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Python types.Panel方法代碼示例

本文整理匯總了Python中bpy.types.Panel方法的典型用法代碼示例。如果您正苦於以下問題:Python types.Panel方法的具體用法?Python types.Panel怎麽用?Python types.Panel使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在bpy.types的用法示例。


在下文中一共展示了types.Panel方法的13個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的Python代碼示例。

示例1: draw

# 需要導入模塊: from bpy import types [as 別名]
# 或者: from bpy.types import Panel [as 別名]
def draw(self, context):
        layout = self.layout

        layout.operator("transform.translate")
        layout.operator("transform.rotate")
        layout.operator("transform.resize", text="Scale")

        layout.separator()

        layout.operator("transform.bend", text="Bend")
        layout.operator("transform.shear", text="Shear")
        layout.operator("transform.tosphere", text="To Sphere")
        layout.operator("transform.transform", text="Shrink Fatten").mode = 'GPENCIL_SHRINKFATTEN'


# ********** Panel ********** 
開發者ID:Microvellum,項目名稱:Fluid-Designer,代碼行數:18,代碼來源:space_view3d.py

示例2: ui_width

# 需要導入模塊: from bpy import types [as 別名]
# 或者: from bpy.types import Panel [as 別名]
def ui_width():
    """Return the Width of the UI Panel.

    Args:
        None.

    Returns:
        UI Width.
    """

    area = bpy.context.area
    resolution = bpy.context.preferences.system.ui_scale

    for reg in area.regions:
        if reg.type == "UI":
            region_width = reg.width
    return region_width

# PDT Panel menus
# 
開發者ID:Clockmender,項目名稱:Precision-Drawing-Tools,代碼行數:22,代碼來源:pdt_menus.py

示例3: draw

# 需要導入模塊: from bpy import types [as 別名]
# 或者: from bpy.types import Panel [as 別名]
def draw(self, context):
        layout = self.layout
        activedata = context.active_object.data
        draw_general_gui(layout, activedata)


# Sequencer Panel GUI 
開發者ID:samytichadou,項目名稱:FontSelector_blender_addon,代碼行數:9,代碼來源:gui.py

示例4: draw

# 需要導入模塊: from bpy import types [as 別名]
# 或者: from bpy.types import Panel [as 別名]
def draw(self, context):
        layout = self.layout

        layout.operator("gpencil.interpolate", text="Interpolate")
        layout.operator("gpencil.interpolate_sequence", text="Sequence")


# ********** Panel ********** 
開發者ID:Microvellum,項目名稱:Fluid-Designer,代碼行數:10,代碼來源:space_view3d.py

示例5: create

# 需要導入模塊: from bpy import types [as 別名]
# 或者: from bpy.types import Panel [as 別名]
def create(self, context):
        m = bpy.data.meshes.new("Window Panel")
        o = bpy.data.objects.new("Window Panel", m)
        d = m.archipack_window_panel.add()
        d.center = self.center
        d.origin = self.origin
        d.size = self.size
        d.radius = self.radius
        d.frame_y = self.frame_y
        d.frame_x = self.frame_x
        d.curve_steps = self.curve_steps
        d.shape = self.shape
        d.fixed = self.fixed
        d.pivot = self.pivot
        d.angle_y = self.angle_y
        d.side_material = self.side_material
        d.handle = self.handle
        d.handle_model = self.handle_model
        d.handle_altitude = self.handle_altitude
        d.enable_glass = self.enable_glass
        context.scene.objects.link(o)
        o.select = True
        context.scene.objects.active = o
        m = o.archipack_material.add()
        m.category = "window"
        m.material = self.material
        o.show_transparent = True
        o.lock_location = (False, True, True)
        o.lock_rotation = (False, True, False)
        o.lock_scale = (True, True, True)
        d.update(context)
        return o 
開發者ID:s-leger,項目名稱:archipack,代碼行數:34,代碼來源:archipack_window.py

示例6: create

# 需要導入模塊: from bpy import types [as 別名]
# 或者: from bpy.types import Panel [as 別名]
def create(self, context):
        """
            expose only basic params in operator
            use object property for other params
        """
        m = bpy.data.meshes.new("Panel")
        o = bpy.data.objects.new("Panel", m)
        d = m.archipack_door_panel.add()
        d.x = self.x
        d.y = self.y
        d.z = self.z
        d.model = self.model
        d.direction = self.direction
        d.chanfer = self.chanfer
        d.panel_border = self.panel_border
        d.panel_bottom = self.panel_bottom
        d.panel_spacing = self.panel_spacing
        d.panels_distrib = self.panels_distrib
        d.panels_x = self.panels_x
        d.panels_y = self.panels_y
        d.handle = self.handle
        context.scene.objects.link(o)
        o.lock_location[0] = True
        o.lock_location[1] = True
        o.lock_location[2] = True
        o.lock_rotation[0] = True
        o.lock_rotation[1] = True
        o.lock_scale[0] = True
        o.lock_scale[1] = True
        o.lock_scale[2] = True
        o.select = True
        context.scene.objects.active = o
        m = o.archipack_material.add()
        m.category = "door"
        m.material = self.material
        d.update(context)
        # MaterialUtils.add_door_materials(o)
        o.lock_rotation[0] = True
        o.lock_rotation[1] = True
        return o 
開發者ID:s-leger,項目名稱:archipack,代碼行數:42,代碼來源:archipack_door.py

示例7: draw

# 需要導入模塊: from bpy import types [as 別名]
# 或者: from bpy.types import Panel [as 別名]
def draw(self, context):

        row = self.layout.row()
        row.label ( "Scene Panel Version", icon='COLOR_BLUE' )

        box = self.layout.box() ### Used only as a separator

        app = context.scene.molecule_simulation
        app.draw_layout ( context, self.layout ) 
開發者ID:mcellteam,項目名稱:cellblender,代碼行數:11,代碼來源:mol_sim.py

示例8: draw

# 需要導入模塊: from bpy import types [as 別名]
# 或者: from bpy.types import Panel [as 別名]
def draw(self, context):
        layout = self.layout
        layout.prop(context.material, "pass_index")


# Since we can't disable the original MATERIAL_PT_viewport panel, it makes no sense to add our own
# (see register function below)

#class LUXCORE_PT_settings(MaterialButtonsPanel, Panel):
#    bl_label = "Settings"
#    bl_context = "material"
#    bl_options = {'DEFAULT_CLOSED'}
#
#    @classmethod
#    def poll(cls, context):
#        engine = context.scene.render.engine
#        return context.material and engine == "LUXCORE"
#
#    def draw(self, context):
#        layout = self.layout
#        mat = context.material
#
#        if mat.luxcore.auto_vp_color:
#            split = layout.split(factor=0.8)
#            split.prop(mat.luxcore, "auto_vp_color")
#            row = split.row()
#            row.enabled = not mat.luxcore.auto_vp_color
#            row.prop(mat, "diffuse_color", text="")
#        else:
#            layout.prop(mat.luxcore, "auto_vp_color")
#            layout.prop(mat, "diffuse_color", text="Viewport Color") 
開發者ID:LuxCoreRender,項目名稱:BlendLuxCore,代碼行數:33,代碼來源:material.py

示例9: draw_item

# 需要導入模塊: from bpy import types [as 別名]
# 或者: from bpy.types import Panel [as 別名]
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
		'''
		called for each item of the collection visible in the list
		must handle the three layout types 'DEFAULT', 'COMPACT' and 'GRID'
		data is the object containing the collection (in our case, the scene)
		item is the current drawn item of the collection (in our case a propertyGroup "customItem")
		index is index of the current item in the collection (optional)
		'''
		scn = bpy.context.scene
		mode = scn.analysisMode
		self.use_filter_show = False
		if self.layout_type in {'DEFAULT', 'COMPACT'}:
			if mode == 'ASPECT':
				aspectLabels = self.getAspectLabels()
				split = layout.split(factor=0.2)
				if aspectLabels:
					split.label(text=aspectLabels[item.idx])
				else:
					split.label(text=str(item.idx+1))
				split = split.split(factor=0.4)
				split.prop(item, "color", text="")
				split.prop(item, "val", text="")
			else:
				split = layout.split(factor=0.2)
				#split.label(text=str(index))
				split.label(text=str(item.idx+1))
				split = split.split(factor=0.4)
				split.prop(item, "color", text="")
				split.prop(item, "val", text="")
		elif self.layout_type in {'GRID'}:
			layout.alignment = 'CENTER'


#Make a Panel
######################################### 
開發者ID:domlysz,項目名稱:BlenderGIS,代碼行數:37,代碼來源:nodes_terrain_analysis_reclassify.py

示例10: execute

# 需要導入模塊: from bpy import types [as 別名]
# 或者: from bpy.types import Panel [as 別名]
def execute(self, context):
        scn=bpy.context.scene
        button=self.button


        if   button=="add":
            gllightpreset_add()
        elif button=="delete":
            if len(scn.quickprefs.gllightpreset)>1:
                gllightpreset_delete()
            else:
                self.report({'INFO'}, "Must have at least 1 Preset")

        elif button=="save":
            gllightpreset_save()
            self.report({'INFO'}, "Saved Preset to Blend File.")
        elif button=="sort":     gllightpreset_sort()
        elif button=="select":   gllightpreset_select()
        elif button=="export":
            gllightpreset_exportsingle(scn.quickprefs.gllightpreset_index, False)
            self.report({'INFO'}, "Exported Preset to: "+scn.quickprefs.gllightpreset_exportfile)
        elif button=="exportall":
            gllightpreset_exportall(1)
            self.report({'INFO'}, "Exported Presets to: "+scn.quickprefs.gllightpreset_exportdirectory)
        elif button=="import":
            if not os.path.isdir(scn.quickprefs.gllightpreset_importfile):
                if not scn.quickprefs.gllightpreset_importdirectory=="":
                    gllightpreset_importsingle(scn.quickprefs.gllightpreset_importfile)
                else:
                    self.report({'INFO'}, "Please choose a valid preset file")
            else:
                self.report({'INFO'}, "Please choose a valid preset file")
        elif button=="importall":
            gllightpreset_importall()
            self.report({'INFO'}, "Imported Presets from: "+scn.quickprefs.gllightpreset_importdirectory)
        elif button=="defaults":
                gllightpreset_addDefault()

        if scn.quickprefs.gllightpreset_index > len(scn.quickprefs.gllightpreset)-1:
            scn.quickprefs.gllightpreset_index = len(scn.quickprefs.gllightpreset)-1

        return {"FINISHED"}

#Panel for tools 
開發者ID:Microvellum,項目名稱:Fluid-Designer,代碼行數:46,代碼來源:space_view3d_quickPrefs.py

示例11: _synch_childs

# 需要導入模塊: from bpy import types [as 別名]
# 或者: from bpy.types import Panel [as 別名]
def _synch_childs(self, context, o, linked, childs):
        """
            sub synch childs nodes of linked object
        """

        # remove childs not found on source
        l_childs = self.get_childs_panels(context, linked)
        c_names = [c.data.name for c in childs]
        for c in l_childs:
            try:
                id = c_names.index(c.data.name)
            except:
                self.delete_object(context, c)

        # children ordering may not be the same, so get the right l_childs order
        l_childs = self.get_childs_panels(context, linked)
        l_names = [c.data.name for c in l_childs]
        order = []
        for c in childs:
            try:
                id = l_names.index(c.data.name)
            except:
                id = -1
            order.append(id)

        # add missing childs and update other ones
        for i, child in enumerate(childs):
            if order[i] < 0:
                p = bpy.data.objects.new("Window Panel", child.data)
                context.scene.objects.link(p)
                p.show_transparent = True
                p.lock_location[1] = True
                p.lock_location[2] = True
                p.lock_rotation[1] = True
                p.lock_scale[0] = True
                p.lock_scale[1] = True
                p.lock_scale[2] = True
                p.parent = linked
                p.matrix_world = linked.matrix_world.copy()
                m = p.archipack_material.add()
                m.category = 'window'
                m.material = o.archipack_material[0].material
            else:
                p = l_childs[order[i]]

            self.synch_locks(p)

            # update handle
            handle = self.find_handle(child)
            h = self.find_handle(p)
            if handle is not None:
                if h is None:
                    h = create_handle(context, p, handle.data)
                h.location = handle.location.copy()
            elif h is not None:
                self.delete_object(context, h)

            p.location = child.location.copy()

        # restore context
        context.scene.objects.active = o 
開發者ID:s-leger,項目名稱:archipack,代碼行數:63,代碼來源:archipack_window.py

示例12: get_panel

# 需要導入模塊: from bpy import types [as 別名]
# 或者: from bpy.types import Panel [as 別名]
def get_panel(self, subs, altitude, panel_x, panel_z, sub_offset_x, idmat, verts, faces, matids, uvs):
        n_subs = len(subs)
        if n_subs < 1:
            return
        f = len(verts)
        x0 = sub_offset_x - 0.5 * panel_x
        x1 = sub_offset_x + 0.5 * panel_x
        z0 = 0
        z1 = panel_z
        profile = [Vector((x0, z0)), Vector((x1, z0)), Vector((x1, z1)), Vector((x0, z1))]
        user_path_uv_v = []
        n_sections = n_subs - 1
        n, dz, zl = subs[0]
        p0 = n.p
        v0 = n.v.normalized()
        for s, section in enumerate(subs):
            n, dz, zl = section
            p1 = n.p
            if s < n_sections:
                v1 = subs[s + 1][0].v.normalized()
            dir = (v0 + v1).normalized()
            scale = 1 / cos(0.5 * acos(min(1, max(-1, v0 * v1))))
            for p in profile:
                x, y = n.p + scale * p.x * dir
                z = zl + p.y + altitude
                verts.append((x, y, z))
            if s > 0:
                user_path_uv_v.append((p1 - p0).length)
            p0 = p1
            v0 = v1

        # build faces using Panel
        lofter = Lofter(
            # closed_shape, index, x, y, idmat
            True,
            [i for i in range(len(profile))],
            [p.x for p in profile],
            [p.y for p in profile],
            [idmat for i in range(len(profile))],
            closed_path=False,
            user_path_uv_v=user_path_uv_v,
            user_path_verts=n_subs
            )
        faces += lofter.faces(16, offset=f, path_type='USER_DEFINED')
        matids += lofter.mat(16, idmat, idmat, path_type='USER_DEFINED')
        v = Vector((0, 0))
        uvs += lofter.uv(16, v, v, v, v, 0, v, 0, 0, path_type='USER_DEFINED') 
開發者ID:s-leger,項目名稱:archipack,代碼行數:49,代碼來源:archipack_fence.py

示例13: get_panel

# 需要導入模塊: from bpy import types [as 別名]
# 或者: from bpy.types import Panel [as 別名]
def get_panel(self, subs, altitude, panel_x, panel_z, sub_offset_x, idmat, verts, faces, matids, uvs):
        n_subs = len(subs)
        if n_subs < 1:
            return
        f = len(verts)
        x0 = sub_offset_x - 0.5 * panel_x
        x1 = sub_offset_x + 0.5 * panel_x
        z0 = 0
        z1 = panel_z
        profile = [Vector((x0, z0)), Vector((x1, z0)), Vector((x1, z1)), Vector((x0, z1))]
        user_path_uv_v = []
        n_sections = n_subs - 1
        n, dz, zs, zl = subs[0]
        p0 = n.p
        v0 = n.v.normalized()
        for s, section in enumerate(subs):
            n, dz, zs, zl = section
            p1 = n.p
            if s < n_sections:
                v1 = subs[s + 1][0].v.normalized()
            dir = (v0 + v1).normalized()
            scale = 1 / cos(0.5 * acos(min(1, max(-1, v0 * v1))))
            for p in profile:
                x, y = n.p + scale * p.x * dir
                z = zl + p.y + altitude
                verts.append((x, y, z))
            if s > 0:
                user_path_uv_v.append((p1 - p0).length)
            p0 = p1
            v0 = v1

        # build faces using Panel
        lofter = Lofter(
            # closed_shape, index, x, y, idmat
            True,
            [i for i in range(len(profile))],
            [p.x for p in profile],
            [p.y for p in profile],
            [idmat for i in range(len(profile))],
            closed_path=False,
            user_path_uv_v=user_path_uv_v,
            user_path_verts=n_subs
            )
        faces += lofter.faces(16, offset=f, path_type='USER_DEFINED')
        matids += lofter.mat(16, idmat, idmat, path_type='USER_DEFINED')
        v = Vector((0, 0))
        uvs += lofter.uv(16, v, v, v, v, 0, v, 0, 0, path_type='USER_DEFINED') 
開發者ID:s-leger,項目名稱:archipack,代碼行數:49,代碼來源:archipack_stair.py


注:本文中的bpy.types.Panel方法示例由純淨天空整理自Github/MSDocs等開源代碼及文檔管理平台,相關代碼片段篩選自各路編程大神貢獻的開源項目,源碼版權歸原作者所有,傳播和使用請參考對應項目的License;未經允許,請勿轉載。