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10
README.md
10
README.md
@ -4,7 +4,7 @@
|
||||
|
||||
# BLENVY: a friendly Blender <=> Bevy workflow
|
||||
|
||||
![demo](./docs/blender_bevy.png)
|
||||
![demo](https://github.com/kaosat-dev/Blenvy/blob/main/docs/blender_bevy.png)
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||||
|
||||
Crates & tools for adding components from gltf files in the [Bevy](https://bevyengine.org/) game engine.
|
||||
|
||||
@ -24,7 +24,7 @@ It also allows you to setup 'blueprints' in Blender by using collections (the re
|
||||
|
||||
## Quickstart
|
||||
|
||||
Want to jump right in? See the [quickstart guide](./docs/quickstart/readme.md) for how to setup a basic project as fast as possible.
|
||||
Want to jump right in? See the [quickstart guide](https://github.com/kaosat-dev/Blenvy/blob/main/docs/quickstart/README.md) for how to setup a basic project as fast as possible.
|
||||
|
||||
## Features
|
||||
|
||||
@ -82,7 +82,7 @@ The workflow goes as follows (once you got your Bevy code setup)
|
||||
|
||||
* create & register all your components you want to be able to set from the Blender side (this is basic Bevy, no specific work needed)
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||||
|
||||
![component registration](./docs/component_registration.png)
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||||
![component registration](https://github.com/kaosat-dev/Blenvy/blob/main/docs/component_registration.png)
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||||
|
||||
* setup & then use the Blenvy [Bevy crate](./crates/blenvy/README.md)
|
||||
* setup & then use the Blenvy [Blender add-on](./tools/blenvy/README.md)
|
||||
@ -91,11 +91,11 @@ The workflow goes as follows (once you got your Bevy code setup)
|
||||
|
||||
* then add your components to objects in Blender **with a nice UI** see [here](./README-workflow-ui.md) for more details
|
||||
|
||||
See the [quickstart](./docs/quickstart/readme.md) for a full step-by-step guide.
|
||||
See the [quickstart](https://github.com/kaosat-dev/Blenvy/blob/main/docs/quickstart/README.md) for a full step-by-step guide.
|
||||
|
||||
## Third Party Integration
|
||||
|
||||
Read about the [Avian Physics Integration](docs/avian/readme.md) to learn how to setup colliders in Blender that will be used by the Avian physics engine in Bevy.
|
||||
Read about the [Avian Physics Integration](https://github.com/kaosat-dev/Blenvy/blob/main/docs/avian/README.md) to learn how to setup colliders in Blender that will be used by the Avian physics engine in Bevy.
|
||||
|
||||
## Limitations / issues
|
||||
|
||||
|
2
TODO.md
2
TODO.md
@ -370,6 +370,7 @@ PRE ALPHA1 RELEASE:
|
||||
- [x] blender add-on
|
||||
- [x] barebones bevy test
|
||||
- [x] hot reload => some of it works, the rest not anymore ? (see bug https://github.com/bevyengine/bevy/issues/14698)
|
||||
- [x] add "right click to edit blueprint"
|
||||
- [ ] merge blenvy branch into main
|
||||
- [ ] push to crates.io
|
||||
- [ ] tag
|
||||
@ -386,7 +387,6 @@ BEVY:
|
||||
- [ ] make a fleshed out demo
|
||||
|
||||
BLENDER:
|
||||
- [ ] add "right click to edit blueprint"
|
||||
- [ ] overall cleanup
|
||||
- [ ] review wonky logic for cross file components injections
|
||||
- [ ] update & fix tests
|
||||
|
@ -14,7 +14,7 @@ license = "MIT OR Apache-2.0"
|
||||
workspace = true
|
||||
|
||||
[dependencies]
|
||||
bevy = { version = "0.14", default-features = false, features = ["bevy_asset", "bevy_scene", "bevy_gltf"] } #, "file_watcher"
|
||||
bevy = { version = "0.14", default-features = false, features = ["bevy_asset", "bevy_scene", "bevy_gltf", "animation"] }
|
||||
serde = "1.0.188"
|
||||
ron = "0.8.1"
|
||||
serde_json = "1.0.108"
|
||||
|
@ -17,7 +17,7 @@ This guide assumes you use Blender 4.2 or newer and have set it to English.
|
||||
|
||||
## Install the Blender Addon
|
||||
|
||||
- Download `blenvy.zip` from the [release page](https://github.com/kaosat-dev/Blenvy/releases/tag/blenvy_v0.1.0_pre_alpha)
|
||||
- Download `blenvy.zip` from the [release page](https://github.com/kaosat-dev/Blenvy/releases/tag/blenvy_0.1.0-alpha.1)
|
||||
- Open Blender
|
||||
- Drag and drop `blenvy.zip` into Blender
|
||||
- <details>
|
||||
@ -39,7 +39,7 @@ Run the following commands:
|
||||
cargo new my_game
|
||||
cd my_game
|
||||
cargo add bevy
|
||||
cargo add blenvy --git https://github.com/kaosat-dev/Blenvy/ --branch blenvy
|
||||
cargo add blenvy
|
||||
```
|
||||
|
||||
This guide will tell you to `cargo run` at multiple points. We expect that you are still in the `my_game` directory when you do so.
|
||||
|
@ -158,6 +158,11 @@ Take a look at the [relevant](../../examples/demo/) example for more [details](.
|
||||
|
||||
- for a detailed overview of blueprints please see [here](./README-blueprints.md)
|
||||
|
||||
> [!TIP]
|
||||
> you can right click on a Blueprint instance in your level scenes or press SHIFT + F to edit a Blueprint in a seperate temprary scene !
|
||||
> you can right click or press SHIFT + F to create a new empty Blueprint and an instance of it from your main scenes
|
||||
> right click again & select the option to stop editing it, or
|
||||
|
||||
## Development
|
||||
|
||||
- I highly recomend (if you are using vscode like me) to use
|
||||
|
@ -49,7 +49,7 @@ from .blueprints.operators import BLENVY_OT_blueprint_select
|
||||
|
||||
# blenvy core
|
||||
from .core.blenvy_manager import BlenvyManager
|
||||
from .core.operators import BLENVY_OT_configuration_switch, BLENVY_OT_tooling_switch
|
||||
from .core.operators import BLENVY_OT_tooling_switch, BLENVY_OT_configuration_switch, BLENVY_OT_configuration_reset
|
||||
from .core.ui.ui import (BLENVY_PT_SidePanel)
|
||||
from .core.ui.scenes_list import BLENVY_OT_scenes_list_actions
|
||||
from .core.ui.menus_and_shortcuts import BLENVY_OT_ui_blueprint_create, BLENVY_OT_ui_blueprint_edit_start, BLENVY_OT_ui_blueprint_edit_end, BLENVY_OT_ui_blueprint_create_or_edit, edit_or_create_blueprint_menu
|
||||
@ -112,6 +112,7 @@ classes = [
|
||||
BlenvyManager,
|
||||
BLENVY_OT_tooling_switch,
|
||||
BLENVY_OT_configuration_switch,
|
||||
BLENVY_OT_configuration_reset,
|
||||
|
||||
Asset,
|
||||
AssetsRegistry,
|
||||
|
@ -1,7 +1,7 @@
|
||||
import bpy
|
||||
from bpy_types import (PropertyGroup)
|
||||
from bpy.props import (EnumProperty, PointerProperty, StringProperty, BoolProperty, CollectionProperty, IntProperty)
|
||||
from ...settings import load_settings, upsert_settings, generate_complete_settings_dict
|
||||
from bpy.props import (EnumProperty, BoolProperty)
|
||||
from ...settings import load_settings, upsert_settings, generate_complete_settings_dict, clear_settings
|
||||
|
||||
# list of settings we do NOT want to save
|
||||
settings_black_list = ['settings_save_enabled', 'dry_run']
|
||||
@ -128,3 +128,13 @@ class AutoExportSettings(PropertyGroup):
|
||||
|
||||
self.settings_save_enabled = True
|
||||
|
||||
def reset_settings(self):
|
||||
for property_name in self.bl_rna.properties.keys():
|
||||
if property_name not in ["name", "rna_type"]:
|
||||
self.property_unset(property_name)
|
||||
|
||||
# clear the stored settings
|
||||
clear_settings(".blenvy_export_settings")
|
||||
clear_settings(".blenvy_export_settings_previous")
|
||||
clear_settings(".blenvy_gltf_settings_previous")
|
||||
clear_settings(".blenvy.project_serialized_previous")
|
||||
|
@ -1,8 +1,8 @@
|
||||
import os
|
||||
import bpy
|
||||
from bpy_types import (PropertyGroup)
|
||||
from bpy.props import (EnumProperty, PointerProperty, StringProperty, BoolProperty, CollectionProperty, FloatProperty)
|
||||
from ...settings import load_settings, upsert_settings, generate_complete_settings_dict
|
||||
from bpy.props import (StringProperty, BoolProperty, FloatProperty)
|
||||
from ...settings import load_settings, upsert_settings, generate_complete_settings_dict, clear_settings
|
||||
|
||||
from .propGroups.prop_groups import generate_propertyGroups_for_components
|
||||
from .components.metadata import ensure_metadata_for_all_items
|
||||
@ -154,3 +154,10 @@ class ComponentsSettings(PropertyGroup):
|
||||
except:pass
|
||||
|
||||
self.settings_save_enabled = True
|
||||
|
||||
def reset_settings(self):
|
||||
for property_name in self.bl_rna.properties.keys():
|
||||
if property_name not in ["name", "rna_type"]:
|
||||
self.property_unset(property_name)
|
||||
# clear the stored settings
|
||||
clear_settings(".blenvy_components_settings")
|
||||
|
@ -101,7 +101,6 @@ class BLENVY_OT_item_select(Operator):
|
||||
select_area(context=context, area_name="OBJECT")
|
||||
|
||||
elif self.item_type == 'COLLECTION':
|
||||
print("selecting collection")
|
||||
collection = bpy.data.collections[self.target_name]
|
||||
scene_of_collection = get_collection_scene(collection) if self.override_scene_name == "" else bpy.data.scenes.get(self.override_scene_name, None)
|
||||
if scene_of_collection is not None:
|
||||
|
@ -1,8 +1,8 @@
|
||||
import os
|
||||
import bpy
|
||||
from bpy_types import (PropertyGroup)
|
||||
from bpy.props import (BoolProperty, EnumProperty, PointerProperty, StringProperty, CollectionProperty, IntProperty)
|
||||
from ..settings import upsert_settings, load_settings, generate_complete_settings_dict
|
||||
from bpy.props import (BoolProperty, EnumProperty, PointerProperty, StringProperty, CollectionProperty, IntProperty, FloatProperty, FloatVectorProperty)
|
||||
from ..settings import upsert_settings, load_settings, generate_complete_settings_dict, clear_settings
|
||||
from ..add_ons.auto_export.settings import AutoExportSettings
|
||||
from ..add_ons.bevy_components.settings import ComponentsSettings
|
||||
|
||||
@ -154,11 +154,22 @@ class BlenvyManager(PropertyGroup):
|
||||
|
||||
edit_blueprint_previous_mode: StringProperty(
|
||||
name="edit_blueprint_previous_mode",
|
||||
description="previous blenvy mode before starting editing the current blueprint",
|
||||
description="previous blenvy mode before starting editing the current Blueprint",
|
||||
default="",
|
||||
update=save_settings
|
||||
)# type: ignore
|
||||
|
||||
edit_blueprint_previous_view_distance: FloatProperty(
|
||||
name="edit_blueprint_previous_view_distance",
|
||||
description="previous view distance before focusing in on the specific Blueprint to edit",
|
||||
default=0.0,
|
||||
)# type: ignore
|
||||
|
||||
edit_blueprint_previous_view_position: FloatVectorProperty(
|
||||
name="edit_blueprint_previous_view_position",
|
||||
description="previous view position before focusing in on the specific Blueprint to edit",
|
||||
)# type: ignore
|
||||
|
||||
# sub ones
|
||||
auto_export: PointerProperty(type=AutoExportSettings) # type: ignore
|
||||
components: PointerProperty(type=ComponentsSettings) # type: ignore
|
||||
@ -228,3 +239,18 @@ class BlenvyManager(PropertyGroup):
|
||||
|
||||
for scene in bpy.data.scenes:
|
||||
self.scenes_to_scene_names[scene] = scene.name
|
||||
|
||||
def reset_settings(self):
|
||||
for property_name in self.bl_rna.properties.keys():
|
||||
if property_name not in ["name", "rna_type"]:
|
||||
self.property_unset(property_name)
|
||||
|
||||
# now reset auto_export settings
|
||||
self.auto_export.reset_settings()
|
||||
|
||||
# now reset component settings
|
||||
self.components.reset_settings()
|
||||
|
||||
# clear the stored settings
|
||||
clear_settings(".blenvy_common_settings")
|
||||
clear_settings(".blenvy_common_settings_previous")
|
||||
|
@ -17,10 +17,7 @@ def recurLayerCollection(layerColl, collName):
|
||||
return found
|
||||
|
||||
def set_active_collection(scene, collection_name):
|
||||
print("set active collection", scene, collection_name)
|
||||
layer_collection = scene.view_layers['ViewLayer'].layer_collection
|
||||
layerColl = recurLayerCollection(layer_collection, collection_name)
|
||||
|
||||
print("layerColl", layerColl)
|
||||
# set active collection to the collection
|
||||
bpy.context.view_layer.active_layer_collection = layerColl
|
||||
|
@ -1,6 +1,8 @@
|
||||
from bpy_types import (Operator)
|
||||
from bpy.props import (EnumProperty)
|
||||
|
||||
from ..settings import clear_settings
|
||||
|
||||
class BLENVY_OT_tooling_switch(Operator):
|
||||
"""Switch blenvy tooling"""
|
||||
bl_idname = "bevy.tooling_switch"
|
||||
@ -26,8 +28,6 @@ class BLENVY_OT_tooling_switch(Operator):
|
||||
context.window_manager.blenvy.mode = self.tool
|
||||
return {'FINISHED'}
|
||||
|
||||
|
||||
|
||||
class BLENVY_OT_configuration_switch(Operator):
|
||||
"""Switch tooling configuration"""
|
||||
bl_idname = "bevy.config_switch"
|
||||
@ -50,3 +50,20 @@ class BLENVY_OT_configuration_switch(Operator):
|
||||
context.window_manager.blenvy.config_mode = self.tool
|
||||
return {'FINISHED'}
|
||||
|
||||
|
||||
class BLENVY_OT_configuration_reset(Operator):
|
||||
"""Reset all blenvy settings to default"""
|
||||
bl_idname = "bevy.config_reset"
|
||||
bl_label = "Clear stored setting & reset configuration to default"
|
||||
#bl_options = {}
|
||||
|
||||
def execute(self, context):
|
||||
print("reset configuration")
|
||||
blenvy = context.window_manager.blenvy
|
||||
try:
|
||||
blenvy.reset_settings()
|
||||
except Exception as error:
|
||||
self.report({"ERROR"}, f"Failed to reset settings: {error}")
|
||||
return {"CANCELLED"}
|
||||
return {'FINISHED'}
|
||||
|
@ -1,8 +1,6 @@
|
||||
import bpy
|
||||
import json
|
||||
from mathutils import Vector
|
||||
|
||||
from ..helpers_collections import set_active_collection
|
||||
from bpy.props import (EnumProperty)
|
||||
from ..blenvy_manager import BlenvyManager
|
||||
|
||||
""" This file contains quality of life operators/menus/shortcuts to make working with blueprints more pleasant
|
||||
@ -16,28 +14,43 @@ from ..blenvy_manager import BlenvyManager
|
||||
- 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] if editing is already in progress close it first
|
||||
- [x] do this for the wrapper
|
||||
- [x] do this for the shortcut
|
||||
- [ ] move the "close first" logic to inside create & edit operators
|
||||
- [x] 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
|
||||
- [x] save & reset camera
|
||||
"""
|
||||
|
||||
def edit_or_create_blueprint_menu(self, context):
|
||||
if bpy.context.active_object and bpy.context.active_object.instance_collection:
|
||||
self.layout.operator(BLENVY_OT_ui_blueprint_edit_start.bl_idname)
|
||||
else:
|
||||
blenvy = context.window_manager.blenvy # type: BlenvyManager
|
||||
selected_objects = context.selected_objects
|
||||
selected_object = selected_objects[0] if len(selected_objects) > 0 else None
|
||||
text = "Start editing Blueprint"
|
||||
if selected_object is not None and selected_object.instance_collection:
|
||||
if blenvy.edit_blueprint_current_scene != "": # if there is already editing in progress, close it first
|
||||
text = "Exit editing previous Blueprint and start editing Blueprint"
|
||||
else:
|
||||
text = "Start editing Blueprint"
|
||||
self.layout.operator(BLENVY_OT_ui_blueprint_create_or_edit.bl_idname, text=text)
|
||||
|
||||
else:
|
||||
prev_scene = bpy.data.scenes.get(blenvy.edit_blueprint_previous_scene)
|
||||
if prev_scene is not None:
|
||||
self.layout.operator(BLENVY_OT_ui_blueprint_edit_end.bl_idname)
|
||||
text = "Exit editing Blueprint"
|
||||
self.layout.operator(BLENVY_OT_ui_blueprint_create_or_edit.bl_idname, text=text)
|
||||
else:
|
||||
self.layout.operator(BLENVY_OT_ui_blueprint_create.bl_idname)
|
||||
if len(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
|
||||
text = "Exit editing previous Blueprint and start editing new Blueprint"
|
||||
else:
|
||||
text = "Create & start editing Blueprint"
|
||||
self.layout.operator(BLENVY_OT_ui_blueprint_create_or_edit.bl_idname, text=text)
|
||||
|
||||
def find_viewport_camera():
|
||||
|
||||
# for camera save & reset
|
||||
def find_area():
|
||||
try:
|
||||
for a in bpy.data.window_managers[0].windows[0].screen.areas:
|
||||
@ -47,48 +60,81 @@ def find_viewport_camera():
|
||||
except:
|
||||
return None
|
||||
|
||||
def find_viewport_camera():
|
||||
area = find_area()
|
||||
|
||||
if area is None:
|
||||
print("area not find")
|
||||
return None
|
||||
else:
|
||||
# print(dir(area))
|
||||
r3d = area.spaces[0].region_3d
|
||||
view_mat = r3d.view_matrix
|
||||
print("view matrix: ", view_mat)
|
||||
region_3D = area.spaces[0].region_3d
|
||||
view_mat = region_3D.view_matrix
|
||||
|
||||
loc, rot, sca = view_mat.decompose()
|
||||
print("location xyz: ", loc)
|
||||
"""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)
|
||||
print("view_distance: ", region_3D.view_distance)
|
||||
print("view_location: ", region_3D.view_location)
|
||||
print("view_rotation: ", region_3D.view_rotation)
|
||||
print("view_camera_zoom: ", region_3D.view_camera_zoom)
|
||||
print("view_camera_offset: ", region_3D.view_camera_offset)"""
|
||||
return (region_3D.view_distance, region_3D.view_location)
|
||||
|
||||
def set_viewport_camera(view_distance, view_location):
|
||||
area = find_area()
|
||||
if area is None or view_distance == 0.0:
|
||||
return None
|
||||
else:
|
||||
region_3D = area.spaces[0].region_3d
|
||||
region_3D.view_distance = view_distance
|
||||
region_3D.view_location = view_location
|
||||
|
||||
|
||||
class BLENVY_OT_ui_blueprint_create_or_edit(bpy.types.Operator):
|
||||
"""Create Blueprint in a new Scene"""
|
||||
"""Create/Edit start/stop Blueprint in a new Scene"""
|
||||
bl_idname = "window_manager.blenvy_blueprint_shortcut"
|
||||
bl_label = "Edit Blueprint"
|
||||
bl_options = {"REGISTER", "UNDO"}
|
||||
|
||||
@classmethod
|
||||
def description(cls, context, properties):
|
||||
blenvy = context.window_manager.blenvy # type: BlenvyManager
|
||||
selected_objects = context.selected_objects
|
||||
selected_object = selected_objects[0] if len(selected_objects) > 0 else None
|
||||
if selected_object is not None and selected_object.instance_collection:
|
||||
if blenvy.edit_blueprint_current_scene != "": # if there is already editing in progress, close it first
|
||||
return "End editing Blueprint"
|
||||
else:
|
||||
return "Start editing Blueprint in a new temporary scene"
|
||||
else:
|
||||
prev_scene = bpy.data.scenes.get(blenvy.edit_blueprint_previous_scene)
|
||||
if prev_scene is not None:
|
||||
return "End editing Blueprint"
|
||||
else:
|
||||
if len(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
|
||||
return "End editing Blueprint"
|
||||
else:
|
||||
return "Create and start editing Blueprint in a new Scene"
|
||||
|
||||
return "Create/Edit start/stop Blueprint in a new Scene"
|
||||
|
||||
def execute(self, context):
|
||||
blenvy = context.window_manager.blenvy # type: BlenvyManager
|
||||
if bpy.context.active_object and bpy.context.active_object.instance_collection:
|
||||
selected_objects = context.selected_objects
|
||||
selected_object = selected_objects[0] if len(selected_objects) > 0 else None
|
||||
|
||||
if selected_object is not None and selected_object.instance_collection:
|
||||
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 len(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()
|
||||
@ -118,13 +164,12 @@ class BLENVY_OT_ui_blueprint_create(bpy.types.Operator):
|
||||
if len(blenvy.library_scenes_names) > 0:
|
||||
library_scene_name = blenvy.library_scenes_names[0]
|
||||
else:
|
||||
bpy.data.scenes.new(library_scene_name)
|
||||
scene = bpy.data.scenes.new(library_scene_name)
|
||||
scene.blenvy_scene_type = "Library"
|
||||
# automatically add it to the library : find library scene, if any, if not, create it
|
||||
bpy.data.scenes[library_scene_name].collection.children.link(collection)
|
||||
|
||||
|
||||
|
||||
|
||||
# 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
|
||||
@ -143,6 +188,7 @@ class BLENVY_OT_ui_blueprint_create(bpy.types.Operator):
|
||||
new_scene = bpy.context.scene
|
||||
new_scene.name = scene_name
|
||||
bpy.context.window.scene = new_scene
|
||||
new_scene.blenvy_scene_type = 'None'
|
||||
|
||||
new_scene.collection.children.link(collection)
|
||||
|
||||
@ -187,58 +233,20 @@ class BLENVY_OT_ui_blueprint_edit_start(bpy.types.Operator):
|
||||
new_scene.name = scene_name
|
||||
bpy.context.window.scene = new_scene
|
||||
new_scene.collection.children.link(collection)
|
||||
|
||||
new_scene.blenvy_scene_type = 'None'
|
||||
# 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
|
||||
|
||||
"""blenvy.edit_collection_world_texture = "checker"
|
||||
if blenvy.edit_collection_world_texture != "none":
|
||||
world = bpy.data.worlds.new(bpy.context.scene.name)
|
||||
new_scene.world = world
|
||||
world.use_nodes = True
|
||||
tree = world.node_tree
|
||||
|
||||
if blenvy.edit_collection_world_texture in ["checker", "checker_view"]:
|
||||
checker_texture = tree.nodes.new("ShaderNodeTexChecker")
|
||||
checker_texture.inputs["Scale"].default_value = 20
|
||||
checker_texture.location = Vector((-250, 0))
|
||||
if blenvy.edit_collection_world_texture == "checker_view":
|
||||
coord = tree.nodes.new("ShaderNodeTexCoord")
|
||||
coord.location = Vector((-500, 0))
|
||||
for op in coord.outputs:
|
||||
op.hide = True
|
||||
tree.links.new(coord.outputs["Window"], checker_texture.inputs["Vector"])
|
||||
tree.links.new(checker_texture.outputs["Color"], tree.nodes["Background"].inputs["Color"])
|
||||
elif blenvy.edit_collection_world_texture == "gray":
|
||||
tree.nodes["Background"].inputs["Color"].default_value = (.3, .3, .3, 1)"""
|
||||
|
||||
# deselect all objects then select the first object in new scene
|
||||
bpy.ops.object.select_all(action='DESELECT')
|
||||
|
||||
# find the root object
|
||||
if len(collection.objects) > 0 :
|
||||
root_obj = collection.objects[0]
|
||||
while root_obj.parent:
|
||||
root_obj = root_obj.parent
|
||||
|
||||
# select object and children
|
||||
new_scene.objects[root_obj.name].select_set(True)
|
||||
# def select_children(parent):
|
||||
# for child in parent.children:
|
||||
# child.select_set(True)
|
||||
# select_children(child) # Recursively select further descendants
|
||||
# select_children(root_obj);
|
||||
|
||||
# Select the view layer and view the selected objects
|
||||
bpy.context.view_layer.objects.active = new_scene.objects[root_obj.name]
|
||||
bpy.context.view_layer.active_layer_collection = bpy.context.view_layer.layer_collection.children[collection.name]
|
||||
|
||||
# zoom to selected
|
||||
bpy.ops.view3d.view_selected()
|
||||
# backup view distance
|
||||
view_distance, view_location = find_viewport_camera()
|
||||
if view_distance is not None:
|
||||
blenvy.edit_blueprint_previous_view_distance = view_distance
|
||||
blenvy.edit_blueprint_previous_view_position = view_location
|
||||
# focus on objects in the temp scene
|
||||
bpy.ops.view3d.view_all()
|
||||
|
||||
# now that the 3d view has been adapted, we select what we actually need: the collection/blueprint
|
||||
bpy.ops.blenvy.select_item(target_name=collection.name, item_type="COLLECTION", override_scene_name=scene_name)
|
||||
@ -260,10 +268,10 @@ class BLENVY_OT_ui_blueprint_edit_end(bpy.types.Operator):
|
||||
# we are done editing the blueprint, reset settings to the way they were before
|
||||
blenvy.edit_blueprint_previous_scene = ""
|
||||
blenvy.mode = blenvy.edit_blueprint_previous_mode
|
||||
|
||||
set_viewport_camera(blenvy.edit_blueprint_previous_view_distance, blenvy.edit_blueprint_previous_view_position)
|
||||
|
||||
if prev_scene is None:
|
||||
print("No scene to return to")
|
||||
self.report({"WARNING"}, "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)
|
||||
@ -278,17 +286,12 @@ class BLENVY_OT_ui_blueprint_edit_end(bpy.types.Operator):
|
||||
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 = ""
|
||||
|
||||
blenvy.edit_blueprint_current_scene = ""
|
||||
else:
|
||||
blenvy.edit_blueprint_current_scene = ""
|
||||
print("Not in temp scene")
|
||||
self.report({"WARNING"}, "Not currently in Blueprint editing scene")
|
||||
return {'CANCELLED'}
|
||||
|
||||
|
||||
|
||||
return {'FINISHED'}
|
||||
|
||||
|
@ -183,3 +183,8 @@ def draw_common_settings_ui(layout, settings):
|
||||
remove_operator.scene_type = 'LEVEL'
|
||||
remove_operator.scene_name = scene.name
|
||||
col.separator()
|
||||
|
||||
# reset settings
|
||||
row = section.row()
|
||||
row.label(text="Reset settings")
|
||||
row.operator("bevy.config_reset")
|
@ -25,6 +25,14 @@ def load_settings(name):
|
||||
return None
|
||||
return None
|
||||
|
||||
def clear_settings(name):
|
||||
texts = bpy.data.texts
|
||||
stored_settings = texts.get(name, None)
|
||||
if stored_settings is not None:
|
||||
stored_settings.clear()
|
||||
texts.remove(texts[name], do_unlink=True)
|
||||
|
||||
|
||||
|
||||
# given the input (actual) settings, filters out any invalid/useless params & params that are equal to defaults
|
||||
def generate_complete_settings_dict(settings, presets, ignore_list=[], preset_defaults=True):
|
||||
|
Loading…
Reference in New Issue
Block a user