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integration.py
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"""
Add integration with native blender types, following are supported:
- bpy.types.Object
- bpy.types.MeshVertex
- bpy.types.MeshEdge
- bpy.types.MeshPolygon
"""
from .logic import StatefulOperatorLogic
from .constants import mesh_element_types
from .utilities.generic import get_pointer_get_set, to_list
from .utilities.geometry import (
get_evaluated_obj,
get_mesh_element,
get_placement_pos,
get_scale_from_pos,
)
import bpy
from bpy.types import Context
from typing import Optional
class StatefulOperator(StatefulOperatorLogic):
"""Extends logic class with native blender integration"""
@classmethod
def _has_global_object(cls):
states = cls.get_states_definition()
return any([s.pointer == "object" for s in states])
def _get_global_object_index(cls):
states = cls.get_states_definition()
object_in_list = [s.pointer == "object" for s in states]
if not any(object_in_list):
return None
return object_in_list.index(True)
@classmethod
def register_properties(cls):
states = cls.get_states_definition()
annotations = cls.__annotations__.copy()
# Have some specific logic: pointer name "object" is used as global object
# otherwise define ob_name for each element
# has_global_object = cls._has_global_object()
for i, s in enumerate(states):
pointer_name = s.pointer
types = s.types
if not pointer_name:
continue
if pointer_name in annotations.keys():
# Skip pointers that have a property defined
# Note: pointer might not need implicit props, thus no need for getter/setter
return
if hasattr(cls, pointer_name):
# This can happen when the addon is re-enabled in the same session
continue
get, set = get_pointer_get_set(i)
setattr(cls, pointer_name, get)
# Note: keep state pointers read-only, only set with set_state_pointer()
for a in annotations.keys():
if hasattr(cls, a):
raise NameError(
"Cannot register implicit pointer properties, class {} already has attribute of name {}".format(
cls, a
)
)
def state_property(self, state_index):
return None
def get_state_pointer(
self, index: Optional[int] = None, implicit: Optional[bool] = False
):
# Creates pointer value from its implicitly stored props
if index is None:
index = self.state_index
state = self.get_states_definition()[index]
pointer_name = state.pointer
data = self._state_data.get(index, {})
if "type" not in data.keys():
return None
pointer_type = data["type"]
if not pointer_type:
return None
if pointer_type in (bpy.types.Object, *mesh_element_types):
if self._has_global_object():
global_ob_index = self._get_global_object_index()
obj_name = self._state_data[global_ob_index]["object_name"]
else:
obj_name = data["object_name"]
obj = get_evaluated_obj(bpy.context, bpy.data.objects[obj_name])
if pointer_type in mesh_element_types:
index = data["mesh_index"]
if pointer_type == bpy.types.Object:
if implicit:
return obj_name
return obj
elif pointer_type == bpy.types.MeshVertex:
if implicit:
return obj_name, index
return obj.data.vertices[index]
elif pointer_type == bpy.types.MeshEdge:
if implicit:
return obj_name, index
return obj.data.edges[index]
elif pointer_type == bpy.types.MeshPolygon:
if implicit:
return obj_name, index
return obj.data.polygons[index]
def set_state_pointer(self, values, index=None, implicit=False):
# handles type specific setters
if index is None:
index = self.state_index
state = self.get_states_definition()[index]
pointer_name = state.pointer
data = self._state_data.get(index, {})
pointer_type = data["type"]
def get_value(index):
if values is None:
return None
return values[index]
if pointer_type == bpy.types.Object:
if implicit:
val = get_value(0)
else:
val = get_value(0).name
data["object_name"] = val
return True
elif pointer_type in mesh_element_types:
obj_name = get_value(0) if implicit else get_value(0).name
if self._has_global_object():
self._state_data[self._get_global_object_index()][
"object_name"
] = obj_name
else:
data["object_name"] = obj_name
data["mesh_index"] = get_value(1) if implicit else get_value(1).index
return True
def state_func(self, context: Context, coords):
pos = get_placement_pos(context, coords)
prop_name = self.state.property
prop = self.rna_type.properties.get(prop_name)
if not prop:
return super().state_func(context, coords)
if prop.array_length > 1:
return pos
if prop.type in ("FLOAT", "INT"):
# Take the delta between the state start position and current position in screenspace X-Axis
# and scale the value by the zoom level at the state start position
type_cast = float if prop.type == "FLOAT" else int
old_pos = get_placement_pos(context, self.state_init_coords)
scale = get_scale_from_pos(old_pos, context.region_data) / 500
return type_cast((coords.x - self.state_init_coords.x) * scale)
return super().state_func(context, coords)
def pick_element(self, context: Context, coords):
# return a list of implicit prop values if pointer need implicit props
state = self.state
data = self.state_data
types = {
"vertex": (bpy.types.MeshVertex in state.types),
"edge": (bpy.types.MeshEdge in state.types),
"face": (bpy.types.MeshPolygon in state.types),
}
do_object = bpy.types.Object in state.types
do_mesh_elem = any(types.values())
if not do_object and not do_mesh_elem:
return
global_ob = None
if self._has_global_object():
global_ob_name = self._state_data[self._get_global_object_index()].get(
"object_name"
)
if global_ob_name:
global_ob = bpy.data.objects[global_ob_name]
ob, type, index = get_mesh_element(context, coords, **types, object=global_ob)
if not ob:
return None
if bpy.types.Object in state.types:
data["type"] = bpy.types.Object
return ob.name
# maybe have type as return value
data["type"] = {
"VERTEX": bpy.types.MeshVertex,
"EDGE": bpy.types.MeshEdge,
"FACE": bpy.types.MeshPolygon,
}[type]
return ob.name, index
def gather_selection(self, context: Context):
# Return list filled with all selected verts/edges/faces/objects
selected = []
states = self.get_states()
types = [s.types for s in states]
# Note: Where to take mesh elements from? Editmode data is only written
# when left probably making it impossible to use selected elements in realtime.
if any([t == bpy.types.Object for t in types]):
selected.extend(context.selected_objects)
return selected
# Gets called for every state
def parse_selection(self, context, selected, index=None):
# Look for a valid element in selection
# should go through objects, vertices, entities depending on state.types
result = None
if not index:
index = self.state_index
state = self.get_states_definition()[index]
data = self.get_state_data(index)
if state.pointer:
# TODO: Discard if too many entities are selected?
types = state.types
for i, e in enumerate(selected):
if type(e) in types:
result = selected.pop(i)
break
if result:
data["type"] = type(result)
self.set_state_pointer(to_list(result), index=index)
self.state_data["is_existing_entity"] = True
return True
def draw(self, context):
layout = self.layout
for i, state in enumerate(self.get_states()):
if i != 0:
layout.separator()
layout.label(text=state.name)
state_data = self._state_data.get(i, {})
is_existing = state_data.get("is_existing_entity", False)
props = self.get_property(index=i)
if state.pointer and is_existing:
layout.label(text=str(getattr(self, state.pointer)))
elif props:
for p in props:
layout.prop(self, p, text="")
if hasattr(self, "draw_settings"):
self.draw_settings(context)