BallanceBlenderHelper/bbp_ng/UTIL_ioport_shared.py
yyc12345 729e12ed7b feat: update virtools file importer and exporter
- use panel to organise property group in virtools file importer and exporter.
- move all ballance params and virtools params into ioport_shared module and enable different showcase according to the argument passed to show function presenting whether current window is importer or exporter.
- add multiple type ignore to ignore the error of bpy operator member field type hints.
2024-12-30 17:53:42 +08:00

333 lines
14 KiB
Python

import bpy
import enum, typing
from . import UTIL_virtools_types, UTIL_functions
from . import PROP_ptrprop_resolver, PROP_ballance_map_info
## Intent
# Some importer or exporter may share same properties.
# So we create some shared class and user just need inherit them
# and call general getter to get user selected data.
# Also provide draw function thus caller do not need draw the params themselves.
class ConflictStrategy(enum.IntEnum):
Rename = enum.auto()
Current = enum.auto()
_g_ConflictStrategyDesc: dict[ConflictStrategy, tuple[str, str]] = {
ConflictStrategy.Rename: ('Rename', 'Rename the new one'),
ConflictStrategy.Current: ('Use Current', 'Use current one'),
}
_g_EnumHelper_ConflictStrategy: UTIL_functions.EnumPropHelper = UTIL_functions.EnumPropHelper(
ConflictStrategy,
lambda x: str(x.value),
lambda x: ConflictStrategy(int(x)),
lambda x: _g_ConflictStrategyDesc[x][0],
lambda x: _g_ConflictStrategyDesc[x][1],
lambda _: ''
)
#region Assist Classes
class ExportEditModeBackup():
"""
The class which save Edit Mode when exporting and restore it after exporting.
Because edit mode is not allowed when exporting.
Support `with` statement.
```
with ExportEditModeBackup():
# do some exporting work
blabla()
# restore automatically when exiting "with"
```
"""
mInEditMode: bool
def __init__(self):
if bpy.context.object and bpy.context.object.mode == "EDIT":
# set and toggle it. otherwise exporting will failed.
self.mInEditMode = True
bpy.ops.object.editmode_toggle()
else:
self.mInEditMode = False
def __enter__(self):
return self
def __exit__(self, exc_type, exc_value, traceback):
if self.mInEditMode:
bpy.ops.object.editmode_toggle()
self.mInEditMode = False
class ConflictResolver():
"""
This class frequently used when importing objects.
This class accept 4 conflict strategies for object, mesh, material and texture,
and provide 4 general creation functions to handle these strategies.
Each general creation functions will return an instance and a bool indicating whether this instance need be initialized.
"""
__mObjectStrategy: ConflictStrategy
__mMeshStrategy: ConflictStrategy
__mMaterialStrategy: ConflictStrategy
__mTextureStrategy: ConflictStrategy
def __init__(self, obj_strategy: ConflictStrategy, mesh_strategy: ConflictStrategy, mtl_strategy: ConflictStrategy, tex_strategy: ConflictStrategy):
self.__mObjectStrategy = obj_strategy
self.__mMeshStrategy = mesh_strategy
self.__mMaterialStrategy = mtl_strategy
self.__mTextureStrategy = tex_strategy
def create_object(self, name: str, data: bpy.types.Mesh) -> tuple[bpy.types.Object, bool]:
"""
Create object according to conflict strategy.
`data` will only be applied when creating new object (no existing instance or strategy order rename)
"""
if self.__mObjectStrategy == ConflictStrategy.Current:
old: bpy.types.Object | None = bpy.data.objects.get(name, None)
if old is not None:
return (old, False)
return (bpy.data.objects.new(name, data), True)
def create_mesh(self, name: str) -> tuple[bpy.types.Mesh, bool]:
if self.__mMeshStrategy == ConflictStrategy.Current:
old: bpy.types.Mesh | None = bpy.data.meshes.get(name, None)
if old is not None:
return (old, False)
return (bpy.data.meshes.new(name), True)
def create_material(self, name: str) -> tuple[bpy.types.Material, bool]:
if self.__mMaterialStrategy == ConflictStrategy.Current:
old: bpy.types.Material | None = bpy.data.materials.get(name, None)
if old is not None:
return (old, False)
return (bpy.data.materials.new(name), True)
def create_texture(self, name: str, fct_cret: typing.Callable[[], bpy.types.Image]) -> tuple[bpy.types.Image, bool]:
"""
Create texture according to conflict strategy.
If the strategy order current, it will return current existing instance.
If no existing instance or strategy order rename, it will call `fct_cret` to create new texture.
Because texture do not have a general creation function, we frequently create it by other modules provided texture functions.
So `fct_cret` is the real creation function. And it will not be executed if no creation happended.
"""
if self.__mTextureStrategy == ConflictStrategy.Current:
old: bpy.types.Image | None = bpy.data.images.get(name, None)
if old is not None:
return (old, False)
# create texture, set name, and return
tex: bpy.types.Image = fct_cret()
tex.name = name
return (tex, True)
#endregion
class ImportParams():
texture_conflict_strategy: bpy.props.EnumProperty(
name = "Texture Name Conflict",
items = _g_EnumHelper_ConflictStrategy.generate_items(),
description = "Define how to process texture name conflict",
default = _g_EnumHelper_ConflictStrategy.to_selection(ConflictStrategy.Current),
) # type: ignore
material_conflict_strategy: bpy.props.EnumProperty(
name = "Material Name Conflict",
items = _g_EnumHelper_ConflictStrategy.generate_items(),
description = "Define how to process material name conflict",
default = _g_EnumHelper_ConflictStrategy.to_selection(ConflictStrategy.Rename),
) # type: ignore
mesh_conflict_strategy: bpy.props.EnumProperty(
name = "Mesh Name Conflict",
items = _g_EnumHelper_ConflictStrategy.generate_items(),
description = "Define how to process mesh name conflict",
default = _g_EnumHelper_ConflictStrategy.to_selection(ConflictStrategy.Rename),
) # type: ignore
object_conflict_strategy: bpy.props.EnumProperty(
name = "Object Name Conflict",
items = _g_EnumHelper_ConflictStrategy.generate_items(),
description = "Define how to process object name conflict",
default = _g_EnumHelper_ConflictStrategy.to_selection(ConflictStrategy.Rename),
) # type: ignore
def draw_import_params(self, layout: bpy.types.UILayout) -> None:
header: bpy.types.UILayout
body: bpy.types.UILayout
header, body = layout.panel("BBP_PT_ioport_shared_import_params", default_closed=False)
header.label(text = 'Import Parameters')
if body is None: return
body.label(text = 'Object Name Conflict')
body.prop(self, 'object_conflict_strategy', text = '')
body.label(text = 'Mesh Name Conflict')
body.prop(self, 'mesh_conflict_strategy', text = '')
body.label(text = 'Material Name Conflict')
body.prop(self, 'material_conflict_strategy', text = '')
body.label(text = 'Texture Name Conflict')
body.prop(self, 'texture_conflict_strategy', text = '')
def general_get_texture_conflict_strategy(self) -> ConflictStrategy:
return _g_EnumHelper_ConflictStrategy.get_selection(self.texture_conflict_strategy)
def general_get_material_conflict_strategy(self) -> ConflictStrategy:
return _g_EnumHelper_ConflictStrategy.get_selection(self.material_conflict_strategy)
def general_get_mesh_conflict_strategy(self) -> ConflictStrategy:
return _g_EnumHelper_ConflictStrategy.get_selection(self.mesh_conflict_strategy)
def general_get_object_conflict_strategy(self) -> ConflictStrategy:
return _g_EnumHelper_ConflictStrategy.get_selection(self.object_conflict_strategy)
def general_get_conflict_resolver(self) -> ConflictResolver:
return ConflictResolver(
self.general_get_object_conflict_strategy(),
self.general_get_mesh_conflict_strategy(),
self.general_get_material_conflict_strategy(),
self.general_get_texture_conflict_strategy()
)
class ExportParams():
export_mode: bpy.props.EnumProperty(
name = "Export Mode",
items = (
('COLLECTION', "Collection", "Export a collection", 'OUTLINER_COLLECTION', 0),
('OBJECT', "Object", "Export an object", 'OBJECT_DATA', 1),
),
) # type: ignore
def draw_export_params(self, layout: bpy.types.UILayout) -> None:
header: bpy.types.UILayout
body: bpy.types.UILayout
header, body = layout.panel("BBP_PT_ioport_shared_export_params", default_closed=False)
header.label(text = 'Export Parameters')
if body is None: return
# make prop expand horizontaly, not vertical.
horizon_body = body.row()
# draw switch
horizon_body.prop(self, "export_mode", expand = True)
# draw picker
if self.export_mode == 'COLLECTION':
PROP_ptrprop_resolver.draw_export_collection(body)
elif self.export_mode == 'OBJECT':
PROP_ptrprop_resolver.draw_export_object(body)
def general_get_export_objects(self) -> tuple[bpy.types.Object] | None:
"""
Return resolved exported objects or None if no selection.
"""
if self.export_mode == 'COLLECTION':
col: bpy.types.Collection = PROP_ptrprop_resolver.get_export_collection()
if col is None: return None
else:
return tuple(col.all_objects)
else:
obj: bpy.types.Object = PROP_ptrprop_resolver.get_export_object()
if obj is None: return None
else: return (obj, )
# define global tex save opt blender enum prop helper
_g_EnumHelper_CK_TEXTURE_SAVEOPTIONS: UTIL_virtools_types.EnumPropHelper = UTIL_virtools_types.EnumPropHelper(UTIL_virtools_types.CK_TEXTURE_SAVEOPTIONS)
class VirtoolsParams():
vt_encodings: bpy.props.StringProperty(
name = "Encodings",
description = "The encoding list used by Virtools engine to resolve object name. Use `;` to split multiple encodings",
default = UTIL_virtools_types.g_PyBMapDefaultEncoding
) # type: ignore
texture_save_opt: bpy.props.EnumProperty(
name = "Global Texture Save Options",
description = "Decide how texture saved if texture is specified as Use Global as its Save Options.",
items = _g_EnumHelper_CK_TEXTURE_SAVEOPTIONS.generate_items(),
default = _g_EnumHelper_CK_TEXTURE_SAVEOPTIONS.to_selection(UTIL_virtools_types.CK_TEXTURE_SAVEOPTIONS.CKTEXTURE_EXTERNAL)
) # type: ignore
use_compress: bpy.props.BoolProperty(
name="Use Compress",
description = "Whether use ZLib to compress result when saving composition.",
default = True,
) # type: ignore
compress_level: bpy.props.IntProperty(
name = "Compress Level",
description = "The ZLib compress level used by Virtools Engine when saving composition.",
min = 1, max = 9,
default = 5,
) # type: ignore
def draw_virtools_params(self, layout: bpy.types.UILayout, is_importer: bool) -> None:
header: bpy.types.UILayout
body: bpy.types.UILayout
header, body = layout.panel("BBP_PT_ioport_shared_virtools_params", default_closed=False)
header.label(text = 'Virtools Parameters')
if body is None: return
# draw encodings
body.label(text = 'Encodings')
body.prop(self, 'vt_encodings', text = '')
# following field are only valid in exporter
if not is_importer:
body.separator()
body.label(text = 'Global Texture Save Options')
body.prop(self, 'texture_save_opt', text = '')
body.separator()
body.prop(self, 'use_compress')
if self.use_compress:
body.prop(self, 'compress_level')
def general_get_vt_encodings(self) -> tuple[str]:
# get encoding, split it by `;` and strip blank chars.
encodings: str = self.vt_encodings
return tuple(map(lambda x: x.strip(), encodings.split(';')))
def general_get_texture_save_opt(self) -> UTIL_virtools_types.CK_TEXTURE_SAVEOPTIONS:
return _g_EnumHelper_CK_TEXTURE_SAVEOPTIONS.get_selection(self.texture_save_opt)
def general_get_use_compress(self) -> bool:
return self.use_compress
def general_get_compress_level(self) -> int:
return self.compress_level
class BallanceParams():
successive_sector: bpy.props.BoolProperty(
name="Successive Sector",
description = "Whether order exporter to use document specified sector count to make sure sector is successive.",
default = True,
) # type: ignore
def draw_ballance_params(self, layout: bpy.types.UILayout, is_importer: bool) -> None:
# ballance params only presented in exporter.
# so if we are in impoerter, we skip the whole function
# because we don't want to create an empty panel.
if is_importer: return
header: bpy.types.UILayout
body: bpy.types.UILayout
header, body = layout.panel("BBP_PT_ioport_shared_ballance_params", default_closed=False)
header.label(text = 'Ballance Parameters')
if body is None: return
map_info: PROP_ballance_map_info.RawBallanceMapInfo = PROP_ballance_map_info.get_raw_ballance_map_info(bpy.context.scene)
body.prop(self, 'successive_sector')
body.label(text = f'Map Sectors: {map_info.mSectorCount}')
def general_get_successive_sector(self) -> bool:
return self.successive_sector
def general_get_successive_sector_count(self) -> int:
# if user do not pick successive sector, return a random int directly.
if not self.general_get_successive_sector():
return 0
# otherwise fetch user specified sector number
map_info: PROP_ballance_map_info.RawBallanceMapInfo
map_info = PROP_ballance_map_info.get_raw_ballance_map_info(bpy.context.scene)
return map_info.mSectorCount