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https://github.com/kaosat-dev/Blender_bevy_components_workflow.git
synced 2024-12-22 15:44:11 +00:00
feat(Blender): a few more upgrade to QOL shortcuts & co
* unfortunalty additional scene highlight that the current way of scene rename detection needs to be removed as it breaks the saving process in general !
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@ -8,14 +8,21 @@ from ..blenvy_manager import BlenvyManager
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""" This file contains quality of life operators/menus/shortcuts to make working with blueprints more pleasant
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* based on the excellent work by slyedoc: https://github.com/slyedoc/bevy_sly_blender/tree/4223cc0ff86255f82bb555ffc8eddf65e91aa636
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- [ ] detect editing in progress
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- [x] detect editing in progress
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- [x] select collection instead of objects
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- [ ] if current scene (before edit)
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- [x] if current scene (before edit)
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- is library: do not create instance
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- is main scene: create instance
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- or alternative: sub menu to choose instance creation or not
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- or alternative: sub menu to choose instance creation or not
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- [x] save & restore blenvy mode
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- [x] add a contextual shortcut to easilly jump in/out of editing mode
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- [ ] if editing is already in progress close it first
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- [ ] do this for the wrapper
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- [x] do this for the shortcut
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- [ ] move the "close first" logic to inside create & edit operators
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- [ ] also allow triggering editing from library scene with collection selected
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=> requires checking if collection is a blueprint's collection
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- [x] do not go in create mode if there is an object (not a collection !) selected
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- [ ] save & reset camera
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"""
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@ -30,6 +37,38 @@ def edit_or_create_blueprint_menu(self, context):
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else:
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self.layout.operator(BLENVY_OT_ui_blueprint_create.bl_idname)
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def find_viewport_camera():
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def find_area():
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try:
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for a in bpy.data.window_managers[0].windows[0].screen.areas:
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if a.type == "VIEW_3D":
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return a
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return None
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except:
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return None
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area = find_area()
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if area is None:
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print("area not find")
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else:
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# print(dir(area))
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r3d = area.spaces[0].region_3d
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view_mat = r3d.view_matrix
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print("view matrix: ", view_mat)
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loc, rot, sca = view_mat.decompose()
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print("location xyz: ", loc)
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print("rotation wxyz: ", rot)
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print("scale xyz: ", sca)
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print("")
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print("view_distance: ", r3d.view_distance)
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print("view_location: ", r3d.view_location)
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print("view_rotation: ", r3d.view_rotation)
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print("view_camera_zoom: ", r3d.view_camera_zoom)
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print("view_distance: ", r3d.view_distance)
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print("view_camera_offset: ", r3d.view_camera_offset)
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class BLENVY_OT_ui_blueprint_create_or_edit(bpy.types.Operator):
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"""Create Blueprint in a new Scene"""
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@ -40,14 +79,19 @@ class BLENVY_OT_ui_blueprint_create_or_edit(bpy.types.Operator):
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def execute(self, context):
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blenvy = context.window_manager.blenvy # type: BlenvyManager
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if bpy.context.active_object and bpy.context.active_object.instance_collection:
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bpy.ops.window_manager.blenvy_edit_blueprinrt()
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if blenvy.edit_blueprint_current_scene != "": # if there is already editing in progress, close it first
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bpy.ops.window_manager.blenvy_exit_edit_blueprint()
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bpy.ops.window_manager.blenvy_blueprint_edit_start()
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else:
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blenvy = context.window_manager.blenvy # type: BlenvyManager
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prev_scene = bpy.data.scenes.get(blenvy.edit_blueprint_previous_scene)
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if prev_scene is not None:
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bpy.ops.window_manager.blenvy_exit_edit_blueprint()
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else:
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bpy.ops.window_manager.blenvy_create_blueprint()
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if len(context.selected_objects) == 0: # do not go into creation mode if any object was selected
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if blenvy.edit_blueprint_current_scene != "": # if there is already editing in progress, close it first
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bpy.ops.window_manager.blenvy_exit_edit_blueprint()
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bpy.ops.window_manager.blenvy_create_blueprint()
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return {"FINISHED"}
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@ -64,7 +108,7 @@ class BLENVY_OT_ui_blueprint_create(bpy.types.Operator):
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blenvy.edit_blueprint_previous_scene = bpy.context.scene.name
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blenvy.edit_blueprint_previous_mode = blenvy.mode
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# set mode to components
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# set mode to components for easier editing
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blenvy.mode = "COMPONENTS"
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blueprint_name = "new_blueprint"
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@ -78,28 +122,33 @@ class BLENVY_OT_ui_blueprint_create(bpy.types.Operator):
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# automatically add it to the library : find library scene, if any, if not, create it
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bpy.data.scenes[library_scene_name].collection.children.link(collection)
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# create an instance of the
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source_collection = collection
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instance_obj = bpy.data.objects.new(
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name=collection.name,
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object_data=None
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)
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instance_obj.instance_collection = source_collection
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instance_obj.instance_type = 'COLLECTION'
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parent_collection = bpy.context.view_layer.active_layer_collection
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parent_collection.collection.objects.link(instance_obj)
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# create an instance of the blueprint ONLY the current scene we are in is a level scene
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if context.scene.blenvy_scene_type == 'Level':
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source_collection = collection
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instance_obj = bpy.data.objects.new(
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name=collection.name,
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object_data=None
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)
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instance_obj.instance_collection = source_collection
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instance_obj.instance_type = 'COLLECTION'
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parent_collection = bpy.context.view_layer.active_layer_collection
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parent_collection.collection.objects.link(instance_obj)
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# now open the temporary scene
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scene_name = f"temp:{blueprint_name}"
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scene_name = f"EDITING:{blueprint_name}"
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bpy.ops.scene.new(type="EMPTY")
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new_scene = bpy.context.scene
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new_scene.name = scene_name
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bpy.context.window.scene = new_scene
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new_scene.collection.children.link(collection)
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# flag the current temporary scene as an active edit
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blenvy.edit_blueprint_current_scene = scene_name
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# deselect all objects then select the first object in new scene
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bpy.ops.object.select_all(action='DESELECT')
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@ -112,7 +161,7 @@ class BLENVY_OT_ui_blueprint_create(bpy.types.Operator):
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class BLENVY_OT_ui_blueprint_edit_start(bpy.types.Operator):
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"""Edit the Blueprint referenced by this Blueprint Instance in a new Scene"""
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bl_idname = "window_manager.blenvy_edit_blueprinrt"
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bl_idname = "window_manager.blenvy_blueprint_edit_start"
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bl_label = "Start Editing Blueprint"
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bl_options = {"REGISTER", "UNDO"}
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@ -132,13 +181,17 @@ class BLENVY_OT_ui_blueprint_edit_start(bpy.types.Operator):
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self.report({"WARNING"}, "Active item is not a Blueprint/Collection instance")
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return {"CANCELLED"}
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scene_name = f"temp:{collection.name}"
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scene_name = f"EDITING:{collection.name}"
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bpy.ops.scene.new(type="EMPTY")
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new_scene = bpy.context.scene
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new_scene.name = scene_name
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bpy.context.window.scene = new_scene
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new_scene.collection.children.link(collection)
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# flag the current temporary scene as an active edit
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blenvy.edit_blueprint_current_scene = scene_name
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# Assuming you want to focus on the objects from the linked collection
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# Switch to the new scene context
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@ -212,14 +265,30 @@ class BLENVY_OT_ui_blueprint_edit_end(bpy.types.Operator):
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if prev_scene is None:
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print("No scene to return to")
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return {'CANCELLED'}
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if current_scene.name.startswith("temp:"):
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bpy.data.scenes.remove(bpy.context.scene)
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bpy.context.window.scene = prev_scene
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if blenvy.edit_blueprint_current_scene != "":
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active_edit_scene = bpy.data.scenes.get(blenvy.edit_blueprint_current_scene, None)
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if active_edit_scene is not None:
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bpy.data.scenes.remove(active_edit_scene)
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# if we are not in the active edit scene
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try:
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if blenvy.edit_blueprint_current_scene != current_scene.name:
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bpy.context.window.scene = current_scene
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else:
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bpy.context.window.scene = prev_scene
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except:
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bpy.context.window.scene = prev_scene
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"""if current_scene.name.startswith("EDITING:"):
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bpy.data.scenes.remove(bpy.context.scene)
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bpy.context.window.scene = prev_scene"""
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blenvy.edit_blueprint_current_scene = ""
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else:
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#if
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blenvy.edit_blueprint_current_scene = ""
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print("Not in temp scene")
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return {'CANCELLED'}
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return {'FINISHED'}
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