mirror of
https://github.com/kaosat-dev/Blender_bevy_components_workflow.git
synced 2024-11-22 11:50:53 +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 !
This commit is contained in:
parent
566120d073
commit
027fec7131
@ -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"""
|
||||
@ -40,14 +79,19 @@ 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:
|
||||
bpy.ops.window_manager.blenvy_create_blueprint()
|
||||
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"
|
||||
@ -79,27 +123,32 @@ class BLENVY_OT_ui_blueprint_create(bpy.types.Operator):
|
||||
bpy.data.scenes[library_scene_name].collection.children.link(collection)
|
||||
|
||||
|
||||
# create an instance of the
|
||||
source_collection = collection
|
||||
instance_obj = bpy.data.objects.new(
|
||||
name=collection.name,
|
||||
object_data=None
|
||||
)
|
||||
instance_obj.instance_collection = source_collection
|
||||
instance_obj.instance_type = 'COLLECTION'
|
||||
parent_collection = bpy.context.view_layer.active_layer_collection
|
||||
parent_collection.collection.objects.link(instance_obj)
|
||||
|
||||
|
||||
# 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,
|
||||
object_data=None
|
||||
)
|
||||
instance_obj.instance_collection = source_collection
|
||||
instance_obj.instance_type = 'COLLECTION'
|
||||
parent_collection = bpy.context.view_layer.active_layer_collection
|
||||
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 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:
|
||||
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 = ""
|
||||
|
||||
if current_scene.name.startswith("temp:"):
|
||||
bpy.data.scenes.remove(bpy.context.scene)
|
||||
bpy.context.window.scene = prev_scene
|
||||
else:
|
||||
#if
|
||||
blenvy.edit_blueprint_current_scene = ""
|
||||
print("Not in temp scene")
|
||||
return {'CANCELLED'}
|
||||
|
||||
|
||||
|
||||
return {'FINISHED'}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user