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http://CODE.RHODECODE.COM/u/O/O/O
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1360 lines
43 KiB
Python
1360 lines
43 KiB
Python
# space_view_3d_display_tools.py Copyright (C) 2012, Jordi Vall-llovera
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#
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# Multiple display tools for fast navigate/interact with the viewport
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#
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# ***** BEGIN GPL LICENSE BLOCK *****
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#
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ***** END GPL LICENCE BLOCK *****
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bl_info = {
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"name": "Display Tools",
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"author": "Jordi Vall-llovera Medina",
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"version": (1, 2, 6),
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"blender": (2, 6, 4),
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"location": "Toolshelf",
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"description": "Display tools for fast navigate/interact with the viewport",
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"warning": "",
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"wiki_url": "http://jordiart3d.blogspot.com.es/",
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"tracker_url": "",
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"category": "3D View"}
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"""
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Additional links:
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Author Site: http://jordiart3d.blogspot.com.es/
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"""
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import bpy
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from bpy.props import IntProperty, BoolProperty, FloatProperty, EnumProperty
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# init delay variables
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bpy.types.Scene.Delay = bpy.props.BoolProperty(
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default = False,
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description = "Activate delay return to normal viewport mode")
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bpy.types.Scene.DelayTime = bpy.props.IntProperty(
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default = 30,
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min = 1,
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max = 500,
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soft_min = 10,
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soft_max = 250,
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description = "Delay time to return to normal viewport\
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mode after move your mouse cursor")
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bpy.types.Scene.DelayTimeGlobal = bpy.props.IntProperty(
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default = 30,
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min = 1,
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max = 500,
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soft_min = 10,
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soft_max = 250,
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description = "Delay time to return to normal viewport\
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mode after move your mouse cursor")
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#init variable for fast navigate
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bpy.types.Scene.EditActive = bpy.props.BoolProperty(
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default = True,
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description = "Activate for fast navigate in edit mode too")
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#Fast Navigate toggle function
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def trigger_fast_navigate(trigger):
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scene = bpy.context.scene
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scene.FastNavigateStop = False
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if trigger == True:
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trigger = False
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else:
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trigger = True
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#Control how to display particles during fast navigate
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def display_particles(mode):
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scene = bpy.context.scene
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if mode == True:
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for particles in bpy.data.particles:
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if particles.type == 'EMITTER':
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particles.draw_method = 'DOT'
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particles.draw_percentage = 100
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else:
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particles.draw_method = 'RENDER'
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particles.draw_percentage = 100
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else:
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for particles in bpy.data.particles:
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if particles.type == 'EMITTER':
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particles.draw_method = 'DOT'
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particles.draw_percentage = scene.ParticlesPercentageDisplay
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else:
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particles.draw_method = 'RENDER'
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particles.draw_percentage = scene.ParticlesPercentageDisplay
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#Do repetitive fast navigate related stuff
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def fast_navigate_stuff(self, context, event):
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scene = bpy.context.scene
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view = context.space_data
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if bpy.context.area.type != 'VIEW_3D':
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return self.cancel(context)
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if event.type == 'ESC' or event.type == 'RET' or event.type == 'SPACE':
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return self.cancel(context)
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if scene.FastNavigateStop == True:
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return self.cancel(context)
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#fast navigate while orbit/panning
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if event.type == 'MIDDLEMOUSE':
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if scene.Delay == True:
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if scene.DelayTime < scene.DelayTimeGlobal:
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scene.DelayTime += 1
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view.viewport_shade = scene.FastMode
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self.mode = False
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#fast navigate while transform operations
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if event.type == 'G' or event.type == 'R' or event.type == 'S':
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if scene.Delay == True:
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if scene.DelayTime < scene.DelayTimeGlobal:
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scene.DelayTime += 1
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view.viewport_shade = scene.FastMode
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self.mode = False
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#fast navigate while menu popups or duplicates
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if event.type == 'W' or event.type == 'D' or event.type == 'L'\
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or event.type == 'U' or event.type == 'I' or event.type == 'M'\
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or event.type == 'A' or event.type == 'B':
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if scene.Delay == True:
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if scene.DelayTime < scene.DelayTimeGlobal:
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scene.DelayTime += 1
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view.viewport_shade = scene.FastMode
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self.mode = False
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#fast navigate while numpad navigation
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if event.type == 'NUMPAD_PERIOD' or event.type == 'NUMPAD_1'\
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or event.type == 'NUMPAD_2' or event.type == 'NUMPAD_3'\
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or event.type == 'NUMPAD_4' or event.type == 'NUMPAD_5'\
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or event.type == 'NUMPAD_6' or event.type == 'NUMPAD_7'\
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or event.type == 'NUMPAD_8' or event.type == 'NUMPAD_9':
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if scene.Delay == True:
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if scene.DelayTime < scene.DelayTimeGlobal:
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scene.DelayTime += 1
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view.viewport_shade = scene.FastMode
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self.mode = False
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#fast navigate while zooming with mousewheel too
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if event.type == 'WHEELUPMOUSE' or event.type == 'WHEELDOWNMOUSE':
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scene.DelayTime = scene.DelayTimeGlobal
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view.viewport_shade = scene.FastMode
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self.mode = False
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if event.type == 'MOUSEMOVE':
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if scene.Delay == True:
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if scene.DelayTime == 0:
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scene.DelayTime = scene.DelayTimeGlobal
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view.viewport_shade = scene.OriginalMode
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self.mode = True
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else:
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view.viewport_shade = scene.OriginalMode
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self.mode = True
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if scene.Delay == True:
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scene.DelayTime -= 1
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if scene.DelayTime == 0:
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scene.DelayTime = scene.DelayTimeGlobal
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view.viewport_shade = scene.OriginalMode
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self.mode = True
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if scene.ShowParticles == False:
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for particles in bpy.data.particles:
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if particles.type == 'EMITTER':
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particles.draw_method = 'NONE'
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else:
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particles.draw_method = 'NONE'
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else:
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display_particles(self.mode)
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#Fast Navigate operator
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class FastNavigate(bpy.types.Operator):
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"""Operator that runs Fast navigate in modal mode"""
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bl_idname = "view3d.fast_navigate_operator"
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bl_label = "Fast Navigate"
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trigger = BoolProperty(default = False)
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mode = BoolProperty(default = False)
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scene = bpy.context.scene
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scene.DelayTime = scene.DelayTimeGlobal
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def modal(self, context, event):
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scene = bpy.context.scene
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view = context.space_data
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if scene.EditActive == True:
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fast_navigate_stuff(self, context ,event)
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return {'PASS_THROUGH'}
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else:
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obj = context.active_object
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if obj:
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if obj.mode != 'EDIT':
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fast_navigate_stuff(self, context ,event)
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return {'PASS_THROUGH'}
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else:
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return {'PASS_THROUGH'}
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else:
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fast_navigate_stuff(self, context ,event)
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return {'PASS_THROUGH'}
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def execute(self, context):
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context.window_manager.modal_handler_add(self)
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trigger_fast_navigate(self.trigger)
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return {'RUNNING_MODAL'}
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def cancel(self, context):
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scene = context.scene
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for particles in bpy.data.particles:
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particles.draw_percentage = scene.InitialParticles
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return {'CANCELLED'}
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#Fast Navigate Stop
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def fast_navigate_stop(context):
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scene = bpy.context.scene
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scene.FastNavigateStop = True
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#Fast Navigate Stop Operator
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class FastNavigateStop(bpy.types.Operator):
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'''Stop Fast Navigate Operator'''
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bl_idname = "view3d.fast_navigate_stop"
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bl_label = "Stop"
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FastNavigateStop = IntProperty(name = "FastNavigateStop",
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description = "Stop fast navigate mode",
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default = 0)
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def execute(self,context):
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fast_navigate_stop(context)
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return {'FINISHED'}
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#Drawtype textured
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def draw_textured(context):
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view = context.space_data
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view.viewport_shade = 'TEXTURED'
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bpy.context.scene.game_settings.material_mode = 'GLSL'
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selection = bpy.context.selected_objects
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if not(selection):
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for obj in bpy.data.objects:
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obj.draw_type = 'TEXTURED'
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else:
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for obj in selection:
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obj.draw_type = 'TEXTURED'
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class DisplayTextured(bpy.types.Operator):
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'''Display objects in textured mode'''
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bl_idname = "view3d.display_textured"
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bl_label = "Textured"
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@classmethod
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def poll(cls, context):
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return True
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def execute(self, context):
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draw_textured(context)
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return {'FINISHED'}
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#Drawtype solid
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def draw_solid(context):
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view = context.space_data
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view.viewport_shade = 'TEXTURED'
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bpy.context.scene.game_settings.material_mode = 'GLSL'
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selection = bpy.context.selected_objects
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if not(selection):
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for obj in bpy.data.objects:
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obj.draw_type = 'SOLID'
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else:
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for obj in selection:
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obj.draw_type = 'SOLID'
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class DisplaySolid(bpy.types.Operator):
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'''Display objects in solid mode'''
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bl_idname = "view3d.display_solid"
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bl_label = "Solid"
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@classmethod
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def poll(cls, context):
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return True
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def execute(self, context):
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draw_solid(context)
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return {'FINISHED'}
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#Drawtype wire
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def draw_wire(context):
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view = context.space_data
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view.viewport_shade = 'TEXTURED'
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bpy.context.scene.game_settings.material_mode = 'GLSL'
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selection = bpy.context.selected_objects
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if not(selection):
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for obj in bpy.data.objects:
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obj.draw_type = 'WIRE'
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else:
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for obj in selection:
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obj.draw_type = 'WIRE'
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class DisplayWire(bpy.types.Operator):
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'''Display objects in wireframe mode'''
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bl_idname = "view3d.display_wire"
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bl_label = "Wire"
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@classmethod
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def poll(cls, context):
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return True
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def execute(self, context):
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draw_wire(context)
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return {'FINISHED'}
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#Drawtype bounds
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def draw_bounds(context):
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view = context.space_data
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view.viewport_shade = 'TEXTURED'
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bpy.context.scene.game_settings.material_mode = 'GLSL'
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selection = bpy.context.selected_objects
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if not(selection):
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for obj in bpy.data.objects:
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obj.draw_type = 'BOUNDS'
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else:
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for obj in selection:
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obj.draw_type = 'BOUNDS'
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class DisplayBounds(bpy.types.Operator):
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'''Display objects in bounds mode'''
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bl_idname = "view3d.display_bounds"
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bl_label = "Bounds"
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@classmethod
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def poll(cls, context):
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return True
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def execute(self, context):
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draw_bounds(context)
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return {'FINISHED'}
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#Shade smooth
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def shade_smooth(context):
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selection = bpy.context.selected_objects
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if not(selection):
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for obj in bpy.data.objects:
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bpy.ops.object.select_all(action = 'TOGGLE')
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bpy.ops.object.shade_smooth()
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bpy.ops.object.select_all(action = 'TOGGLE')
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else:
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obj = context.active_object
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if obj.mode == 'OBJECT':
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for obj in selection:
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bpy.ops.object.shade_smooth()
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else:
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bpy.ops.mesh.faces_shade_smooth()
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class DisplayShadeSmooth(bpy.types.Operator):
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'''Display shade smooth meshes'''
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bl_idname = "view3d.display_shade_smooth"
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bl_label = "Smooth"
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@classmethod
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def poll(cls, context):
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return True
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def execute(self, context):
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shade_smooth(context)
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return {'FINISHED'}
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#Shade flat
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def shade_flat(context):
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selection = bpy.context.selected_objects
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if not(selection):
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for obj in bpy.data.objects:
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bpy.ops.object.select_all(action = 'TOGGLE')
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bpy.ops.object.shade_flat()
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bpy.ops.object.select_all(action = 'TOGGLE')
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else:
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obj = context.active_object
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if obj.mode == 'OBJECT':
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for obj in selection:
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bpy.ops.object.shade_flat()
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else:
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bpy.ops.mesh.faces_shade_flat()
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class DisplayShadeFlat(bpy.types.Operator):
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'''Display shade flat meshes'''
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bl_idname = "view3d.display_shade_flat"
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bl_label = "Flat"
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@classmethod
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def poll(cls, context):
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return True
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def execute(self, context):
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shade_flat(context)
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return {'FINISHED'}
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#Shadeless on
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def shadeless_on(context):
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selection = bpy.context.selected_objects
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if not(selection):
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for obj in bpy.data.materials:
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obj.use_shadeless = True
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else:
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for sel in selection:
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if sel.type == 'MESH':
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materials = sel.data.materials
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for mat in materials:
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mat.use_shadeless = True
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class DisplayShadelessOn(bpy.types.Operator):
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'''Display shadeless material'''
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bl_idname = "view3d.display_shadeless_on"
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bl_label = "On"
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@classmethod
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def poll(cls, context):
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return True
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def execute(self, context):
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shadeless_on(context)
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return {'FINISHED'}
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#Shadeless off
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def shadeless_off(context):
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selection = bpy.context.selected_objects
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if not(selection):
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for obj in bpy.data.materials:
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obj.use_shadeless = False
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else:
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for sel in selection:
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if sel.type == 'MESH':
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materials = sel.data.materials
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for mat in materials:
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mat.use_shadeless = False
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class DisplayShadelessOff(bpy.types.Operator):
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'''Display shaded material'''
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bl_idname = "view3d.display_shadeless_off"
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bl_label = "Off"
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@classmethod
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def poll(cls, context):
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return True
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def execute(self, context):
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shadeless_off(context)
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return {'FINISHED'}
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#Wireframe on
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def wire_on(context):
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selection = bpy.context.selected_objects
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if not(selection):
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for obj in bpy.data.objects:
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obj.show_wire = True
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for mesh in bpy.data.meshes:
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mesh.show_all_edges = True
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else:
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for obj in selection:
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obj.show_wire = True
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for sel in selection:
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if sel.type == 'MESH':
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mesh = sel.data
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mesh.show_all_edges = True
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class DisplayWireframeOn(bpy.types.Operator):
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'''Display wireframe overlay on'''
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bl_idname = "view3d.display_wire_on"
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bl_label = "On"
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@classmethod
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def poll(cls, context):
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return True
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def execute(self, context):
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wire_on(context)
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return {'FINISHED'}
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#Wireframe off
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def wire_off(context):
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selection = bpy.context.selected_objects
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if not(selection):
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for obj in bpy.data.objects:
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obj.show_wire = False
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for mesh in bpy.data.meshes:
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mesh.show_all_edges = False
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else:
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for obj in selection:
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obj.show_wire = False
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for sel in selection:
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if sel.type == 'MESH':
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mesh = sel.data
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mesh.show_all_edges = False
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class DisplayWireframeOff(bpy.types.Operator):
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'''Display wireframe overlay off'''
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bl_idname = "view3d.display_wire_off"
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bl_label = "Off"
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@classmethod
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def poll(cls, context):
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return True
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def execute(self, context):
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wire_off(context)
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return {'FINISHED'}
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#Bounds on
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def bounds_on(context):
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scene = context.scene
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selection = bpy.context.selected_objects
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if not(selection):
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for obj in bpy.data.objects:
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obj.show_bounds = True
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obj.draw_bounds_type = scene.BoundingMode
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else:
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for obj in selection:
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obj.show_bounds = True
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obj.draw_bounds_type = scene.BoundingMode
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class DisplayBoundsOn(bpy.types.Operator):
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'''Display Bounding box overlay on'''
|
|
bl_idname = "view3d.display_bounds_on"
|
|
bl_label = "On"
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
return True
|
|
|
|
def execute(self, context):
|
|
bounds_on(context)
|
|
return {'FINISHED'}
|
|
|
|
#Wireframe off
|
|
def bounds_off(context):
|
|
scene = context.scene
|
|
selection = bpy.context.selected_objects
|
|
|
|
if not(selection):
|
|
for obj in bpy.data.objects:
|
|
obj.show_bounds = False
|
|
else:
|
|
for obj in selection:
|
|
obj.show_bounds = False
|
|
|
|
class DisplayBoundsOff(bpy.types.Operator):
|
|
'''Display Bounding box overlay off'''
|
|
bl_idname = "view3d.display_bounds_off"
|
|
bl_label = "Off"
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
return True
|
|
|
|
def execute(self, context):
|
|
bounds_off(context)
|
|
return {'FINISHED'}
|
|
|
|
#Double Sided on
|
|
def double_sided_on(context):
|
|
selection = bpy.context.selected_objects
|
|
|
|
if not(selection):
|
|
for mesh in bpy.data.meshes:
|
|
mesh.show_double_sided = True
|
|
else:
|
|
for sel in selection:
|
|
if sel.type == 'MESH':
|
|
mesh = sel.data
|
|
mesh.show_double_sided = True
|
|
|
|
class DisplayDoubleSidedOn(bpy.types.Operator):
|
|
'''Turn on face double shaded mode'''
|
|
bl_idname = "view3d.display_double_sided_on"
|
|
bl_label = "On"
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
return True
|
|
|
|
def execute(self, context):
|
|
double_sided_on(context)
|
|
return {'FINISHED'}
|
|
|
|
#Double Sided off
|
|
def double_sided_off(context):
|
|
selection = bpy.context.selected_objects
|
|
|
|
if not(selection):
|
|
for mesh in bpy.data.meshes:
|
|
mesh.show_double_sided = False
|
|
else:
|
|
for sel in selection:
|
|
if sel.type == 'MESH':
|
|
mesh = sel.data
|
|
mesh.show_double_sided = False
|
|
|
|
class DisplayDoubleSidedOff(bpy.types.Operator):
|
|
'''Turn off face double sided shade mode'''
|
|
bl_idname = "view3d.display_double_sided_off"
|
|
bl_label = "Off"
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
return True
|
|
|
|
def execute(self, context):
|
|
double_sided_off(context)
|
|
return {'FINISHED'}
|
|
|
|
#XRay on
|
|
def x_ray_on(context):
|
|
selection = bpy.context.selected_objects
|
|
|
|
if not(selection):
|
|
for obj in bpy.data.objects:
|
|
obj.show_x_ray = True
|
|
else:
|
|
for obj in selection:
|
|
obj.show_x_ray = True
|
|
|
|
class DisplayXRayOn(bpy.types.Operator):
|
|
'''X-Ray display on'''
|
|
bl_idname = "view3d.display_x_ray_on"
|
|
bl_label = "On"
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
return True
|
|
|
|
def execute(self, context):
|
|
x_ray_on(context)
|
|
return {'FINISHED'}
|
|
|
|
#XRay off
|
|
def x_ray_off(context):
|
|
selection = bpy.context.selected_objects
|
|
|
|
if not(selection):
|
|
for obj in bpy.data.objects:
|
|
obj.show_x_ray = False
|
|
else:
|
|
for obj in selection:
|
|
obj.show_x_ray = False
|
|
|
|
class DisplayXRayOff(bpy.types.Operator):
|
|
'''X-Ray display off'''
|
|
bl_idname = "view3d.display_x_ray_off"
|
|
bl_label = "Off"
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
return True
|
|
|
|
def execute(self, context):
|
|
x_ray_off(context)
|
|
return {'FINISHED'}
|
|
|
|
#Init properties for scene
|
|
bpy.types.Scene.FastNavigateStop = bpy.props.BoolProperty(
|
|
name = "Fast Navigate Stop",
|
|
description = "Stop fast navigate mode",
|
|
default = False)
|
|
|
|
bpy.types.Scene.OriginalMode = bpy.props.EnumProperty(
|
|
items = [('TEXTURED', 'Texture', 'Texture display mode'),
|
|
('SOLID', 'Solid', 'Solid display mode')],
|
|
name = "Normal",
|
|
default = 'SOLID')
|
|
|
|
bpy.types.Scene.BoundingMode = bpy.props.EnumProperty(
|
|
items = [('BOX', 'Box', 'Box shape'),
|
|
('SPHERE', 'Sphere', 'Sphere shape'),
|
|
('CYLINDER', 'Cylinder', 'Cylinder shape'),
|
|
('CONE', 'Cone', 'Cone shape')],
|
|
name = "BB Mode")
|
|
|
|
bpy.types.Scene.FastMode = bpy.props.EnumProperty(
|
|
items = [('WIREFRAME', 'Wireframe', 'Wireframe display'),
|
|
('BOUNDBOX', 'Bounding Box', 'Bounding Box display')],
|
|
name = "Fast")
|
|
|
|
bpy.types.Scene.ShowParticles = bpy.props.BoolProperty(
|
|
name = "Show Particles",
|
|
description = "Show or hide particles on fast navigate mode",
|
|
default = True)
|
|
|
|
bpy.types.Scene.ParticlesPercentageDisplay = bpy.props.IntProperty(
|
|
name = "Display",
|
|
description = "Display only a percentage of particles",
|
|
default = 25,
|
|
min = 0,
|
|
max = 100,
|
|
soft_min = 0,
|
|
soft_max = 100,
|
|
subtype = 'FACTOR')
|
|
|
|
bpy.types.Scene.InitialParticles = bpy.props.IntProperty(
|
|
name = "Count for initial particle setting before enter fast navigate",
|
|
description = "Display a percentage value of particles",
|
|
default = 100,
|
|
min = 0,
|
|
max = 100,
|
|
soft_min = 0,
|
|
soft_max = 100)
|
|
|
|
#Set Render Settings
|
|
def set_render_settings(conext):
|
|
scene = bpy.context.scene
|
|
render = bpy.context.scene.render
|
|
view = bpy.context.space_data
|
|
render.simplify_subdivision = 0
|
|
render.simplify_shadow_samples = 0
|
|
render.simplify_child_particles = 0
|
|
render.simplify_ao_sss = 0
|
|
|
|
class DisplaySimplify(bpy.types.Operator):
|
|
'''Display scene simplified'''
|
|
bl_idname = "view3d.display_simplify"
|
|
bl_label = "Reset"
|
|
|
|
Mode = EnumProperty(
|
|
items = [('WIREFRAME', 'Wireframe', ''),
|
|
('BOUNDBOX', 'Bounding Box', '')],
|
|
name = "Mode")
|
|
|
|
ShowParticles = BoolProperty(
|
|
name = "ShowParticles",
|
|
description = "Show or hide particles on fast navigate mode",
|
|
default = True)
|
|
|
|
ParticlesPercentageDisplay = IntProperty(
|
|
name = "Display",
|
|
description = "Display a percentage value of particles",
|
|
default = 25,
|
|
min = 0,
|
|
max = 100,
|
|
soft_min = 0,
|
|
soft_max = 100,
|
|
subtype = 'FACTOR')
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
return True
|
|
|
|
def execute(self, context):
|
|
set_render_settings(context)
|
|
return {'FINISHED'}
|
|
|
|
#Display Modifiers Render on
|
|
def modifiers_render_on(context):
|
|
scene = bpy.context.scene
|
|
bpy.types.Scene.Symplify = IntProperty(
|
|
name = "Integer",description = "Enter an integer")
|
|
scene['Simplify'] = 1
|
|
selection = bpy.context.selected_objects
|
|
|
|
if not(selection):
|
|
for obj in bpy.data.objects:
|
|
for mod in obj.modifiers:
|
|
mod.show_render = True
|
|
else:
|
|
for obj in selection:
|
|
for mod in obj.modifiers:
|
|
mod.show_render = True
|
|
|
|
class DisplayModifiersRenderOn(bpy.types.Operator):
|
|
'''Display modifiers in render'''
|
|
bl_idname = "view3d.display_modifiers_render_on"
|
|
bl_label = "On"
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
return True
|
|
|
|
def execute(self, context):
|
|
modifiers_render_on(context)
|
|
return {'FINISHED'}
|
|
|
|
#Display Modifiers Render off
|
|
def modifiers_render_off(context):
|
|
selection = bpy.context.selected_objects
|
|
|
|
if not(selection):
|
|
for obj in bpy.data.objects:
|
|
for mod in obj.modifiers:
|
|
mod.show_render = False
|
|
else:
|
|
for obj in selection:
|
|
for mod in obj.modifiers:
|
|
mod.show_render = False
|
|
|
|
class DisplayModifiersRenderOff(bpy.types.Operator):
|
|
'''Hide modifiers in render'''
|
|
bl_idname = "view3d.display_modifiers_render_off"
|
|
bl_label = "Off"
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
return True
|
|
|
|
def execute(self, context):
|
|
modifiers_render_off(context)
|
|
return {'FINISHED'}
|
|
|
|
#Display Modifiers Viewport on
|
|
def modifiers_viewport_on(context):
|
|
selection = bpy.context.selected_objects
|
|
|
|
if not(selection):
|
|
for obj in bpy.data.objects:
|
|
for mod in obj.modifiers:
|
|
mod.show_viewport = True
|
|
else:
|
|
for obj in selection:
|
|
for mod in obj.modifiers:
|
|
mod.show_viewport = True
|
|
|
|
class DisplayModifiersViewportOn(bpy.types.Operator):
|
|
'''Display modifiers in viewport'''
|
|
bl_idname = "view3d.display_modifiers_viewport_on"
|
|
bl_label = "On"
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
return True
|
|
|
|
def execute(self, context):
|
|
modifiers_viewport_on(context)
|
|
return {'FINISHED'}
|
|
|
|
#Display Modifiers Viewport off
|
|
def modifiers_viewport_off(context):
|
|
selection = bpy.context.selected_objects
|
|
|
|
if not(selection):
|
|
for obj in bpy.data.objects:
|
|
for mod in obj.modifiers:
|
|
mod.show_viewport = False
|
|
else:
|
|
for obj in selection:
|
|
for mod in obj.modifiers:
|
|
mod.show_viewport = False
|
|
|
|
class DisplayModifiersViewportOff(bpy.types.Operator):
|
|
'''Hide modifiers in viewport'''
|
|
bl_idname = "view3d.display_modifiers_viewport_off"
|
|
bl_label = "Off"
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
return True
|
|
|
|
def execute(self, context):
|
|
modifiers_viewport_off(context)
|
|
return {'FINISHED'}
|
|
|
|
#Display Modifiers Edit on
|
|
def modifiers_edit_on(context):
|
|
selection = bpy.context.selected_objects
|
|
|
|
if not(selection):
|
|
for obj in bpy.data.objects:
|
|
for mod in obj.modifiers:
|
|
mod.show_in_editmode = True
|
|
else:
|
|
for obj in selection:
|
|
for mod in obj.modifiers:
|
|
mod.show_in_editmode = True
|
|
|
|
class DisplayModifiersEditOn(bpy.types.Operator):
|
|
'''Display modifiers during edit mode'''
|
|
bl_idname = "view3d.display_modifiers_edit_on"
|
|
bl_label = "On"
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
return True
|
|
|
|
def execute(self, context):
|
|
modifiers_edit_on(context)
|
|
return {'FINISHED'}
|
|
|
|
#Display Modifiers Edit off
|
|
def modifiers_edit_off(context):
|
|
selection = bpy.context.selected_objects
|
|
|
|
if not(selection):
|
|
for obj in bpy.data.objects:
|
|
for mod in obj.modifiers:
|
|
mod.show_in_editmode = False
|
|
else:
|
|
for obj in selection:
|
|
for mod in obj.modifiers:
|
|
mod.show_in_editmode = False
|
|
|
|
class DisplayModifiersEditOff(bpy.types.Operator):
|
|
'''Hide modifiers during edit mode'''
|
|
bl_idname = "view3d.display_modifiers_edit_off"
|
|
bl_label = "Off"
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
return True
|
|
|
|
def execute(self, context):
|
|
modifiers_edit_off(context)
|
|
return {'FINISHED'}
|
|
|
|
#Display Modifiers Cage on
|
|
def modifiers_cage_on(context):
|
|
selection = bpy.context.selected_objects
|
|
|
|
if not(selection):
|
|
for obj in bpy.data.objects:
|
|
for mod in obj.modifiers:
|
|
mod.show_on_cage = True
|
|
else:
|
|
for obj in selection:
|
|
for mod in obj.modifiers:
|
|
mod.show_on_cage = True
|
|
|
|
class DisplayModifiersCageOn(bpy.types.Operator):
|
|
'''Display modifiers editing cage during edit mode'''
|
|
bl_idname = "view3d.display_modifiers_cage_on"
|
|
bl_label = "On"
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
return True
|
|
|
|
def execute(self, context):
|
|
modifiers_cage_on(context)
|
|
return {'FINISHED'}
|
|
|
|
#Display Modifiers Cage off
|
|
def modifiers_cage_off(context):
|
|
selection = bpy.context.selected_objects
|
|
|
|
if not(selection):
|
|
for obj in bpy.data.objects:
|
|
for mod in obj.modifiers:
|
|
mod.show_on_cage = False
|
|
else:
|
|
for obj in selection:
|
|
for mod in obj.modifiers:
|
|
mod.show_on_cage = False
|
|
|
|
class DisplayModifiersCageOff(bpy.types.Operator):
|
|
'''Hide modifiers editing cage during edit mode'''
|
|
bl_idname = "view3d.display_modifiers_cage_off"
|
|
bl_label = "Off"
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
return True
|
|
|
|
def execute(self, context):
|
|
modifiers_cage_off(context)
|
|
return {'FINISHED'}
|
|
|
|
#Display Modifiers Expand
|
|
def modifiers_expand(context):
|
|
selection = bpy.context.selected_objects
|
|
|
|
if not(selection):
|
|
for obj in bpy.data.objects:
|
|
for mod in obj.modifiers:
|
|
mod.show_expanded = True
|
|
else:
|
|
for obj in selection:
|
|
for mod in obj.modifiers:
|
|
mod.show_expanded = True
|
|
|
|
class DisplayModifiersExpand(bpy.types.Operator):
|
|
'''Expand all modifiers on modifier stack'''
|
|
bl_idname = "view3d.display_modifiers_expand"
|
|
bl_label = "Expand"
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
return True
|
|
|
|
def execute(self, context):
|
|
modifiers_expand(context)
|
|
return {'FINISHED'}
|
|
|
|
#Display Modifiers Collapse
|
|
def modifiers_collapse(context):
|
|
selection = bpy.context.selected_objects
|
|
|
|
if not(selection):
|
|
for obj in bpy.data.objects:
|
|
for mod in obj.modifiers:
|
|
mod.show_expanded = False
|
|
else:
|
|
for obj in selection:
|
|
for mod in obj.modifiers:
|
|
mod.show_expanded = False
|
|
|
|
class DisplayModifiersCollapse(bpy.types.Operator):
|
|
'''Collapse all modifiers on modifier stack'''
|
|
bl_idname = "view3d.display_modifiers_collapse"
|
|
bl_label = "Collapse"
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
return True
|
|
|
|
def execute(self, context):
|
|
modifiers_collapse(context)
|
|
return {'FINISHED'}
|
|
|
|
#Apply modifiers
|
|
def modifiers_apply(context):
|
|
selection = bpy.context.selected_objects
|
|
|
|
if not(selection):
|
|
bpy.ops.object.select_all(action = 'TOGGLE')
|
|
bpy.ops.object.convert(target = 'MESH', keep_original = False)
|
|
bpy.ops.object.select_all(action = 'TOGGLE')
|
|
else:
|
|
for mesh in selection:
|
|
if mesh.type == "MESH":
|
|
bpy.ops.object.convert(target='MESH', keep_original = False)
|
|
|
|
class DisplayModifiersApply(bpy.types.Operator):
|
|
'''Apply modifiers'''
|
|
bl_idname = "view3d.display_modifiers_apply"
|
|
bl_label = "Apply All"
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
return True
|
|
|
|
def execute(self, context):
|
|
modifiers_apply(context)
|
|
return {'FINISHED'}
|
|
|
|
#Delete modifiers
|
|
def modifiers_delete(context):
|
|
selection = bpy.context.selected_objects
|
|
|
|
if not(selection):
|
|
for obj in bpy.data.objects:
|
|
for mod in obj.modifiers:
|
|
bpy.context.scene.objects.active = obj
|
|
bpy.ops.object.modifier_remove(modifier = mod.name)
|
|
else:
|
|
for obj in selection:
|
|
for mod in obj.modifiers:
|
|
bpy.context.scene.objects.active = obj
|
|
bpy.ops.object.modifier_remove(modifier = mod.name)
|
|
|
|
class DisplayModifiersDelete(bpy.types.Operator):
|
|
'''Delete modifiers'''
|
|
bl_idname = "view3d.display_modifiers_delete"
|
|
bl_label = "Delete All"
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
return True
|
|
|
|
def execute(self, context):
|
|
modifiers_delete(context)
|
|
return {'FINISHED'}
|
|
|
|
#Put dummy modifier for boost subsurf
|
|
def modifiers_set_dummy(context):
|
|
selection = bpy.context.selected_objects
|
|
|
|
if not(selection):
|
|
print("funciona")
|
|
for object in bpy.data.objects:
|
|
if object.type == "MESH":
|
|
mod = object.modifiers.new(type = 'SIMPLE_DEFORM',\
|
|
name = "Dummy")
|
|
mod.factor = 0
|
|
else:
|
|
for object in selection:
|
|
if object.type == "MESH":
|
|
mod = object.modifiers.new(type = 'SIMPLE_DEFORM',\
|
|
name = "Dummy")
|
|
mod.factor = 0
|
|
|
|
class DisplayAddDummy(bpy.types.Operator):
|
|
'''Add a dummy simple deform modifier to boost\
|
|
subsurf modifier viewport performance'''
|
|
bl_idname = "view3d.display_modifiers_set_dummy"
|
|
bl_label = "Put Dummy"
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
return True
|
|
|
|
def execute(self, context):
|
|
modifiers_set_dummy(context)
|
|
return {'FINISHED'}
|
|
|
|
# main class for Fast Navigate
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class VIEW3D_PT_FastNavigate(bpy.types.Panel):
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bl_space_type = "VIEW_3D"
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bl_region_type = "TOOLS"
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bl_label = "Fast Navigate"
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bl_options = {"DEFAULT_CLOSED"}
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def draw(self, context):
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layout = self.layout
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# Tools
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scene = context.scene
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row = layout.row(align=True)
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row.alignment = 'LEFT'
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row.operator("view3d.fast_navigate_operator")
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row.operator("view3d.fast_navigate_stop")
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layout.label("Settings :")
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row = layout.row()
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box = row.box()
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box.prop(scene,"OriginalMode")
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box.prop(scene,"FastMode")
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box.prop(scene, "EditActive", "Edit mode")
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box.prop(scene, "Delay")
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box.prop(scene, "DelayTimeGlobal", "Delay time")
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box.alignment = 'LEFT'
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box.prop(scene,"ShowParticles")
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box.prop(scene,"ParticlesPercentageDisplay")
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# main class for Display Mode
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class VIEW3D_PT_DisplayMode(bpy.types.Panel):
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bl_space_type = "VIEW_3D"
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bl_region_type = "TOOLS"
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bl_label = "Display Mode"
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bl_options = {"DEFAULT_CLOSED"}
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def draw(self, context):
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layout = self.layout
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# Tools
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col = layout.column()
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col.alignment = 'EXPAND'
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row = col.row()
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row.operator("view3d.display_textured" , icon ='TEXTURE_SHADED')
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row.operator("view3d.display_solid" , icon ='SOLID')
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col = layout.column()
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col.alignment = 'EXPAND'
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row = col.row()
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row.operator("view3d.display_wire" , icon = 'WIRE')
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row.operator("view3d.display_bounds" , icon = 'BBOX')
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# main class for Shading Setup
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class VIEW3D_PT_ShadingSetup(bpy.types.Panel):
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bl_space_type = "VIEW_3D"
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bl_region_type = "TOOLS"
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bl_label = "Shading Setup"
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bl_options = {"DEFAULT_CLOSED"}
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def draw(self, context):
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layout = self.layout
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# Tools
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col = layout.column(align=True)
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row = col.row()
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row.operator("view3d.display_shade_smooth")
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row.operator("view3d.display_shade_flat")
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row = col.row()
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row.operator("view3d.display_shadeless_on", "Shadeless On",\
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icon = 'SOLID')
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row.operator("view3d.display_shadeless_off",\
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"Shadeless Off", icon = 'SOLID')
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row = col.row()
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row.operator("view3d.display_wire_on", "Wire On", icon = 'WIRE')
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row.operator("view3d.display_wire_off", "Wire Off", icon = 'WIRE')
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row = col.row()
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row.operator("view3d.display_bounds_on", "Bounds On", icon = 'BBOX')
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row.operator("view3d.display_bounds_off", "Bounds Off", icon = 'BBOX')
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row = col.row()
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row.operator("view3d.display_double_sided_on",\
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"DSided On", icon = 'MESH_DATA')
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row.operator("view3d.display_double_sided_off",\
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"DSided Off", icon = 'MESH_DATA')
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row = col.row()
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row.operator("view3d.display_x_ray_on",\
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"XRay On", icon = 'GHOST_ENABLED')
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row.operator("view3d.display_x_ray_off",\
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"XRay Off", icon = 'GHOST_ENABLED')
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row = col.row()
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row.separator()
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row = col.row()
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scene = context.scene
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row.prop(scene, "BoundingMode")
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# main class for Scene Visualization
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class VIEW3D_PT_SceneVisualization(bpy.types.Panel):
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bl_space_type = "VIEW_3D"
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bl_region_type = "TOOLS"
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bl_label = "Scene Visualization"
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bl_options = {"DEFAULT_CLOSED"}
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def draw(self, context):
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layout = self.layout
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# Tools
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scene = context.scene
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render = scene.render
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space = context.space_data
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layout.prop(space, "show_manipulator")
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layout.prop(space, "show_outline_selected")
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layout.prop(space, "show_only_render")
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layout.prop(space, "show_textured_solid")
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layout.prop(space, "show_backface_culling")
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layout.prop(space, "show_all_objects_origin")
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layout.prop(render,"use_simplify", "Simplify")
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if scene.render.use_simplify == True:
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layout.label("Settings :")
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row = layout.row()
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box = row.box()
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box.prop(render, "simplify_subdivision", "Subdivision")
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box.prop(render, "simplify_shadow_samples", "Shadow Samples")
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box.prop(render, "simplify_child_particles", "Child Particles")
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box.prop(render, "simplify_ao_sss", "AO and SSS")
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layout.operator("view3d.display_simplify")
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# main class for Modifier Tools
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class VIEW3D_PT_ModifierTools(bpy.types.Panel):
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bl_space_type = "VIEW_3D"
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bl_region_type = "TOOLS"
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bl_label = "Modifier Tools"
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bl_options = {"DEFAULT_CLOSED"}
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def draw(self, context):
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layout = self.layout
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# Tools
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layout.label("Modifiers", icon = 'MODIFIER')
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col = layout.column(align=True)
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col.alignment = 'EXPAND'
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row = col.row()
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row.operator("view3d.display_modifiers_render_on",\
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icon = 'RENDER_STILL')
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row.operator("view3d.display_modifiers_render_off")
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row.operator("view3d.display_modifiers_viewport_on",
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icon = 'RESTRICT_VIEW_OFF')
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row.operator("view3d.display_modifiers_viewport_off")
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col = layout.column(align=True)
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col.alignment = 'EXPAND'
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row = col.row()
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row.operator("view3d.display_modifiers_edit_on", icon = 'EDITMODE_HLT')
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row.operator("view3d.display_modifiers_edit_off")
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row.operator("view3d.display_modifiers_cage_on",\
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icon = 'EDITMODE_DEHLT')
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row.operator("view3d.display_modifiers_cage_off")
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row = layout.row(align=True)
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row.operator("view3d.display_modifiers_expand", icon = 'TRIA_DOWN')
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row.operator("view3d.display_modifiers_collapse", icon = 'TRIA_RIGHT')
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row = layout.row(align=True)
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row.operator("view3d.display_modifiers_apply", icon = 'MODIFIER')
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row.operator("view3d.display_modifiers_delete", icon = 'X')
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row = layout.row(align=True)
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row.operator("view3d.display_modifiers_set_dummy",\
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icon = 'OUTLINER_OB_ARMATURE')
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# register the classes
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def register():
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bpy.utils.register_class(FastNavigate)
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bpy.utils.register_class(DisplayTextured)
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bpy.utils.register_class(DisplaySolid)
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bpy.utils.register_class(DisplayWire)
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bpy.utils.register_class(DisplayBounds)
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bpy.utils.register_class(DisplayWireframeOn)
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bpy.utils.register_class(DisplayWireframeOff)
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bpy.utils.register_class(DisplayBoundsOn)
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bpy.utils.register_class(DisplayBoundsOff)
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bpy.utils.register_class(DisplayShadeSmooth)
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bpy.utils.register_class(DisplayShadeFlat)
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bpy.utils.register_class(DisplayShadelessOn)
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bpy.utils.register_class(DisplayShadelessOff)
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bpy.utils.register_class(DisplayDoubleSidedOn)
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bpy.utils.register_class(DisplayDoubleSidedOff)
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bpy.utils.register_class(DisplayXRayOn)
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bpy.utils.register_class(DisplayXRayOff)
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bpy.utils.register_class(DisplayModifiersRenderOn)
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bpy.utils.register_class(DisplayModifiersRenderOff)
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bpy.utils.register_class(DisplayModifiersViewportOn)
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bpy.utils.register_class(DisplayModifiersViewportOff)
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bpy.utils.register_class(DisplayModifiersEditOn)
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bpy.utils.register_class(DisplayModifiersEditOff)
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bpy.utils.register_class(DisplayModifiersCageOn)
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bpy.utils.register_class(DisplayModifiersCageOff)
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bpy.utils.register_class(DisplayModifiersExpand)
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bpy.utils.register_class(DisplayModifiersCollapse)
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bpy.utils.register_class(DisplayModifiersApply)
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bpy.utils.register_class(DisplayModifiersDelete)
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bpy.utils.register_class(DisplayAddDummy)
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bpy.utils.register_class(DisplaySimplify)
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bpy.utils.register_module(__name__)
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pass
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def unregister():
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bpy.utils.unregister_class(FastNavigate)
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bpy.utils.unregister_class(DisplayTextured)
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bpy.utils.unregister_class(DisplaySolid)
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bpy.utils.unregister_class(DisplayWire)
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bpy.utils.unregister_class(DisplayBounds)
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bpy.utils.unregister_class(DisplayShadeSmooth)
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bpy.utils.unregister_class(DisplayShadeFlat)
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bpy.utils.unregister_class(DisplayShadelessOn)
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bpy.utils.unregister_class(DisplayShadelessOff)
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bpy.utils.unregister_class(DisplayWireframeOn)
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bpy.utils.unregister_class(DisplayWireframeOff)
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bpy.utils.unregister_class(DisplayBoundsOn)
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bpy.utils.unregister_class(DisplayBoundsOff)
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bpy.utils.unregister_class(DisplayDoubleSidedOn)
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bpy.utils.unregister_class(DisplayDoubleSidedOff)
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bpy.utils.unregister_class(DisplayXRayOn)
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bpy.utils.unregister_class(DisplayXRayOff)
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bpy.utils.unregister_class(DisplayModifiersRenderOn)
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bpy.utils.unregister_class(DisplayModifiersRenderOff)
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bpy.utils.unregister_class(DisplayModifiersViewportOn)
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bpy.utils.unregister_class(DisplayModifiersViewportOff)
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bpy.utils.unregister_class(DisplayModifiersEditOn)
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bpy.utils.unregister_class(DisplayModifiersEditOff)
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bpy.utils.unregister_class(DisplayModifiersCageOn)
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bpy.utils.unregister_class(DisplayModifiersCageOff)
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bpy.utils.unregister_class(DisplayModifiersExpand)
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bpy.utils.unregister_class(DisplayModifiersCollapse)
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bpy.utils.unregister_class(DisplayModifiersApply)
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bpy.utils.unregister_class(DisplayModifiersDelete)
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bpy.utils.unregister_class(DisplayAddDummy)
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bpy.utils.unregister_class(DisplaySimplify)
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bpy.utils.unregister_module(__name__)
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pass
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if __name__ == "__main__":
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register() |