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# SPDX-License-Identifier: GPL-2.0-or-later
# <pep8 compliant>
if "bpy" in locals():
import importlib
importlib.reload(properties)
else:
from . import properties
import bpy
from bpy.types import (
Menu,
Panel,
UIList,
)
# Add space_view3d.py to module search path for VIEW3D_PT_object_type_visibility import.
import os.path, sys
sys.path.append(os.path.abspath(os.path.join(os.path.dirname(__file__), '../../startup/bl_ui')))
from space_view3d import VIEW3D_PT_object_type_visibility
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### Session.
class VIEW3D_PT_vr_session(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_category = "VR"
bl_label = "VR Session"
def draw(self, context):
layout = self.layout
session_settings = context.window_manager.xr_session_settings
scene = context.scene
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
is_session_running = bpy.types.XrSessionState.is_running(context)
# Using SNAP_FACE because it looks like a stop icon -- I shouldn't
# have commit rights...
toggle_info = (
("Start VR Session", 'PLAY') if not is_session_running else (
"Stop VR Session", 'SNAP_FACE')
)
layout.operator("wm.xr_session_toggle",
text=toggle_info[0], icon=toggle_info[1])
layout.separator()
col = layout.column(align=True, heading="Tracking")
col.prop(session_settings, "use_positional_tracking", text="Positional")
col.prop(session_settings, "use_absolute_tracking", text="Absolute")
col = layout.column(align=True, heading="Actions")
col.prop(scene, "vr_actions_enable")
### View.
class VIEW3D_PT_vr_session_view(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_category = "VR"
bl_label = "View"
def draw(self, context):
layout = self.layout
session_settings = context.window_manager.xr_session_settings
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
col = layout.column(align=True, heading="Show")
col.prop(session_settings, "show_floor", text="Floor")
col.prop(session_settings, "show_annotation", text="Annotations")
col.prop(session_settings, "show_selection", text="Selection")
col.prop(session_settings, "show_controllers", text="Controllers")
col.prop(session_settings, "show_custom_overlays", text="Custom Overlays")
col.prop(session_settings, "show_object_extras", text="Object Extras")
col = col.row(align=True, heading=" ")
col.scale_x = 2.0
col.popover(
panel="VIEW3D_PT_vr_session_view_object_type_visibility",
icon_value=session_settings.icon_from_show_object_viewport,
text="",
)
col = layout.column(align=True)
col.prop(session_settings, "controller_draw_style", text="Controller Style")
col = layout.column(align=True)
col.prop(session_settings, "clip_start", text="Clip Start")
col.prop(session_settings, "clip_end", text="End")
class VIEW3D_PT_vr_session_view_object_type_visibility(VIEW3D_PT_object_type_visibility):
def draw(self, context):
session_settings = context.window_manager.xr_session_settings
self.draw_ex(context, session_settings, False) # Pass session settings instead of 3D view.
### Landmarks.
class VIEW3D_MT_vr_landmark_menu(Menu):
bl_label = "Landmark Controls"
def draw(self, _context):
layout = self.layout
layout.operator("view3d.vr_camera_landmark_from_session")
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layout.operator("view3d.vr_landmark_from_camera")
layout.operator("view3d.update_vr_landmark")
layout.separator()
layout.operator("view3d.cursor_to_vr_landmark")
layout.operator("view3d.camera_to_vr_landmark")
layout.operator("view3d.add_camera_from_vr_landmark")
class VIEW3D_UL_vr_landmarks(UIList):
def draw_item(self, context, layout, _data, item, icon, _active_data,
_active_propname, index):
landmark = item
landmark_active_idx = context.scene.vr_landmarks_active
layout.emboss = 'NONE'
layout.prop(landmark, "name", text="")
icon = (
'RADIOBUT_ON' if (index == landmark_active_idx) else 'RADIOBUT_OFF'
)
props = layout.operator(
"view3d.vr_landmark_activate", text="", icon=icon)
props.index = index
class VIEW3D_PT_vr_landmarks(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_category = "VR"
bl_label = "Landmarks"
bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
layout = self.layout
scene = context.scene
landmark_selected = properties.VRLandmark.get_selected_landmark(context)
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
row = layout.row()
row.template_list("VIEW3D_UL_vr_landmarks", "", scene, "vr_landmarks",
scene, "vr_landmarks_selected", rows=3)
col = row.column(align=True)
col.operator("view3d.vr_landmark_add", icon='ADD', text="")
col.operator("view3d.vr_landmark_remove", icon='REMOVE', text="")
col.operator("view3d.vr_landmark_from_session", icon='PLUS', text="")
col.menu("VIEW3D_MT_vr_landmark_menu", icon='DOWNARROW_HLT', text="")
if landmark_selected:
layout.prop(landmark_selected, "type")
if landmark_selected.type == 'OBJECT':
layout.prop(landmark_selected, "base_pose_object")
layout.prop(landmark_selected, "base_scale", text="Scale")
elif landmark_selected.type == 'CUSTOM':
layout.prop(landmark_selected,
"base_pose_location", text="Location")
layout.prop(landmark_selected,
"base_pose_angle", text="Angle")
layout.prop(landmark_selected,
"base_scale", text="Scale")
class VIEW3D_PT_vr_actionmaps(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_category = "VR"
bl_label = "Action Maps"
bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
layout = self.layout
scene = context.scene
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
col = layout.column(align=True)
col.prop(scene, "vr_actions_use_gamepad", text="Gamepad")
col = layout.column(align=True, heading="Extensions")
col.prop(scene, "vr_actions_enable_reverb_g2", text="HP Reverb G2")
col.prop(scene, "vr_actions_enable_vive_cosmos", text="HTC Vive Cosmos")
col.prop(scene, "vr_actions_enable_vive_focus", text="HTC Vive Focus")
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col.prop(scene, "vr_actions_enable_huawei", text="Huawei")
### Viewport feedback.
class VIEW3D_PT_vr_viewport_feedback(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_category = "VR"
bl_label = "Viewport Feedback"
bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
layout = self.layout
scene = context.scene
view3d = context.space_data
session_settings = context.window_manager.xr_session_settings
col = layout.column(align=True)
col.label(icon='ERROR', text="Note:")
col.label(text="Settings here may have a significant")
col.label(text="performance impact!")
layout.separator()
layout.prop(view3d.shading, "vr_show_virtual_camera")
layout.prop(view3d.shading, "vr_show_controllers")
layout.prop(view3d.shading, "vr_show_landmarks")
layout.prop(view3d, "mirror_xr_session")
### Info.
class VIEW3D_PT_vr_info(bpy.types.Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_category = "VR"
bl_label = "VR Info"
@classmethod
def poll(cls, context):
return not bpy.app.build_options.xr_openxr
def draw(self, context):
layout = self.layout
layout.label(icon='ERROR', text="Built without VR/OpenXR features")
classes = (
VIEW3D_PT_vr_session,
VIEW3D_PT_vr_session_view,
VIEW3D_PT_vr_session_view_object_type_visibility,
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VIEW3D_PT_vr_landmarks,
VIEW3D_PT_vr_actionmaps,
VIEW3D_PT_vr_viewport_feedback,
VIEW3D_UL_vr_landmarks,
VIEW3D_MT_vr_landmark_menu,
)
def register():
for cls in classes:
bpy.utils.register_class(cls)
# View3DShading is the only per 3D-View struct with custom property
# support, so "abusing" that to get a per 3D-View option.
bpy.types.View3DShading.vr_show_virtual_camera = bpy.props.BoolProperty(
name="Show VR Camera"
)
bpy.types.View3DShading.vr_show_controllers = bpy.props.BoolProperty(
name="Show VR Controllers"
)
bpy.types.View3DShading.vr_show_landmarks = bpy.props.BoolProperty(
name="Show Landmarks"
)
def unregister():
for cls in classes:
bpy.utils.unregister_class(cls)
del bpy.types.View3DShading.vr_show_virtual_camera
del bpy.types.View3DShading.vr_show_controllers
del bpy.types.View3DShading.vr_show_landmarks