161 lines
5.6 KiB
Python
161 lines
5.6 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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"""
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The exception thrown by Ballance Blender Plugin
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"""
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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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@brief Clamp a float value
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@param v[in] The value need to be clamp.
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@param min_val[in] The allowed minium value, including self.
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@param max_val[in] The allowed maxium value, including self.
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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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@brief Clamp a int value
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@param v[in] The value need to be clamp.
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@param min_val[in] The allowed minium value, including self.
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@param max_val[in] The allowed maxium value, including self.
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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[in] The text this message box displayed. Each item in this param will show as a single line.
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@param title[in] Message box title text.
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@param icon[in] 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 move_to_cursor(obj: bpy.types.Object):
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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 calling update() function for view_layer for the translation of each object is not suit for too much objects.
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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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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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move_to_cursor(obj)
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class EnumPropHelper():
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"""
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These class contain all functions related to EnumProperty creation for Python Enums
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"""
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# define some type hint
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_TEnumVar = typing.TypeVar('_TEnumVar', bound = enum.Enum) ##< Mean a variable of enum.Enum's children
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_TEnum = type[_TEnumVar] ##< Mean the type self which is enum.Enum's children.
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_TFctName = typing.Callable[[_TEnumVar], str]
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_TFctDesc = typing.Callable[[_TEnumVar], str]
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_TFctIcon = typing.Callable[[_TEnumVar], str | int]
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# define class member
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__mTy: _TEnum
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__mIsIntEnum: bool
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__mFctName: _TFctName
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__mFctDesc: _TFctDesc
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__mFctIcon: _TFctIcon
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def __init__(
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self,
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ty: _TEnum,
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fct_name: _TFctName,
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fct_desc: _TFctDesc,
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fct_icon: _TFctIcon):
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# check type
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if not issubclass(ty, enum.Enum):
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raise BBPException('invalid type for EnumPropHelper')
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# assign member
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self.__mTy = ty
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self.__mIsIntEnum = issubclass(ty, enum.IntEnum)
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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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if self.__mIsIntEnum:
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# for intenum, we can use its value as index number directly.
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# and use the string format of index as blender prop token.
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return tuple(
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(
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str(member.value),
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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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member.value
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) for member in self.__mTy
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)
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else:
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# for non-intenum, we need create number index manually for it.
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# and directly use its value as blender prop token
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return tuple(
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(
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member.value,
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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
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) for idx, member in enumerate(self.__mTy)
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)
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def get_selection(self, prop: str) -> _TEnumVar:
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"""
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Return Python enum value from given Blender EnumProp.
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"""
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# for intenum, param is its string format, we need use int() to convert it first
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# for non-intenum, param is just its value, we use it directly
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# then we parse it to python enum type
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if self.__mIsIntEnum:
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return self.__mTy(int(prop))
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else:
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return self.__mTy(prop)
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def to_selection(self, val: _TEnumVar) -> str:
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"""
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Parse Python enum value to Blender EnumProp acceptable string.
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"""
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# the inversed operation of get_selection().
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if self.__mIsIntEnum:
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return str(val.value)
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else:
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return val.value
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