def draw(self, context):
mesh_type = global_properties.mesh_type.get(context.scene)
hide_bone = global_properties.display_mesh_selection.get(context.scene)
layout = self.layout
current_model = context.active_object
segment_names = [bone.name for bone in current_model.data.bones]
# for bone in sorted(segment_names, key=str.lower):
# x = muscles.SelectSegmentMuscle
# x.segment_name = bone
# layout.operator(x.bl_idname, text=bone).segment_name = bone
for root in [bone.name for bone in current_model.data.bones if bone.parent is None]:
layout.operator(muscles.SelectSegmentMuscle.bl_idname, text=root).segment_name = root
def recursion(children, level=0):
for bone in sorted([bone.name for bone in children], key=str.lower):
text = ' ' * level + '\__ ' + bone
layout.operator(muscles.SelectSegmentMuscle.bl_idname, text=text).segment_name = bone
recursion(current_model.data.bones[bone].children, level + 1)
recursion(current_model.data.bones[root].children)
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