import bpy, mathutils import math, typing, enum, sys class BBPException(Exception): """ The exception thrown by Ballance Blender Plugin """ pass def clamp_float(v: float, min_val: float, max_val: float) -> float: """! @brief Clamp a float value @param v[in] The value need to be clamp. @param min_val[in] The allowed minium value, including self. @param max_val[in] The allowed maxium value, including self. @return Clamped value. """ if (max_val < min_val): raise BBPException("Invalid range of clamp_float().") if (v < min_val): return min_val elif (v > max_val): return max_val else: return v def clamp_int(v: int, min_val: int, max_val: int) -> int: """! @brief Clamp a int value @param v[in] The value need to be clamp. @param min_val[in] The allowed minium value, including self. @param max_val[in] The allowed maxium value, including self. @return Clamped value. """ if (max_val < min_val): raise BBPException("Invalid range of clamp_int().") if (v < min_val): return min_val elif (v > max_val): return max_val else: return v def message_box(message: tuple[str, ...], title: str, icon: str): """ Show a message box in Blender. Non-block mode. @param message[in] The text this message box displayed. Each item in this param will show as a single line. @param title[in] Message box title text. @param icon[in] The icon this message box displayed. """ def draw(self, context: bpy.types.Context): layout = self.layout for item in message: layout.label(text=item, translate=False) bpy.context.window_manager.popup_menu(draw, title = title, icon = icon) def move_to_cursor(obj: bpy.types.Object): # use obj.matrix_world to move, not obj.location because this bug: # https://blender.stackexchange.com/questions/27667/incorrect-matrix-world-after-transformation # the update of matrix_world after setting location is not immediately. # and calling update() function for view_layer for the translation of each object is not suit for too much objects. # obj.location = bpy.context.scene.cursor.location obj.matrix_world = obj.matrix_world @ mathutils.Matrix.Translation(bpy.context.scene.cursor.location - obj.location) def add_into_scene_and_move_to_cursor(obj: bpy.types.Object): view_layer = bpy.context.view_layer collection = view_layer.active_layer_collection.collection collection.objects.link(obj) move_to_cursor(obj) class EnumPropHelper(): """ These class contain all functions related to EnumProperty creation for Python Enums """ # define some type hint _TEnumVar = typing.TypeVar('_TEnumVar', bound = enum.Enum) ##< Mean a variable of enum.Enum's children _TEnum = type[_TEnumVar] ##< Mean the type self which is enum.Enum's children. _TFctName = typing.Callable[[_TEnumVar], str] _TFctDesc = typing.Callable[[_TEnumVar], str] _TFctIcon = typing.Callable[[_TEnumVar], str | int] # define class member __mTy: _TEnum __mIsIntEnum: bool __mFctName: _TFctName __mFctDesc: _TFctDesc __mFctIcon: _TFctIcon def __init__( self, ty: _TEnum, fct_name: _TFctName, fct_desc: _TFctDesc, fct_icon: _TFctIcon): # check type if not issubclass(ty, enum.Enum): raise BBPException('invalid type for EnumPropHelper') # assign member self.__mTy = ty self.__mIsIntEnum = issubclass(ty, enum.IntEnum) self.__mFctName = fct_name self.__mFctDesc = fct_desc self.__mFctIcon = fct_icon def generate_items(self) -> tuple[tuple[str, str, str, int | str, int], ...]: """ Generate a tuple which can be applied to Blender EnumProperty's "items". """ # blender enum prop item format: # (token, display name, descriptions, icon, index) if self.__mIsIntEnum: # for intenum, we can use its value as index number directly. # and use the string format of index as blender prop token. return tuple( ( str(member.value), self.__mFctName(member), self.__mFctDesc(member), self.__mFctIcon(member), member.value ) for member in self.__mTy ) else: # for non-intenum, we need create number index manually for it. # and directly use its value as blender prop token return tuple( ( member.value, self.__mFctName(member), self.__mFctDesc(member), self.__mFctIcon(member), idx ) for idx, member in enumerate(self.__mTy) ) def get_selection(self, prop: str) -> _TEnumVar: """ Return Python enum value from given Blender EnumProp. """ # for intenum, param is its string format, we need use int() to convert it first # for non-intenum, param is just its value, we use it directly # then we parse it to python enum type if self.__mIsIntEnum: return self.__mTy(int(prop)) else: return self.__mTy(prop) def to_selection(self, val: _TEnumVar) -> str: """ Parse Python enum value to Blender EnumProp acceptable string. """ # the inversed operation of get_selection(). if self.__mIsIntEnum: return str(val.value) else: return val.value