298 lines
13 KiB
Python
298 lines
13 KiB
Python
import bpy
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from mathutils import Vector
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from bpy.props import (EnumProperty)
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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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- [x] detect editing in progress
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- [x] select collection instead of objects
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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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- [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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- [x] if editing is already in progress close it first
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- [x] do this for the wrapper
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- [x] do this for the shortcut
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- [x] 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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- [x] save & reset camera
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"""
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def edit_or_create_blueprint_menu(self, context):
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blenvy = context.window_manager.blenvy # type: BlenvyManager
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selected_objects = context.selected_objects
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selected_object = selected_objects[0] if len(selected_objects) > 0 else None
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text = "Start editing Blueprint"
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if selected_object is not None and selected_object.instance_collection:
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if blenvy.edit_blueprint_current_scene != "": # if there is already editing in progress, close it first
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text = "Exit editing previous Blueprint and start editing Blueprint"
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else:
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text = "Start editing Blueprint"
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self.layout.operator(BLENVY_OT_ui_blueprint_create_or_edit.bl_idname, text=text)
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else:
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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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text = "Exit editing Blueprint"
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self.layout.operator(BLENVY_OT_ui_blueprint_create_or_edit.bl_idname, text=text)
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else:
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if len(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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text = "Exit editing previous Blueprint and start editing new Blueprint"
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else:
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text = "Create & start editing Blueprint"
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self.layout.operator(BLENVY_OT_ui_blueprint_create_or_edit.bl_idname, text=text)
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# for camera save & reset
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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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def find_viewport_camera():
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area = find_area()
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if area is None:
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return None
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else:
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# print(dir(area))
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region_3D = area.spaces[0].region_3d
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view_mat = region_3D.view_matrix
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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: ", region_3D.view_distance)
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print("view_location: ", region_3D.view_location)
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print("view_rotation: ", region_3D.view_rotation)
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print("view_camera_zoom: ", region_3D.view_camera_zoom)
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print("view_camera_offset: ", region_3D.view_camera_offset)"""
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return (region_3D.view_distance, region_3D.view_location)
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def set_viewport_camera(view_distance, view_location):
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area = find_area()
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if area is None or view_distance == 0.0:
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return None
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else:
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region_3D = area.spaces[0].region_3d
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region_3D.view_distance = view_distance
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region_3D.view_location = view_location
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class BLENVY_OT_ui_blueprint_create_or_edit(bpy.types.Operator):
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"""Create/Edit start/stop Blueprint in a new Scene"""
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bl_idname = "window_manager.blenvy_blueprint_shortcut"
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bl_label = "Edit Blueprint"
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bl_options = {"REGISTER", "UNDO"}
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@classmethod
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def description(cls, context, properties):
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blenvy = context.window_manager.blenvy # type: BlenvyManager
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selected_objects = context.selected_objects
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selected_object = selected_objects[0] if len(selected_objects) > 0 else None
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if selected_object is not None and selected_object.instance_collection:
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if blenvy.edit_blueprint_current_scene != "": # if there is already editing in progress, close it first
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return "End editing Blueprint"
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else:
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return "Start editing Blueprint in a new temporary scene"
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else:
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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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return "End editing Blueprint"
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else:
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if len(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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return "End editing Blueprint"
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else:
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return "Create and start editing Blueprint in a new Scene"
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return "Create/Edit start/stop Blueprint in a new Scene"
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def execute(self, context):
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blenvy = context.window_manager.blenvy # type: BlenvyManager
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selected_objects = context.selected_objects
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selected_object = selected_objects[0] if len(selected_objects) > 0 else None
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if selected_object is not None and selected_object.instance_collection:
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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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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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if len(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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class BLENVY_OT_ui_blueprint_create(bpy.types.Operator):
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"""Create Blueprint in a new Scene"""
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bl_idname = "window_manager.blenvy_create_blueprint"
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bl_label = "Create Blueprint"
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bl_options = {"REGISTER", "UNDO"}
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def execute(self, context):
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blenvy = context.window_manager.blenvy # type: BlenvyManager
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# Store original Blenvy setting
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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 for easier editing
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blenvy.mode = "COMPONENTS"
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blueprint_name = "new_blueprint"
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collection = bpy.data.collections.new(blueprint_name)
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library_scene_name = "Library"
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if len(blenvy.library_scenes_names) > 0:
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library_scene_name = blenvy.library_scenes_names[0]
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else:
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scene = bpy.data.scenes.new(library_scene_name)
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scene.blenvy_scene_type = "Library"
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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 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"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.blenvy_scene_type = 'None'
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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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# zoom to selected
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bpy.ops.view3d.view_selected()
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# now that the 3d view has been adapted, we select what we actually need: the collection/blueprint
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bpy.ops.blenvy.select_item(target_name=collection.name, item_type="COLLECTION", override_scene_name=scene_name)
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return {"FINISHED"}
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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_blueprint_edit_start"
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bl_label = "Start Editing Blueprint"
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bl_options = {"REGISTER", "UNDO"}
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def execute(self, context):
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blenvy = context.window_manager.blenvy # type: BlenvyManager
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collection = bpy.context.active_object.instance_collection
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# Store original Blenvy setting
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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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blenvy.mode = "COMPONENTS"
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if not collection:
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print("Active item is not a Blueprint/Collection instance")
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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"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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new_scene.blenvy_scene_type = 'None'
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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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# backup view distance
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view_distance, view_location = find_viewport_camera()
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if view_distance is not None:
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blenvy.edit_blueprint_previous_view_distance = view_distance
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blenvy.edit_blueprint_previous_view_position = view_location
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# focus on objects in the temp scene
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bpy.ops.view3d.view_all()
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# now that the 3d view has been adapted, we select what we actually need: the collection/blueprint
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bpy.ops.blenvy.select_item(target_name=collection.name, item_type="COLLECTION", override_scene_name=scene_name)
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return {"FINISHED"}
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class BLENVY_OT_ui_blueprint_edit_end(bpy.types.Operator):
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bl_idname = "window_manager.blenvy_exit_edit_blueprint"
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bl_label = "Done editing blueprint"
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bl_options = {"UNDO"}
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def execute(self, context):
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blenvy = context.window_manager.blenvy # type: BlenvyManager
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# = context.window_manager.bevy # type: BlenvyManager
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current_scene = bpy.context.scene
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prev_scene = bpy.data.scenes.get(blenvy.edit_blueprint_previous_scene)
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# we are done editing the blueprint, reset settings to the way they were before
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blenvy.edit_blueprint_previous_scene = ""
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blenvy.mode = blenvy.edit_blueprint_previous_mode
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set_viewport_camera(blenvy.edit_blueprint_previous_view_distance, blenvy.edit_blueprint_previous_view_position)
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if prev_scene is None:
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self.report({"WARNING"}, "No scene to return to")
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return {'CANCELLED'}
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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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blenvy.edit_blueprint_current_scene = ""
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else:
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blenvy.edit_blueprint_current_scene = ""
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self.report({"WARNING"}, "Not currently in Blueprint editing scene")
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return {'CANCELLED'}
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return {'FINISHED'}
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