234 lines
9.6 KiB
Python
234 lines
9.6 KiB
Python
import bpy
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import enum, typing
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from . import UTIL_virtools_types, UTIL_functions
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from . import PROP_ptrprop_resolver
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## Intent
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# Some importer or exporter may share same properties.
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# So we create some shared class and user just need inherit them
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# and call general getter to get user selected data.
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# Also provide draw function thus caller do not need draw the params themselves.
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class ConflictStrategy(enum.IntEnum):
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Rename = enum.auto()
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Current = enum.auto()
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_g_ConflictStrategyDesc: dict[ConflictStrategy, tuple[str, str]] = {
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ConflictStrategy.Rename: ('Rename', 'Rename the new one'),
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ConflictStrategy.Current: ('Use Current', 'Use current one'),
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}
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_g_EnumHelper_ConflictStrategy: UTIL_functions.EnumPropHelper = UTIL_functions.EnumPropHelper(
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ConflictStrategy,
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lambda x: str(x.value),
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lambda x: ConflictStrategy(int(x)),
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lambda x: _g_ConflictStrategyDesc[x][0],
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lambda x: _g_ConflictStrategyDesc[x][1],
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lambda _: ''
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)
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#region Assist Classes
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class ExportEditModeBackup():
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"""
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The class which save Edit Mode when exporting and restore it after exporting.
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Because edit mode is not allowed when exporting.
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Support `with` statement.
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```
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with ExportEditModeBackup():
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# do some exporting work
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blabla()
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# restore automatically when exiting "with"
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```
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"""
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mInEditMode: bool
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def __init__(self):
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if bpy.context.object and bpy.context.object.mode == "EDIT":
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# set and toggle it. otherwise exporting will failed.
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self.mInEditMode = True
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bpy.ops.object.editmode_toggle()
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else:
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self.mInEditMode = False
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def __enter__(self):
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return self
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def __exit__(self, exc_type, exc_value, traceback):
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if self.mInEditMode:
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bpy.ops.object.editmode_toggle()
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self.mInEditMode = False
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class ConflictResolver():
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"""
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This class frequently used when importing objects.
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This class accept 4 conflict strategies for object, mesh, material and texture,
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and provide 4 general creation functions to handle these strategies.
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Each general creation functions will return an instance and a bool indicating whether this instance need be initialized.
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"""
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__mObjectStrategy: ConflictStrategy
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__mMeshStrategy: ConflictStrategy
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__mMaterialStrategy: ConflictStrategy
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__mTextureStrategy: ConflictStrategy
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def __init__(self, obj_strategy: ConflictStrategy, mesh_strategy: ConflictStrategy, mtl_strategy: ConflictStrategy, tex_strategy: ConflictStrategy):
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self.__mObjectStrategy = obj_strategy
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self.__mMeshStrategy = mesh_strategy
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self.__mMaterialStrategy = mtl_strategy
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self.__mTextureStrategy = tex_strategy
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def create_object(self, name: str, data: bpy.types.Mesh) -> tuple[bpy.types.Object, bool]:
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"""
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Create object according to conflict strategy.
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`data` will only be applied when creating new object (no existing instance or strategy order rename)
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"""
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if self.__mObjectStrategy == ConflictStrategy.Current:
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old: bpy.types.Object | None = bpy.data.objects.get(name, None)
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if old is not None:
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return (old, False)
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return (bpy.data.objects.new(name, data), True)
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def create_mesh(self, name: str) -> tuple[bpy.types.Mesh, bool]:
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if self.__mMeshStrategy == ConflictStrategy.Current:
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old: bpy.types.Mesh | None = bpy.data.meshes.get(name, None)
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if old is not None:
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return (old, False)
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return (bpy.data.meshes.new(name), True)
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def create_material(self, name: str) -> tuple[bpy.types.Material, bool]:
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if self.__mMaterialStrategy == ConflictStrategy.Current:
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old: bpy.types.Material | None = bpy.data.materials.get(name, None)
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if old is not None:
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return (old, False)
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return (bpy.data.materials.new(name), True)
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def create_texture(self, name: str, fct_cret: typing.Callable[[], bpy.types.Image]) -> tuple[bpy.types.Image, bool]:
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"""
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Create texture according to conflict strategy.
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If the strategy order current, it will return current existing instance.
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If no existing instance or strategy order rename, it will call `fct_cret` to create new texture.
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Because texture do not have a general creation function, we frequently create it by other modules provided texture functions.
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So `fct_cret` is the real creation function. And it will not be executed if no creation happended.
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"""
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if self.__mTextureStrategy == ConflictStrategy.Current:
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old: bpy.types.Image | None = bpy.data.images.get(name, None)
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if old is not None:
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return (old, False)
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# create texture, set name, and return
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tex: bpy.types.Image = fct_cret()
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tex.name = name
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return (tex, True)
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#endregion
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class ImportParams():
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texture_conflict_strategy: bpy.props.EnumProperty(
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name = "Texture Name Conflict",
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items = _g_EnumHelper_ConflictStrategy.generate_items(),
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description = "Define how to process texture name conflict",
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default = _g_EnumHelper_ConflictStrategy.to_selection(ConflictStrategy.Current),
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)
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material_conflict_strategy: bpy.props.EnumProperty(
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name = "Material Name Conflict",
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items = _g_EnumHelper_ConflictStrategy.generate_items(),
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description = "Define how to process material name conflict",
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default = _g_EnumHelper_ConflictStrategy.to_selection(ConflictStrategy.Rename),
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)
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mesh_conflict_strategy: bpy.props.EnumProperty(
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name = "Mesh Name Conflict",
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items = _g_EnumHelper_ConflictStrategy.generate_items(),
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description = "Define how to process mesh name conflict",
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default = _g_EnumHelper_ConflictStrategy.to_selection(ConflictStrategy.Rename),
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)
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object_conflict_strategy: bpy.props.EnumProperty(
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name = "Object Name Conflict",
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items = _g_EnumHelper_ConflictStrategy.generate_items(),
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description = "Define how to process object name conflict",
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default = _g_EnumHelper_ConflictStrategy.to_selection(ConflictStrategy.Rename),
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)
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def draw_import_params(self, layout: bpy.types.UILayout) -> None:
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layout.label(text = 'Object Name Conflict')
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layout.prop(self, 'object_conflict_strategy', text = '')
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layout.label(text = 'Mesh Name Conflict')
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layout.prop(self, 'mesh_conflict_strategy', text = '')
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layout.label(text = 'Material Name Conflict')
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layout.prop(self, 'material_conflict_strategy', text = '')
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layout.label(text = 'Texture Name Conflict')
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layout.prop(self, 'texture_conflict_strategy', text = '')
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def general_get_texture_conflict_strategy(self) -> ConflictStrategy:
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return _g_EnumHelper_ConflictStrategy.get_selection(self.texture_conflict_strategy)
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def general_get_material_conflict_strategy(self) -> ConflictStrategy:
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return _g_EnumHelper_ConflictStrategy.get_selection(self.material_conflict_strategy)
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def general_get_mesh_conflict_strategy(self) -> ConflictStrategy:
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return _g_EnumHelper_ConflictStrategy.get_selection(self.mesh_conflict_strategy)
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def general_get_object_conflict_strategy(self) -> ConflictStrategy:
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return _g_EnumHelper_ConflictStrategy.get_selection(self.object_conflict_strategy)
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def general_get_conflict_resolver(self) -> ConflictResolver:
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return ConflictResolver(
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self.general_get_object_conflict_strategy(),
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self.general_get_mesh_conflict_strategy(),
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self.general_get_material_conflict_strategy(),
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self.general_get_texture_conflict_strategy()
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)
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class ExportParams():
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export_mode: bpy.props.EnumProperty(
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name = "Export Mode",
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items = (
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('COLLECTION', "Collection", "Export a collection", 'OUTLINER_COLLECTION', 0),
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('OBJECT', "Object", "Export an object", 'OBJECT_DATA', 1),
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),
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)
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def draw_export_params(self, layout: bpy.types.UILayout) -> None:
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# make prop expand horizontaly, not vertical.
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sublayout = layout.row()
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# draw switch
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sublayout.prop(self, "export_mode", expand = True)
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# draw picker
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if self.export_mode == 'COLLECTION':
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PROP_ptrprop_resolver.draw_export_collection(layout)
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elif self.export_mode == 'OBJECT':
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PROP_ptrprop_resolver.draw_export_object(layout)
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def general_get_export_objects(self) -> tuple[bpy.types.Object] | None:
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"""
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Return resolved exported objects or None if no selection.
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"""
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if self.export_mode == 'COLLECTION':
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col: bpy.types.Collection = PROP_ptrprop_resolver.get_export_collection()
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if col is None: return None
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else:
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return tuple(col.all_objects)
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else:
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obj: bpy.types.Object = PROP_ptrprop_resolver.get_export_object()
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if obj is None: return None
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else: return (obj, )
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class VirtoolsParams():
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vt_encodings: bpy.props.StringProperty(
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name = "Encodings",
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description = "The encoding list used by Virtools engine to resolve object name. Use `;` to split multiple encodings",
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default = UTIL_virtools_types.g_PyBMapDefaultEncoding
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)
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def draw_virtools_params(self, layout: bpy.types.UILayout) -> None:
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layout.label(text = 'Encodings')
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layout.prop(self, 'vt_encodings', text = '')
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def general_get_vt_encodings(self) -> tuple[str]:
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# get encoding, split it by `;` and strip blank chars.
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encodings: str = self.vt_encodings
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return tuple(map(lambda x: x.strip(), encodings.split(';')))
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