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 !
This commit is contained in:
kaosat.dev 2024-08-14 02:49:27 +02:00
parent 566120d073
commit 027fec7131
1 changed files with 94 additions and 25 deletions

View File

@ -8,14 +8,21 @@ from ..blenvy_manager import BlenvyManager
""" This file contains quality of life operators/menus/shortcuts to make working with blueprints more pleasant
* based on the excellent work by slyedoc: https://github.com/slyedoc/bevy_sly_blender/tree/4223cc0ff86255f82bb555ffc8eddf65e91aa636
- [ ] detect editing in progress
- [x] detect editing in progress
- [x] select collection instead of objects
- [ ] if current scene (before edit)
- [x] if current scene (before edit)
- is library: do not create instance
- is main scene: create instance
- or alternative: sub menu to choose instance creation or not
- or alternative: sub menu to choose instance creation or not
- [x] save & restore blenvy mode
- [x] add a contextual shortcut to easilly jump in/out of editing mode
- [ ] if editing is already in progress close it first
- [ ] do this for the wrapper
- [x] do this for the shortcut
- [ ] move the "close first" logic to inside create & edit operators
- [ ] also allow triggering editing from library scene with collection selected
=> requires checking if collection is a blueprint's collection
- [x] do not go in create mode if there is an object (not a collection !) selected
- [ ] save & reset camera
"""
@ -30,6 +37,38 @@ def edit_or_create_blueprint_menu(self, context):
else:
self.layout.operator(BLENVY_OT_ui_blueprint_create.bl_idname)
def find_viewport_camera():
def find_area():
try:
for a in bpy.data.window_managers[0].windows[0].screen.areas:
if a.type == "VIEW_3D":
return a
return None
except:
return None
area = find_area()
if area is None:
print("area not find")
else:
# print(dir(area))
r3d = area.spaces[0].region_3d
view_mat = r3d.view_matrix
print("view matrix: ", view_mat)
loc, rot, sca = view_mat.decompose()
print("location xyz: ", loc)
print("rotation wxyz: ", rot)
print("scale xyz: ", sca)
print("")
print("view_distance: ", r3d.view_distance)
print("view_location: ", r3d.view_location)
print("view_rotation: ", r3d.view_rotation)
print("view_camera_zoom: ", r3d.view_camera_zoom)
print("view_distance: ", r3d.view_distance)
print("view_camera_offset: ", r3d.view_camera_offset)
class BLENVY_OT_ui_blueprint_create_or_edit(bpy.types.Operator):
"""Create Blueprint in a new Scene"""
@ -40,13 +79,18 @@ class BLENVY_OT_ui_blueprint_create_or_edit(bpy.types.Operator):
def execute(self, context):
blenvy = context.window_manager.blenvy # type: BlenvyManager
if bpy.context.active_object and bpy.context.active_object.instance_collection:
bpy.ops.window_manager.blenvy_edit_blueprinrt()
if blenvy.edit_blueprint_current_scene != "": # if there is already editing in progress, close it first
bpy.ops.window_manager.blenvy_exit_edit_blueprint()
bpy.ops.window_manager.blenvy_blueprint_edit_start()
else:
blenvy = context.window_manager.blenvy # type: BlenvyManager
prev_scene = bpy.data.scenes.get(blenvy.edit_blueprint_previous_scene)
if prev_scene is not None:
bpy.ops.window_manager.blenvy_exit_edit_blueprint()
else:
if len(context.selected_objects) == 0: # do not go into creation mode if any object was selected
if blenvy.edit_blueprint_current_scene != "": # if there is already editing in progress, close it first
bpy.ops.window_manager.blenvy_exit_edit_blueprint()
bpy.ops.window_manager.blenvy_create_blueprint()
return {"FINISHED"}
@ -64,7 +108,7 @@ class BLENVY_OT_ui_blueprint_create(bpy.types.Operator):
blenvy.edit_blueprint_previous_scene = bpy.context.scene.name
blenvy.edit_blueprint_previous_mode = blenvy.mode
# set mode to components
# set mode to components for easier editing
blenvy.mode = "COMPONENTS"
blueprint_name = "new_blueprint"
@ -79,7 +123,10 @@ class BLENVY_OT_ui_blueprint_create(bpy.types.Operator):
bpy.data.scenes[library_scene_name].collection.children.link(collection)
# create an instance of the
# create an instance of the blueprint ONLY the current scene we are in is a level scene
if context.scene.blenvy_scene_type == 'Level':
source_collection = collection
instance_obj = bpy.data.objects.new(
name=collection.name,
@ -91,15 +138,17 @@ class BLENVY_OT_ui_blueprint_create(bpy.types.Operator):
parent_collection.collection.objects.link(instance_obj)
# now open the temporary scene
scene_name = f"temp:{blueprint_name}"
scene_name = f"EDITING:{blueprint_name}"
bpy.ops.scene.new(type="EMPTY")
new_scene = bpy.context.scene
new_scene.name = scene_name
bpy.context.window.scene = new_scene
new_scene.collection.children.link(collection)
# flag the current temporary scene as an active edit
blenvy.edit_blueprint_current_scene = scene_name
# deselect all objects then select the first object in new scene
bpy.ops.object.select_all(action='DESELECT')
@ -112,7 +161,7 @@ class BLENVY_OT_ui_blueprint_create(bpy.types.Operator):
class BLENVY_OT_ui_blueprint_edit_start(bpy.types.Operator):
"""Edit the Blueprint referenced by this Blueprint Instance in a new Scene"""
bl_idname = "window_manager.blenvy_edit_blueprinrt"
bl_idname = "window_manager.blenvy_blueprint_edit_start"
bl_label = "Start Editing Blueprint"
bl_options = {"REGISTER", "UNDO"}
@ -132,13 +181,17 @@ class BLENVY_OT_ui_blueprint_edit_start(bpy.types.Operator):
self.report({"WARNING"}, "Active item is not a Blueprint/Collection instance")
return {"CANCELLED"}
scene_name = f"temp:{collection.name}"
scene_name = f"EDITING:{collection.name}"
bpy.ops.scene.new(type="EMPTY")
new_scene = bpy.context.scene
new_scene.name = scene_name
bpy.context.window.scene = new_scene
new_scene.collection.children.link(collection)
# flag the current temporary scene as an active edit
blenvy.edit_blueprint_current_scene = scene_name
# Assuming you want to focus on the objects from the linked collection
# Switch to the new scene context
@ -212,14 +265,30 @@ class BLENVY_OT_ui_blueprint_edit_end(bpy.types.Operator):
if prev_scene is None:
print("No scene to return to")
return {'CANCELLED'}
if blenvy.edit_blueprint_current_scene != "":
active_edit_scene = bpy.data.scenes.get(blenvy.edit_blueprint_current_scene, None)
if active_edit_scene is not None:
bpy.data.scenes.remove(active_edit_scene)
if current_scene.name.startswith("temp:"):
bpy.data.scenes.remove(bpy.context.scene)
bpy.context.window.scene = prev_scene
# if we are not in the active edit scene
try:
if blenvy.edit_blueprint_current_scene != current_scene.name:
bpy.context.window.scene = current_scene
else:
#if
bpy.context.window.scene = prev_scene
except:
bpy.context.window.scene = prev_scene
"""if current_scene.name.startswith("EDITING:"):
bpy.data.scenes.remove(bpy.context.scene)
bpy.context.window.scene = prev_scene"""
blenvy.edit_blueprint_current_scene = ""
else:
blenvy.edit_blueprint_current_scene = ""
print("Not in temp scene")
return {'CANCELLED'}
return {'FINISHED'}