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Older
rated = bpy.context.scene['assets rated'].get(ad['assetBaseId'])
return True, rated, b, ad
if ao is not None:
# crawl parents to reach active asset. there could have been parenting so we need to find the first onw
ao_check = ao
while ad is None or (ad is None and ao_check.parent is not None):
ad = ao_check.get('asset_data')
if ad is not None:
rated = bpy.context.scene['assets rated'].get(ad['assetBaseId'])
# originally hidden for already rated assets
return True, rated, ao_check, ad
elif ao_check.parent is not None:
ao_check = ao_check.parent
else:
break;
# check also materials
m = ao.active_material
if m is not None:
ad = m.get('asset_data')
if ad is not None:
rated = bpy.context.scene['assets rated'].get(ad['assetBaseId'])
return True, rated, m, ad
# if t>2 and t<2.5:
# ui_props.rating_on = False
return False, False, None, None
def interact_rating(r, mx, my, event):
ui = bpy.context.scene.blenderkitUI
rating_possible, rated, asset, asset_data = is_rating_possible()
if rating_possible:
bkit_ratings = asset.bkit_ratings
t = time.time() - ui.last_rating_time
if bpy.context.mode in ('SCULPT', 'PAINT_TEXTURE'):
accept_value = 'PRESS'
else:
accept_value = 'RELEASE'
if ui.rating_button_on and event.type == 'LEFTMOUSE' and event.value == accept_value:
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if mouse_in_area(mx, my,
ui.rating_x,
ui.rating_y - ui.rating_button_width,
ui.rating_button_width * 2,
ui.rating_button_width):
ui.rating_menu_on = True
ui.rating_button_on = False
return True
if ui.rating_menu_on:
if mouse_in_area(mx, my,
ui.rating_x,
ui.rating_y - ui.rating_ui_height,
ui.rating_ui_width,
ui.rating_ui_height + 25):
rmx = mx - (ui.rating_x)
rmy = my - (ui.rating_y - ui.rating_ui_height)
# quality
upload_rating = False
if (ui.quality_stars_x < rmx and rmx < ui.quality_stars_x + 10 * ui.star_size and \
ui.quality_stars_y < rmy and rmy < ui.quality_stars_y + ui.star_size and event.type == 'LEFTMOUSE' and event.value == 'PRESS') or \
ui.dragging_rating_quality:
if event.type == 'LEFTMOUSE':
if event.value == 'PRESS':
ui.dragging_rating = True
ui.dragging_rating_quality = True
elif event.value == 'RELEASE':
ui.dragging_rating = False
ui.dragging_rating_quality = False
if ui.dragging_rating_quality:
q = math.ceil((rmx - ui.quality_stars_x) / (float(ui.star_size)))
bkit_ratings.rating_quality = q
# work hours
if (
ui.workhours_bar_x < rmx and rmx < ui.workhours_bar_x + ui.workhours_bar_x_max + ui.workhours_bar_slider_size and \
ui.workhours_bar_y < rmy and rmy < ui.workhours_bar_y + ui.workhours_bar_slider_size and event.type == 'LEFTMOUSE' and event.value == 'PRESS') \
or (ui.dragging_rating_work_hours):
if event.value == 'PRESS':
ui.dragging_rating = True
ui.dragging_rating_work_hours = True
elif event.value == 'RELEASE':
ui.dragging_rating = False
ui.dragging_rating_work_hours = False
if ui.dragging_rating_work_hours:
xv = rmx - ui.workhours_bar_x - ui.workhours_bar_slider_size / 2
ratio = xv / ui.workhours_bar_x_max
if asset_data['assetType'] == 'model':
wh_log2 = ratio * 9 - 1
wh = 2 ** wh_log2
else:
wh = 5 * ratio
bkit_ratings.rating_work_hours = wh
if event.type == 'LEFTMOUSE' and event.value == 'RELEASE':
ui.last_rating_time = time.time() # this prop seems obsolete now?
return True
else:
ui.rating_button_on = True
ui.rating_menu_on = False
return False
def mouse_in_area(mx, my, x, y, w, h):
if x < mx < x + w and y < my < y + h:
return True
else:
return False
def mouse_in_asset_bar(mx, my):
s = bpy.context.scene
# search_results = s.get('search results')
# if search_results == None:
# return False
#
# w_draw1 = min(ui_props.wcount + 1, len(search_results) - b * ui_props.wcount - ui_props.scrolloffset)
# end = ui_props.bar_x + (w_draw1) * (
# ui_props.margin + ui_props.thumb_size) + ui_props.margin + ui_props.drawoffset + 25
if ui_props.bar_y - ui_props.bar_height < my < ui_props.bar_y \
and mx > ui_props.bar_x and mx < ui_props.bar_x + ui_props.bar_width:
return True
else:
return False
def mouse_in_region(r, mx, my):
if 0 < my < r.height and 0 < mx < r.width:
return True
else:
return False
def update_ui_size(area, region):
ui = bpy.context.scene.blenderkitUI
user_preferences = bpy.context.preferences.addons['blenderkit'].preferences
ui_scale = bpy.context.preferences.view.ui_scale
ui.margin = ui.bl_rna.properties['margin'].default * ui_scale
ui.thumb_size = user_preferences.thumb_size * ui_scale
reg_multiplier = 1
if not bpy.context.preferences.system.use_region_overlap:
reg_multiplier = 0
for r in area.regions:
if r.type == 'TOOLS':
ui.bar_x = r.width * reg_multiplier + ui.margin + ui.bar_x_offset * ui_scale
elif r.type == 'UI':
ui.bar_end = r.width * reg_multiplier + 100 * ui_scale
ui.bar_width = region.width - ui.bar_x - ui.bar_end
ui.wcount = math.floor(
(ui.bar_width - 2 * ui.drawoffset) / (ui.thumb_size + ui.margin))
search_results = bpy.context.scene.get('search results')
if search_results != None and ui.wcount > 0:
ui.hcount = min(user_preferences.max_assetbar_rows, math.ceil(len(search_results) / ui.wcount))
else:
ui.hcount = 1
ui.bar_height = (ui.thumb_size + ui.margin) * ui.hcount + ui.margin
ui.bar_y = region.height - ui.bar_y_offset * ui_scale
if ui.down_up == 'UPLOAD':
ui.reports_y = ui.bar_y - ui.bar_height - 100
ui.reports_x = ui.bar_x
ui.rating_x = ui.bar_x
ui.rating_y = ui.bar_y - ui.bar_height
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def get_largest_3dview():
maxsurf = 0
maxa = None
maxw = None
region = None
for w in bpy.context.window_manager.windows:
screen = w.screen
for a in screen.areas:
if a.type == 'VIEW_3D':
asurf = a.width * a.height
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maxa = a
maxw = w
maxsurf = asurf
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for r in a.regions:
if r.type == 'WINDOW':
region = r
global active_area, active_window, active_region
active_window = maxw
active_area = maxa
active_region = region
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return maxw, maxa, region
class AssetBarOperator(bpy.types.Operator):
'''runs search and displays the asset bar at the same time'''
bl_idname = "view3d.blenderkit_asset_bar"
bl_label = "BlenderKit Asset Bar UI"
do_search: BoolProperty(name="Run Search", description='', default=True, options={'SKIP_SAVE'})
keep_running: BoolProperty(name="Keep Running", description='', default=True, options={'SKIP_SAVE'})
free_only: BoolProperty(name="Free Only", description='', default=False, options={'SKIP_SAVE'})
category: StringProperty(
name="Category",
description="search only subtree of this category",
default="", options={'SKIP_SAVE'})
tooltip: bpy.props.StringProperty(default='runs search and displays the asset bar at the same time')
@classmethod
def description(cls, context, properties):
return properties.tooltip
sro = bpy.context.scene.get('search results orig')
if sro is not None and sro.get('next') is not None:
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search.search(get_next=True)
def exit_modal(self):
try:
bpy.types.SpaceView3D.draw_handler_remove(self._handle_2d, 'WINDOW')
bpy.types.SpaceView3D.draw_handler_remove(self._handle_3d, 'WINDOW')
except:
pass;
ui_props = bpy.context.scene.blenderkitUI
ui_props.dragging = False
ui_props.tooltip = ''
ui_props.active_index = -3
ui_props.draw_drag_image = False
ui_props.draw_snapped_bounds = False
ui_props.has_hit = False
ui_props.assetbar_on = False
def modal(self, context, event):
# This is for case of closing the area or changing type:
ui_props = context.scene.blenderkitUI
user_preferences = bpy.context.preferences.addons['blenderkit'].preferences
areas = []
#timers testing - seems timers might be causing crashes. testing it this way now.
if not user_preferences.use_timers:
search.timer_update()
download.timer_update()
tasks_queue.queue_worker()
bg_blender.bg_update()
if bpy.context.scene != self.scene:
self.exit_modal()
return {'CANCELLED'}
for w in context.window_manager.windows:
areas.extend(w.screen.areas)
if self.area not in areas or self.area.type != 'VIEW_3D' or self.has_quad_views != (
len(self.area.spaces[0].region_quadviews) > 0):
# print('search areas') bpy.context.area.spaces[0].region_quadviews
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# stopping here model by now - because of:
# switching layouts or maximizing area now fails to assign new area throwing the bug
# internal error: modal gizmo-map handler has invalid area
self.exit_modal()
return {'CANCELLED'}
newarea = None
for a in context.window.screen.areas:
if a.type == 'VIEW_3D':
self.area = a
for r in a.regions:
if r.type == 'WINDOW':
self.region = r
newarea = a
break;
# context.area = a
# we check again and quit if things weren't fixed this way.
if newarea == None:
self.exit_modal()
return {'CANCELLED'}
update_ui_size(self.area, self.region)
# this was here to check if sculpt stroke is running, but obviously that didn't help,
# since the RELEASE event is cought by operator and thus there is no way to detect a stroke has ended...
if bpy.context.mode in ('SCULPT', 'PAINT_TEXTURE'):
if event.type == 'MOUSEMOVE': # ASSUME THAT SCULPT OPERATOR ACTUALLY STEALS THESE EVENTS,
# SO WHEN THERE ARE SOME WE CAN APPEND BRUSH...
bpy.context.window_manager['appendable'] = True
if event.type == 'LEFTMOUSE':
if event.value == 'PRESS':
bpy.context.window_manager['appendable'] = False
self.area.tag_redraw()
s = context.scene
if ui_props.turn_off:
ui_props.turn_off = False
self.exit_modal()
ui_props.draw_tooltip = False
return {'CANCELLED'}
if context.region != self.region:
# print(time.time(), 'pass through because of region')
# print(context.region.type, self.region.type)
return {'PASS_THROUGH'}
if ui_props.down_up == 'UPLOAD':
ui_props.mouse_x = 0
ui_props.mouse_y = self.region.height
mx = event.mouse_x
my = event.mouse_y
ui_props.draw_tooltip = True
# only generate tooltip once in a while
if (
event.type == 'LEFTMOUSE' or event.type == 'RIGHTMOUSE') and event.value == 'RELEASE' or event.type == 'ENTER' or ui_props.tooltip == '':
ao = bpy.context.active_object
if ui_props.asset_type == 'MODEL' and ao != None \
or ui_props.asset_type == 'MATERIAL' and ao != None and ao.active_material != None \
or ui_props.asset_type == 'BRUSH' and utils.get_active_brush() is not None:
export_data, upload_data, eval_path_computing, eval_path_state, eval_path, props = upload.get_upload_data(
self,
context,
ui_props.asset_type)
ui_props.tooltip = search.generate_tooltip(upload_data)
return {'PASS_THROUGH'}
# TODO add one more condition here to take less performance.
r = self.region
s = bpy.context.scene
sr = s.get('search results')
search_results_orig = s.get('search results orig')
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# If there aren't any results, we need no interaction(yet)
if sr is None:
return {'PASS_THROUGH'}
if len(sr) - ui_props.scrolloffset < (ui_props.wcount * ui_props.hcount) + 10:
self.search_more()
if event.type == 'WHEELUPMOUSE' or event.type == 'WHEELDOWNMOUSE' or event.type == 'TRACKPADPAN':
# scrolling
mx = event.mouse_region_x
my = event.mouse_region_y
if ui_props.dragging and not mouse_in_asset_bar(mx, my): # and my < r.height - ui_props.bar_height \
# and mx > 0 and mx < r.width and my > 0:
sprops = bpy.context.scene.blenderkit_models
if event.type == 'WHEELUPMOUSE':
sprops.offset_rotation_amount += sprops.offset_rotation_step
elif event.type == 'WHEELDOWNMOUSE':
sprops.offset_rotation_amount -= sprops.offset_rotation_step
#### TODO - this snapping code below is 3x in this file.... refactor it.
ui_props.has_hit, ui_props.snapped_location, ui_props.snapped_normal, ui_props.snapped_rotation, face_index, object, matrix = mouse_raycast(
context, mx, my)
# MODELS can be dragged on scene floor
if not ui_props.has_hit and ui_props.asset_type == 'MODEL':
ui_props.has_hit, ui_props.snapped_location, ui_props.snapped_normal, ui_props.snapped_rotation, face_index, object, matrix = floor_raycast(
context,
mx, my)
return {'RUNNING_MODAL'}
if not mouse_in_asset_bar(mx, my):
return {'PASS_THROUGH'}
# note - TRACKPADPAN is unsupported in blender by now.
# if event.type == 'TRACKPADPAN' :
# print(dir(event))
# print(event.value, event.oskey, event.)
if (event.type == 'WHEELDOWNMOUSE') and len(sr) - ui_props.scrolloffset > (
ui_props.wcount * ui_props.hcount):
if ui_props.hcount > 1:
ui_props.scrolloffset += ui_props.wcount
else:
ui_props.scrolloffset += 1
if len(sr) - ui_props.scrolloffset < (ui_props.wcount * ui_props.hcount):
ui_props.scrolloffset = len(sr) - (ui_props.wcount * ui_props.hcount)
if event.type == 'WHEELUPMOUSE' and ui_props.scrolloffset > 0:
if ui_props.hcount > 1:
ui_props.scrolloffset -= ui_props.wcount
else:
ui_props.scrolloffset -= 1
if ui_props.scrolloffset < 0:
ui_props.scrolloffset = 0
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return {'RUNNING_MODAL'}
if event.type == 'MOUSEMOVE': # Apply
r = self.region
mx = event.mouse_region_x
my = event.mouse_region_y
ui_props.mouse_x = mx
ui_props.mouse_y = my
if ui_props.dragging_rating or ui_props.rating_menu_on:
res = interact_rating(r, mx, my, event)
if res == True:
return {'RUNNING_MODAL'}
if ui_props.drag_init:
ui_props.drag_length += 1
if ui_props.drag_length > 0:
ui_props.dragging = True
ui_props.drag_init = False
if not (ui_props.dragging and mouse_in_region(r, mx, my)) and not mouse_in_asset_bar(mx, my): #
ui_props.dragging = False
ui_props.has_hit = False
ui_props.draw_drag_image = False
ui_props.draw_snapped_bounds = False
ui_props.draw_tooltip = False
bpy.context.window.cursor_set("DEFAULT")
return {'PASS_THROUGH'}
sr = bpy.context.scene['search results']
if not ui_props.dragging:
bpy.context.window.cursor_set("DEFAULT")
if sr != None and ui_props.wcount * ui_props.hcount > len(sr) and ui_props.scrolloffset > 0:
ui_props.scrolloffset = 0
asset_search_index = get_asset_under_mouse(mx, my)
ui_props.active_index = asset_search_index
if asset_search_index > -1:
asset_data = sr[asset_search_index]
ui_props.draw_tooltip = True
ui_props.tooltip = asset_data['tooltip']
# bpy.ops.wm.call_menu(name='OBJECT_MT_blenderkit_asset_menu')
if mx > ui_props.bar_x + ui_props.bar_width - 50 and search_results_orig[
'count'] - ui_props.scrolloffset > (
ui_props.wcount * ui_props.hcount) + 1:
ui_props.active_index = -1
return {'RUNNING_MODAL'}
if mx < ui_props.bar_x + 50 and ui_props.scrolloffset > 0:
ui_props.active_index = -2
return {'RUNNING_MODAL'}
else:
result = False
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if ui_props.dragging and mouse_in_region(r, mx, my):
ui_props.has_hit, ui_props.snapped_location, ui_props.snapped_normal, ui_props.snapped_rotation, face_index, object, matrix = mouse_raycast(
context, mx, my)
# MODELS can be dragged on scene floor
if not ui_props.has_hit and ui_props.asset_type == 'MODEL':
ui_props.has_hit, ui_props.snapped_location, ui_props.snapped_normal, ui_props.snapped_rotation, face_index, object, matrix = floor_raycast(
context,
mx, my)
if ui_props.has_hit and ui_props.asset_type == 'MODEL':
# this condition is here to fix a bug for a scene submitted by a user, so this situation shouldn't
# happen anymore, but there might exists scenes which have this problem for some reason.
if ui_props.active_index < len(sr) and ui_props.active_index > -1:
ui_props.draw_snapped_bounds = True
active_mod = sr[ui_props.active_index]
ui_props.snapped_bbox_min = Vector(active_mod['bbox_min'])
ui_props.snapped_bbox_max = Vector(active_mod['bbox_max'])
else:
ui_props.draw_snapped_bounds = False
ui_props.draw_drag_image = True
return {'RUNNING_MODAL'}
if event.type == 'RIGHTMOUSE':
mx = event.mouse_x - r.x
my = event.mouse_y - r.y
if event.value == 'PRESS' and mouse_in_asset_bar(mx, my):
bpy.ops.wm.call_menu(name='OBJECT_MT_blenderkit_asset_menu')
return {'RUNNING_MODAL'}
if event.type == 'LEFTMOUSE':
r = self.region
mx = event.mouse_x - r.x
my = event.mouse_y - r.y
ui_props = context.scene.blenderkitUI
if event.value == 'PRESS' and ui_props.active_index > -1:
if ui_props.asset_type == 'MODEL' or ui_props.asset_type == 'MATERIAL':
# check if asset is locked and let the user know in that case
asset_search_index = ui_props.active_index
asset_data = sr[asset_search_index]
if not asset_data.get('canDownload'):
message = "Let's support asset creators and Blender development."
link_text = 'Unlock the asset.'
url = paths.get_bkit_url() + '/get-blenderkit/' + asset_data['id'] + '/?from_addon'
bpy.ops.wm.blenderkit_url_dialog('INVOKE_REGION_WIN', url=url, message=message,
link_text=link_text)
return {'RUNNING_MODAL'}
# go on with drag init
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ui_props.drag_init = True
bpy.context.window.cursor_set("NONE")
ui_props.draw_tooltip = False
ui_props.drag_length = 0
if ui_props.rating_on:
res = interact_rating(r, mx, my, event)
if res:
return {'RUNNING_MODAL'}
if not ui_props.dragging and not mouse_in_asset_bar(mx, my):
return {'PASS_THROUGH'}
# this can happen by switching result asset types - length of search result changes
if ui_props.scrolloffset > 0 and (ui_props.wcount * ui_props.hcount) > len(sr) - ui_props.scrolloffset:
ui_props.scrolloffset = len(sr) - (ui_props.wcount * ui_props.hcount)
if event.value == 'RELEASE': # Confirm
ui_props.drag_init = False
# scroll by a whole page
if mx > ui_props.bar_x + ui_props.bar_width - 50 and len(
sr) - ui_props.scrolloffset > ui_props.wcount * ui_props.hcount:
ui_props.scrolloffset = min(
ui_props.scrolloffset + (ui_props.wcount * ui_props.hcount),
len(sr) - ui_props.wcount * ui_props.hcount)
return {'RUNNING_MODAL'}
if mx < ui_props.bar_x + 50 and ui_props.scrolloffset > 0:
ui_props.scrolloffset = max(0, ui_props.scrolloffset - ui_props.wcount * ui_props.hcount)
return {'RUNNING_MODAL'}
# Drag-drop interaction
if ui_props.dragging and mouse_in_region(r, mx, my):
asset_search_index = ui_props.active_index
# raycast here
ui_props.active_index = -3
if ui_props.asset_type == 'MODEL':
ui_props.has_hit, ui_props.snapped_location, ui_props.snapped_normal, ui_props.snapped_rotation, face_index, object, matrix = mouse_raycast(
context, mx, my)
# MODELS can be dragged on scene floor
if not ui_props.has_hit and ui_props.asset_type == 'MODEL':
ui_props.has_hit, ui_props.snapped_location, ui_props.snapped_normal, ui_props.snapped_rotation, face_index, object, matrix = floor_raycast(
context,
mx, my)
if not ui_props.has_hit:
return {'RUNNING_MODAL'}
target_object = ''
if object is not None:
target_object = object.name
target_slot = ''
if ui_props.asset_type == 'MATERIAL':
ui_props.has_hit, ui_props.snapped_location, ui_props.snapped_normal, ui_props.snapped_rotation, face_index, object, matrix = mouse_raycast(
context, mx, my)
if not ui_props.has_hit:
# this is last attempt to get object under mouse - for curves and other objects than mesh.
ui_props.dragging = False
sel = utils.selection_get()
bpy.ops.view3d.select(location=(event.mouse_region_x, event.mouse_region_y))
sel1 = utils.selection_get()
if sel[0] != sel1[0] and sel1[0].type != 'MESH':
object = sel1[0]
target_slot = sel1[0].active_material_index
ui_props.has_hit = True
utils.selection_set(sel)
if not ui_props.has_hit:
return {'RUNNING_MODAL'}
else:
# first, test if object can have material applied.
# TODO add other types here if droppable.
if object is not None and not object.is_library_indirect and object.type == 'MESH':
target_object = object.name
# create final mesh to extract correct material slot
depsgraph = bpy.context.evaluated_depsgraph_get()
object_eval = object.evaluated_get(depsgraph)
temp_mesh = object_eval.to_mesh()
target_slot = temp_mesh.polygons[face_index].material_index
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else:
self.report({'WARNING'}, "Invalid or library object as input:")
target_object = ''
target_slot = ''
# Click interaction
else:
asset_search_index = get_asset_under_mouse(mx, my)
if ui_props.asset_type in ('MATERIAL',
'MODEL'): # this was meant for particles, commenting for now or ui_props.asset_type == 'MODEL':
ao = bpy.context.active_object
if ao != None and not ao.is_library_indirect:
target_object = bpy.context.active_object.name
target_slot = bpy.context.active_object.active_material_index
else:
target_object = ''
target_slot = ''
# FIRST START SEARCH
if asset_search_index == -3:
return {'RUNNING_MODAL'}
if asset_search_index > -3:
if ui_props.asset_type == 'MATERIAL':
if target_object != '':
# position is for downloader:
loc = ui_props.snapped_location
rotation = (0, 0, 0)
asset_data = sr[asset_search_index]
utils.automap(target_object, target_slot=target_slot,
tex_size=asset_data.get('texture_size_meters', 1.0))
bpy.ops.scene.blenderkit_download(True,
asset_type=ui_props.asset_type,
asset_index=asset_search_index,
model_location=loc,
model_rotation=rotation,
target_object=target_object,
material_target_slot=target_slot)
elif ui_props.asset_type == 'MODEL':
if ui_props.has_hit and ui_props.dragging:
loc = ui_props.snapped_location
rotation = ui_props.snapped_rotation
else:
loc = s.cursor.location
rotation = s.cursor.rotation_euler
bpy.ops.scene.blenderkit_download(True,
asset_type=ui_props.asset_type,
asset_index=asset_search_index,
model_location=loc,
model_rotation=rotation,
target_object=target_object)
else:
bpy.ops.scene.blenderkit_download(asset_type=ui_props.asset_type,
asset_index=asset_search_index)
ui_props.dragging = False
return {'RUNNING_MODAL'}
else:
return {'RUNNING_MODAL'}
sr = bpy.context.scene['search results']
asset_data = sr[ui_props.active_index]
a = bpy.context.window_manager['bkit authors'].get(asset_data['author']['id'])
utils.p('author:', a)
if a.get('aboutMeUrl') is not None:
bpy.ops.wm.url_open(url=a['aboutMeUrl'])
return {'RUNNING_MODAL'}
sr = bpy.context.scene['search results']
asset_data = sr[ui_props.active_index]
a = asset_data['author']['id']
sprops = utils.get_search_props()
sprops.search_keywords = ''
return {'RUNNING_MODAL'}
sr = bpy.context.scene['search results']
asset_data = sr[ui_props.active_index]
print(asset_data['name'])
print('delete')
paths.delete_asset_debug(asset_data)
asset_data['downloaded'] = 0
return {'RUNNING_MODAL'}
return {'PASS_THROUGH'}
def invoke(self, context, event):
# FIRST START SEARCH
ui_props = context.scene.blenderkitUI
if self.do_search:
# we erase search keywords for cateogry search now, since these combinations usually return nothing now.
# when the db gets bigger, this can be deleted.
if self.category != '':
sprops = utils.get_search_props()
sprops.search_keywords = ''
search.search(category=self.category)
if ui_props.assetbar_on:
# we don't want to run the assetbar many times, that's why it has a switch on/off behaviour,
# unless being called with 'keep_running' prop.
if not self.keep_running:
# this sends message to the originally running operator, so it quits, and then it ends this one too.
# If it initiated a search, the search will finish in a thread. The switch off procedure is run
# by the 'original' operator, since if we get here, it means
# same operator is already running.
ui_props.turn_off = True
# if there was an error, we need to turn off these props so we can restart after 2 clicks
ui_props.assetbar_on = False
else:
pass
return {'FINISHED'}
ui_props.dragging = False # only for cases where assetbar ended with an error.
ui_props.assetbar_on = True
ui_props.turn_off = False
sr = bpy.context.scene.get('search results')
if sr is None:
bpy.context.scene['search results'] = []
if context.area.type != 'VIEW_3D':
self.report({'WARNING'}, "View3D not found, cannot run operator")
return {'CANCELLED'}
# the arguments we pass the the callback
args = (self, context)
self.window = context.window
self.area = context.area
self.scene = bpy.context.scene
self.has_quad_views = len(bpy.context.area.spaces[0].region_quadviews) > 0
for r in self.area.regions:
if r.type == 'WINDOW':
self.region = r
global active_window, active_area, active_region
active_window = self.window
active_area = self.area
active_region = self.region
update_ui_size(self.area, self.region)
self._handle_2d = bpy.types.SpaceView3D.draw_handler_add(draw_callback_2d, args, 'WINDOW', 'POST_PIXEL')
self._handle_3d = bpy.types.SpaceView3D.draw_handler_add(draw_callback_3d, args, 'WINDOW', 'POST_VIEW')
context.window_manager.modal_handler_add(self)
ui_props.assetbar_on = True
return {'RUNNING_MODAL'}
def execute(self, context):
return {'RUNNING_MODAL'}
class TransferBlenderkitData(bpy.types.Operator):
"""Regenerate cobweb"""
bl_idname = "object.blenderkit_data_trasnfer"
bl_label = "Transfer BlenderKit data"
bl_description = "Transfer blenderKit metadata from one object to another when fixing uploads with wrong parenting."
bl_options = {'REGISTER', 'UNDO'}
def execute(self, context):
source_ob = bpy.context.active_object
for target_ob in bpy.context.selected_objects:
if target_ob != source_ob:
target_ob.property_unset('blenderkit')
for k in source_ob.keys():
target_ob[k] = source_ob[k]
source_ob.property_unset('blenderkit')
return {'FINISHED'}
class UndoWithContext(bpy.types.Operator):
"""Regenerate cobweb"""
bl_idname = "wm.undo_push_context"
bl_label = "BlnenderKit undo push"
bl_description = "BlenderKit undo push with fixed context"
bl_options = {'REGISTER', 'UNDO', 'INTERNAL'}
# def modal(self, context, event):
# return {'RUNNING_MODAL'}
message: StringProperty('Undo Message', default='BlenderKit operation')
def execute(self, context):
C_dict = bpy.context.copy()
C_dict.update(region='WINDOW')
if context.area is None or context.area.type != 'VIEW_3D':
w, a, r = get_largest_3dview()
override = {'window': w, 'screen': w.screen, 'area': a, 'region': r}
C_dict.update(override)
bpy.ops.ed.undo_push(C_dict, 'INVOKE_REGION_WIN', message=self.message)
return {'FINISHED'}
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class RunAssetBarWithContext(bpy.types.Operator):
"""Regenerate cobweb"""
bl_idname = "object.run_assetbar_fix_context"
bl_label = "BlnenderKit assetbar with fixed context"
bl_description = "Run assetbar with fixed context"
bl_options = {'REGISTER', 'UNDO', 'INTERNAL'}
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# def modal(self, context, event):
# return {'RUNNING_MODAL'}
def execute(self, context):
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C_dict = bpy.context.copy()
C_dict.update(region='WINDOW')
if context.area is None or context.area.type != 'VIEW_3D':
w, a, r = get_largest_3dview()
override = {'window': w, 'screen': w.screen, 'area': a, 'region': r}
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C_dict.update(override)
bpy.ops.view3d.blenderkit_asset_bar(C_dict, 'INVOKE_REGION_WIN', keep_running=True, do_search=False)
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RunAssetBarWithContext,
TransferBlenderkitData,
UndoWithContext
# store keymap items here to access after registration
addon_keymapitems = []
def pre_load(context):
ui_props = bpy.context.scene.blenderkitUI
ui_props.assetbar_on = False
ui_props.turn_off = True
preferences = bpy.context.preferences.addons['blenderkit'].preferences
preferences.login_attempt = False
global handler_2d, handler_3d
for c in classess:
bpy.utils.register_class(c)
args = (None, bpy.context)
handler_2d = bpy.types.SpaceView3D.draw_handler_add(draw_callback_2d_progress, args, 'WINDOW', 'POST_PIXEL')
handler_3d = bpy.types.SpaceView3D.draw_handler_add(draw_callback_3d_progress, args, 'WINDOW', 'POST_VIEW')
wm = bpy.context.window_manager
# spaces solved by registering shortcut to Window. Couldn't register object mode before somehow.
if not wm.keyconfigs.addon:
return
km = wm.keyconfigs.addon.keymaps.new(name="Window", space_type='EMPTY')
kmi = km.keymap_items.new(AssetBarOperator.bl_idname, 'SEMI_COLON', 'PRESS', ctrl=False, shift=False)
kmi.properties.keep_running = False
kmi.properties.do_search = False
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addon_keymapitems.append(kmi)
# auto open after searching:
kmi = km.keymap_items.new(RunAssetBarWithContext.bl_idname, 'SEMI_COLON', 'PRESS', \
ctrl=True, shift=True, alt=True)
addon_keymapitems.append(kmi)
global handler_2d, handler_3d
bpy.types.SpaceView3D.draw_handler_remove(handler_2d, 'WINDOW')
bpy.types.SpaceView3D.draw_handler_remove(handler_3d, 'WINDOW')
for c in classess:
bpy.utils.unregister_class(c)
wm = bpy.context.window_manager
if not wm.keyconfigs.addon:
return
km = wm.keyconfigs.addon.keymaps['Window']
for kmi in addon_keymapitems:
km.keymap_items.remove(kmi)
del addon_keymapitems[:]