- fix the generic error of EnumPropHelper. - use EnumPropHelper in UTIL_ioport_shared.ExportParams field instead of raw Blender string. - remove useless type hint in various modules.
330 lines
12 KiB
Python
330 lines
12 KiB
Python
import bpy, mathutils
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import math, typing, enum, sys
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class BBPException(Exception):
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""" The exception thrown by Ballance Blender Plugin"""
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pass
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def clamp_float(v: float, min_val: float, max_val: float) -> float:
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"""
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Clamp a float value
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:param v: The value need to be clamp.
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:param min_val: The allowed minium value (inclusive).
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:param max_val: The allowed maxium value (inclusive).
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:return: Clamped value.
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"""
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if (max_val < min_val): raise BBPException("Invalid range of clamp_float().")
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if (v < min_val): return min_val
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elif (v > max_val): return max_val
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else: return v
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def clamp_int(v: int, min_val: int, max_val: int) -> int:
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"""
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Clamp a int value
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:param v: The value need to be clamp.
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:param min_val: The allowed minium value (inclusive).
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:param max_val: The allowed maxium value (inclusive).
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:return: Clamped value.
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"""
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if (max_val < min_val): raise BBPException("Invalid range of clamp_int().")
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if (v < min_val): return min_val
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elif (v > max_val): return max_val
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else: return v
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def message_box(message: tuple[str, ...], title: str, icon: str):
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"""
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Show a message box in Blender. Non-block mode.
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:param message: The text this message box displayed. Each item in this param will show as a single line.
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:param title: Message box title text.
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:param icon: The icon this message box displayed.
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"""
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def draw(self, context: bpy.types.Context):
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layout = self.layout
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for item in message:
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layout.label(text=item, translate=False)
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bpy.context.window_manager.popup_menu(draw, title = title, icon = icon)
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def add_into_scene(obj: bpy.types.Object):
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"""
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Add given object into active scene.
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:param obj: The 3d object to be added.
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"""
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view_layer = bpy.context.view_layer
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collection = view_layer.active_layer_collection.collection
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collection.objects.link(obj)
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def move_to_cursor(obj: bpy.types.Object):
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"""
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Move given object to the position of cursor.
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:param obj: The 3d object to be moved.
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"""
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# YYC MARK:
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# Use `obj.matrix_world` to move, not `obj.location`, because this bug:
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# https://blender.stackexchange.com/questions/27667/incorrect-matrix-world-after-transformation
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# The update of `matrix_world` after setting `location` is not immediately.
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# And it is inviable that calling `update()` function for `view_layer` to update these fields,
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# because it involve too much objects and cost too much time.
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# obj.location = bpy.context.scene.cursor.location
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obj.matrix_world = obj.matrix_world @ mathutils.Matrix.Translation(bpy.context.scene.cursor.location - obj.location)
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def add_into_scene_and_move_to_cursor(obj: bpy.types.Object):
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"""
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Add given object into active scene and move it to cursor position.
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This function is just a simple combination of previous functions.
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:param obj: The 3d object to be processed.
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"""
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add_into_scene(obj)
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move_to_cursor(obj)
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def select_certain_objects(objs: tuple[bpy.types.Object, ...]) -> None:
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"""
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Deselect all objects and then select given 3d objects.
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:param objs: The tuple of 3d objects to be selected.
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"""
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# deselect all objects first
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bpy.ops.object.select_all(action = 'DESELECT')
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# if no objects, return
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if len(objs) == 0: return
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# set selection for each object
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for obj in objs:
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obj.select_set(True)
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# select first object as active object
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bpy.context.view_layer.objects.active = objs[0]
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def is_in_object_mode() -> bool:
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"""
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Check whether we are in Blender Object Mode.
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:return: True if we are in object mode which suit for exporting something.
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"""
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# get active object from context
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obj = bpy.context.active_object
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# if there is no active object, we think it is in object mode
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if obj is None: return True
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# simply check active object mode
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return obj.mode == 'OBJECT'
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#region Blender Enum Property Helper
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_TRawEnum = typing.TypeVar('_TRawEnum')
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_TFctToStr = typing.Callable[[_TRawEnum], str]
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_TFctFromStr = typing.Callable[[str], _TRawEnum]
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_TFctName = typing.Callable[[_TRawEnum], str]
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_TFctDesc = typing.Callable[[_TRawEnum], str]
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_TFctIcon = typing.Callable[[_TRawEnum], str | int]
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class EnumPropHelper(typing.Generic[_TRawEnum]):
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"""
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These class contain all functions related to EnumProperty, including generating `items`,
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parsing data from EnumProperty string value and getting EnumProperty acceptable string format from data.
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"""
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# YYC MARK:
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# I don't know why I can have subscripting for a `typing.Callable` object.
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# It was not introduced in any document and I just know it from AI.
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# If I am not doing this, the type hint will crash into Unknown type.
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# But it works now I don't want to touch it anymore.
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__mCollections: typing.Iterable[_TRawEnum]
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__mFctToStr: _TFctToStr[_TRawEnum]
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__mFctFromStr: _TFctFromStr[_TRawEnum]
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__mFctName: _TFctName[_TRawEnum]
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__mFctDesc: _TFctDesc[_TRawEnum]
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__mFctIcon: _TFctIcon[_TRawEnum]
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def __init__(self, collections: typing.Iterable[_TRawEnum],
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fct_to_str: _TFctToStr[_TRawEnum], fct_from_str: _TFctFromStr[_TRawEnum],
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fct_name: _TFctName[_TRawEnum], fct_desc: _TFctDesc[_TRawEnum],
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fct_icon: _TFctIcon[_TRawEnum]):
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"""
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Initialize an EnumProperty helper.
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:param collections: The collection containing all available enum property entries.
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It can be `enum.Enum` or a simple list/tuple.
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:param fct_to_str: A function pointer converting data collection member to its string format.
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You must make sure that each members built name is unique in collection!
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For `enum.IntEnum`, it can be simple `lambda x: str(x.value)`
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:param fct_from_str: A function pointer getting data collection member from its string format.
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This class promise that given string must can be parsed.
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For `enum.IntEnum`, it can be simple `lambda x: TEnum(int(x))`
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:param fct_name: A function pointer converting data collection member to its display name which shown in Blender.
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:param fct_desc: Same as `fct_name` but return description instead which shown in Blender
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If no description, return empty string, not None.
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:param fct_icon: Same as `fct_name` but return the used icon instead which shown in Blender.
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It can be a Blender builtin icon string, or any loaded icon integer ID.
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If no icon, return empty string.
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"""
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# assign member
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self.__mCollections = collections
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self.__mFctToStr = fct_to_str
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self.__mFctFromStr = fct_from_str
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self.__mFctName = fct_name
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self.__mFctDesc = fct_desc
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self.__mFctIcon = fct_icon
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def generate_items(self) -> tuple[tuple[str, str, str, int | str, int], ...]:
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"""
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Generate a tuple which can be applied to Blender EnumProperty's "items".
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"""
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# blender enum prop item format:
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# (token, display name, descriptions, icon, index)
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return tuple(
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(
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self.__mFctToStr(member), # call to_str as its token.
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self.__mFctName(member),
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self.__mFctDesc(member),
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self.__mFctIcon(member),
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idx # use hardcode index, not the collection member self.
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) for idx, member in enumerate(self.__mCollections)
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)
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def get_selection(self, prop: str) -> _TRawEnum:
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"""
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Return collection member from given Blender EnumProp string data.
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"""
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# call from_str fct ptr
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return self.__mFctFromStr(prop)
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def to_selection(self, val: _TRawEnum) -> str:
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"""
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Parse collection member to Blender EnumProp acceptable string format.
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"""
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# call to_str fct ptr
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return self.__mFctToStr(val)
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#endregion
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#region Blender Collection Visitor
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_TPropertyGroup = typing.TypeVar('_TPropertyGroup', bound = bpy.types.PropertyGroup)
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class CollectionVisitor(typing.Generic[_TPropertyGroup]):
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"""
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This is a patch class for Blender collection property.
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Blender collcetion property lack essential type hint and document.
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So I create a wrapper for my personal use to reduce type hint errors raised by my linter.
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"""
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__mSrcProp: bpy.types.CollectionProperty
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def __init__(self, src_prop: bpy.types.CollectionProperty):
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self.__mSrcProp = src_prop
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def add(self) -> _TPropertyGroup:
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"""
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Adds a new item to the collection.
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:return: The instance of newly created item.
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"""
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return self.__mSrcProp.add()
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def remove(self, index: int) -> None:
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"""
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Removes the item at the specified index from the collection.
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:param index: The index of the item to remove.
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"""
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self.__mSrcProp.remove(index)
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def move(self, from_index: int, to_index: int) -> None:
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"""
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Moves an item from one index to another within the collection.
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:param from_index: The current index of the item to move.
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:param to_index: The target index where the item should be moved.
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"""
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self.__mSrcProp.move(from_index, to_index)
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def clear(self) -> None:
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"""
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Clears all items from the collection.
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"""
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self.__mSrcProp.clear()
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def __len__(self) -> int:
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return self.__mSrcProp.__len__()
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def __getitem__(self, index: int | str) -> _TPropertyGroup:
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return self.__mSrcProp.__getitem__(index)
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def __setitem__(self, index: int | str, value: _TPropertyGroup) -> None:
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self.__mSrcProp.__setitem__(index, value)
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def __delitem__(self, index: int | str) -> None:
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self.__mSrcProp.__delitem__(index)
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def __iter__(self) -> typing.Iterator[_TPropertyGroup]:
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return self.__mSrcProp.__iter__()
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def __contains__(self, item: _TPropertyGroup) -> bool:
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return self.__mSrcProp.__contains__(item)
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#endregion
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#region Tiny Mutex for With Context
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_TMutexObject = typing.TypeVar('_TMutexObject')
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class TinyMutex(typing.Generic[_TMutexObject]):
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"""
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In this plugin, some classes have "with" context feature.
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However, in some cases, it is essential to block any futher visiting if some "with" context are operating on some object.
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This is the reason why this tiny mutex is designed.
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Please note this class is not a real MUTEX.
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We just want to make sure the resources only can be visited by one "with" context.
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So it doesn't matter that we do not use lock before operating something.
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"""
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__mProtectedObjects: set[_TMutexObject]
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def __init__(self):
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self.__mProtectedObjects = set()
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def lock(self, obj: _TMutexObject) -> None:
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"""
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Lock given object.
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:raise BBPException: Raised if given object has been locked.
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:param obj: The resource to be locked.
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"""
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if obj in self.__mProtectedObjects:
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raise BBPException('It is not allowed that operate multiple "with" contexts on a single object.')
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self.__mProtectedObjects.add(obj)
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def try_lock(self, obj: _TMutexObject) -> bool:
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"""
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Try lock given object.
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:param obj: The resource to be locked.
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:return: True if we successfully lock it, otherwise false.
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"""
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if obj in self.__mProtectedObjects:
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return False
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self.__mProtectedObjects.add(obj)
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return True
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def unlock(self, obj: _TMutexObject) -> None:
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"""
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Unlock given object.
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:raise BBPException: Raised if given object is not locked.
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:param obj: The resource to be unlocked.
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"""
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if obj not in self.__mProtectedObjects:
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raise BBPException('It is not allowed that unlock an non-existent object.')
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self.__mProtectedObjects.remove(obj)
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#endregion
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