svn merge -r40034:40051 https://svn.blender.org/svnroot/bf-blender/trunk/blender
[blender-staging.git] / release / scripts / startup / bl_ui / properties_data_modifier.py
index c600debe93566b88390a872790919faa15397e5a..b49f9adc4cf501ad0c09805fefd83ab08229c332 100644 (file)
@@ -612,32 +612,31 @@ class DATA_PT_modifiers(ModifierButtonsPanel, Panel):
         layout.label(text="Settings can be found inside the Physics context")
 
     def UV_PROJECT(self, layout, ob, md):
-        if ob.type == 'MESH':
-            split = layout.split()
+        split = layout.split()
 
-            col = split.column()
-            col.label(text="Image:")
-            col.prop(md, "image", text="")
+        col = split.column()
+        col.label(text="Image:")
+        col.prop(md, "image", text="")
 
-            col = split.column()
-            col.label(text="UV Layer:")
-            col.prop_search(md, "uv_layer", ob.data, "uv_textures", text="")
+        col = split.column()
+        col.label(text="UV Layer:")
+        col.prop_search(md, "uv_layer", ob.data, "uv_textures", text="")
 
-            split = layout.split()
-            col = split.column()
-            col.prop(md, "use_image_override")
-            col.prop(md, "projector_count", text="Projectors")
-            for proj in md.projectors:
-                col.prop(proj, "object", text="")
+        split = layout.split()
+        col = split.column()
+        col.prop(md, "use_image_override")
+        col.prop(md, "projector_count", text="Projectors")
+        for proj in md.projectors:
+            col.prop(proj, "object", text="")
 
-            col = split.column()
-            sub = col.column(align=True)
-            sub.prop(md, "aspect_x", text="Aspect X")
-            sub.prop(md, "aspect_y", text="Aspect Y")
+        col = split.column()
+        sub = col.column(align=True)
+        sub.prop(md, "aspect_x", text="Aspect X")
+        sub.prop(md, "aspect_y", text="Aspect Y")
 
-            sub = col.column(align=True)
-            sub.prop(md, "scale_x", text="Scale X")
-            sub.prop(md, "scale_y", text="Scale Y")
+        sub = col.column(align=True)
+        sub.prop(md, "scale_x", text="Scale X")
+        sub.prop(md, "scale_y", text="Scale Y")
 
     def WARP(self, layout, ob, md):
         use_falloff = (md.falloff_type != 'NONE')
@@ -744,7 +743,6 @@ class DATA_PT_modifiers(ModifierButtonsPanel, Panel):
     @staticmethod
     def vertex_weight_mask(layout, ob, md):
         layout.label(text="Influence/Mask Options:")
-        row = layout.row()
 
         split = layout.split(percentage=0.4)
         split.label(text="Global Influence:")
@@ -761,9 +759,11 @@ class DATA_PT_modifiers(ModifierButtonsPanel, Panel):
             split.template_ID(md, "mask_texture", new="texture.new")
             if md.mask_texture:
                 split = layout.split()
+                
                 col = split.column()
                 col.label(text="Texture Coordinates:")
                 col.prop(md, "mask_tex_mapping", text="")
+                
                 col = split.column()
                 col.label(text="Use Channel:")
                 col.prop(md, "mask_tex_use_channel", text="")
@@ -774,88 +774,85 @@ class DATA_PT_modifiers(ModifierButtonsPanel, Panel):
                     layout.prop_search(md, "mask_tex_uv_layer", ob.data, "uv_textures")
 
     def VERTEX_WEIGHT_EDIT(self, layout, ob, md):
-        if ob.type == 'MESH':
-            split = layout.split()
-            col = split.column()
-            col.label(text="Vertex Group:")
-            col.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
+        split = layout.split()
+        col = split.column()
+        col.label(text="Vertex Group:")
+        col.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
 
-            col = split.column()
-            col.label(text="Default Weight:")
-            col.prop(md, "default_weight", text="")
+        col = split.column()
+        col.label(text="Default Weight:")
+        col.prop(md, "default_weight", text="")
 
-            layout.prop(md, "falloff_type")
-            if md.falloff_type == 'CURVE':
-                col = layout.column()
-                col.template_curve_mapping(md, "map_curve")
+        layout.prop(md, "falloff_type")
+        if md.falloff_type == 'CURVE':
+            col = layout.column()
+            col.template_curve_mapping(md, "map_curve")
 
-            split = layout.split(percentage=0.4)
-            split.prop(md, "use_add")
-            row = split.row()
-            row.active = md.use_add
-            row.prop(md, "add_threshold")
+        split = layout.split(percentage=0.4)
+        split.prop(md, "use_add")
+        row = split.row()
+        row.active = md.use_add
+        row.prop(md, "add_threshold")
 
-            split = layout.split(percentage=0.4)
-            split.prop(md, "use_remove")
-            row = split.row()
-            row.active = md.use_remove
-            row.prop(md, "remove_threshold")
+        split = layout.split(percentage=0.4)
+        split.prop(md, "use_remove")
+        row = split.row()
+        row.active = md.use_remove
+        row.prop(md, "remove_threshold")
 
-            # Common mask options…
-            layout.separator()
-            self.vertex_weight_mask(layout, ob, md)
+        # Common mask options
+        layout.separator()
+        self.vertex_weight_mask(layout, ob, md)
 
     def VERTEX_WEIGHT_MIX(self, layout, ob, md):
-        if ob.type == 'MESH':
-            split = layout.split()
-            col = split.column()
-            col.label(text="Vertex Group A:")
-            col.prop_search(md, "vertex_group_a", ob, "vertex_groups", text="")
-            col.label(text="Default Weight A:")
-            col.prop(md, "default_weight_a", text="")
+        split = layout.split()
+        
+        col = split.column()
+        col.label(text="Vertex Group A:")
+        col.prop_search(md, "vertex_group_a", ob, "vertex_groups", text="")
+        col.label(text="Default Weight A:")
+        col.prop(md, "default_weight_a", text="")
 
-            col.label(text="Mix Mode:")
-            col.prop(md, "mix_mode", text="")
+        col.label(text="Mix Mode:")
+        col.prop(md, "mix_mode", text="")
 
-            col = split.column()
-            col.label(text="Vertex Group B:")
-            col.prop_search(md, "vertex_group_b", ob, "vertex_groups", text="")
-            col.label(text="Default Weight B:")
-            col.prop(md, "default_weight_b", text="")
+        col = split.column()
+        col.label(text="Vertex Group B:")
+        col.prop_search(md, "vertex_group_b", ob, "vertex_groups", text="")
+        col.label(text="Default Weight B:")
+        col.prop(md, "default_weight_b", text="")
 
-            col.label(text="Mix Set:")
-            col.prop(md, "mix_set", text="")
+        col.label(text="Mix Set:")
+        col.prop(md, "mix_set", text="")
 
-            # Common mask options…
-            layout.separator()
-            self.vertex_weight_mask(layout, ob, md)
+        # Common mask options
+        layout.separator()
+        self.vertex_weight_mask(layout, ob, md)
 
     def VERTEX_WEIGHT_PROXIMITY(self, layout, ob, md):
-        if ob.type == 'MESH':
-            split = layout.split()
-            col = split.column()
-            col.label(text="Vertex Group:")
-            col.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
+        split = layout.split()
+        
+        col = split.column()
+        col.label(text="Vertex Group:")
+        col.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
 
-            col = split.column()
-            col.label(text="Target Object:")
-            col.prop(md, "target", text="")
+        col = split.column()
+        col.label(text="Target Object:")
+        col.prop(md, "target", text="")
 
-            row = layout.row()
-            row.prop(md, "proximity_mode", expand=True)
-            if md.proximity_mode == 'GEOMETRY':
-                row = layout.row()
-                row.prop(md, "proximity_geometry", expand=True)
+        layout.row().prop(md, "proximity_mode", expand=True)
+        if md.proximity_mode == 'GEOMETRY':
+            layout.row().prop(md, "proximity_geometry", expand=True)
 
-            row = layout.split()
-            row.prop(md, "min_dist")
-            row.prop(md, "max_dist")
+        row = layout.row()
+        row.prop(md, "min_dist")
+        row.prop(md, "max_dist")
 
-            layout.prop(md, "falloff_type")
+        layout.prop(md, "falloff_type")
 
-            # Common mask options…
-            layout.separator()
-            self.vertex_weight_mask(layout, ob, md)
+        # Common mask options
+        layout.separator()
+        self.vertex_weight_mask(layout, ob, md)
 
 if __name__ == "__main__":  # only for live edit.
     bpy.utils.register_module(__name__)