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space_view3d_copy_attributes.py 27.5 KiB
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    # ##### BEGIN GPL LICENSE BLOCK #####
    #
    #  This program is free software; you can redistribute it and/or
    #  modify it under the terms of the GNU General Public License
    #  as published by the Free Software Foundation; either version 2
    #  of the License, or (at your option) any later version.
    #
    #  This program is distributed in the hope that it will be useful,
    #  but WITHOUT ANY WARRANTY; without even the implied warranty of
    #  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
    #  GNU General Public License for more details.
    #
    #  You should have received a copy of the GNU General Public License
    #  along with this program; if not, write to the Free Software Foundation,
    #  Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
    #
    # ##### END GPL LICENSE BLOCK #####
    
    # <pep8 compliant>
    
    bl_addon_info = {
        'name': 'Copy Attributes Menu',
        'author': 'Bassam Kurdali, Fabian Fricke, wiseman303',
        'version': (0, 40),
        'blender': (2, 5, 4),
        'api': 31989,
        'location': 'View3D > Ctrl/C',
        'description': 'Copy Attributes Menu from Blender 2.4',
        'wiki_url': 'http://wiki.blender.org/index.php/Extensions:2.5/Py/'\
            'Scripts/3D_interaction/Copy_Attributes_Menu',
        'tracker_url': 'https://projects.blender.org/tracker/index.php?'\
            'func=detail&aid=22588&group_id=153&atid=468',
        'category': '3D View'}
    
    __bpydoc__ = """
    Copy Menu
    
    
    """
    import bpy
    import mathutils
    from mathutils import *
    
    
    def build_exec(loopfunc, func):
        '''Generator function that returns exec functions for operators '''
    
        def exec_func(self, context):
            loopfunc(self, context, func)
            return {'FINISHED'}
        return exec_func
    
    
    def build_invoke(loopfunc, func):
        '''Generator function that returns invoke functions for operators'''
    
        def invoke_func(self, context, event):
            loopfunc(self, context, func)
            return {'FINISHED'}
        return invoke_func
    
    
    def build_op(idname, label, description, fpoll, fexec, finvoke):
        '''Generator function that returns the basic operator'''
    
        class myopic(bpy.types.Operator):
            bl_idname = idname
            bl_label = label
            bl_description = description
            execute = fexec
            poll = fpoll
            invoke = finvoke
        return myopic
    
    
    def genops(copylist, oplist, prefix, poll_func, loopfunc):
        '''Generate ops from the copy list and its associated functions '''
        for op in copylist:
            exec_func = build_exec(loopfunc, op[3])
            invoke_func = build_invoke(loopfunc, op[3])
            opclass = build_op(prefix + op[0], "Copy " + op[1], op[2],
               poll_func, exec_func, invoke_func)
            oplist.append(opclass)
    
    
    def generic_copy(source, target, string=""):
        ''' copy attributes from source to target that have string in them '''
        for attr in dir(source):
            if attr.find(string) > -1:
                try:
                    setattr(target, attr, getattr(source, attr))
                except:
                    pass
        return
    
    
    def getmat(bone, active, context, ignoreparent):
        '''Helper function for visual transform copy,
           gets the active transform in bone space
        '''
        data_bone = context.active_object.data.bones[bone.name]
        #all matrices are in armature space unless commented otherwise
        otherloc = active.matrix #final 4x4 mat of target, location.
        bonemat_local = Matrix(data_bone.matrix_local) #self rest matrix
        if data_bone.parent:
            parentposemat = Matrix(
               context.active_object.pose.bones[data_bone.parent.name].matrix)
            parentbonemat = Matrix(data_bone.parent.matrix_local)
        else:
            parentposemat = bonemat_local.copy().identity()
            parentbonemat = bonemat_local.copy().identity()
        if parentbonemat == parentposemat or ignoreparent:
            newmat = bonemat_local.invert() * otherloc
        else:
            bonemat = parentbonemat.invert() * bonemat_local
    
            newmat = bonemat.invert() * parentposemat.invert() * otherloc
        return newmat
    
    
    def rotcopy(item, mat):
        '''copy rotation to item from matrix mat depending on item.rotation_mode'''
        if item.rotation_mode == 'QUATERNION':
            item.rotation_quaternion = mat.rotation_part().to_quat()
        elif item.rotation_mode == 'AXIS_ANGLE':
            quat = mat.rotation_part().to_quat()
            item.rotation_axis_angle = Vector([quat.axis[0],
               quat.axis[1], quat.axis[2], quat.angle])
        else:
            item.rotation_euler = mat.rotation_part().to_euler(item.rotation_mode)
    
    
    def pLoopExec(self, context, funk):
        '''Loop over selected bones and execute funk on them'''
        active = context.active_pose_bone
        selected = context.selected_pose_bones
        selected.remove(active)
        for bone in selected:
            funk(bone, active, context)
    
    #The following functions are used o copy attributes frome active to bone
    
    
    def pLocLocExec(bone, active, context):
        bone.location = active.location
    
    
    def pLocRotExec(bone, active, context):
        rotcopy(bone, active.matrix_local.rotation_part())
    
    
    def pLocScaExec(bone, active, context):
        bone.scale = active.scale
    
    
    def pVisLocExec(bone, active, context):
        bone.location = getmat(bone, active, context, False).translation_part()
    
    
    def pVisRotExec(bone, active, context):
        rotcopy(bone, getmat(bone, active,
          context, not context.active_object.data.bones[bone.name].use_hinge))
    
    
    def pVisScaExec(bone, active, context):
        bone.scale = getmat(bone, active, context,
           not context.active_object.data.bones[bone.name].use_inherit_scale)\
              .scale_part()
    
    
    def pDrwExec(bone, active, context):
        bone.custom_shape = active.custom_shape
    
    
    def pLokExec(bone, active, context):
        for index, state in enumerate(active.lock_location):
            bone.lock_location[index] = state
        for index, state in enumerate(active.lock_rotation):
            bone.lock_rotation[index] = state
        bone.lock_rotations_4d = active.lock_rotations_4d
        bone.lock_rotation_w = active.lock_rotation_w
        for index, state in enumerate(active.lock_scale):
            bone.lock_scale[index] = state
    
    
    def pConExec(bone, active, context):
        for old_constraint in  active.constraints.values():
            new_constraint = bone.constraints.new(old_constraint.type)
            generic_copy(old_constraint, new_constraint)
    
    
    def pIKsExec(bone, active, context):
        generic_copy(active, bone, "ik_")
    
    pose_copies = (('POSE_LOC_LOC', "Local Location",
                    "Copy Location from Active to Selected", pLocLocExec),
                    ('POSE_LOC_ROT', "Local Rotation",
                    "Copy Rotation from Active to Selected", pLocRotExec),
                    ('POSE_LOC_SCA', "Local Scale",
                    "Copy Scale from Active to Selected", pLocScaExec),
                    ('POSE_VIS_LOC', "Visual Location",
                    "Copy Location from Active to Selected", pVisLocExec),
                    ('POSE_VIS_ROT', "Visual Rotation",
                    "Copy Rotation from Active to Selected", pVisRotExec),
                    ('POSE_VIS_SCA', "Visual Scale",
                    "Copy Scale from Active to Selected", pVisScaExec),
                    ('POSE_DRW', "Bone Shape",
                    "Copy Bone Shape from Active to Selected", pDrwExec),
                    ('POSE_LOK', "Protected Transform",
                    "Copy Protected Tranforms from Active to Selected", pLokExec),
                    ('POSE_CON', "Bone Constraints",
                    "Copy Object Constraints from Active to Selected", pConExec),
                    ('POSE_IKS', "IK Limits",
                    "Copy IK Limits from Active to Selected", pIKsExec))
    
    
    @classmethod
    def pose_poll_func(cls, context):
        return(context.mode == 'POSE')
    
    
    def pose_invoke_func(self, context, event):
        wm = context.window_manager
        wm.invoke_props_dialog(self)
        return {'RUNNING_MODAL'}
    
    
    class CopySelectedPoseConstraints(bpy.types.Operator):
        ''' Copy Chosen constraints from active to selected'''
        bl_idname = "pose.copy_selected_constraints"
        bl_label = "Copy Selected Constraints"
        selection = bpy.props.BoolVectorProperty(size=32)
    
        poll = pose_poll_func
        invoke = pose_invoke_func
    
        def draw(self, context):
            layout = self.layout
            props = self.properties
            for idx, const in enumerate(context.active_pose_bone.constraints):
                layout.prop(props, 'selection', index=idx, text=const.name,
                   toggle=True)
    
        def execute(self, context):
            active = context.active_pose_bone
            selected = context.selected_pose_bones[:]
            selected.remove(active)
            for bone in selected:
                for index, flag in enumerate(self.selection):
                    if flag:
                        old_constraint = active.constraints[index]
                        new_constraint = bone.constraints.new(\
                           active.constraints[index].type)
                        generic_copy(old_constraint, new_constraint)
            return {'FINISHED'}
    
    pose_ops = [] #list of pose mode copy operators
    
    genops(pose_copies, pose_ops, "pose.copy_", pose_poll_func, pLoopExec)
    
    
    class VIEW3D_MT_posecopypopup(bpy.types.Menu):
        bl_label = "Copy Attributes"
    
        def draw(self, context):
            layout = self.layout
            layout.operator_context = 'INVOKE_REGION_WIN'
            for op in pose_copies:
                layout.operator("pose.copy_" + op[0])
            layout.operator("pose.copy_selected_constraints")
            layout.operator("pose.copy", text="copy pose")
    
    
    def obLoopExec(self, context, funk):
        '''Loop over selected objects and execute funk on them'''
        active = context.active_object
        selected = context.selected_objects[:]
        selected.remove(active)
        for obj in selected:
            msg = funk(obj, active, context)
        if msg:
            self.report({msg[0]}, msg[1])
    
    #The following functions are used o copy attributes from
    #active to selected object
    
    
    def obLoc(ob, active, context):
        ob.location = active.location
    
    
    def obRot(ob, active, context):
        rotcopy(ob, active.matrix_world.rotation_part())
    
    
    def obSca(ob, active, context):
        ob.scale = active.scale
    
    
    def obDrw(ob, active, context):
        ob.draw_type = active.draw_type
        ob.show_axis = active.show_axis
        ob.show_bounds = active.show_bounds
        ob.draw_bounds_type = active.draw_bounds_type
        ob.show_name = active.show_name
        ob.show_texture_space = active.show_texture_space
        ob.show_transparent = active.show_transparent
        ob.show_wire = active.show_wire
        ob.empty_draw_type = active.empty_draw_type
        ob.empty_draw_size = active.empty_draw_size
    
    
    def obOfs(ob, active, context):
        ob.time_offset = active.time_offset
        return('INFO', "time offset copied")
    
    
    def obDup(ob, active, context):
        generic_copy(active, ob, "dupli")
        return('INFO', "duplication method copied")
    
    
    def obCol(ob, active, context):
        ob.color = active.color
    
    
    def obMas(ob, active, context):
        ob.game.mass = active.game.mass
        return('INFO', "mass copied")
    
    
    def obLok(ob, active, context):
        for index, state in enumerate(active.lock_location):
            ob.lock_location[index] = state
        for index, state in enumerate(active.lock_rotation):
            ob.lock_rotation[index] = state
        for index, state in enumerate(active.lock_rotations_4d):
            ob.lock_rotations_4d[index] = state
        ob.lock_rotation_w = active.lock_rotation_w
        for index, state in enumerate(active.lock_scale):
            ob.lock_scale[index] = state
        return('INFO', "transform locks copied")
    
    
    def obCon(ob, active, context):
        #for consistency with 2.49, delete old constraints first
        for removeconst in ob.constraints:
            ob.constraints.remove(removeconst)
        for old_constraint in  active.constraints.values():
            new_constraint = ob.constraints.new(old_constraint.type)
            generic_copy(old_constraint, new_constraint)
        return('INFO', "constraints copied")
    
    
    def obTex(ob, active, context):
        if 'texspace_location' in dir(ob.data) and 'texspace_location' in dir(
           active.data):
            ob.data.texspace_location[:] = active.data.texspace_location[:]
        if 'texspace_size' in dir(ob.data) and 'texspace_size' in dir(active.data):
            ob.data.texspace_size[:] = active.data.texspace_size[:]
        return('INFO', "texture space copied")
    
    
    def obIdx(ob, active, context):
        ob.pass_index = active.pass_index
        return('INFO', "pass index copied")
    
    
    def obMod(ob, active, context):
        for modifier in ob.modifiers:
            #remove existing before adding new:
            ob.modifiers.remove(modifier)
        for old_modifier in active.modifiers.values():
            new_modifier = ob.modifiers.new(name=old_modifier.name,
               type=old_modifier.type)
            generic_copy(old_modifier, new_modifier)
        return('INFO', "modifiers copied")
    
    
    def obWei(ob, active, context):
        me_source = active.data
        me_target = ob.data
        # sanity check: do source and target have the same amount of verts?
        if len(me_source.vertices) != len(me_target.vertices):
            return('ERROR', "objects have different vertex counts, doing nothing")
        vgroups_IndexName = {}
        for i in range(0, len(active.vertex_groups)):
            groups = active.vertex_groups[i]
            vgroups_IndexName[groups.index] = groups.name
        data = {} # vert_indices, [(vgroup_index, weights)]
        for v in me_source.vertices:
            vg = v.groups
            vi = v.index
            if len(vg) > 0:
                vgroup_collect = []
                for i in range(0, len(vg)):
                    vgroup_collect.append((vg[i].group, vg[i].weight))
                data[vi] = vgroup_collect
        # write data to target
        if ob != active:
            # add missing vertex groups
            for vgroup_name in vgroups_IndexName.values():
                #check if group already exists...
                already_present = 0
                for i in range(0, len(ob.vertex_groups)):
                    if ob.vertex_groups[i].name == vgroup_name:
                        already_present = 1
                # ... if not, then add
                if already_present == 0:
                    ob.vertex_groups.new(name=vgroup_name)
            # write weights
            for v in me_target.vertices:
                for vi_source, vgroupIndex_weight in data.items():
                    if v.index == vi_source:
    
                        for i in range(0, len(vgroupIndex_weight)):
                            groupName = vgroups_IndexName[vgroupIndex_weight[i][0]]
                            groups = ob.vertex_groups
                            for vgs in range(0, len(groups)):
                                if groups[vgs].name == groupName:
                                    ob.vertex_groups.assign(v.index, groups[vgs],
                                       vgroupIndex_weight[i][1], "REPLACE")
        return('INFO', "weights copied")
    
    object_copies = (('OBJ_LOC', "Location",
                    "Copy Location from Active to Selected", obLoc),
                    ('OBJ_ROT', "Rotation",
                    "Copy Rotation from Active to Selected", obRot),
                    ('OBJ_SCA', "Scale",
                    "Copy Scale from Active to Selected", obSca),
                    ('OBJ_DRW', "Draw Options",
                    "Copy Draw Options from Active to Selected", obDrw),
                    ('OBJ_OFS', "Time Offset",
                    "Copy Time Offset from Active to Selected", obOfs),
                    ('OBJ_DUP', "Dupli",
                    "Copy Dupli from Active to Selected", obDup),
                    ('OBJ_COL', "Object Color",
                    "Copy Object Color from Active to Selected", obCol),
                    ('OBJ_MAS', "Mass",
                    "Copy Mass from Active to Selected", obMas),
                    #('OBJ_DMP', "Damping",
                    #"Copy Damping from Active to Selected"),
                    #('OBJ_ALL', "All Physical Attributes",
                    #"Copy Physical Atributes from Active to Selected"),
                    #('OBJ_PRP', "Properties",
                    #"Copy Properties from Active to Selected"),
                    #('OBJ_LOG', "Logic Bricks",
                    #"Copy Logic Bricks from Active to Selected"),
                    ('OBJ_LOK', "Protected Transform",
                    "Copy Protected Tranforms from Active to Selected", obLok),
                    ('OBJ_CON', "Object Constraints",
                    "Copy Object Constraints from Active to Selected", obCon),
                    #('OBJ_NLA', "NLA Strips",
                    #"Copy NLA Strips from Active to Selected"),
                    #('OBJ_TEX', "Texture Space",
                    #"Copy Texture Space from Active to Selected", obTex),
                    #('OBJ_SUB', "Subsurf Settings",
                    #"Copy Subsurf Setings from Active to Selected"),
                    #('OBJ_SMO', "AutoSmooth",
                    #"Copy AutoSmooth from Active to Selected"),
                    ('OBJ_IDX', "Pass Index",
                    "Copy Pass Index from Active to Selected", obIdx),
                    ('OBJ_MOD', "Modifiers",
                    "Copy Modifiers from Active to Selected", obMod),
                    ('OBJ_WEI', "Vertex Weights",
                    "Copy vertex weights based on indices", obWei))
    
    
    @classmethod
    def object_poll_func(cls, context):
        return(len(context.selected_objects) > 1)
    
    
    def object_invoke_func(self, context, event):
        wm = context.window_manager
        wm.invoke_props_dialog(self)
        return {'RUNNING_MODAL'}
    
    
    class CopySelectedObjectConstraints(bpy.types.Operator):
        ''' Copy Chosen constraints from active to selected'''
        bl_idname = "object.copy_selected_constraints"
        bl_label = "Copy Selected Constraints"
        selection = bpy.props.BoolVectorProperty(size=32)
    
        poll = object_poll_func
    
        invoke = object_invoke_func
    
        def draw(self, context):
            layout = self.layout
            props = self.properties
            for idx, const in enumerate(context.active_object.constraints):
                layout.prop(props, 'selection', index=idx, text=const.name,
                   toggle=True)
    
        def execute(self, context):
            active = context.active_object
            selected = context.selected_objects[:]
            selected.remove(active)
            for obj in selected:
                for index, flag in enumerate(self.selection):
                    if flag:
                        old_constraint = active.constraints[index]
                        new_constraint = obj.constraints.new(\
                           active.constraints[index].type)
                        generic_copy(old_constraint, new_constraint)
            return{'FINISHED'}
    
    
    class CopySelectedObjectModifiers(bpy.types.Operator):
        ''' Copy Chosen modifiers from active to selected'''
        bl_idname = "object.copy_selected_modifiers"
        bl_label = "Copy Selected Modifiers"
        selection = bpy.props.BoolVectorProperty(size=32)
    
        poll = object_poll_func
    
        invoke = object_invoke_func
    
        def draw(self, context):
            layout = self.layout
            props = self.properties
            for idx, const in enumerate(context.active_object.modifiers):
                layout.prop(props, 'selection', index=idx, text=const.name,
                   toggle=True)
    
        def execute(self, context):
            active = context.active_object
            selected = context.selected_objects[:]
            selected.remove(active)
            for obj in selected:
                for index, flag in enumerate(self.selection):
                    if flag:
                        old_modifier = active.modifiers[index]
                        new_modifier = obj.modifiers.new(\
                           type=active.modifiers[index].type,
                           name=active.modifiers[index].name)
                        generic_copy(old_modifier, new_modifier)
            return{'FINISHED'}
    
    object_ops = []
    genops(object_copies, object_ops, "object.copy_", object_poll_func, obLoopExec)
    
    
    class VIEW3D_MT_copypopup(bpy.types.Menu):
        bl_label = "Copy Attributes"
    
        def draw(self, context):
            layout = self.layout
            layout.operator_context = 'INVOKE_REGION_WIN'
            for op in object_copies:
                layout.operator("object.copy_" + op[0])
            layout.operator("object.copy_selected_constraints")
            layout.operator("object.copy_selected_modifiers")
    
    #Begin Mesh copy settings:
    
    
    class MESH_MT_CopyFaceSettings(bpy.types.Menu):
        bl_label = "Copy Face Settings"
    
        @classmethod
        def poll(cls, context):
            return context.mode == 'EDIT_MESH'
    
        def draw(self, context):
            mesh = context.object.data
            uv = len(mesh.uv_textures) > 1
            vc = len(mesh.vertex_colors) > 1
            layout = self.layout
    
            layout.operator(MESH_OT_CopyFaceSettings.bl_idname,
                            text="Copy Material")['mode'] = 'MAT'
            if mesh.uv_textures.active:
                layout.operator(MESH_OT_CopyFaceSettings.bl_idname,
                                text="Copy Mode")['mode'] = 'MODE'
                layout.operator(MESH_OT_CopyFaceSettings.bl_idname,
                                text="Copy Transp")['mode'] = 'TRANSP'
                layout.operator(MESH_OT_CopyFaceSettings.bl_idname,
                                text="Copy Image")['mode'] = 'IMAGE'
                layout.operator(MESH_OT_CopyFaceSettings.bl_idname,
                                text="Copy UV Coords")['mode'] = 'UV'
            if mesh.vertex_colors.active:
                layout.operator(MESH_OT_CopyFaceSettings.bl_idname,
                                text="Copy Vertex Colors")['mode'] = 'VCOL'
            if uv or vc:
                layout.separator()
                if uv:
                    layout.menu("MESH_MT_CopyModeFromLayer")
                    layout.menu("MESH_MT_CopyTranspFromLayer")
                    layout.menu("MESH_MT_CopyImagesFromLayer")
                    layout.menu("MESH_MT_CopyUVCoordsFromLayer")
                if vc:
                    layout.menu("MESH_MT_CopyVertexColorsFromLayer")
    
    
    def _buildmenu(self, mesh, mode):
        layout = self.layout
        if mode == 'VCOL':
            layers = mesh.vertex_colors
        else:
            layers = mesh.uv_textures
        for layer in layers:
            if not layer.active:
                op = layout.operator(MESH_OT_CopyFaceSettings.bl_idname,
                                     text=layer.name)
                op['layer'] = layer.name
                op['mode'] = mode
    
    
    @classmethod
    def _poll_layer_uvs(cls, context):
        return context.mode == "EDIT_MESH" and len(
           context.object.data.uv_layers) > 1
    
    
    @classmethod
    def _poll_layer_vcols(cls, context):
        return context.mode == "EDIT_MESH" and len(
           context.object.data.vertex_colors) > 1
    
    
    def _build_draw(mode):
        return (lambda self, context: _buildmenu(self, context.object.data, mode))
    
    _layer_menu_data = (("UV Coords", _build_draw("UV"), _poll_layer_uvs),
                        ("Images", _build_draw("IMAGE"), _poll_layer_uvs),
                        ("Mode", _build_draw("MODE"), _poll_layer_uvs),
                        ("Transp", _build_draw("TRANSP"), _poll_layer_uvs),
                        ("Vertex Colors", _build_draw("VCOL"), _poll_layer_vcols))
    _layer_menus = []
    for name, draw_func, poll_func in _layer_menu_data:
        classname = "MESH_MT_Copy" + "".join(name.split()) + "FromLayer"
        menuclass = type(classname, (bpy.types.Menu,),
                         dict(bl_label="Copy " + name + " from layer",
                              bl_idname=classname,
                              draw=draw_func,
                              poll=poll_func))
        _layer_menus.append(menuclass)
    
    
    class MESH_OT_CopyFaceSettings(bpy.types.Operator):
        """Copy settings from active face to all selected faces."""
        bl_idname = 'mesh.copy_face_settings'
        bl_label = "Copy Face Settings"
        bl_options = {'REGISTER', 'UNDO'}
    
        @classmethod
        def poll(cls, context):
            return context.mode == 'EDIT_MESH'
    
        def execute(self, context):
            mesh = context.object.data
            mode = self.properties.get('mode', 'MODE')
            layername = self.properties.get('layer')
    
            # Switching out of edit mode updates the selected state of faces and
            # makes the data from the uv texture and vertex color layers available.
            bpy.ops.object.editmode_toggle()
    
            if mode == 'MAT':
                from_data = mesh.faces
                to_data = from_data
            else:
                if mode == 'VCOL':
                    layers = mesh.vertex_colors
                    act_layer = mesh.vertex_colors.active
                else:
                    layers = mesh.uv_textures
                    act_layer = mesh.uv_textures.active
                if not layers or (layername and not layername in layers):
                        return _end({'CANCELLED'})
                from_data = layers[layername or act_layer.name].data
                to_data = act_layer.data
            from_face = from_data[mesh.faces.active]
    
            for f in mesh.faces:
                if f.select:
                    if to_data != from_data:
                        from_face = from_data[f.index]
                    if mode == 'MAT':
                        f.material_index = from_face.material_index
                        continue
                    to_face = to_data[f.index]
                    if to_face is from_face:
                        continue
                    if mode == 'VCOL':
                        to_face.color1 = from_face.color1
                        to_face.color2 = from_face.color2
                        to_face.color3 = from_face.color3
                        to_face.color4 = from_face.color4
                    elif mode == 'MODE':
                        to_face.use_alpha_sort = from_face.use_alpha_sort
                        to_face.use_billboard = from_face.use_billboard
                        to_face.use_collision = from_face.use_collision
                        to_face.use_halo = from_face.use_halo
                        to_face.hide = from_face.hide
                        to_face.use_light = from_face.use_light
                        to_face.use_object_color = from_face.use_object_color
                        to_face.use_shadow_cast = from_face.use_shadow_cast
                        to_face.use_blend_shared = from_face.use_blend_shared
                        to_face.use_image = from_face.use_image
                        to_face.use_bitmap_text = from_face.use_bitmap_text
                        to_face.use_twoside = from_face.use_twoside
                    elif mode == 'TRANSP':
                        to_face.blend_type = from_face.blend_type
                    elif mode in ('UV', 'IMAGE'):
                        attr = mode.lower()
                        setattr(to_face, attr, getattr(from_face, attr))
            return _end({'FINISHED'})
    
    
    def _end(retval):
        # Clean up by returning to edit mode like it was before.
        bpy.ops.object.editmode_toggle()
        return(retval)
    
    
    def _add_tface_buttons(self, context):
        row = self.layout.row()
        row.operator(MESH_OT_CopyFaceSettings.bl_idname,
                     text="Copy Mode")['mode'] = 'MODE'
        row.operator(MESH_OT_CopyFaceSettings.bl_idname,
                     text="Copy Transp")['mode'] = 'TRANSP'
    
    
    def register():
        ''' mostly to get the keymap working '''
        km = bpy.context.window_manager.keyconfigs['Blender'].\
           keymaps['Object Mode']
        kmi = km.items.new('wm.call_menu', 'C', 'PRESS', ctrl=True)
        kmi.properties.name = 'VIEW3D_MT_copypopup'
        km = bpy.context.window_manager.keyconfigs['Blender'].keymaps['Pose']
        try:
            kmi = km.items['pose.copy']
            kmi.idname = 'wm.call_menu'
        except KeyError:
            kmi = km.items.new('wm.call_menu', 'C', 'PRESS', ctrl=True)
        kmi.properties.name = 'VIEW3D_MT_posecopypopup'
        bpy.types.DATA_PT_texface.append(_add_tface_buttons)
        km = bpy.context.window_manager.keyconfigs.active.keymaps['Mesh']
        kmi = km.items.new('wm.call_menu', 'C', 'PRESS')
        kmi.ctrl = True
        kmi.properties.name = 'MESH_MT_CopyFaceSettings'
    
    
    def unregister():
        ''' mostly to remove the keymap '''
        kms = bpy.context.window_manager.keyconfigs['Blender'].keymaps['Pose']
        for item in kms.items:
            if item.name == 'Call Menu' and item.idname == 'wm.call_menu' and \
               item.properties.name == 'VIEW3D_MT_posecopypopup':
                item.idname = 'pose.copy'
                break
        bpy.types.DATA_PT_texface.remove(_add_tface_buttons)
        km = bpy.context.window_manager.keyconfigs.active.keymaps['Mesh']
        for kmi in km.items:
            if kmi.idname == 'wm.call_menu':
                if kmi.properties.name == 'MESH_MT_CopyFaceSettings':
                    km.items.remove(kmi)
    
    if __name__ == "__main__":
    
    Guillermo S. Romero's avatar
    Guillermo S. Romero committed
        register()