_lens", text="Lens")
col.prop(view, "show_gizmo_camera_dof_distance", text="Focus Distance")
class VIEW3D_PT_overlay(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'HEADER'
bl_label = "Overlays"
bl_ui_units_x = 13
def draw(self, _context):
layout = self.layout
layout.label(text="Viewport Overlays")
class VIEW3D_PT_overlay_guides(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'HEADER'
bl_parent_id = "VIEW3D_PT_overlay"
bl_label = "Guides"
def draw(self, context):
layout = self.layout
view = context.space_data
scene = context.scene
overlay = view.overlay
shading = view.shading
display_all = overlay.show_overlays
col = layout.column()
col.active = display_all
split = col.split()
sub = split.column()
row = sub.row()
row_el = row.column()
row_el.prop(overlay, "show_ortho_grid", text="Grid")
grid_active = bool(
2019-05-22 00:27:01 +10:00
view.region_quadviews or
(view.region_3d.is_orthographic_side_view and not view.region_3d.is_perspective)
)
row_el.active = grid_active
row.prop(overlay, "show_floor", text="Floor", text_ctxt=i18n_contexts.editor_view3d)
if overlay.show_floor or overlay.show_ortho_grid:
sub = col.row(align=True)
2019-05-22 00:27:01 +10:00
sub.active = (
(overlay.show_floor and not view.region_3d.is_orthographic_side_view) or
(overlay.show_ortho_grid and grid_active)
)
sub.prop(overlay, "grid_scale", text="Scale")
sub = sub.row(align=True)
sub.active = scene.unit_settings.system == 'NONE'
sub.prop(overlay, "grid_subdivisions", text="Subdivisions")
sub = split.column()
row = sub.row()
row.label(text="Axes")
subrow = row.row(align=True)
subrow.prop(overlay, "show_axis_x", text="X", toggle=True)
subrow.prop(overlay, "show_axis_y", text="Y", toggle=True)
subrow.prop(overlay, "show_axis_z", text="Z", toggle=True)
split = col.split()
sub = split.column()
sub.prop(overlay, "show_text", text="Text Info")
sub.prop(overlay, "show_stats", text="Statistics")
sub = split.column()
sub.prop(overlay, "show_cursor", text="3D Cursor")
sub.prop(overlay, "show_annotation", text="Annotations")
if shading.type == 'MATERIAL':
row = col.row()
row.active = shading.render_pass == 'COMBINED'
row.prop(overlay, "show_look_dev")
class VIEW3D_PT_overlay_object(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'HEADER'
bl_parent_id = "VIEW3D_PT_overlay"
bl_label = "Objects"
def draw(self, context):
shading = VIEW3D_PT_shading.get_shading(context)
layout = self.layout
view = context.space_data
overlay = view.overlay
display_all = overlay.show_overlays
col = layout.column(align=True)
col.active = display_all
split = col.split()
sub = split.column(align=True)
sub.prop(overlay, "show_extras", text="Extras")
subsub = sub.column()
subsub.active = overlay.show_extras
subsub.prop(overlay, "show_light_colors")
sub.prop(overlay, "show_relationship_lines")
sub.prop(overlay, "show_outline_selected")
sub = split.column(align=True)
sub.prop(overlay, "show_bones", text="Bones")
sub.prop(overlay, "show_motion_paths")
sub.prop(overlay, "show_object_origins", text="Origins")
subsub = sub.column()
subsub.active = overlay.show_object_origins
subsub.prop(overlay, "show_object_origins_all", text="Origins (All)")
if shading.type == 'WIREFRAME' or shading.show_xray:
layout.separator()
layout.prop(overlay, "bone_wire_alpha")
class VIEW3D_PT_overlay_geometry(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'HEADER'
bl_parent_id = "VIEW3D_PT_overlay"
bl_label = "Geometry"
def draw(self, context):
layout = self.layout
view = context.space_data
overlay = view.overlay
display_all = overlay.show_overlays
is_wireframes = view.shading.type == 'WIREFRAME'
col = layout.column()
col.active = display_all
row = col.row(align=True)
if not is_wireframes:
row.prop(overlay, "show_wireframes", text="")
sub = row.row()
sub.active = overlay.show_wireframes or is_wireframes
sub.prop(overlay, "wireframe_threshold", text="Wireframe")
sub.prop(overlay, "wireframe_opacity", text="Opacity")
row = col.row(align=True)
# These properties should be always available in the UI for all modes
# other than Object.
# Even when the Fade Inactive Geometry overlay is not affecting the
# current active object depending on its mode, it will always affect
# the rest of the scene.
if context.mode != 'OBJECT':
row.prop(overlay, "show_fade_inactive", text="")
sub = row.row()
sub.active = overlay.show_fade_inactive
sub.prop(overlay, "fade_inactive_alpha", text="Fade Inactive Geometry")
col = layout.column(align=True)
col.active = display_all
col.prop(overlay, "show_face_orientation")
# sub.prop(overlay, "show_onion_skins")
2023-12-19 14:19:39 +01:00
class VIEW3D_PT_overlay_viewer_node(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'HEADER'
bl_parent_id = "VIEW3D_PT_overlay"
bl_label = "Viewer Node"
def draw(self, context):
layout = self.layout
view = context.space_data
overlay = view.overlay
display_all = overlay.show_overlays
col = layout.column()
col.active = display_all
row = col.row(align=True)
row.active = view.show_viewer
row.prop(overlay, "show_viewer_attribute", text="")
subrow = row.row(align=True)
subrow.active = overlay.show_viewer_attribute
subrow.prop(overlay, "viewer_attribute_opacity", text="Color Opacity")
row = col.row(align=True)
row.active = view.show_viewer
row.prop(overlay, "show_viewer_text", text="Attribute Text")
2023-12-19 14:19:39 +01:00
class VIEW3D_PT_overlay_motion_tracking(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'HEADER'
bl_parent_id = "VIEW3D_PT_overlay"
bl_label = "Motion Tracking"
def draw_header(self, context):
layout = self.layout
view = context.space_data
overlay = view.overlay
display_all = overlay.show_overlays
layout.active = display_all
layout.prop(view, "show_reconstruction", text=self.bl_label)
2010-04-04 14:52:15 +00:00
def draw(self, context):
layout = self.layout
view = context.space_data
2018-07-11 18:46:08 +02:00
overlay = view.overlay
display_all = overlay.show_overlays
2010-04-04 14:52:15 +00:00
col = layout.column()
col.active = display_all
if view.show_reconstruction:
split = col.split()
sub = split.column(align=True)
sub.active = view.show_reconstruction
sub.prop(view, "show_camera_path", text="Camera Path")
sub = split.column()
sub.prop(view, "show_bundle_names", text="Marker Names")
col = layout.column()
col.active = display_all
col.label(text="Tracks")
row = col.row(align=True)
row.prop(view, "tracks_display_type", text="")
row.prop(view, "tracks_display_size", text="Size")
class VIEW3D_PT_overlay_edit_mesh(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'HEADER'
bl_label = "Mesh Edit Mode"
bl_ui_units_x = 12
@classmethod
def poll(cls, context):
return context.mode == 'EDIT_MESH'
def draw(self, context):
layout = self.layout
layout.label(text="Mesh Edit Mode Overlays")
view = context.space_data
shading = view.shading
overlay = view.overlay
display_all = overlay.show_overlays
is_any_solid_shading = not (shading.show_xray or (shading.type == 'WIREFRAME'))
col = layout.column()
col.active = display_all
split = col.split()
sub = split.column()
sub.prop(overlay, "show_faces", text="Faces")
sub = split.column()
sub.active = is_any_solid_shading
sub.prop(overlay, "show_face_center", text="Center")
row = col.row(align=True)
row.prop(overlay, "show_edge_crease", text="Creases", toggle=True)
row.prop(overlay, "show_edge_sharp", text="Sharp", text_ctxt=i18n_contexts.plural, toggle=True)
row.prop(overlay, "show_edge_bevel_weight", text="Bevel", toggle=True)
row.prop(overlay, "show_edge_seams", text="Seams", toggle=True)
if context.preferences.view.show_developer_ui:
col.label(text="Developer")
col.prop(overlay, "show_extra_indices", text="Indices")
class VIEW3D_PT_overlay_edit_mesh_shading(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'HEADER'
bl_parent_id = "VIEW3D_PT_overlay_edit_mesh"
bl_label = "Shading"
@classmethod
def poll(cls, context):
return context.mode == 'EDIT_MESH'
def draw(self, context):
layout = self.layout
view = context.space_data
shading = view.shading
overlay = view.overlay
tool_settings = context.tool_settings
display_all = overlay.show_overlays
statvis = tool_settings.statvis
col = layout.column()
col.active = display_all
row = col.row(align=True)
row.prop(overlay, "show_retopology", text="")
sub = row.row()
sub.active = overlay.show_retopology
sub.prop(overlay, "retopology_offset", text="Retopology")
col.prop(overlay, "show_weight", text="Vertex Group Weights")
if overlay.show_weight:
row = col.split(factor=0.33)
row.label(text="Zero Weights")
sub = row.row()
sub.prop(tool_settings, "vertex_group_user", expand=True)
if shading.type == 'WIREFRAME':
2019-05-28 15:12:29 +02:00
xray = shading.show_xray_wireframe and shading.xray_alpha_wireframe < 1.0
elif shading.type == 'SOLID':
2019-05-28 15:12:29 +02:00
xray = shading.show_xray and shading.xray_alpha < 1.0
else:
xray = False
statvis_active = not xray
row = col.row()
row.active = statvis_active
UI: fix and improve a few messages - "Frame Step" -> "Number of frames to skip forward while baking each frame": expand description which was just copying the prop name. - "b-bone" -> "B-Bone": title case. - "Volumes Lighting" -> "Volume Lighting": typo. - "Volumes Shadows" -> "Volume Shadows": typo. - "Insert Blank Keyframe (All Layer)" -> "(All Layers)": typo. - "the an" -> "an", typo. - "Inverse" -> "Invert": use verb instead of noun for an action. - "Desination" -> "Destination": typo. - "Hides all other F-Curves other than the ones being framed": remove extra "other". - "Remove Bone from Bone collections" -> "Collection", singular because the operator is only applied to the active collection. Also title case on "Collection". - "Change Stroke material with selected material" -> "Assign the active material slot to the selected strokes": rephrase by reusing the message from the non-Grease Pencil materials. - "VisAction", "VisArea" -> "Visibility Action", "Visibility Area": expand abbreviation. This is not exposed in the UI right now but will show up in the API docs. - "Stop Mode Right / Global Down" -> "Stop Move" (typo). - "... for node input %s": remove extra space. - "Move along their normal" -> "Move shadows along their normal": rephrase unclear sentence. - "Stat Vis" -> "Mesh Analysis": stands for "Statistical visualization"? Unclear and not shown anywhere. Reuse the label specified in the UI code instead. - " Output data...": remove leading space. - "Attribute domain for the selection and group id inputs": title case on "Selection" and "Group ID" as that is how they appear in the UI. - "Ior" -> "IOR": uppercase acronym, for consistency. Pull Request: https://projects.blender.org/blender/blender/pulls/115964
2023-12-11 00:23:03 +01:00
row.prop(overlay, "show_statvis")
if overlay.show_statvis:
col = col.column()
col.active = statvis_active
sub = col.split()
sub.label(text="Type")
sub.prop(statvis, "type", text="")
statvis_type = statvis.type
if statvis_type == 'OVERHANG':
row = col.row(align=True)
row.prop(statvis, "overhang_min", text="Minimum")
row.prop(statvis, "overhang_max", text="Maximum")
col.row().prop(statvis, "overhang_axis", expand=True)
elif statvis_type == 'THICKNESS':
row = col.row(align=True)
row.prop(statvis, "thickness_min", text="Minimum")
row.prop(statvis, "thickness_max", text="Maximum")
col.prop(statvis, "thickness_samples")
elif statvis_type == 'INTERSECT':
pass
elif statvis_type == 'DISTORT':
row = col.row(align=True)
row.prop(statvis, "distort_min", text="Minimum")
row.prop(statvis, "distort_max", text="Maximum")
elif statvis_type == 'SHARP':
row = col.row(align=True)
row.prop(statvis, "sharp_min", text="Minimum")
row.prop(statvis, "sharp_max", text="Maximum")
class VIEW3D_PT_overlay_edit_mesh_measurement(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'HEADER'
bl_parent_id = "VIEW3D_PT_overlay_edit_mesh"
bl_label = "Measurement"
@classmethod
def poll(cls, context):
return context.mode == 'EDIT_MESH'
def draw(self, context):
layout = self.layout
view = context.space_data
overlay = view.overlay
display_all = overlay.show_overlays
col = layout.column()
col.active = display_all
split = col.split()
sub = split.column()
sub.prop(overlay, "show_extra_edge_length", text="Edge Length")
sub.prop(overlay, "show_extra_edge_angle", text="Edge Angle")
sub = split.column()
sub.prop(overlay, "show_extra_face_area", text="Face Area")
sub.prop(overlay, "show_extra_face_angle", text="Face Angle")
class VIEW3D_PT_overlay_edit_mesh_normals(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'HEADER'
bl_parent_id = "VIEW3D_PT_overlay_edit_mesh"
bl_label = "Normals"
@classmethod
def poll(cls, context):
return context.mode == 'EDIT_MESH'
def draw(self, context):
layout = self.layout
view = context.space_data
overlay = view.overlay
display_all = overlay.show_overlays
col = layout.column()
col.active = display_all
row = col.row(align=True)
row.prop(overlay, "show_vertex_normals", text="", icon='NORMALS_VERTEX')
row.prop(overlay, "show_split_normals", text="", icon='NORMALS_VERTEX_FACE')
row.prop(overlay, "show_face_normals", text="", icon='NORMALS_FACE')
sub = row.row(align=True)
sub.active = overlay.show_vertex_normals or overlay.show_face_normals or overlay.show_split_normals
if overlay.use_normals_constant_screen_size:
sub.prop(overlay, "normals_constant_screen_size", text="Size")
else:
sub.prop(overlay, "normals_length", text="Size")
row.prop(overlay, "use_normals_constant_screen_size", text="", icon='FIXED_SIZE')
class VIEW3D_PT_overlay_edit_mesh_freestyle(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'HEADER'
bl_parent_id = "VIEW3D_PT_overlay_edit_mesh"
bl_label = "Freestyle"
@classmethod
def poll(cls, context):
return context.mode == 'EDIT_MESH' and bpy.app.build_options.freestyle
def draw(self, context):
layout = self.layout
view = context.space_data
overlay = view.overlay
display_all = overlay.show_overlays
col = layout.column()
col.active = display_all
row = col.row()
row.prop(overlay, "show_freestyle_edge_marks", text="Edge Marks")
row.prop(overlay, "show_freestyle_face_marks", text="Face Marks")
class VIEW3D_PT_overlay_edit_curve(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'HEADER'
bl_label = "Curve Edit Mode"
@classmethod
def poll(cls, context):
return context.mode == 'EDIT_CURVE'
def draw(self, context):
layout = self.layout
view = context.space_data
overlay = view.overlay
display_all = overlay.show_overlays
layout.label(text="Curve Edit Mode Overlays")
col = layout.column()
col.active = display_all
row = col.row()
row.prop(overlay, "display_handle", text="Handles")
row = col.row()
row.prop(overlay, "show_curve_normals", text="")
sub = row.row()
sub.active = overlay.show_curve_normals
sub.prop(overlay, "normals_length", text="Normals")
class VIEW3D_PT_overlay_sculpt(Panel):
bl_space_type = 'VIEW_3D'
bl_context = ".sculpt_mode"
bl_region_type = 'HEADER'
bl_label = "Sculpt"
@classmethod
def poll(cls, context):
return context.mode == 'SCULPT'
def draw(self, context):
layout = self.layout
view = context.space_data
overlay = view.overlay
layout.label(text="Sculpt Mode Overlays")
row = layout.row(align=True)
row.prop(overlay, "show_sculpt_mask", text="")
sub = row.row()
sub.active = overlay.show_sculpt_mask
sub.prop(overlay, "sculpt_mode_mask_opacity", text="Mask")
2020-03-05 14:53:23 +01:00
row = layout.row(align=True)
row.prop(overlay, "show_sculpt_face_sets", text="")
2020-03-05 14:53:23 +01:00
sub = row.row()
sub.active = overlay.show_sculpt_face_sets
2020-03-05 14:53:23 +01:00
row.prop(overlay, "sculpt_mode_face_sets_opacity", text="Face Sets")
class VIEW3D_PT_overlay_sculpt_curves(Panel):
bl_space_type = 'VIEW_3D'
bl_context = ".curves_sculpt"
bl_region_type = 'HEADER'
bl_label = "Sculpt"
@classmethod
def poll(cls, context):
return context.mode == 'SCULPT_CURVES'
def draw(self, context):
layout = self.layout
view = context.space_data
overlay = view.overlay
layout.label(text="Curve Sculpt Overlays")
row = layout.row(align=True)
row.active = overlay.show_overlays
row.prop(overlay, "sculpt_mode_mask_opacity", text="Selection Opacity")
row = layout.row(align=True)
row.active = overlay.show_overlays
row.prop(overlay, "show_sculpt_curves_cage", text="")
subrow = row.row(align=True)
subrow.active = overlay.show_sculpt_curves_cage
subrow.prop(overlay, "sculpt_curves_cage_opacity", text="Cage Opacity")
class VIEW3D_PT_overlay_bones(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'HEADER'
bl_label = "Bones"
@staticmethod
def is_using_wireframe(context):
mode = context.mode
if mode in {'POSE', 'PAINT_WEIGHT'}:
armature = context.pose_object
elif mode == 'EDIT_ARMATURE':
armature = context.edit_object
else:
return False
return armature and armature.display_type == 'WIRE'
@classmethod
def poll(cls, context):
mode = context.mode
return (
(mode == 'POSE') or
(mode == 'PAINT_WEIGHT' and context.pose_object) or
(mode == 'EDIT_ARMATURE' and
VIEW3D_PT_overlay_bones.is_using_wireframe(context))
)
def draw(self, context):
layout = self.layout
view = context.space_data
mode = context.mode
overlay = view.overlay
display_all = overlay.show_overlays
layout.label(text="Armature Overlays")
col = layout.column()
col.active = display_all
if mode == 'POSE':
row = col.row()
row.prop(overlay, "show_xray_bone", text="")
sub = row.row()
sub.active = display_all and overlay.show_xray_bone
sub.prop(overlay, "xray_alpha_bone", text="Fade Geometry")
elif mode == 'PAINT_WEIGHT':
row = col.row()
row.prop(overlay, "show_xray_bone")
class VIEW3D_PT_overlay_texture_paint(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'HEADER'
bl_label = "Texture Paint"
@classmethod
def poll(cls, context):
return context.mode == 'PAINT_TEXTURE'
def draw(self, context):
layout = self.layout
view = context.space_data
overlay = view.overlay
display_all = overlay.show_overlays
layout.label(text="Texture Paint Overlays")
col = layout.column()
col.active = display_all
col.prop(overlay, "texture_paint_mode_opacity")
class VIEW3D_PT_overlay_vertex_paint(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'HEADER'
bl_label = "Vertex Paint"
@classmethod
def poll(cls, context):
return context.mode == 'PAINT_VERTEX'
def draw(self, context):
layout = self.layout
view = context.space_data
overlay = view.overlay
display_all = overlay.show_overlays
layout.label(text="Vertex Paint Overlays")
col = layout.column()
col.active = display_all
col.prop(overlay, "vertex_paint_mode_opacity")
col.prop(overlay, "show_paint_wire")
class VIEW3D_PT_overlay_weight_paint(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'HEADER'
bl_label = "Weight Paint"
bl_ui_units_x = 12
@classmethod
def poll(cls, context):
return context.mode == 'PAINT_WEIGHT'
def draw(self, context):
layout = self.layout
view = context.space_data
overlay = view.overlay
display_all = overlay.show_overlays
tool_settings = context.tool_settings
layout.label(text="Weight Paint Overlays")
col = layout.column()
col.active = display_all
col.prop(overlay, "weight_paint_mode_opacity", text="Opacity")
row = col.split(factor=0.33)
row.label(text="Zero Weights")
sub = row.row()
sub.prop(tool_settings, "vertex_group_user", expand=True)
col.prop(overlay, "show_wpaint_contours")
col.prop(overlay, "show_paint_wire")
class VIEW3D_PT_snapping(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'HEADER'
bl_label = "Snapping"
def draw(self, context):
2018-12-17 17:26:47 +11:00
tool_settings = context.tool_settings
obj = context.active_object
object_mode = 'OBJECT' if obj is None else obj.mode
layout = self.layout
col = layout.column()
col.label(text="Snap With")
row = col.row(align=True)
row.prop(tool_settings, "snap_target", expand=True)
col.label(text="Snap To")
col.prop(tool_settings, "snap_elements_base", expand=True)
col.label(text="Snap Individual Elements To")
col.prop(tool_settings, "snap_elements_individual", expand=True)
col.separator()
if 'INCREMENT' in tool_settings.snap_elements:
2018-12-17 17:26:47 +11:00
col.prop(tool_settings, "use_snap_grid_absolute")
if 'VOLUME' in tool_settings.snap_elements:
col.prop(tool_settings, "use_snap_peel_object")
Transform Snap: nearest face snap mode, snapping options, refactoring. This commit adds a new face nearest snapping mode, adds new snapping options, and (lightly) refactors code around snapping. The new face nearest snapping mode will snap transformed geometry to the nearest surface in world space. In contrast, the original face snapping mode uses projection (raycasting) to snap source to target geometry. Face snapping therefore only works with what is visible, while nearest face snapping can snap geometry to occluded parts of the scene. This new mode is critical for retopology work, where some of the target mesh might be occluded (ex: sliding an edge loop that wraps around the backside of target mesh). The nearest face snapping mode has two options: "Snap to Same Target" and "Face Nearest Steps". When the Snap to Same Object option is enabled, the selected source geometry will stay near the target that it is nearest before editing started, which prevents the source geometry from snapping to other targets. The Face Nearest Steps divides the overall transformation for each vertex into n smaller transformations, then applies those n transformations with surface snapping interlacing each step. This steps option handles transformations that cross U-shaped targets better. The new snapping options allow the artist to better control which target objects (objects to which the edited geometry is snapped) are considered when snapping. In particular, the only option for filtering target objects was a "Project onto Self", which allowed the currently edited mesh to be considered as a target. Now, the artist can choose any combination of the following to be considered as a target: the active object, any edited object that isn't active (see note below), any non- edited object. Additionally, the artist has another snapping option to exclude objects that are not selectable as potential targets. The Snapping Options dropdown has been lightly reorganized to allow for the additional options. Included in this patch: - Snap target selection is more controllable for artist with additional snapping options. - Renamed a few of the snap-related functions to better reflect what they actually do now. For example, `applySnapping` implies that this handles the snapping, while `applyProject` implies something entirely different is done there. However, better names would be `applySnappingAsGroup` and `applySnappingIndividual`, respectively, where `applySnappingIndividual` previously only does Face snapping. - Added an initial coordinate parameter to snapping functions so that the nearest target before transforming can be determined(for "Snap to Same Object"), and so the transformation can be broken into smaller steps (for "Face Nearest Steps"). - Separated the BVH Tree getter code from mesh/edit mesh to its own function to reduce code duplication. - Added icon for nearest face snapping. - The original "Project onto Self" was actually not correct! This option should be called "Project onto Active" instead, but that only matters when editing multiple meshes at the same time. This patch makes this change in the UI. Reviewed By: Campbell Barton, Germano Cavalcante Differential Revision: https://developer.blender.org/D14591
2022-06-29 20:52:00 -04:00
if 'FACE_NEAREST' in tool_settings.snap_elements:
col.prop(tool_settings, "use_snap_to_same_target")
if object_mode == 'EDIT':
col.prop(tool_settings, "snap_face_nearest_steps")
col.separator()
Transform Snap: nearest face snap mode, snapping options, refactoring. This commit adds a new face nearest snapping mode, adds new snapping options, and (lightly) refactors code around snapping. The new face nearest snapping mode will snap transformed geometry to the nearest surface in world space. In contrast, the original face snapping mode uses projection (raycasting) to snap source to target geometry. Face snapping therefore only works with what is visible, while nearest face snapping can snap geometry to occluded parts of the scene. This new mode is critical for retopology work, where some of the target mesh might be occluded (ex: sliding an edge loop that wraps around the backside of target mesh). The nearest face snapping mode has two options: "Snap to Same Target" and "Face Nearest Steps". When the Snap to Same Object option is enabled, the selected source geometry will stay near the target that it is nearest before editing started, which prevents the source geometry from snapping to other targets. The Face Nearest Steps divides the overall transformation for each vertex into n smaller transformations, then applies those n transformations with surface snapping interlacing each step. This steps option handles transformations that cross U-shaped targets better. The new snapping options allow the artist to better control which target objects (objects to which the edited geometry is snapped) are considered when snapping. In particular, the only option for filtering target objects was a "Project onto Self", which allowed the currently edited mesh to be considered as a target. Now, the artist can choose any combination of the following to be considered as a target: the active object, any edited object that isn't active (see note below), any non- edited object. Additionally, the artist has another snapping option to exclude objects that are not selectable as potential targets. The Snapping Options dropdown has been lightly reorganized to allow for the additional options. Included in this patch: - Snap target selection is more controllable for artist with additional snapping options. - Renamed a few of the snap-related functions to better reflect what they actually do now. For example, `applySnapping` implies that this handles the snapping, while `applyProject` implies something entirely different is done there. However, better names would be `applySnappingAsGroup` and `applySnappingIndividual`, respectively, where `applySnappingIndividual` previously only does Face snapping. - Added an initial coordinate parameter to snapping functions so that the nearest target before transforming can be determined(for "Snap to Same Object"), and so the transformation can be broken into smaller steps (for "Face Nearest Steps"). - Separated the BVH Tree getter code from mesh/edit mesh to its own function to reduce code duplication. - Added icon for nearest face snapping. - The original "Project onto Self" was actually not correct! This option should be called "Project onto Active" instead, but that only matters when editing multiple meshes at the same time. This patch makes this change in the UI. Reviewed By: Campbell Barton, Germano Cavalcante Differential Revision: https://developer.blender.org/D14591
2022-06-29 20:52:00 -04:00
col.prop(tool_settings, "use_snap_align_rotation")
col.prop(tool_settings, "use_snap_backface_culling")
col.separator()
Transform Snap: nearest face snap mode, snapping options, refactoring. This commit adds a new face nearest snapping mode, adds new snapping options, and (lightly) refactors code around snapping. The new face nearest snapping mode will snap transformed geometry to the nearest surface in world space. In contrast, the original face snapping mode uses projection (raycasting) to snap source to target geometry. Face snapping therefore only works with what is visible, while nearest face snapping can snap geometry to occluded parts of the scene. This new mode is critical for retopology work, where some of the target mesh might be occluded (ex: sliding an edge loop that wraps around the backside of target mesh). The nearest face snapping mode has two options: "Snap to Same Target" and "Face Nearest Steps". When the Snap to Same Object option is enabled, the selected source geometry will stay near the target that it is nearest before editing started, which prevents the source geometry from snapping to other targets. The Face Nearest Steps divides the overall transformation for each vertex into n smaller transformations, then applies those n transformations with surface snapping interlacing each step. This steps option handles transformations that cross U-shaped targets better. The new snapping options allow the artist to better control which target objects (objects to which the edited geometry is snapped) are considered when snapping. In particular, the only option for filtering target objects was a "Project onto Self", which allowed the currently edited mesh to be considered as a target. Now, the artist can choose any combination of the following to be considered as a target: the active object, any edited object that isn't active (see note below), any non- edited object. Additionally, the artist has another snapping option to exclude objects that are not selectable as potential targets. The Snapping Options dropdown has been lightly reorganized to allow for the additional options. Included in this patch: - Snap target selection is more controllable for artist with additional snapping options. - Renamed a few of the snap-related functions to better reflect what they actually do now. For example, `applySnapping` implies that this handles the snapping, while `applyProject` implies something entirely different is done there. However, better names would be `applySnappingAsGroup` and `applySnappingIndividual`, respectively, where `applySnappingIndividual` previously only does Face snapping. - Added an initial coordinate parameter to snapping functions so that the nearest target before transforming can be determined(for "Snap to Same Object"), and so the transformation can be broken into smaller steps (for "Face Nearest Steps"). - Separated the BVH Tree getter code from mesh/edit mesh to its own function to reduce code duplication. - Added icon for nearest face snapping. - The original "Project onto Self" was actually not correct! This option should be called "Project onto Active" instead, but that only matters when editing multiple meshes at the same time. This patch makes this change in the UI. Reviewed By: Campbell Barton, Germano Cavalcante Differential Revision: https://developer.blender.org/D14591
2022-06-29 20:52:00 -04:00
if obj:
col.label(text="Target Selection")
col_targetsel = col.column(align=True)
if object_mode == 'EDIT' and obj.type not in {'LATTICE', 'META', 'FONT'}:
col_targetsel.prop(
tool_settings,
"use_snap_self",
text="Include Active",
icon='EDITMODE_HLT',
)
col_targetsel.prop(
tool_settings,
"use_snap_edit",
text="Include Edited",
icon='OUTLINER_DATA_MESH',
)
col_targetsel.prop(
tool_settings,
"use_snap_nonedit",
text="Include Non-Edited",
icon='OUTLINER_OB_MESH',
)
col_targetsel.prop(
tool_settings,
"use_snap_selectable",
text="Exclude Non-Selectable",
icon='RESTRICT_SELECT_OFF',
)
col.label(text="Affect")
row = col.row(align=True)
row.prop(tool_settings, "use_snap_translate", text="Move", toggle=True)
row.prop(tool_settings, "use_snap_rotate", text="Rotate", toggle=True)
row.prop(tool_settings, "use_snap_scale", text="Scale", toggle=True)
class VIEW3D_PT_proportional_edit(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'HEADER'
bl_label = "Proportional Editing"
bl_ui_units_x = 8
def draw(self, context):
layout = self.layout
tool_settings = context.tool_settings
col = layout.column()
col.active = (tool_settings.use_proportional_edit_objects if context.mode == 'OBJECT'
else tool_settings.use_proportional_edit)
if context.mode != 'OBJECT':
col.prop(tool_settings, "use_proportional_connected")
sub = col.column()
sub.active = not tool_settings.use_proportional_connected
sub.prop(tool_settings, "use_proportional_projected")
col.separator()
col.prop(tool_settings, "proportional_edit_falloff", expand=True)
col.prop(tool_settings, "proportional_distance")
class VIEW3D_PT_transform_orientations(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'HEADER'
bl_label = "Transform Orientations"
bl_ui_units_x = 8
def draw(self, context):
layout = self.layout
layout.label(text="Transform Orientations")
scene = context.scene
orient_slot = scene.transform_orientation_slots[0]
orientation = orient_slot.custom_orientation
row = layout.row()
col = row.column()
col.prop(orient_slot, "type", expand=True)
row.operator("transform.create_orientation", text="", icon='ADD', emboss=False).use = True
if orientation:
row = layout.row(align=False)
2018-12-20 13:01:40 +11:00
row.prop(orientation, "name", text="", icon='OBJECT_ORIGIN')
row.operator("transform.delete_orientation", text="", icon='X', emboss=False)
class VIEW3D_PT_gpencil_origin(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'HEADER'
2018-09-20 22:51:34 +02:00
bl_label = "Stroke Placement"
def draw(self, context):
layout = self.layout
2018-12-17 17:26:47 +11:00
tool_settings = context.tool_settings
gpd = context.gpencil_data
2018-09-20 22:51:34 +02:00
layout.label(text="Stroke Placement")
row = layout.row()
col = row.column()
2018-12-17 17:26:47 +11:00
col.prop(tool_settings, "gpencil_stroke_placement_view3d", expand=True)
2018-12-17 17:26:47 +11:00
if tool_settings.gpencil_stroke_placement_view3d == 'SURFACE':
row = layout.row()
row.label(text="Offset")
row = layout.row()
if context.preferences.experimental.use_grease_pencil_version3:
row.prop(tool_settings, "gpencil_surface_offset", text="")
else:
row.prop(gpd, "zdepth_offset", text="")
2018-12-17 17:26:47 +11:00
if tool_settings.gpencil_stroke_placement_view3d == 'STROKE':
row = layout.row()
row.label(text="Target")
row = layout.row()
2018-12-17 17:26:47 +11:00
row.prop(tool_settings, "gpencil_stroke_snap_mode", expand=True)
2018-09-21 08:51:04 +02:00
class VIEW3D_PT_gpencil_lock(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'HEADER'
2018-11-05 16:28:37 +01:00
bl_label = "Drawing Plane"
2018-09-21 08:51:04 +02:00
def draw(self, context):
layout = self.layout
tool_settings = context.tool_settings
2018-11-05 16:28:37 +01:00
layout.label(text="Drawing Plane")
2018-09-21 08:51:04 +02:00
row = layout.row()
col = row.column()
col.prop(tool_settings.gpencil_sculpt, "lock_axis", expand=True)
2018-09-21 08:51:04 +02:00
2019-01-21 10:41:39 +11:00
class VIEW3D_PT_gpencil_guide(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'HEADER'
bl_label = "Guides"
def draw(self, context):
settings = context.tool_settings.gpencil_sculpt.guide
2018-09-21 08:51:04 +02:00
layout = self.layout
layout.label(text="Guides")
2019-01-21 10:41:39 +11:00
col = layout.column()
col.active = settings.use_guide
col.prop(settings, "type", expand=True)
2019-01-21 10:41:39 +11:00
if settings.type in {'ISO', 'PARALLEL', 'RADIAL'}:
col.prop(settings, "angle")
row = col.row(align=True)
2019-01-21 10:41:39 +11:00
col.prop(settings, "use_snapping")
if settings.use_snapping:
2019-01-21 10:41:39 +11:00
2019-06-22 11:08:12 +10:00
if settings.type == 'RADIAL':
col.prop(settings, "angle_snap")
else:
col.prop(settings, "spacing")
2019-01-21 10:41:39 +11:00
if settings.type in {'CIRCULAR', 'RADIAL'} or settings.use_snapping:
col.label(text="Reference Point")
row = col.row(align=True)
row.prop(settings, "reference_point", expand=True)
if settings.reference_point == 'CUSTOM':
col.prop(settings, "location", text="Custom Location")
elif settings.reference_point == 'OBJECT':
col.prop(settings, "reference_object", text="Object Location")
if not settings.reference_object:
col.label(text="No object selected, using cursor")
2019-01-21 10:41:39 +11:00
class VIEW3D_PT_overlay_gpencil_options(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'HEADER'
bl_label = ""
bl_ui_units_x = 13
@classmethod
def poll(cls, context):
return context.object and context.object.type == 'GPENCIL'
def draw(self, context):
layout = self.layout
view = context.space_data
overlay = view.overlay
layout.label(text={
'PAINT_GPENCIL': iface_("Draw Grease Pencil"),
'EDIT_GPENCIL': iface_("Edit Grease Pencil"),
'SCULPT_GPENCIL': iface_("Sculpt Grease Pencil"),
'WEIGHT_GPENCIL': iface_("Weight Grease Pencil"),
'VERTEX_GPENCIL': iface_("Vertex Grease Pencil"),
'OBJECT': iface_("Grease Pencil"),
}[context.mode], translate=False)
layout.prop(overlay, "use_gpencil_onion_skin", text="Onion Skin")
col = layout.column()
row = col.row()
row.prop(overlay, "use_gpencil_grid", text="")
sub = row.row(align=True)
sub.active = overlay.use_gpencil_grid
sub.prop(overlay, "gpencil_grid_opacity", text="Canvas", slider=True)
sub.prop(overlay, "use_gpencil_canvas_xray", text="", icon='XRAY')
row = col.row()
row.prop(overlay, "use_gpencil_fade_layers", text="")
sub = row.row()
sub.active = overlay.use_gpencil_fade_layers
sub.prop(overlay, "gpencil_fade_layer", text="Fade Inactive Layers", slider=True)
row = col.row()
row.prop(overlay, "use_gpencil_fade_objects", text="")
sub = row.row(align=True)
sub.active = overlay.use_gpencil_fade_objects
sub.prop(overlay, "gpencil_fade_objects", text="Fade Inactive Objects", slider=True)
sub.prop(overlay, "use_gpencil_fade_gp_objects", text="", icon='OUTLINER_OB_GREASEPENCIL')
if context.object.mode in {'EDIT_GPENCIL', 'SCULPT_GPENCIL', 'WEIGHT_GPENCIL', 'VERTEX_GPENCIL'}:
split = layout.split()
col = split.column()
col.prop(overlay, "use_gpencil_edit_lines", text="Edit Lines")
col = split.column()
col.prop(overlay, "use_gpencil_multiedit_line_only", text="Only in Multiframe")
if context.object.mode == 'EDIT_GPENCIL':
gpd = context.object.data
split = layout.split()
col = split.column()
col.prop(overlay, "use_gpencil_show_directions")
col = split.column()
col.prop(overlay, "use_gpencil_show_material_name", text="Material Name")
if not gpd.use_curve_edit:
layout.prop(overlay, "vertex_opacity", text="Vertex Opacity", slider=True)
else:
# Handles for Curve Edit
layout.prop(overlay, "display_handle", text="Handles")
if context.object.mode == 'SCULPT_GPENCIL':
layout.prop(overlay, "vertex_opacity", text="Vertex Opacity", slider=True)
if context.object.mode in {'PAINT_GPENCIL', 'VERTEX_GPENCIL'}:
layout.label(text="Vertex Paint")
row = layout.row()
shading = VIEW3D_PT_shading.get_shading(context)
row.enabled = shading.type not in {'WIREFRAME', 'RENDERED'}
row.prop(overlay, "gpencil_vertex_paint_opacity", text="Opacity", slider=True)
class VIEW3D_PT_overlay_grease_pencil_options(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'HEADER'
bl_label = ""
bl_ui_units_x = 13
@classmethod
def poll(cls, context):
return context.object and context.object.type == 'GREASEPENCIL'
def draw(self, context):
layout = self.layout
view = context.space_data
overlay = view.overlay
layout.label(text={
'PAINT_GREASE_PENCIL': iface_("Draw Grease Pencil"),
'EDIT_GREASE_PENCIL': iface_("Edit Grease Pencil"),
'OBJECT': iface_("Grease Pencil"),
}[context.mode], translate=False)
if context.object.mode in {'EDIT'}:
split = layout.split()
col = split.column()
col.prop(overlay, "use_gpencil_edit_lines", text="Edit Lines")
class VIEW3D_PT_quad_view(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_category = "View"
bl_label = "Quad View"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
view = context.space_data
return view.region_quadviews
def draw(self, context):
layout = self.layout
view = context.space_data
region = view.region_quadviews[2]
col = layout.column()
col.prop(region, "lock_rotation")
row = col.row()
row.enabled = region.lock_rotation
row.prop(region, "show_sync_view")
row = col.row()
row.enabled = region.lock_rotation and region.show_sync_view
row.prop(region, "use_box_clip")
2010-01-31 14:46:28 +00:00
# Annotation properties
class VIEW3D_PT_grease_pencil(AnnotationDataPanel, Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_category = "View"
# NOTE: this is just a wrapper around the generic GP Panel
class VIEW3D_PT_annotation_onion(AnnotationOnionSkin, Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_category = "View"
bl_parent_id = "VIEW3D_PT_grease_pencil"
# NOTE: this is just a wrapper around the generic GP Panel
class TOPBAR_PT_annotation_layers(Panel, AnnotationDataPanel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'HEADER'
bl_label = "Layers"
bl_ui_units_x = 14
Multi-View and Stereo 3D Official Documentation: http://www.blender.org/manual/render/workflows/multiview.html Implemented Features ==================== Builtin Stereo Camera * Convergence Mode * Interocular Distance * Convergence Distance * Pivot Mode Viewport * Cameras * Plane * Volume Compositor * View Switch Node * Image Node Multi-View OpenEXR support Sequencer * Image/Movie Strips 'Use Multiview' UV/Image Editor * Option to see Multi-View images in Stereo-3D or its individual images * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images I/O * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images Scene Render Views * Ability to have an arbitrary number of views in the scene Missing Bits ============ First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report. Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report. Everything else is likely small todos, and may wait until we are sure none of the above is happening. Apart from that there are those known issues: * Compositor Image Node poorly working for Multi-View OpenEXR (this was working prefectly before the 'Use Multi-View' functionality) * Selecting camera from Multi-View when looking from camera is problematic * Animation Playback (ctrl+F11) doesn't support stereo formats * Wrong filepath when trying to play back animated scene * Viewport Rendering doesn't support Multi-View * Overscan Rendering * Fullscreen display modes need to warn the user * Object copy should be aware of views suffix Acknowledgments =============== * Francesco Siddi for the help with the original feature specs and design * Brecht Van Lommel for the original review of the code and design early on * Blender Foundation for the Development Fund to support the project wrap up Final patch reviewers: * Antony Riakiotakis (psy-fi) * Campbell Barton (ideasman42) * Julian Eisel (Severin) * Sergey Sharybin (nazgul) * Thomas Dinged (dingto) Code contributors of the original branch in github: * Alexey Akishin * Gabriel Caraballo
2015-04-06 10:40:12 -03:00
class VIEW3D_PT_view3d_stereo(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_category = "View"
Multi-View and Stereo 3D Official Documentation: http://www.blender.org/manual/render/workflows/multiview.html Implemented Features ==================== Builtin Stereo Camera * Convergence Mode * Interocular Distance * Convergence Distance * Pivot Mode Viewport * Cameras * Plane * Volume Compositor * View Switch Node * Image Node Multi-View OpenEXR support Sequencer * Image/Movie Strips 'Use Multiview' UV/Image Editor * Option to see Multi-View images in Stereo-3D or its individual images * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images I/O * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images Scene Render Views * Ability to have an arbitrary number of views in the scene Missing Bits ============ First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report. Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report. Everything else is likely small todos, and may wait until we are sure none of the above is happening. Apart from that there are those known issues: * Compositor Image Node poorly working for Multi-View OpenEXR (this was working prefectly before the 'Use Multi-View' functionality) * Selecting camera from Multi-View when looking from camera is problematic * Animation Playback (ctrl+F11) doesn't support stereo formats * Wrong filepath when trying to play back animated scene * Viewport Rendering doesn't support Multi-View * Overscan Rendering * Fullscreen display modes need to warn the user * Object copy should be aware of views suffix Acknowledgments =============== * Francesco Siddi for the help with the original feature specs and design * Brecht Van Lommel for the original review of the code and design early on * Blender Foundation for the Development Fund to support the project wrap up Final patch reviewers: * Antony Riakiotakis (psy-fi) * Campbell Barton (ideasman42) * Julian Eisel (Severin) * Sergey Sharybin (nazgul) * Thomas Dinged (dingto) Code contributors of the original branch in github: * Alexey Akishin * Gabriel Caraballo
2015-04-06 10:40:12 -03:00
bl_label = "Stereoscopy"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
Multi-View and Stereo 3D Official Documentation: http://www.blender.org/manual/render/workflows/multiview.html Implemented Features ==================== Builtin Stereo Camera * Convergence Mode * Interocular Distance * Convergence Distance * Pivot Mode Viewport * Cameras * Plane * Volume Compositor * View Switch Node * Image Node Multi-View OpenEXR support Sequencer * Image/Movie Strips 'Use Multiview' UV/Image Editor * Option to see Multi-View images in Stereo-3D or its individual images * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images I/O * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images Scene Render Views * Ability to have an arbitrary number of views in the scene Missing Bits ============ First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report. Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report. Everything else is likely small todos, and may wait until we are sure none of the above is happening. Apart from that there are those known issues: * Compositor Image Node poorly working for Multi-View OpenEXR (this was working prefectly before the 'Use Multi-View' functionality) * Selecting camera from Multi-View when looking from camera is problematic * Animation Playback (ctrl+F11) doesn't support stereo formats * Wrong filepath when trying to play back animated scene * Viewport Rendering doesn't support Multi-View * Overscan Rendering * Fullscreen display modes need to warn the user * Object copy should be aware of views suffix Acknowledgments =============== * Francesco Siddi for the help with the original feature specs and design * Brecht Van Lommel for the original review of the code and design early on * Blender Foundation for the Development Fund to support the project wrap up Final patch reviewers: * Antony Riakiotakis (psy-fi) * Campbell Barton (ideasman42) * Julian Eisel (Severin) * Sergey Sharybin (nazgul) * Thomas Dinged (dingto) Code contributors of the original branch in github: * Alexey Akishin * Gabriel Caraballo
2015-04-06 10:40:12 -03:00
scene = context.scene
multiview = scene.render.use_multiview
2018-07-07 08:53:00 +02:00
return multiview
Multi-View and Stereo 3D Official Documentation: http://www.blender.org/manual/render/workflows/multiview.html Implemented Features ==================== Builtin Stereo Camera * Convergence Mode * Interocular Distance * Convergence Distance * Pivot Mode Viewport * Cameras * Plane * Volume Compositor * View Switch Node * Image Node Multi-View OpenEXR support Sequencer * Image/Movie Strips 'Use Multiview' UV/Image Editor * Option to see Multi-View images in Stereo-3D or its individual images * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images I/O * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images Scene Render Views * Ability to have an arbitrary number of views in the scene Missing Bits ============ First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report. Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report. Everything else is likely small todos, and may wait until we are sure none of the above is happening. Apart from that there are those known issues: * Compositor Image Node poorly working for Multi-View OpenEXR (this was working prefectly before the 'Use Multi-View' functionality) * Selecting camera from Multi-View when looking from camera is problematic * Animation Playback (ctrl+F11) doesn't support stereo formats * Wrong filepath when trying to play back animated scene * Viewport Rendering doesn't support Multi-View * Overscan Rendering * Fullscreen display modes need to warn the user * Object copy should be aware of views suffix Acknowledgments =============== * Francesco Siddi for the help with the original feature specs and design * Brecht Van Lommel for the original review of the code and design early on * Blender Foundation for the Development Fund to support the project wrap up Final patch reviewers: * Antony Riakiotakis (psy-fi) * Campbell Barton (ideasman42) * Julian Eisel (Severin) * Sergey Sharybin (nazgul) * Thomas Dinged (dingto) Code contributors of the original branch in github: * Alexey Akishin * Gabriel Caraballo
2015-04-06 10:40:12 -03:00
def draw(self, context):
layout = self.layout
view = context.space_data
Multi-View and Stereo 3D Official Documentation: http://www.blender.org/manual/render/workflows/multiview.html Implemented Features ==================== Builtin Stereo Camera * Convergence Mode * Interocular Distance * Convergence Distance * Pivot Mode Viewport * Cameras * Plane * Volume Compositor * View Switch Node * Image Node Multi-View OpenEXR support Sequencer * Image/Movie Strips 'Use Multiview' UV/Image Editor * Option to see Multi-View images in Stereo-3D or its individual images * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images I/O * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images Scene Render Views * Ability to have an arbitrary number of views in the scene Missing Bits ============ First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report. Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report. Everything else is likely small todos, and may wait until we are sure none of the above is happening. Apart from that there are those known issues: * Compositor Image Node poorly working for Multi-View OpenEXR (this was working prefectly before the 'Use Multi-View' functionality) * Selecting camera from Multi-View when looking from camera is problematic * Animation Playback (ctrl+F11) doesn't support stereo formats * Wrong filepath when trying to play back animated scene * Viewport Rendering doesn't support Multi-View * Overscan Rendering * Fullscreen display modes need to warn the user * Object copy should be aware of views suffix Acknowledgments =============== * Francesco Siddi for the help with the original feature specs and design * Brecht Van Lommel for the original review of the code and design early on * Blender Foundation for the Development Fund to support the project wrap up Final patch reviewers: * Antony Riakiotakis (psy-fi) * Campbell Barton (ideasman42) * Julian Eisel (Severin) * Sergey Sharybin (nazgul) * Thomas Dinged (dingto) Code contributors of the original branch in github: * Alexey Akishin * Gabriel Caraballo
2015-04-06 10:40:12 -03:00
basic_stereo = context.scene.render.views_format == 'STEREO_3D'
col = layout.column()
col.row().prop(view, "stereo_3d_camera", expand=True)
col.label(text="Display")
Multi-View and Stereo 3D Official Documentation: http://www.blender.org/manual/render/workflows/multiview.html Implemented Features ==================== Builtin Stereo Camera * Convergence Mode * Interocular Distance * Convergence Distance * Pivot Mode Viewport * Cameras * Plane * Volume Compositor * View Switch Node * Image Node Multi-View OpenEXR support Sequencer * Image/Movie Strips 'Use Multiview' UV/Image Editor * Option to see Multi-View images in Stereo-3D or its individual images * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images I/O * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images Scene Render Views * Ability to have an arbitrary number of views in the scene Missing Bits ============ First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report. Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report. Everything else is likely small todos, and may wait until we are sure none of the above is happening. Apart from that there are those known issues: * Compositor Image Node poorly working for Multi-View OpenEXR (this was working prefectly before the 'Use Multi-View' functionality) * Selecting camera from Multi-View when looking from camera is problematic * Animation Playback (ctrl+F11) doesn't support stereo formats * Wrong filepath when trying to play back animated scene * Viewport Rendering doesn't support Multi-View * Overscan Rendering * Fullscreen display modes need to warn the user * Object copy should be aware of views suffix Acknowledgments =============== * Francesco Siddi for the help with the original feature specs and design * Brecht Van Lommel for the original review of the code and design early on * Blender Foundation for the Development Fund to support the project wrap up Final patch reviewers: * Antony Riakiotakis (psy-fi) * Campbell Barton (ideasman42) * Julian Eisel (Severin) * Sergey Sharybin (nazgul) * Thomas Dinged (dingto) Code contributors of the original branch in github: * Alexey Akishin * Gabriel Caraballo
2015-04-06 10:40:12 -03:00
row = col.row()
row.active = basic_stereo
row.prop(view, "show_stereo_3d_cameras")
row = col.row()
row.active = basic_stereo
split = row.split()
split.prop(view, "show_stereo_3d_convergence_plane")
split = row.split()
split.prop(view, "stereo_3d_convergence_plane_alpha", text="Alpha")
split.active = view.show_stereo_3d_convergence_plane
row = col.row()
split = row.split()
split.prop(view, "show_stereo_3d_volume")
split = row.split()
split.active = view.show_stereo_3d_volume
Multi-View and Stereo 3D Official Documentation: http://www.blender.org/manual/render/workflows/multiview.html Implemented Features ==================== Builtin Stereo Camera * Convergence Mode * Interocular Distance * Convergence Distance * Pivot Mode Viewport * Cameras * Plane * Volume Compositor * View Switch Node * Image Node Multi-View OpenEXR support Sequencer * Image/Movie Strips 'Use Multiview' UV/Image Editor * Option to see Multi-View images in Stereo-3D or its individual images * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images I/O * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images Scene Render Views * Ability to have an arbitrary number of views in the scene Missing Bits ============ First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report. Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report. Everything else is likely small todos, and may wait until we are sure none of the above is happening. Apart from that there are those known issues: * Compositor Image Node poorly working for Multi-View OpenEXR (this was working prefectly before the 'Use Multi-View' functionality) * Selecting camera from Multi-View when looking from camera is problematic * Animation Playback (ctrl+F11) doesn't support stereo formats * Wrong filepath when trying to play back animated scene * Viewport Rendering doesn't support Multi-View * Overscan Rendering * Fullscreen display modes need to warn the user * Object copy should be aware of views suffix Acknowledgments =============== * Francesco Siddi for the help with the original feature specs and design * Brecht Van Lommel for the original review of the code and design early on * Blender Foundation for the Development Fund to support the project wrap up Final patch reviewers: * Antony Riakiotakis (psy-fi) * Campbell Barton (ideasman42) * Julian Eisel (Severin) * Sergey Sharybin (nazgul) * Thomas Dinged (dingto) Code contributors of the original branch in github: * Alexey Akishin * Gabriel Caraballo
2015-04-06 10:40:12 -03:00
split.prop(view, "stereo_3d_volume_alpha", text="Alpha")
class VIEW3D_PT_context_properties(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_category = "Item"
bl_label = "Properties"
bl_options = {'DEFAULT_CLOSED'}
@staticmethod
def _active_context_member(context):
obj = context.object
if obj:
object_mode = obj.mode
if object_mode == 'POSE':
return "active_pose_bone"
elif object_mode == 'EDIT' and obj.type == 'ARMATURE':
return "active_bone"
else:
return "object"
return ""
@classmethod
def poll(cls, context):
import rna_prop_ui
member = cls._active_context_member(context)
if member:
context_member, member = rna_prop_ui.rna_idprop_context_value(context, member, object)
return context_member and rna_prop_ui.rna_idprop_has_properties(context_member)
return False
def draw(self, context):
import rna_prop_ui
member = VIEW3D_PT_context_properties._active_context_member(context)
if member:
# Draw with no edit button
PyAPI: use keyword only arguments Use keyword only arguments for the following functions. - addon_utils.module_bl_info 2nd arg `info_basis`. - addon_utils.modules 1st `module_cache`, 2nd arg `refresh`. - addon_utils.modules_refresh 1st arg `module_cache`. - bl_app_template_utils.activate 1nd arg `template_id`. - bl_app_template_utils.import_from_id 2nd arg `ignore_not_found`. - bl_app_template_utils.import_from_path 2nd arg `ignore_not_found`. - bl_keymap_utils.keymap_from_toolbar.generate 2nd & 3rd args `use_fallback_keys` & `use_reset`. - bl_keymap_utils.platform_helpers.keyconfig_data_oskey_from_ctrl 2nd arg `filter_fn`. - bl_ui_utils.bug_report_url.url_prefill_from_blender 1st arg `addon_info`. - bmesh.types.BMFace.copy 1st & 2nd args `verts`, `edges`. - bmesh.types.BMesh.calc_volume 1st arg `signed`. - bmesh.types.BMesh.from_mesh 2nd..4th args `face_normals`, `use_shape_key`, `shape_key_index`. - bmesh.types.BMesh.from_object 3rd & 4th args `cage`, `face_normals`. - bmesh.types.BMesh.transform 2nd arg `filter`. - bmesh.types.BMesh.update_edit_mesh 2nd & 3rd args `loop_triangles`, `destructive`. - bmesh.types.{BMVertSeq,BMEdgeSeq,BMFaceSeq}.sort 1st & 2nd arg `key`, `reverse`. - bmesh.utils.face_split 4th..6th args `coords`, `use_exist`, `example`. - bpy.data.libraries.load 2nd..4th args `link`, `relative`, `assets_only`. - bpy.data.user_map 1st..3rd args `subset`, `key_types, `value_types`. - bpy.msgbus.subscribe_rna 5th arg `options`. - bpy.path.abspath 2nd & 3rd args `start` & `library`. - bpy.path.clean_name 2nd arg `replace`. - bpy.path.ensure_ext 3rd arg `case_sensitive`. - bpy.path.module_names 2nd arg `recursive`. - bpy.path.relpath 2nd arg `start`. - bpy.types.EditBone.transform 2nd & 3rd arg `scale`, `roll`. - bpy.types.Operator.as_keywords 1st arg `ignore`. - bpy.types.Struct.{keyframe_insert,keyframe_delete} 2nd..5th args `index`, `frame`, `group`, `options`. - bpy.types.WindowManager.popup_menu 2nd & 3rd arg `title`, `icon`. - bpy.types.WindowManager.popup_menu_pie 3rd & 4th arg `title`, `icon`. - bpy.utils.app_template_paths 1st arg `subdir`. - bpy.utils.app_template_paths 1st arg `subdir`. - bpy.utils.blend_paths 1st..3rd args `absolute`, `packed`, `local`. - bpy.utils.execfile 2nd arg `mod`. - bpy.utils.keyconfig_set 2nd arg `report`. - bpy.utils.load_scripts 1st & 2nd `reload_scripts` & `refresh_scripts`. - bpy.utils.preset_find 3rd & 4th args `display_name`, `ext`. - bpy.utils.resource_path 2nd & 3rd arg `major`, `minor`. - bpy.utils.script_paths 1st..4th args `subdir`, `user_pref`, `check_all`, `use_user`. - bpy.utils.smpte_from_frame 2nd & 3rd args `fps`, `fps_base`. - bpy.utils.smpte_from_seconds 2nd & 3rd args `fps`, `fps_base`. - bpy.utils.system_resource 2nd arg `subdir`. - bpy.utils.time_from_frame 2nd & 3rd args `fps`, `fps_base`. - bpy.utils.time_to_frame 2nd & 3rd args `fps`, `fps_base`. - bpy.utils.units.to_string 4th..6th `precision`, `split_unit`, `compatible_unit`. - bpy.utils.units.to_value 4th arg `str_ref_unit`. - bpy.utils.user_resource 2nd & 3rd args `subdir`, `create` - bpy_extras.view3d_utils.location_3d_to_region_2d 4th arg `default`. - bpy_extras.view3d_utils.region_2d_to_origin_3d 4th arg `clamp`. - gpu.offscreen.unbind 1st arg `restore`. - gpu_extras.batch.batch_for_shader 4th arg `indices`. - gpu_extras.batch.presets.draw_circle_2d 4th arg `segments`. - gpu_extras.presets.draw_circle_2d 4th arg `segments`. - imbuf.types.ImBuf.resize 2nd arg `resize`. - imbuf.write 2nd arg `filepath`. - mathutils.kdtree.KDTree.find 2nd arg `filter`. - nodeitems_utils.NodeCategory 3rd & 4th arg `descriptions`, `items`. - nodeitems_utils.NodeItem 2nd..4th args `label`, `settings`, `poll`. - nodeitems_utils.NodeItemCustom 1st & 2nd arg `poll`, `draw`. - rna_prop_ui.draw 5th arg `use_edit`. - rna_prop_ui.rna_idprop_ui_get 2nd arg `create`. - rna_prop_ui.rna_idprop_ui_prop_clear 3rd arg `remove`. - rna_prop_ui.rna_idprop_ui_prop_get 3rd arg `create`. - rna_xml.xml2rna 2nd arg `root_rna`. - rna_xml.xml_file_write 4th arg `skip_typemap`.
2021-06-08 18:03:14 +10:00
rna_prop_ui.draw(self.layout, context, member, object, use_edit=False)
2017-10-19 11:24:01 +11:00
# Grease Pencil Object - Multi-frame falloff tools.
class VIEW3D_PT_gpencil_multi_frame(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'HEADER'
bl_label = "Multi Frame"
def draw(self, context):
layout = self.layout
tool_settings = context.tool_settings
gpd = context.gpencil_data
settings = tool_settings.gpencil_sculpt
col = layout.column(align=True)
col.prop(settings, "use_multiframe_falloff")
# Falloff curve
if gpd.use_multiedit and settings.use_multiframe_falloff:
layout.template_curve_mapping(settings, "multiframe_falloff_curve", brush=True)
# Grease Pencil Object - Curve Editing tools
class VIEW3D_PT_gpencil_curve_edit(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'HEADER'
bl_label = "Curve Editing"
def draw(self, context):
layout = self.layout
2021-03-06 18:16:39 +11:00
gpd = context.gpencil_data
col = layout.column(align=True)
col.prop(gpd, "edit_curve_resolution")
col.prop(gpd, "curve_edit_threshold")
col.prop(gpd, "curve_edit_corner_angle")
col.prop(gpd, "use_adaptive_curve_resolution")
class VIEW3D_MT_gpencil_edit_context_menu(Menu):
bl_label = ""
def draw(self, context):
layout = self.layout
tool_settings = context.tool_settings
is_point_mode = tool_settings.gpencil_selectmode_edit == 'POINT'
is_stroke_mode = tool_settings.gpencil_selectmode_edit == 'STROKE'
is_segment_mode = tool_settings.gpencil_selectmode_edit == 'SEGMENT'
layout.operator_context = 'INVOKE_REGION_WIN'
row = layout.row()
if is_point_mode or is_segment_mode:
col = row.column(align=True)
col.label(text="Point", icon='GP_SELECT_POINTS')
col.separator()
# Additive Operators
col.operator("gpencil.stroke_subdivide", text="Subdivide").only_selected = True
col.separator()
col.operator("gpencil.extrude_move", text="Extrude")
col.separator()
# Deform Operators
col.operator("gpencil.stroke_smooth", text="Smooth").only_selected = True
col.operator("transform.bend", text="Bend")
col.operator("transform.shear", text="Shear")
col.operator("transform.tosphere", text="To Sphere")
col.operator("transform.transform", text="Shrink/Fatten").mode = 'GPENCIL_SHRINKFATTEN'
col.operator("gpencil.stroke_start_set", text="Set Start Point")
col.separator()
col.menu("VIEW3D_MT_mirror", text="Mirror")
col.menu("GPENCIL_MT_snap", text="Snap")
col.separator()
# Duplicate operators
col.operator("gpencil.duplicate_move", text="Duplicate")
col.operator("gpencil.copy", text="Copy", icon='COPYDOWN')
col.operator("gpencil.paste", text="Paste", icon='PASTEDOWN').type = 'ACTIVE'
col.operator("gpencil.paste", text="Paste by Layer").type = 'LAYER'
col.separator()
# Removal Operators
col.operator("gpencil.stroke_merge", text="Merge")
col.operator("gpencil.stroke_merge_by_distance").use_unselected = False
col.operator("gpencil.stroke_split", text="Split")
col.operator("gpencil.stroke_separate", text="Separate").mode = 'POINT'
col.separator()
col.operator("gpencil.delete", text="Delete").type = 'POINTS'
col.operator("gpencil.dissolve", text="Dissolve").type = 'POINTS'
col.operator("gpencil.dissolve", text="Dissolve Between").type = 'BETWEEN'
col.operator("gpencil.dissolve", text="Dissolve Unselected").type = 'UNSELECT'
if is_stroke_mode:
col = row.column(align=True)
col.label(text="Stroke", icon='GP_SELECT_STROKES')
col.separator()
# Main Strokes Operators
col.operator("gpencil.stroke_subdivide", text="Subdivide").only_selected = False
col.menu("VIEW3D_MT_gpencil_simplify")
col.operator("gpencil.stroke_trim", text="Trim")
col.separator()
col.operator("gpencil.stroke_smooth", text="Smooth").only_selected = False
col.operator("transform.transform", text="Shrink/Fatten").mode = 'GPENCIL_SHRINKFATTEN'
col.separator()
# Layer and Materials operators
col.menu("GPENCIL_MT_move_to_layer")
col.menu("VIEW3D_MT_assign_material")
col.operator("gpencil.set_active_material", text="Set as Active Material")
col.operator_menu_enum("gpencil.stroke_arrange", "direction", text="Arrange")
col.separator()
col.menu("VIEW3D_MT_mirror", text="Mirror")
col.menu("VIEW3D_MT_snap", text="Snap")
col.separator()
# Duplicate operators
col.operator("gpencil.duplicate_move", text="Duplicate")
col.operator("gpencil.copy", text="Copy", icon='COPYDOWN')
col.operator("gpencil.paste", text="Paste", icon='PASTEDOWN').type = 'ACTIVE'
col.operator("gpencil.paste", text="Paste by Layer").type = 'LAYER'
col.separator()
# Removal Operators
col.operator("gpencil.stroke_merge_by_distance").use_unselected = True
col.operator_menu_enum("gpencil.stroke_join", "type", text="Join",
text_ctxt=i18n_contexts.id_gpencil)
col.operator("gpencil.stroke_split", text="Split")
col.operator("gpencil.stroke_separate", text="Separate").mode = 'STROKE'
col.separator()
col.operator("gpencil.delete", text="Delete").type = 'STROKES'
col.separator()
col.operator("gpencil.reproject", text="Reproject")
class VIEW3D_MT_greasepencil_material_active(Menu):
bl_label = "Active Material"
@classmethod
def poll(cls, context):
ob = context.active_object
if ob is None or len(ob.material_slots) == 0:
return False
return True
def draw(self, context):
layout = self.layout
layout.operator_context = 'INVOKE_REGION_WIN'
ob = context.active_object
for slot in ob.material_slots:
mat = slot.material
if not mat:
continue
mat.id_data.preview_ensure()
if mat and mat.id_data and mat.id_data.preview:
icon = mat.id_data.preview.icon_id
layout.operator("grease_pencil.set_material", text=mat.name, icon_value=icon).slot = mat.name
class VIEW3D_MT_grease_pencil_assign_material(Menu):
bl_label = "Assign Material"
def draw(self, context):
layout = self.layout
ob = context.active_object
mat_active = ob.active_material
if len(ob.material_slots) == 0:
row = layout.row()
row.label(text="No Materials")
row.enabled = False
return
for slot in ob.material_slots:
mat = slot.material
if mat:
layout.operator("grease_pencil.stroke_material_set", text=mat.name,
icon='LAYER_ACTIVE' if mat == mat_active else 'BLANK1').material = mat.name
class VIEW3D_MT_greasepencil_edit_context_menu(Menu):
bl_label = ""
def draw(self, context):
layout = self.layout
tool_settings = context.tool_settings
is_point_mode = tool_settings.gpencil_selectmode_edit == 'POINT'
is_stroke_mode = tool_settings.gpencil_selectmode_edit == 'STROKE'
layout.operator_context = 'INVOKE_REGION_WIN'
row = layout.row()
if is_point_mode:
col = row.column(align=True)
col.label(text="Point", icon='GP_SELECT_POINTS')
# Main Strokes Operators
col.operator("grease_pencil.stroke_subdivide", text="Subdivide")
col.operator("grease_pencil.stroke_subdivide_smooth", text="Subdivide and Smooth")
col.operator("grease_pencil.stroke_simplify", text="Simplify")
col.separator()
# Deform Operators
col.operator("transform.tosphere", text="To Sphere")
col.operator("transform.shear", text="Shear")
col.operator("transform.bend", text="Bend")
col.operator("transform.push_pull", text="Push/Pull")
col.operator("transform.transform", text="Radius").mode = 'GPENCIL_SHRINKFATTEN'
col.operator("grease_pencil.stroke_smooth", text="Smooth Points")
col.separator()
col.menu("VIEW3D_MT_mirror", text="Mirror Points")
# Removal Operators
col.separator()
col.operator_enum("grease_pencil.dissolve", "type")
if is_stroke_mode:
col = row.column(align=True)
col.label(text="Stroke", icon='GP_SELECT_STROKES')
# Main Strokes Operators
col.operator("grease_pencil.stroke_subdivide", text="Subdivide")
col.operator("grease_pencil.stroke_subdivide_smooth", text="Subdivide and Smooth")
col.operator("grease_pencil.stroke_simplify", text="Simplify")
col.separator()
# Deform Operators
col.operator("grease_pencil.stroke_smooth", text="Smooth Points")
col.operator("transform.transform", text="Radius").mode = 'CURVE_SHRINKFATTEN'
col.separator()
col.menu("VIEW3D_MT_grease_pencil_assign_material")
col.operator("grease_pencil.set_active_material", text="Set as Active Material")
col.separator()
col.menu("VIEW3D_MT_mirror")
def draw_gpencil_layer_active(context, layout):
gpl = context.active_gpencil_layer
if gpl:
layout.label(text="Active Layer")
row = layout.row(align=True)
row.operator_context = 'EXEC_REGION_WIN'
row.operator_menu_enum("gpencil.layer_change", "layer", text="", icon='GREASEPENCIL')
row.prop(gpl, "info", text="")
row.operator("gpencil.layer_remove", text="", icon='X')
def draw_gpencil_material_active(context, layout):
ob = context.active_object
if ob and len(ob.material_slots) > 0 and ob.active_material_index >= 0:
ma = ob.material_slots[ob.active_material_index].material
if ma:
layout.label(text="Active Material")
row = layout.row(align=True)
row.operator_context = 'EXEC_REGION_WIN'
row.operator_menu_enum("gpencil.material_set", "slot", text="", icon='MATERIAL')
row.prop(ma, "name", text="")
class VIEW3D_PT_gpencil_sculpt_automasking(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'HEADER'
bl_label = "Auto-masking"
bl_ui_units_x = 10
def draw(self, context):
layout = self.layout
tool_settings = context.scene.tool_settings
layout.label(text="Auto-masking")
col = layout.column(align=True)
col.prop(tool_settings.gpencil_sculpt, "use_automasking_stroke", text="Stroke")
col.prop(tool_settings.gpencil_sculpt, "use_automasking_layer_stroke", text="Layer")
col.prop(tool_settings.gpencil_sculpt, "use_automasking_material_stroke", text="Material")
col.separator()
col.prop(tool_settings.gpencil_sculpt, "use_automasking_layer_active", text="Active Layer")
col.prop(tool_settings.gpencil_sculpt, "use_automasking_material_active", text="Active Material")
class VIEW3D_PT_gpencil_sculpt_context_menu(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'WINDOW'
bl_label = "Sculpt"
bl_ui_units_x = 12
def draw(self, context):
layout = self.layout
tool_settings = context.tool_settings
settings = tool_settings.gpencil_sculpt_paint
brush = settings.brush
layout.prop(brush, "size", slider=True)
layout.prop(brush, "strength")
# Layers
draw_gpencil_layer_active(context, layout)
class VIEW3D_PT_gpencil_weight_context_menu(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'WINDOW'
bl_label = "Weight Paint"
bl_ui_units_x = 12
def draw(self, context):
tool_settings = context.tool_settings
settings = tool_settings.gpencil_weight_paint
brush = settings.brush
layout = self.layout
2023-04-20 18:27:36 +10:00
# Weight settings
brush_basic_gpencil_weight_settings(layout, context, brush)
# Layers
draw_gpencil_layer_active(context, layout)
class VIEW3D_PT_gpencil_draw_context_menu(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'WINDOW'
bl_label = "Draw"
bl_ui_units_x = 12
def draw(self, context):
layout = self.layout
tool_settings = context.tool_settings
settings = tool_settings.gpencil_paint
brush = settings.brush
gp_settings = brush.gpencil_settings
is_pin_vertex = gp_settings.brush_draw_mode == 'VERTEXCOLOR'
is_vertex = settings.color_mode == 'VERTEXCOLOR' or brush.gpencil_tool == 'TINT' or is_pin_vertex
if brush.gpencil_tool not in {'ERASE', 'CUTTER', 'EYEDROPPER'} and is_vertex:
split = layout.split(factor=0.1)
split.prop(brush, "color", text="")
split.template_color_picker(brush, "color", value_slider=True)
col = layout.column()
col.separator()
col.prop_menu_enum(gp_settings, "vertex_mode", text="Mode")
col.separator()
if brush.gpencil_tool not in {'FILL', 'CUTTER'}:
layout.prop(brush, "size", slider=True)
if brush.gpencil_tool not in {'ERASE', 'FILL', 'CUTTER'}:
layout.prop(gp_settings, "pen_strength")
# Layers
draw_gpencil_layer_active(context, layout)
# Material
if not is_vertex:
draw_gpencil_material_active(context, layout)
class VIEW3D_PT_gpencil_vertex_context_menu(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'WINDOW'
bl_label = "Vertex Paint"
bl_ui_units_x = 12
def draw(self, context):
layout = self.layout
tool_settings = context.tool_settings
settings = tool_settings.gpencil_vertex_paint
brush = settings.brush
gp_settings = brush.gpencil_settings
col = layout.column()
if brush.gpencil_vertex_tool in {'DRAW', 'REPLACE'}:
split = layout.split(factor=0.1)
split.prop(brush, "color", text="")
split.template_color_picker(brush, "color", value_slider=True)
col = layout.column()
col.separator()
col.prop_menu_enum(gp_settings, "vertex_mode", text="Mode")
col.separator()
row = col.row(align=True)
row.prop(brush, "size", text="Radius")
row.prop(gp_settings, "use_pressure", text="", icon='STYLUS_PRESSURE')
if brush.gpencil_vertex_tool in {'DRAW', 'BLUR', 'SMEAR'}:
row = layout.row(align=True)
row.prop(gp_settings, "pen_strength", slider=True)
row.prop(gp_settings, "use_strength_pressure", text="", icon='STYLUS_PRESSURE')
# Layers
draw_gpencil_layer_active(context, layout)
2018-09-04 08:50:00 +10:00
class VIEW3D_PT_paint_vertex_context_menu(Panel):
# Only for popover, these are dummy values.
bl_space_type = 'VIEW_3D'
bl_region_type = 'WINDOW'
bl_label = "Vertex Paint"
def draw(self, context):
layout = self.layout
UI: Brush Settings overhaul This makes a number of changes to the tool settings brush UI: - All brush-related controls are now grouped together, so you can see which items are brush settings are which are not. Previously it was all jumbled together. - The brush picker is in a separate panel, so that you can switch brushes without worrying about the settings, or vice versa. - Custom Icon settings moved from the Display settings(now known as Cursor) to the Brushes panel. - UnifiedPaintSettings panels are removed and the contained options are now next to their relevant setting with a globe icon toggle. This is not displayed in the header. - 2D Falloff and Absolute Jitter toggles were changed into enums, to make it clearer what happens when they are on or off. - Adjust Strength for Spacing option was in the Options panel in some modes, but in the Stroke panel in others. It is now always under Stroke. - Display (now Cursor) panel was reorganized, settings renamed. - 2-option enums are annoying as a drop-down menu, so they are now drawn with expand=True. - Smooth Stroke and Stabilizer options in grease pencil and other paint modes are now both called "Stabilize Stroke", for consistency and clarity. - De-duplicated some drawing code between various painting modes' brush options. I tried to keep de-duplication reasonable and easy to follow. - A few more tweaks - see D5928 for the extensive list. Most of the patch is written by Demeter Dzadik, with some additions by myself Differential Revision: https://developer.blender.org/D5928 Reviewers: Pablo Dobarro, Bastien Montagne, Matias Mendiola
2019-12-14 18:48:18 +01:00
brush = context.tool_settings.vertex_paint.brush
capabilities = brush.vertex_paint_capabilities
if capabilities.has_color:
split = layout.split(factor=0.1)
UnifiedPaintPanel.prop_unified_color(split, context, brush, "color", text="")
UnifiedPaintPanel.prop_unified_color_picker(split, context, brush, "color", value_slider=True)
layout.prop(brush, "blend", text="")
UnifiedPaintPanel.prop_unified(
layout,
context,
brush,
"size",
unified_name="use_unified_size",
pressure_name="use_pressure_size",
slider=True,
)
UnifiedPaintPanel.prop_unified(
layout,
context,
brush,
"strength",
unified_name="use_unified_strength",
pressure_name="use_pressure_strength",
slider=True,
)
class VIEW3D_PT_paint_texture_context_menu(Panel):
# Only for popover, these are dummy values.
bl_space_type = 'VIEW_3D'
bl_region_type = 'WINDOW'
bl_label = "Texture Paint"
def draw(self, context):
layout = self.layout
UI: Brush Settings overhaul This makes a number of changes to the tool settings brush UI: - All brush-related controls are now grouped together, so you can see which items are brush settings are which are not. Previously it was all jumbled together. - The brush picker is in a separate panel, so that you can switch brushes without worrying about the settings, or vice versa. - Custom Icon settings moved from the Display settings(now known as Cursor) to the Brushes panel. - UnifiedPaintSettings panels are removed and the contained options are now next to their relevant setting with a globe icon toggle. This is not displayed in the header. - 2D Falloff and Absolute Jitter toggles were changed into enums, to make it clearer what happens when they are on or off. - Adjust Strength for Spacing option was in the Options panel in some modes, but in the Stroke panel in others. It is now always under Stroke. - Display (now Cursor) panel was reorganized, settings renamed. - 2-option enums are annoying as a drop-down menu, so they are now drawn with expand=True. - Smooth Stroke and Stabilizer options in grease pencil and other paint modes are now both called "Stabilize Stroke", for consistency and clarity. - De-duplicated some drawing code between various painting modes' brush options. I tried to keep de-duplication reasonable and easy to follow. - A few more tweaks - see D5928 for the extensive list. Most of the patch is written by Demeter Dzadik, with some additions by myself Differential Revision: https://developer.blender.org/D5928 Reviewers: Pablo Dobarro, Bastien Montagne, Matias Mendiola
2019-12-14 18:48:18 +01:00
brush = context.tool_settings.image_paint.brush
capabilities = brush.image_paint_capabilities
if capabilities.has_color:
split = layout.split(factor=0.1)
UnifiedPaintPanel.prop_unified_color(split, context, brush, "color", text="")
UnifiedPaintPanel.prop_unified_color_picker(split, context, brush, "color", value_slider=True)
layout.prop(brush, "blend", text="")
if capabilities.has_radius:
UnifiedPaintPanel.prop_unified(
layout,
context,
brush,
"size",
unified_name="use_unified_size",
pressure_name="use_pressure_size",
slider=True,
)
UnifiedPaintPanel.prop_unified(
layout,
context,
brush,
"strength",
unified_name="use_unified_strength",
pressure_name="use_pressure_strength",
slider=True,
)
class VIEW3D_PT_paint_weight_context_menu(Panel):
# Only for popover, these are dummy values.
bl_space_type = 'VIEW_3D'
bl_region_type = 'WINDOW'
bl_label = "Weights"
def draw(self, context):
layout = self.layout
brush = context.tool_settings.weight_paint.brush
UnifiedPaintPanel.prop_unified(
layout,
context,
brush,
"weight",
unified_name="use_unified_weight",
slider=True,
)
UnifiedPaintPanel.prop_unified(
layout,
context,
brush,
"size",
unified_name="use_unified_size",
pressure_name="use_pressure_size",
slider=True,
)
UnifiedPaintPanel.prop_unified(
layout,
context,
brush,
"strength",
unified_name="use_unified_strength",
pressure_name="use_pressure_strength",
slider=True,
)
class VIEW3D_PT_sculpt_automasking(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'HEADER'
bl_label = "Auto-Masking"
bl_ui_units_x = 10
def draw(self, context):
layout = self.layout
tool_settings = context.tool_settings
sculpt = tool_settings.sculpt
layout.label(text="Auto-Masking")
col = layout.column(align=True)
col.prop(sculpt, "use_automasking_topology", text="Topology")
col.prop(sculpt, "use_automasking_face_sets", text="Face Sets")
col.separator()
col = layout.column(align=True)
col.prop(sculpt, "use_automasking_boundary_edges", text="Mesh Boundary")
col.prop(sculpt, "use_automasking_boundary_face_sets", text="Face Sets Boundary")
if sculpt.use_automasking_boundary_edges or sculpt.use_automasking_boundary_face_sets:
col.prop(sculpt, "automasking_boundary_edges_propagation_steps")
col.separator()
col = layout.column(align=True)
row = col.row()
row.prop(sculpt, "use_automasking_cavity", text="Cavity")
is_cavity_active = sculpt.use_automasking_cavity or sculpt.use_automasking_cavity_inverted
if is_cavity_active:
props = row.operator("sculpt.mask_from_cavity", text="Create Mask")
props.settings_source = 'SCENE'
col.prop(sculpt, "use_automasking_cavity_inverted", text="Cavity (inverted)")
if is_cavity_active:
col = layout.column(align=True)
col.prop(sculpt, "automasking_cavity_factor", text="Factor")
col.prop(sculpt, "automasking_cavity_blur_steps", text="Blur")
col = layout.column()
col.prop(sculpt, "use_automasking_custom_cavity_curve", text="Custom Curve")
if sculpt.use_automasking_custom_cavity_curve:
col.template_curve_mapping(sculpt, "automasking_cavity_curve")
col.separator()
col = layout.column(align=True)
col.prop(sculpt, "use_automasking_view_normal", text="View Normal")
if sculpt.use_automasking_view_normal:
col.prop(sculpt, "use_automasking_view_occlusion", text="Occlusion")
subcol = col.column(align=True)
subcol.active = not sculpt.use_automasking_view_occlusion
subcol.prop(sculpt, "automasking_view_normal_limit", text="Limit")
subcol.prop(sculpt, "automasking_view_normal_falloff", text="Falloff")
col = layout.column()
col.prop(sculpt, "use_automasking_start_normal", text="Area Normal")
if sculpt.use_automasking_start_normal:
col = layout.column(align=True)
col.prop(sculpt, "automasking_start_normal_limit", text="Limit")
col.prop(sculpt, "automasking_start_normal_falloff", text="Falloff")
class VIEW3D_PT_sculpt_context_menu(Panel):
# Only for popover, these are dummy values.
bl_space_type = 'VIEW_3D'
bl_region_type = 'WINDOW'
bl_label = "Sculpt"
def draw(self, context):
layout = self.layout
brush = context.tool_settings.sculpt.brush
capabilities = brush.sculpt_capabilities
if capabilities.has_color:
split = layout.split(factor=0.1)
UnifiedPaintPanel.prop_unified_color(split, context, brush, "color", text="")
UnifiedPaintPanel.prop_unified_color_picker(split, context, brush, "color", value_slider=True)
layout.prop(brush, "blend", text="")
ups = context.tool_settings.unified_paint_settings
size = "size"
size_owner = ups if ups.use_unified_size else brush
if size_owner.use_locked_size == 'SCENE':
size = "unprojected_radius"
UnifiedPaintPanel.prop_unified(
layout,
context,
brush,
size,
unified_name="use_unified_size",
pressure_name="use_pressure_size",
text="Radius",
slider=True,
)
UnifiedPaintPanel.prop_unified(
layout,
context,
brush,
"strength",
unified_name="use_unified_strength",
pressure_name="use_pressure_strength",
slider=True,
)
if capabilities.has_auto_smooth:
layout.prop(brush, "auto_smooth_factor", slider=True)
if capabilities.has_normal_weight:
layout.prop(brush, "normal_weight", slider=True)
if capabilities.has_pinch_factor:
text = "Pinch"
if brush.sculpt_tool in {'BLOB', 'SNAKE_HOOK'}:
text = "Magnify"
layout.prop(brush, "crease_pinch_factor", slider=True, text=text)
if capabilities.has_rake_factor:
layout.prop(brush, "rake_factor", slider=True)
if capabilities.has_plane_offset:
layout.prop(brush, "plane_offset", slider=True)
layout.prop(brush, "plane_trim", slider=True, text="Distance")
if capabilities.has_height:
layout.prop(brush, "height", slider=True, text="Height")
2019-04-09 23:16:11 +10:00
class TOPBAR_PT_gpencil_materials(GreasePencilMaterialsPanel, Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'HEADER'
bl_label = "Materials"
bl_ui_units_x = 14
@classmethod
def poll(cls, context):
ob = context.object
return ob and (ob.type == 'GPENCIL' or ob.type == 'GREASEPENCIL')
class TOPBAR_PT_gpencil_vertexcolor(GreasePencilVertexcolorPanel, Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'HEADER'
bl_label = "Color Attribute"
bl_ui_units_x = 10
@classmethod
def poll(cls, context):
ob = context.object
return ob and ob.type == 'GPENCIL'
class VIEW3D_PT_curves_sculpt_add_shape(Panel):
# Only for popover, these are dummy values.
bl_space_type = 'VIEW_3D'
bl_region_type = 'WINDOW'
bl_label = "Curves Sculpt Add Curve Options"
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
settings = UnifiedPaintPanel.paint_settings(context)
brush = settings.brush
col = layout.column(heading="Interpolate", align=True)
col.prop(brush.curves_sculpt_settings, "interpolate_length", text="Length")
col.prop(brush.curves_sculpt_settings, "interpolate_shape", text="Shape")
col.prop(brush.curves_sculpt_settings, "interpolate_point_count", text="Point Count")
col = layout.column()
col.active = not brush.curves_sculpt_settings.interpolate_length
col.prop(brush.curves_sculpt_settings, "curve_length", text="Length")
col = layout.column()
col.active = not brush.curves_sculpt_settings.interpolate_point_count
col.prop(brush.curves_sculpt_settings, "points_per_curve", text="Points")
class VIEW3D_PT_curves_sculpt_parameter_falloff(Panel):
# Only for popover, these are dummy values.
bl_space_type = 'VIEW_3D'
bl_region_type = 'WINDOW'
bl_label = "Curves Sculpt Parameter Falloff"
def draw(self, context):
layout = self.layout
settings = UnifiedPaintPanel.paint_settings(context)
brush = settings.brush
layout.template_curve_mapping(brush.curves_sculpt_settings, "curve_parameter_falloff")
row = layout.row(align=True)
row.operator("brush.sculpt_curves_falloff_preset", icon='SMOOTHCURVE', text="").shape = 'SMOOTH'
row.operator("brush.sculpt_curves_falloff_preset", icon='SPHERECURVE', text="").shape = 'ROUND'
row.operator("brush.sculpt_curves_falloff_preset", icon='ROOTCURVE', text="").shape = 'ROOT'
row.operator("brush.sculpt_curves_falloff_preset", icon='SHARPCURVE', text="").shape = 'SHARP'
row.operator("brush.sculpt_curves_falloff_preset", icon='LINCURVE', text="").shape = 'LINE'
row.operator("brush.sculpt_curves_falloff_preset", icon='NOCURVE', text="").shape = 'MAX'
class VIEW3D_PT_curves_sculpt_grow_shrink_scaling(Panel):
# Only for popover, these are dummy values.
bl_space_type = 'VIEW_3D'
bl_region_type = 'WINDOW'
bl_label = "Curves Grow/Shrink Scaling"
bl_ui_units_x = 12
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
settings = UnifiedPaintPanel.paint_settings(context)
brush = settings.brush
layout.prop(brush.curves_sculpt_settings, "scale_uniform")
layout.prop(brush.curves_sculpt_settings, "minimum_length")
DRWManager: New implementation. This is a new implementation of the draw manager using modern rendering practices and GPU driven culling. This only ports features that are not considered deprecated or to be removed. The old DRW API is kept working along side this new one, and does not interfeer with it. However this needed some more hacking inside the draw_view_lib.glsl. At least the create info are well separated. The reviewer might start by looking at `draw_pass_test.cc` to see the API in usage. Important files are `draw_pass.hh`, `draw_command.hh`, `draw_command_shared.hh`. In a nutshell (for a developper used to old DRW API): - `DRWShadingGroups` are replaced by `Pass<T>::Sub`. - Contrary to DRWShadingGroups, all commands recorded inside a pass or sub-pass (even binds / push_constant / uniforms) will be executed in order. - All memory is managed per object (except for Sub-Pass which are managed by their parent pass) and not from draw manager pools. So passes "can" potentially be recorded once and submitted multiple time (but this is not really encouraged for now). The only implicit link is between resource lifetime and `ResourceHandles` - Sub passes can be any level deep. - IMPORTANT: All state propagate from sub pass to subpass. There is no state stack concept anymore. Ensure the correct render state is set before drawing anything using `Pass::state_set()`. - The drawcalls now needs a `ResourceHandle` instead of an `Object *`. This is to remove any implicit dependency between `Pass` and `Manager`. This was a huge problem in old implementation since the manager did not know what to pull from the object. Now it is explicitly requested by the engine. - The pases need to be submitted to a `draw::Manager` instance which can be retrieved using `DRW_manager_get()` (for now). Internally: - All object data are stored in contiguous storage buffers. Removing a lot of complexity in the pass submission. - Draw calls are sorted and visibility tested on GPU. Making more modern culling and better instancing usage possible in the future. - Unit Tests have been added for regression testing and avoid most API breakage. - `draw::View` now contains culling data for all objects in the scene allowing caching for multiple views. - Bounding box and sphere final setup is moved to GPU. - Some global resources locations have been hardcoded to reduce complexity. What is missing: - ~~Workaround for lack of gl_BaseInstanceARB.~~ Done - ~~Object Uniform Attributes.~~ Done (Not in this patch) - Workaround for hardware supporting a maximum of 8 SSBO. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D15817
2022-09-02 18:30:48 +02:00
class VIEW3D_PT_viewport_debug(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'HEADER'
bl_parent_id = "VIEW3D_PT_overlay"
DRWManager: New implementation. This is a new implementation of the draw manager using modern rendering practices and GPU driven culling. This only ports features that are not considered deprecated or to be removed. The old DRW API is kept working along side this new one, and does not interfeer with it. However this needed some more hacking inside the draw_view_lib.glsl. At least the create info are well separated. The reviewer might start by looking at `draw_pass_test.cc` to see the API in usage. Important files are `draw_pass.hh`, `draw_command.hh`, `draw_command_shared.hh`. In a nutshell (for a developper used to old DRW API): - `DRWShadingGroups` are replaced by `Pass<T>::Sub`. - Contrary to DRWShadingGroups, all commands recorded inside a pass or sub-pass (even binds / push_constant / uniforms) will be executed in order. - All memory is managed per object (except for Sub-Pass which are managed by their parent pass) and not from draw manager pools. So passes "can" potentially be recorded once and submitted multiple time (but this is not really encouraged for now). The only implicit link is between resource lifetime and `ResourceHandles` - Sub passes can be any level deep. - IMPORTANT: All state propagate from sub pass to subpass. There is no state stack concept anymore. Ensure the correct render state is set before drawing anything using `Pass::state_set()`. - The drawcalls now needs a `ResourceHandle` instead of an `Object *`. This is to remove any implicit dependency between `Pass` and `Manager`. This was a huge problem in old implementation since the manager did not know what to pull from the object. Now it is explicitly requested by the engine. - The pases need to be submitted to a `draw::Manager` instance which can be retrieved using `DRW_manager_get()` (for now). Internally: - All object data are stored in contiguous storage buffers. Removing a lot of complexity in the pass submission. - Draw calls are sorted and visibility tested on GPU. Making more modern culling and better instancing usage possible in the future. - Unit Tests have been added for regression testing and avoid most API breakage. - `draw::View` now contains culling data for all objects in the scene allowing caching for multiple views. - Bounding box and sphere final setup is moved to GPU. - Some global resources locations have been hardcoded to reduce complexity. What is missing: - ~~Workaround for lack of gl_BaseInstanceARB.~~ Done - ~~Object Uniform Attributes.~~ Done (Not in this patch) - Workaround for hardware supporting a maximum of 8 SSBO. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D15817
2022-09-02 18:30:48 +02:00
bl_label = "Viewport Debug"
@classmethod
def poll(cls, context):
prefs = context.preferences
return prefs.experimental.use_viewport_debug
def draw(self, context):
layout = self.layout
view = context.space_data
overlay = view.overlay
layout.prop(overlay, "use_debug_freeze_view_culling")
class VIEW3D_AST_sculpt_brushes(bpy.types.AssetShelf):
# Experimental: Asset shelf for sculpt brushes, only shows up if both the
# "Asset Shelf" and the "Extended Asset Browser" experimental features are
# enabled.
bl_space_type = 'VIEW_3D'
@classmethod
def poll(cls, context):
prefs = context.preferences
if not prefs.experimental.use_extended_asset_browser:
return False
return context.mode == 'SCULPT'
@classmethod
def asset_poll(cls, asset):
return asset.id_type == 'BRUSH'
classes = (
VIEW3D_HT_header,
VIEW3D_HT_tool_header,
VIEW3D_MT_editor_menus,
VIEW3D_MT_transform,
VIEW3D_MT_transform_object,
VIEW3D_MT_transform_armature,
VIEW3D_MT_mirror,
VIEW3D_MT_snap,
VIEW3D_MT_uv_map,
VIEW3D_MT_view,
VIEW3D_MT_view_local,
VIEW3D_MT_view_cameras,
VIEW3D_MT_view_navigation,
VIEW3D_MT_view_align,
VIEW3D_MT_view_align_selected,
VIEW3D_MT_view_viewpoint,
VIEW3D_MT_view_regions,
VIEW3D_MT_select_object,
VIEW3D_MT_select_object_more_less,
VIEW3D_MT_select_pose,
VIEW3D_MT_select_pose_more_less,
VIEW3D_MT_select_particle,
VIEW3D_MT_edit_mesh,
VIEW3D_MT_edit_mesh_select_similar,
VIEW3D_MT_edit_mesh_select_by_trait,
VIEW3D_MT_edit_mesh_select_more_less,
VIEW3D_MT_select_edit_mesh,
VIEW3D_MT_select_edit_curve,
VIEW3D_MT_select_edit_surface,
VIEW3D_MT_select_edit_text,
VIEW3D_MT_select_edit_metaball,
VIEW3D_MT_edit_lattice_context_menu,
VIEW3D_MT_select_edit_lattice,
VIEW3D_MT_select_edit_armature,
VIEW3D_MT_select_edit_grease_pencil,
VIEW3D_MT_select_edit_gpencil,
VIEW3D_MT_select_paint_mask,
VIEW3D_MT_select_paint_mask_vertex,
VIEW3D_MT_select_edit_point_cloud,
VIEW3D_MT_edit_curves_select_more_less,
VIEW3D_MT_select_edit_curves,
VIEW3D_MT_select_sculpt_curves,
VIEW3D_MT_mesh_add,
VIEW3D_MT_curve_add,
VIEW3D_MT_surface_add,
VIEW3D_MT_edit_metaball_context_menu,
VIEW3D_MT_metaball_add,
TOPBAR_MT_edit_curve_add,
TOPBAR_MT_edit_armature_add,
VIEW3D_MT_armature_add,
VIEW3D_MT_light_add,
VIEW3D_MT_lightprobe_add,
VIEW3D_MT_camera_add,
VIEW3D_MT_volume_add,
VIEW3D_MT_grease_pencil_add,
VIEW3D_MT_add,
VIEW3D_MT_image_add,
VIEW3D_MT_object,
VIEW3D_MT_object_animation,
VIEW3D_MT_object_asset,
2018-04-24 20:46:18 +02:00
VIEW3D_MT_object_rigid_body,
VIEW3D_MT_object_clear,
VIEW3D_MT_object_context_menu,
VIEW3D_MT_object_convert,
VIEW3D_MT_object_shading,
VIEW3D_MT_object_apply,
VIEW3D_MT_object_relations,
VIEW3D_MT_object_liboverride,
VIEW3D_MT_object_parent,
VIEW3D_MT_object_track,
Collections and groups unification OVERVIEW * In 2.7 terminology, all layers and groups are now collection datablocks. * These collections are nestable, linkable, instanceable, overrideable, .. which opens up new ways to set up scenes and link + override data. * Viewport/render visibility and selectability are now a part of the collection and shared across all view layers and linkable. * View layers define which subset of the scene collection hierarchy is excluded for each. For many workflows one view layer can be used, these are more of an advanced feature now. OUTLINER * The outliner now has a "View Layer" display mode instead of "Collections", which can display the collections and/or objects in the view layer. * In this display mode, collections can be excluded with the right click menu. These will then be greyed out and their objects will be excluded. * To view collections not linked to any scene, the "Blender File" display mode can be used, with the new filtering option to just see Colleciton datablocks. * The outliner right click menus for collections and objects were reorganized. * Drag and drop still needs to be improved. Like before, dragging the icon or text gives different results, we'll unify this later. LINKING AND OVERRIDES * Collections can now be linked into the scene without creating an instance, with the link/append operator or from the collections view in the outliner. * Collections can get static overrides with the right click menu in the outliner, but this is rather unreliable and not clearly communicated at the moment. * We still need to improve the make override operator to turn collection instances into collections with overrides directly in the scene. PERFORMANCE * We tried to make performance not worse than before and improve it in some cases. The main thing that's still a bit slower is multiple scenes, we have to change the layer syncing to only updated affected scenes. * Collections keep a list of their parent collections for faster incremental updates in syncing and caching. * View layer bases are now in a object -> base hash to avoid quadratic time lookups internally and in API functions like visible_get(). VERSIONING * Compatibility with 2.7 files should be improved due to the new visibility controls. Of course users may not want to set up their scenes differently now to avoid having separate layers and groups. * Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero files. There's a few things which are know to be not quite compatible, like nested layer collections inside groups. * The versioning code for 2.8 files is quite complicated, and isolated behind #ifdef so it can be removed at the end of the release cycle. KNOWN ISSUES * The G-key group operators in the 3D viewport were left mostly as is, they need to be modified still to fit better. * Same for the groups panel in the object properties. This needs to be updated still, or perhaps replaced by something better. * Collections must all have a unique name. Less restrictive namespacing is to be done later, we'll have to see how important this is as all objects within the collections must also have a unique name anyway. * Full scene copy and delete scene are exactly doing the right thing yet. Differential Revision: https://developer.blender.org/D3383 https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
VIEW3D_MT_object_collection,
VIEW3D_MT_object_constraints,
VIEW3D_MT_object_quick_effects,
VIEW3D_MT_object_showhide,
VIEW3D_MT_object_cleanup,
VIEW3D_MT_make_single_user,
VIEW3D_MT_make_links,
VIEW3D_MT_brush_paint_modes,
VIEW3D_MT_paint_vertex,
VIEW3D_MT_hook,
VIEW3D_MT_vertex_group,
VIEW3D_MT_gpencil_vertex_group,
VIEW3D_MT_paint_weight,
VIEW3D_MT_paint_weight_lock,
VIEW3D_MT_sculpt,
VIEW3D_MT_sculpt_set_pivot,
VIEW3D_MT_mask,
2020-03-05 14:53:23 +01:00
VIEW3D_MT_face_sets,
VIEW3D_MT_face_sets_init,
VIEW3D_MT_random_mask,
VIEW3D_MT_particle,
VIEW3D_MT_particle_context_menu,
VIEW3D_MT_particle_showhide,
VIEW3D_MT_pose,
VIEW3D_MT_pose_transform,
VIEW3D_MT_pose_slide,
VIEW3D_MT_pose_propagate,
VIEW3D_MT_pose_motion,
Anim: replace Bone Groups & Armature Layers with Bone Collections Armature layers (the 32 little dots) and bone groups are replaced with Bone Collections: - Bone collections are stored on the armature, and have a name that is unique within that armature. - An armature can have an arbitrary number of bone collections (instead of the fixed 32 layers). - Bones can be assigned to zero or more bone collections. - Bone collections have a visibility setting, just like objects in scene collections. - When a bone is in at least one collection, and all its collections in are hidden, the bone is hidden. In other cases (in any visible collection, or in no collection at all), the bone visibility is determined by its own 'hidden' flag. - For now, bone collections cannot be nested; they are a flat list just like bone groups were. Nestability of bone collections is intended to be implemented in a later 4.x release. - Since bone collections are defined on the armature, they can be used from both pose mode and edit mode. Versioning converts bone groups and armature layers to new bone collections. Layers that do not contain any bones are skipped. The old data structures remain in DNA and are unaltered, for limited forward compatibility. That way at least a save with Blender 4.0 will not immediately erase the bone group and armature layers and their bone assignments. Shortcuts: - M/Shift+M in pose/edit mode: move to collection (M) and add to collection (shift+M). This works similar to the M/Shift+M menus for objects & scene collections. - Ctrl+G in pose mode shows a port of the old 'bone groups' menu. This is likely to be removed in the near future, as the functionality overlaps with the M/Shift+M menus. This is the first commit of a series; the bone collections feature will be improved before the Blender 4.0 release. See #108941 for more info. Pull request: https://projects.blender.org/blender/blender/pulls/109976
2023-08-22 12:15:54 +02:00
VIEW3D_MT_bone_collections,
VIEW3D_MT_pose_ik,
VIEW3D_MT_pose_constraints,
VIEW3D_MT_pose_names,
VIEW3D_MT_pose_showhide,
VIEW3D_MT_pose_apply,
VIEW3D_MT_pose_context_menu,
VIEW3D_MT_bone_options_toggle,
VIEW3D_MT_bone_options_enable,
VIEW3D_MT_bone_options_disable,
VIEW3D_MT_edit_mesh_context_menu,
VIEW3D_MT_edit_mesh_select_mode,
VIEW3D_MT_edit_mesh_select_linked,
VIEW3D_MT_edit_mesh_select_loops,
VIEW3D_MT_edit_mesh_extrude,
VIEW3D_MT_edit_mesh_vertices,
VIEW3D_MT_edit_mesh_edges,
VIEW3D_MT_edit_mesh_faces,
VIEW3D_MT_edit_mesh_faces_data,
VIEW3D_MT_edit_mesh_normals,
VIEW3D_MT_edit_mesh_normals_select_strength,
VIEW3D_MT_edit_mesh_normals_set_strength,
VIEW3D_MT_edit_mesh_normals_average,
2018-04-24 21:07:05 +02:00
VIEW3D_MT_edit_mesh_shading,
VIEW3D_MT_edit_mesh_weights,
VIEW3D_MT_edit_mesh_clean,
VIEW3D_MT_edit_mesh_delete,
VIEW3D_MT_edit_mesh_merge,
VIEW3D_MT_edit_mesh_split,
VIEW3D_MT_edit_mesh_showhide,
VIEW3D_MT_greasepencil_material_active,
VIEW3D_MT_paint_grease_pencil,
VIEW3D_MT_paint_gpencil,
VIEW3D_MT_draw_gpencil,
VIEW3D_MT_assign_material,
VIEW3D_MT_edit_gpencil,
VIEW3D_MT_edit_gpencil_stroke,
VIEW3D_MT_edit_gpencil_point,
VIEW3D_MT_edit_gpencil_delete,
VIEW3D_MT_edit_gpencil_showhide,
VIEW3D_MT_edit_greasepencil_showhide,
VIEW3D_MT_weight_gpencil,
VIEW3D_MT_gpencil_animation,
VIEW3D_MT_gpencil_simplify,
VIEW3D_MT_gpencil_autoweights,
VIEW3D_MT_gpencil_edit_context_menu,
VIEW3D_MT_greasepencil_edit_context_menu,
VIEW3D_MT_grease_pencil_assign_material,
VIEW3D_MT_edit_greasepencil,
VIEW3D_MT_edit_greasepencil_delete,
VIEW3D_MT_edit_greasepencil_stroke,
VIEW3D_MT_edit_greasepencil_point,
VIEW3D_MT_edit_greasepencil_animation,
VIEW3D_MT_edit_curve,
VIEW3D_MT_edit_curve_ctrlpoints,
VIEW3D_MT_edit_curve_segments,
VIEW3D_MT_edit_curve_clean,
VIEW3D_MT_edit_curve_context_menu,
VIEW3D_MT_edit_curve_delete,
VIEW3D_MT_edit_curve_showhide,
VIEW3D_MT_edit_surface,
VIEW3D_MT_edit_font,
VIEW3D_MT_edit_font_chars,
VIEW3D_MT_edit_font_kerning,
VIEW3D_MT_edit_font_delete,
VIEW3D_MT_edit_font_context_menu,
VIEW3D_MT_edit_meta,
VIEW3D_MT_edit_meta_showhide,
VIEW3D_MT_edit_lattice,
VIEW3D_MT_edit_armature,
VIEW3D_MT_armature_context_menu,
VIEW3D_MT_edit_armature_parent,
VIEW3D_MT_edit_armature_roll,
VIEW3D_MT_edit_armature_names,
VIEW3D_MT_edit_armature_delete,
VIEW3D_MT_edit_gpencil_transform,
VIEW3D_MT_edit_curves,
VIEW3D_MT_edit_pointcloud,
VIEW3D_MT_object_mode_pie,
VIEW3D_MT_view_pie,
VIEW3D_MT_transform_gizmo_pie,
VIEW3D_MT_shading_pie,
VIEW3D_MT_shading_ex_pie,
VIEW3D_MT_pivot_pie,
VIEW3D_MT_snap_pie,
VIEW3D_MT_orientations_pie,
VIEW3D_MT_proportional_editing_falloff_pie,
VIEW3D_MT_sculpt_mask_edit_pie,
VIEW3D_MT_sculpt_automasking_pie,
VIEW3D_MT_sculpt_gpencil_automasking_pie,
VIEW3D_MT_wpaint_vgroup_lock_pie,
2020-03-05 14:53:23 +01:00
VIEW3D_MT_sculpt_face_sets_edit_pie,
VIEW3D_MT_sculpt_curves,
VIEW3D_PT_active_tool,
VIEW3D_PT_active_tool_duplicate,
VIEW3D_PT_view3d_properties,
2019-03-07 12:53:45 +11:00
VIEW3D_PT_view3d_lock,
VIEW3D_PT_view3d_cursor,
VIEW3D_PT_collections,
VIEW3D_PT_object_type_visibility,
VIEW3D_PT_grease_pencil,
VIEW3D_PT_annotation_onion,
VIEW3D_PT_gpencil_multi_frame,
VIEW3D_PT_gpencil_curve_edit,
VIEW3D_PT_gpencil_sculpt_automasking,
VIEW3D_PT_quad_view,
VIEW3D_PT_view3d_stereo,
VIEW3D_PT_shading,
2018-06-18 08:15:29 +02:00
VIEW3D_PT_shading_lighting,
VIEW3D_PT_shading_color,
VIEW3D_PT_shading_options,
VIEW3D_PT_shading_options_shadow,
VIEW3D_PT_shading_options_ssao,
VIEW3D_PT_shading_render_pass,
VIEW3D_PT_shading_compositor,
VIEW3D_PT_gizmo_display,
VIEW3D_PT_overlay,
VIEW3D_PT_overlay_guides,
VIEW3D_PT_overlay_object,
VIEW3D_PT_overlay_geometry,
VIEW3D_PT_overlay_viewer_node,
VIEW3D_PT_overlay_motion_tracking,
VIEW3D_PT_overlay_edit_mesh,
VIEW3D_PT_overlay_edit_mesh_shading,
VIEW3D_PT_overlay_edit_mesh_measurement,
VIEW3D_PT_overlay_edit_mesh_normals,
VIEW3D_PT_overlay_edit_mesh_freestyle,
VIEW3D_PT_overlay_edit_curve,
VIEW3D_PT_overlay_texture_paint,
VIEW3D_PT_overlay_vertex_paint,
VIEW3D_PT_overlay_weight_paint,
VIEW3D_PT_overlay_bones,
VIEW3D_PT_overlay_sculpt,
VIEW3D_PT_overlay_sculpt_curves,
VIEW3D_PT_snapping,
VIEW3D_PT_proportional_edit,
VIEW3D_PT_gpencil_origin,
2018-09-21 08:51:04 +02:00
VIEW3D_PT_gpencil_lock,
VIEW3D_PT_gpencil_guide,
VIEW3D_PT_transform_orientations,
VIEW3D_PT_overlay_gpencil_options,
VIEW3D_PT_overlay_grease_pencil_options,
VIEW3D_PT_context_properties,
VIEW3D_PT_paint_vertex_context_menu,
VIEW3D_PT_paint_texture_context_menu,
VIEW3D_PT_paint_weight_context_menu,
VIEW3D_PT_gpencil_vertex_context_menu,
VIEW3D_PT_gpencil_sculpt_context_menu,
VIEW3D_PT_gpencil_weight_context_menu,
VIEW3D_PT_gpencil_draw_context_menu,
VIEW3D_PT_sculpt_automasking,
VIEW3D_PT_sculpt_context_menu,
TOPBAR_PT_gpencil_materials,
TOPBAR_PT_gpencil_vertexcolor,
TOPBAR_PT_annotation_layers,
VIEW3D_PT_curves_sculpt_add_shape,
VIEW3D_PT_curves_sculpt_parameter_falloff,
VIEW3D_PT_curves_sculpt_grow_shrink_scaling,
DRWManager: New implementation. This is a new implementation of the draw manager using modern rendering practices and GPU driven culling. This only ports features that are not considered deprecated or to be removed. The old DRW API is kept working along side this new one, and does not interfeer with it. However this needed some more hacking inside the draw_view_lib.glsl. At least the create info are well separated. The reviewer might start by looking at `draw_pass_test.cc` to see the API in usage. Important files are `draw_pass.hh`, `draw_command.hh`, `draw_command_shared.hh`. In a nutshell (for a developper used to old DRW API): - `DRWShadingGroups` are replaced by `Pass<T>::Sub`. - Contrary to DRWShadingGroups, all commands recorded inside a pass or sub-pass (even binds / push_constant / uniforms) will be executed in order. - All memory is managed per object (except for Sub-Pass which are managed by their parent pass) and not from draw manager pools. So passes "can" potentially be recorded once and submitted multiple time (but this is not really encouraged for now). The only implicit link is between resource lifetime and `ResourceHandles` - Sub passes can be any level deep. - IMPORTANT: All state propagate from sub pass to subpass. There is no state stack concept anymore. Ensure the correct render state is set before drawing anything using `Pass::state_set()`. - The drawcalls now needs a `ResourceHandle` instead of an `Object *`. This is to remove any implicit dependency between `Pass` and `Manager`. This was a huge problem in old implementation since the manager did not know what to pull from the object. Now it is explicitly requested by the engine. - The pases need to be submitted to a `draw::Manager` instance which can be retrieved using `DRW_manager_get()` (for now). Internally: - All object data are stored in contiguous storage buffers. Removing a lot of complexity in the pass submission. - Draw calls are sorted and visibility tested on GPU. Making more modern culling and better instancing usage possible in the future. - Unit Tests have been added for regression testing and avoid most API breakage. - `draw::View` now contains culling data for all objects in the scene allowing caching for multiple views. - Bounding box and sphere final setup is moved to GPU. - Some global resources locations have been hardcoded to reduce complexity. What is missing: - ~~Workaround for lack of gl_BaseInstanceARB.~~ Done - ~~Object Uniform Attributes.~~ Done (Not in this patch) - Workaround for hardware supporting a maximum of 8 SSBO. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D15817
2022-09-02 18:30:48 +02:00
VIEW3D_PT_viewport_debug,
VIEW3D_AST_sculpt_brushes,
)
if __name__ == "__main__": # only for live edit.
from bpy.utils import register_class
for cls in classes:
register_class(cls)