**Problem Description** Blender's current mesh data layout often lacks spatial coherence, causing performance bottlenecks during BVH construction for sculpting and painting operations. Each time a BVH is built, the system must recompute spatial partitioning and vertex groupings from scratch, leading to redundant calculations and suboptimal memory access patterns. **Proposed Solution** This patch implements pre-computed spatial organization of mesh data through a new `mesh_apply_spatial_organization()` function that: - Reorders vertices and faces based on spatial locality using recursive spatial partitioning. - Stores pre-computed MeshGroup hierarchies in MeshRuntime for reuse. - Enables the BVH system to bypass expensive spatial computation when pre-organized data is available. This approach separates the expensive spatial computation from more frequent BVH rebuilds, providing sustained performance improvements across multiple sculpting operations. **Limitations** - Requires manual invocation (occurs automatically only during remesh operations). - Additional memory overhead for storing MeshGroup metadata. - One-time computational cost during initial organization. - Spatial group references are not yet stored in files. **User Interface** The feature is accessible via a new "Reorder Mesh Spatially" operator in the Mesh Data Properties panel under the Geometry Data section. Users can invoke it manually when needed, or it will be applied automatically during quadriflow and voxel remesh operations. The operator provides feedback confirming successful spatial reordering. Pull Request: https://projects.blender.org/blender/blender/pulls/139536
716 lines
23 KiB
Python
716 lines
23 KiB
Python
# SPDX-FileCopyrightText: 2009-2023 Blender Authors
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#
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# SPDX-License-Identifier: GPL-2.0-or-later
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import bpy
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from bpy.types import Menu, Panel, UIList
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from rna_prop_ui import PropertyPanel
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from bl_ui.space_properties import PropertiesAnimationMixin
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from bpy.app.translations import (
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pgettext_iface as iface_,
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pgettext_tip as rpt_,
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)
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class MESH_MT_vertex_group_context_menu(Menu):
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bl_label = "Vertex Group Specials"
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def draw(self, _context):
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layout = self.layout
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layout.operator(
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"object.vertex_group_sort",
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icon='SORTALPHA',
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text="Sort by Name",
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).sort_type = 'NAME'
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layout.operator(
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"object.vertex_group_sort",
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icon='BONE_DATA',
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text="Sort by Bone Hierarchy",
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).sort_type = 'BONE_HIERARCHY'
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layout.separator()
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layout.operator("object.vertex_group_copy", icon='DUPLICATE')
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layout.operator("object.vertex_group_copy_to_selected")
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layout.separator()
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layout.operator("object.vertex_group_mirror", icon='ARROW_LEFTRIGHT').use_topology = False
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layout.operator("object.vertex_group_mirror", text="Mirror Vertex Group (Topology)").use_topology = True
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layout.separator()
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layout.operator(
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"object.vertex_group_remove_from",
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icon='X',
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text="Remove from All Groups",
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).use_all_groups = True
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layout.operator("object.vertex_group_remove_from", text="Clear Active Group").use_all_verts = True
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layout.operator("object.vertex_group_remove", text="Delete All Unlocked Groups").all_unlocked = True
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layout.operator("object.vertex_group_remove", text="Delete All Groups").all = True
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layout.separator()
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props = layout.operator("object.vertex_group_lock", icon='LOCKED', text="Lock All")
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props.action, props.mask = 'LOCK', 'ALL'
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props = layout.operator("object.vertex_group_lock", icon='UNLOCKED', text="Unlock All")
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props.action, props.mask = 'UNLOCK', 'ALL'
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props = layout.operator("object.vertex_group_lock", text="Lock Invert All")
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props.action, props.mask = 'INVERT', 'ALL'
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class MESH_MT_shape_key_context_menu(Menu):
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bl_label = "Shape Key Specials"
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def draw(self, _context):
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layout = self.layout
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layout.operator("object.shape_key_add", icon='ADD', text="New Shape from Mix").from_mix = True
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layout.operator("object.shape_key_copy", icon='DUPLICATE', text="Duplicate Shape Key")
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layout.separator()
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layout.operator("object.shape_key_mirror", icon='ARROW_LEFTRIGHT').use_topology = False
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layout.operator("object.shape_key_mirror", text="Mirror Shape Key (Topology)").use_topology = True
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layout.separator()
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layout.operator("object.join_shapes")
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layout.operator("object.update_shapes")
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layout.operator("object.shape_key_transfer")
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layout.separator()
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props = layout.operator("object.shape_key_remove", icon='X', text="Delete All Shape Keys")
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props.all = True
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props.apply_mix = False
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props = layout.operator("object.shape_key_remove", text="Apply All Shape Keys")
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props.all = True
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props.apply_mix = True
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layout.separator()
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layout.operator("object.shape_key_lock", icon='LOCKED', text="Lock All").action = 'LOCK'
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layout.operator("object.shape_key_lock", icon='UNLOCKED', text="Unlock All").action = 'UNLOCK'
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layout.separator()
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layout.operator("object.shape_key_move", icon='TRIA_UP_BAR', text="Move to Top").type = 'TOP'
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layout.operator("object.shape_key_move", icon='TRIA_DOWN_BAR', text="Move to Bottom").type = 'BOTTOM'
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class MESH_MT_color_attribute_context_menu(Menu):
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bl_label = "Color Attribute Specials"
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def draw(self, _context):
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layout = self.layout
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layout.operator(
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"geometry.color_attribute_duplicate",
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icon='DUPLICATE',
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)
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layout.operator("geometry.color_attribute_convert")
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class MESH_MT_attribute_context_menu(Menu):
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bl_label = "Attribute Specials"
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def draw(self, _context):
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layout = self.layout
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layout.operator("geometry.attribute_convert")
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class MESH_UL_vgroups(UIList):
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def draw_item(self, _context, layout, _data, item, icon, _active_data_, _active_propname, _index):
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# assert(isinstance(item, bpy.types.VertexGroup))
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vgroup = item
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layout.prop(vgroup, "name", text="", emboss=False, icon_value=icon)
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icon = 'LOCKED' if vgroup.lock_weight else 'UNLOCKED'
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layout.prop(vgroup, "lock_weight", text="", icon=icon, emboss=False)
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class MESH_UL_uvmaps(UIList):
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def draw_item(self, _context, layout, _data, item, icon, _active_data, _active_propname, _index):
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# assert(isinstance(item, (bpy.types.MeshTexturePolyLayer, bpy.types.MeshLoopColorLayer)))
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layout.prop(item, "name", text="", emboss=False, icon='GROUP_UVS')
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icon = 'RESTRICT_RENDER_OFF' if item.active_render else 'RESTRICT_RENDER_ON'
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layout.prop(item, "active_render", text="", icon=icon, emboss=False)
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class MeshButtonsPanel:
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "data"
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@classmethod
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def poll(cls, context):
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engine = context.engine
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return context.mesh and (engine in cls.COMPAT_ENGINES)
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class DATA_PT_context_mesh(MeshButtonsPanel, Panel):
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bl_label = ""
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bl_options = {'HIDE_HEADER'}
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COMPAT_ENGINES = {
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'BLENDER_RENDER',
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'BLENDER_EEVEE',
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'BLENDER_WORKBENCH',
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}
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def draw(self, context):
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layout = self.layout
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ob = context.object
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mesh = context.mesh
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space = context.space_data
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if ob:
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layout.template_ID(ob, "data")
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elif mesh:
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layout.template_ID(space, "pin_id")
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class DATA_PT_texture_space(MeshButtonsPanel, Panel):
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bl_label = "Texture Space"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {
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'BLENDER_RENDER',
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'BLENDER_EEVEE',
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'BLENDER_WORKBENCH',
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}
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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mesh = context.mesh
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layout.prop(mesh, "texture_mesh")
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layout.separator()
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layout.prop(mesh, "use_auto_texspace")
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layout.prop(mesh, "texspace_location", text="Location")
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layout.prop(mesh, "texspace_size", text="Size")
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class DATA_PT_vertex_groups(MeshButtonsPanel, Panel):
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bl_label = "Vertex Groups"
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COMPAT_ENGINES = {
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'BLENDER_RENDER',
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'BLENDER_EEVEE',
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'BLENDER_WORKBENCH',
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}
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@classmethod
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def poll(cls, context):
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engine = context.engine
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obj = context.object
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return (obj and obj.type in {'MESH', 'LATTICE', 'GREASEPENCIL'} and (engine in cls.COMPAT_ENGINES))
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def draw(self, context):
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layout = self.layout
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ob = context.object
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group = ob.vertex_groups.active
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rows = 3
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if group:
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rows = 5
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row = layout.row()
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row.template_list("MESH_UL_vgroups", "", ob, "vertex_groups", ob.vertex_groups, "active_index", rows=rows)
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col = row.column(align=True)
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col.operator("object.vertex_group_add", icon='ADD', text="")
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props = col.operator("object.vertex_group_remove", icon='REMOVE', text="")
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props.all_unlocked = props.all = False
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col.separator()
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col.menu("MESH_MT_vertex_group_context_menu", icon='DOWNARROW_HLT', text="")
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if group:
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col.separator()
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col.operator("object.vertex_group_move", icon='TRIA_UP', text="").direction = 'UP'
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col.operator("object.vertex_group_move", icon='TRIA_DOWN', text="").direction = 'DOWN'
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if (
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ob.vertex_groups and
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(ob.mode == 'EDIT' or
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(ob.mode == 'WEIGHT_PAINT' and ob.type == 'MESH' and ob.data.use_paint_mask_vertex))
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):
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row = layout.row()
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sub = row.row(align=True)
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sub.operator("object.vertex_group_assign", text="Assign")
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sub.operator("object.vertex_group_remove_from", text="Remove")
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sub = row.row(align=True)
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sub.operator("object.vertex_group_select", text="Select")
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sub.operator("object.vertex_group_deselect", text="Deselect")
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col = layout.column(align=True)
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col.separator()
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col.use_property_split = True
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col.use_property_decorate = False
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col.prop(context.tool_settings, "vertex_group_weight", text="Weight")
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col.prop(context.tool_settings, "use_auto_normalize", text="Auto Normalize")
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draw_attribute_warnings(context, layout, None)
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class DATA_PT_shape_keys(MeshButtonsPanel, Panel):
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bl_label = "Shape Keys"
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COMPAT_ENGINES = {
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'BLENDER_RENDER',
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'BLENDER_EEVEE',
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'BLENDER_WORKBENCH',
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}
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@classmethod
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def poll(cls, context):
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engine = context.engine
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obj = context.object
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return (obj and obj.type in {'MESH', 'LATTICE', 'CURVE', 'SURFACE'} and (engine in cls.COMPAT_ENGINES))
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def draw(self, context):
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layout = self.layout
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ob = context.object
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key = ob.data.shape_keys
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kb = ob.active_shape_key
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enable_edit = ob.mode != 'EDIT'
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enable_edit_value = False
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enable_pin = False
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if enable_edit or (ob.use_shape_key_edit_mode and ob.type == 'MESH'):
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enable_pin = True
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if ob.show_only_shape_key is False:
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enable_edit_value = True
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row = layout.row()
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row.template_shape_key_tree()
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col = row.column(align=True)
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col.operator("object.shape_key_add", icon='ADD', text="").from_mix = False
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col.operator("object.shape_key_remove", icon='REMOVE', text="").all = False
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col.separator()
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col.menu("MESH_MT_shape_key_context_menu", icon='DOWNARROW_HLT', text="")
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if kb:
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col.separator()
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sub = col.column(align=True)
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sub.operator("object.shape_key_move", icon='TRIA_UP', text="").type = 'UP'
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sub.operator("object.shape_key_move", icon='TRIA_DOWN', text="").type = 'DOWN'
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split = layout.split(factor=0.4)
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row = split.row()
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row.enabled = enable_edit
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row.prop(key, "use_relative")
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row = split.row()
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row.alignment = 'RIGHT'
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sub = row.row(align=True)
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sub.label() # XXX, for alignment only
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subsub = sub.row(align=True)
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subsub.active = enable_pin
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subsub.prop(ob, "show_only_shape_key", text="")
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sub.prop(ob, "use_shape_key_edit_mode", text="")
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sub = row.row()
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if key.use_relative:
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sub.operator("object.shape_key_clear", icon='X', text="")
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else:
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sub.operator("object.shape_key_retime", icon='RECOVER_LAST', text="")
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layout.use_property_split = True
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if key.use_relative:
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if ob.active_shape_key_index != 0:
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row = layout.row()
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row.active = enable_edit_value
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row.prop(kb, "value")
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col = layout.column()
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sub.active = enable_edit_value
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sub = col.column(align=True)
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sub.prop(kb, "slider_min", text="Range Min")
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sub.prop(kb, "slider_max", text="Max")
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col.prop_search(kb, "vertex_group", ob, "vertex_groups", text="Vertex Group")
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col.prop_search(kb, "relative_key", key, "key_blocks", text="Relative To")
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else:
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layout.prop(kb, "interpolation")
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row = layout.column()
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row.active = enable_edit_value
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row.prop(key, "eval_time")
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if ob.type == 'MESH':
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layout.prop(ob, "add_rest_position_attribute")
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class DATA_PT_uv_texture(MeshButtonsPanel, Panel):
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bl_label = "UV Maps"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {
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'BLENDER_RENDER',
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'BLENDER_EEVEE',
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'BLENDER_WORKBENCH',
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}
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def draw(self, context):
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layout = self.layout
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me = context.mesh
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row = layout.row()
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col = row.column()
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col.template_list("MESH_UL_uvmaps", "uvmaps", me, "uv_layers", me.uv_layers, "active_index", rows=2)
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col = row.column(align=True)
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col.operator("mesh.uv_texture_add", icon='ADD', text="")
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col.operator("mesh.uv_texture_remove", icon='REMOVE', text="")
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draw_attribute_warnings(context, layout, me.uv_layers)
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class DATA_PT_remesh(MeshButtonsPanel, Panel):
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bl_label = "Remesh"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {
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'BLENDER_RENDER',
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'BLENDER_EEVEE',
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'BLENDER_WORKBENCH',
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}
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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layout.use_property_decorate = False
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row = layout.row()
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mesh = context.mesh
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row.prop(mesh, "remesh_mode", text="Mode", expand=True)
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col = layout.column()
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if mesh.remesh_mode == 'VOXEL':
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col.prop(mesh, "remesh_voxel_size")
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col.prop(mesh, "remesh_voxel_adaptivity")
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col.prop(mesh, "use_remesh_fix_poles")
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col = layout.column(heading="Preserve")
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col.prop(mesh, "use_remesh_preserve_volume", text="Volume")
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col.prop(mesh, "use_remesh_preserve_attributes", text="Attributes")
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col.operator("object.voxel_remesh", text="Voxel Remesh")
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else:
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col.operator("object.quadriflow_remesh", text="QuadriFlow Remesh")
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class DATA_PT_customdata(MeshButtonsPanel, Panel):
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bl_label = "Geometry Data"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {
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'BLENDER_RENDER',
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'BLENDER_EEVEE',
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'BLENDER_WORKBENCH',
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}
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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layout.use_property_decorate = False
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me = context.mesh
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col = layout.column()
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col.operator("mesh.customdata_mask_clear", icon='X')
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col.operator("mesh.customdata_skin_clear", icon='X')
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col.operator("mesh.reorder_vertices_spatial")
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if me.has_custom_normals:
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col.operator("mesh.customdata_custom_splitnormals_clear", icon='X')
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else:
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col.operator("mesh.customdata_custom_splitnormals_add", icon='ADD')
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class DATA_PT_mesh_animation(MeshButtonsPanel, PropertiesAnimationMixin, PropertyPanel, Panel):
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COMPAT_ENGINES = {
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'BLENDER_RENDER',
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'BLENDER_EEVEE',
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'BLENDER_WORKBENCH',
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}
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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layout.use_property_decorate = False
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# MeshButtonsPanel.poll ensures this is not None.
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mesh = context.mesh
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col = layout.column(align=True)
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col.label(text="Mesh")
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self.draw_action_and_slot_selector(context, col, mesh)
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if shape_keys := mesh.shape_keys:
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col = layout.column(align=True)
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col.label(text="Shape Keys")
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self.draw_action_and_slot_selector(context, col, shape_keys)
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class DATA_PT_custom_props_mesh(MeshButtonsPanel, PropertyPanel, Panel):
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COMPAT_ENGINES = {
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'BLENDER_RENDER',
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'BLENDER_EEVEE',
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'BLENDER_WORKBENCH',
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}
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_context_path = "object.data"
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_property_type = bpy.types.Mesh
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class MESH_UL_attributes(UIList):
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display_domain_names = {
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'POINT': "Vertex",
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'EDGE': "Edge",
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'FACE': "Face",
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'CORNER': "Face Corner",
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}
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def filter_items(self, _context, data, property):
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attributes = getattr(data, property)
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flags = []
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indices = [i for i in range(len(attributes))]
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# Filtering by name
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if self.filter_name:
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flags = bpy.types.UI_UL_list.filter_items_by_name(
|
|
self.filter_name, self.bitflag_filter_item, attributes, "name", reverse=self.use_filter_invert,
|
|
)
|
|
if not flags:
|
|
flags = [self.bitflag_filter_item] * len(attributes)
|
|
|
|
# Filtering internal attributes
|
|
for idx, item in enumerate(attributes):
|
|
flags[idx] = self.bitflag_item_never_show if item.is_internal else flags[idx]
|
|
|
|
# Reorder by name.
|
|
if self.use_filter_sort_alpha:
|
|
indices = bpy.types.UI_UL_list.sort_items_by_name(attributes, "name")
|
|
|
|
return flags, indices
|
|
|
|
def draw_item(self, _context, layout, _data, attribute, _icon, _active_data, _active_propname, _index):
|
|
data_type = attribute.bl_rna.properties["data_type"].enum_items[attribute.data_type]
|
|
|
|
domain_name = self.display_domain_names.get(attribute.domain, "")
|
|
|
|
split = layout.split(factor=0.50)
|
|
split.emboss = 'NONE'
|
|
split.prop(attribute, "name", text="")
|
|
sub = split.row()
|
|
sub.alignment = 'RIGHT'
|
|
sub.active = False
|
|
sub.label(
|
|
text="{:s} - {:s}".format(iface_(domain_name), iface_(data_type.name)),
|
|
translate=False,
|
|
)
|
|
|
|
|
|
class DATA_PT_mesh_attributes(MeshButtonsPanel, Panel):
|
|
bl_label = "Attributes"
|
|
bl_options = {'DEFAULT_CLOSED'}
|
|
COMPAT_ENGINES = {
|
|
'BLENDER_RENDER',
|
|
'BLENDER_EEVEE',
|
|
'BLENDER_WORKBENCH',
|
|
}
|
|
|
|
def draw(self, context):
|
|
mesh = context.mesh
|
|
|
|
layout = self.layout
|
|
row = layout.row()
|
|
|
|
col = row.column()
|
|
col.template_list(
|
|
"MESH_UL_attributes",
|
|
"attributes",
|
|
mesh,
|
|
"attributes",
|
|
mesh.attributes,
|
|
"active_index",
|
|
rows=3,
|
|
)
|
|
|
|
col = row.column(align=True)
|
|
col.operator("geometry.attribute_add", icon='ADD', text="")
|
|
col.operator("geometry.attribute_remove", icon='REMOVE', text="")
|
|
|
|
col.separator()
|
|
|
|
col.menu("MESH_MT_attribute_context_menu", icon='DOWNARROW_HLT', text="")
|
|
|
|
draw_attribute_warnings(context, layout, None)
|
|
|
|
|
|
# `attribute` is list of attributes in current UI list
|
|
# None for vgroup and mesh. Those are already utilized in comparison.
|
|
def draw_attribute_warnings(context, layout, attributes):
|
|
ob = context.object
|
|
mesh = context.mesh
|
|
|
|
if not mesh:
|
|
return
|
|
|
|
unique_names = set()
|
|
colliding_names = []
|
|
for collection in (
|
|
mesh.attributes,
|
|
None if ob is None else ob.vertex_groups,
|
|
):
|
|
if collection is None:
|
|
colliding_names.append("Cannot check for object vertex groups when pinning mesh")
|
|
continue
|
|
for name in collection.keys():
|
|
unique_names_len = len(unique_names)
|
|
unique_names.add(name)
|
|
if (len(unique_names) == unique_names_len):
|
|
if (not attributes or attributes.get(name)):
|
|
# Print colliding names if they exist in current attribute list, see: !135495
|
|
colliding_names.append(name)
|
|
|
|
if not colliding_names:
|
|
return
|
|
|
|
layout.label(text=rpt_("Name collisions: ") + ", ".join(set(colliding_names)), icon='ERROR', translate=False)
|
|
|
|
|
|
class ColorAttributesListBase:
|
|
display_domain_names = {
|
|
'POINT': "Vertex",
|
|
'EDGE': "Edge",
|
|
'FACE': "Face",
|
|
'CORNER': "Face Corner",
|
|
}
|
|
|
|
def filter_items(self, _context, data, property):
|
|
attributes = getattr(data, property)
|
|
flags = []
|
|
indices = [i for i in range(len(attributes))]
|
|
|
|
# Filtering by name
|
|
if self.filter_name:
|
|
flags = bpy.types.UI_UL_list.filter_items_by_name(
|
|
self.filter_name, self.bitflag_filter_item, attributes, "name", reverse=self.use_filter_invert,
|
|
)
|
|
if not flags:
|
|
flags = [self.bitflag_filter_item] * len(attributes)
|
|
|
|
for idx, item in enumerate(attributes):
|
|
skip = (
|
|
(item.domain not in {'POINT', 'CORNER'}) or
|
|
(item.data_type not in {'FLOAT_COLOR', 'BYTE_COLOR'}) or
|
|
item.is_internal
|
|
)
|
|
flags[idx] = 0 if skip else flags[idx]
|
|
|
|
# Reorder by name.
|
|
if self.use_filter_sort_alpha:
|
|
indices = bpy.types.UI_UL_list.sort_items_by_name(attributes, "name")
|
|
|
|
return flags, indices
|
|
|
|
|
|
class MESH_UL_color_attributes(UIList, ColorAttributesListBase):
|
|
def draw_item(self, _context, layout, data, attribute, _icon, _active_data, _active_propname, _index):
|
|
data_type = attribute.bl_rna.properties["data_type"].enum_items[attribute.data_type]
|
|
|
|
domain_name = self.display_domain_names.get(attribute.domain, "")
|
|
|
|
split = layout.split(factor=0.50)
|
|
split.emboss = 'NONE'
|
|
split.prop(attribute, "name", text="", icon='GROUP_VCOL')
|
|
|
|
sub = split.row()
|
|
sub.alignment = 'RIGHT'
|
|
sub.active = False
|
|
sub.label(text="{:s} - {:s}".format(iface_(domain_name), iface_(data_type.name)), translate=False)
|
|
|
|
active_render = _index == data.color_attributes.render_color_index
|
|
|
|
row = layout.row()
|
|
row.emboss = 'NONE'
|
|
props = row.operator(
|
|
"geometry.color_attribute_render_set",
|
|
text="",
|
|
icon='RESTRICT_RENDER_OFF' if active_render else 'RESTRICT_RENDER_ON',
|
|
)
|
|
props.name = attribute.name
|
|
|
|
|
|
class MESH_UL_color_attributes_selector(UIList, ColorAttributesListBase):
|
|
def draw_item(self, _context, layout, _data, attribute, _icon, _active_data, _active_propname, _index):
|
|
layout.emboss = 'NONE'
|
|
layout.prop(attribute, "name", text="", icon='GROUP_VCOL')
|
|
|
|
|
|
class DATA_PT_vertex_colors(MeshButtonsPanel, Panel):
|
|
bl_label = "Color Attributes"
|
|
bl_options = {'DEFAULT_CLOSED'}
|
|
COMPAT_ENGINES = {
|
|
'BLENDER_RENDER',
|
|
'BLENDER_EEVEE',
|
|
'BLENDER_WORKBENCH',
|
|
}
|
|
|
|
def draw(self, context):
|
|
mesh = context.mesh
|
|
|
|
layout = self.layout
|
|
row = layout.row()
|
|
|
|
col = row.column()
|
|
col.template_list(
|
|
"MESH_UL_color_attributes",
|
|
"color_attributes",
|
|
mesh,
|
|
"color_attributes",
|
|
mesh.color_attributes,
|
|
"active_color_index",
|
|
rows=3,
|
|
)
|
|
|
|
col = row.column(align=True)
|
|
col.operator("geometry.color_attribute_add", icon='ADD', text="")
|
|
col.operator("geometry.color_attribute_remove", icon='REMOVE', text="")
|
|
|
|
col.separator()
|
|
|
|
col.menu("MESH_MT_color_attribute_context_menu", icon='DOWNARROW_HLT', text="")
|
|
|
|
draw_attribute_warnings(context, layout, mesh.color_attributes)
|
|
|
|
|
|
classes = (
|
|
MESH_MT_vertex_group_context_menu,
|
|
MESH_MT_shape_key_context_menu,
|
|
MESH_MT_color_attribute_context_menu,
|
|
MESH_MT_attribute_context_menu,
|
|
MESH_UL_vgroups,
|
|
MESH_UL_uvmaps,
|
|
MESH_UL_attributes,
|
|
DATA_PT_context_mesh,
|
|
DATA_PT_vertex_groups,
|
|
DATA_PT_shape_keys,
|
|
DATA_PT_uv_texture,
|
|
DATA_PT_vertex_colors,
|
|
DATA_PT_mesh_attributes,
|
|
DATA_PT_texture_space,
|
|
DATA_PT_remesh,
|
|
DATA_PT_customdata,
|
|
DATA_PT_mesh_animation,
|
|
DATA_PT_custom_props_mesh,
|
|
MESH_UL_color_attributes,
|
|
MESH_UL_color_attributes_selector,
|
|
)
|
|
|
|
if __name__ == "__main__": # only for live edit.
|
|
from bpy.utils import register_class
|
|
for cls in classes:
|
|
register_class(cls)
|