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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.window_manager.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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class ParticlesDropDialog(bpy.types.Operator):
"""Tooltip"""
bl_idname = "object.blenderkit_particles_drop"
bl_label = "BlenderKit particle plants object drop"
bl_options = {'REGISTER', 'INTERNAL'}
asset_search_index: IntProperty(name="Asset index",
description="Index of the asset in asset bar",
default=0,
)
model_location: FloatVectorProperty(name="Location",
default=(0, 0, 0))
model_rotation: FloatVectorProperty(name="Rotation",
default=(0, 0, 0),
subtype='QUATERNION')
target_object: StringProperty(
name="Target object",
description="The object to which the particles will get applied",
default="", options={'SKIP_SAVE'})
@classmethod
def poll(cls, context):
return True
def draw(self, context):
layout = self.layout
message = 'This asset is a particle setup. BlenderKit can apply particles to the active/drag-drop object.' \
'The number of particles is caluclated automatically, but if there are 2 many particles,' \
' BlenderKit can do the following steps to make sure Blender continues to run:' \
'\n1.Switch to bounding box view of the particles.' \
'\n2.Turn down number of particles that are shown in the view.' \
'\n3.Hide the particle system completely from the 3D view.' \
"as a result of this, it's possible you'll see the particle setup only in render view or " \
"rendered images. You should still be careful and test particle systems on smaller objects first."
utils.label_multiline(layout, text=message, width=400)
def execute(self, context):
bpy.ops.scene.blenderkit_download(True,
# asset_type=ui_props.asset_type,
asset_index=self.asset_search_index,
model_location=self.model_rotation,
model_rotation=self.model_rotation,
target_object=self.target_object)
return {'FINISHED'}
def invoke(self, context, event):
wm = context.window_manager
return wm.invoke_props_dialog(self, width=400)
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# class MaterialDropDialog(bpy.types.Operator):
# """Tooltip"""
# bl_idname = "object.blenderkit_material_drop"
# bl_label = "BlenderKit material drop on linked objects"
# bl_options = {'REGISTER', 'INTERNAL'}
#
# asset_search_index: IntProperty(name="Asset index",
# description="Index of the asset in asset bar",
# default=0,
# )
#
# model_location: FloatVectorProperty(name="Location",
# default=(0, 0, 0))
#
# model_rotation: FloatVectorProperty(name="Rotation",
# default=(0, 0, 0),
# subtype='QUATERNION')
#
# target_object: StringProperty(
# name="Target object",
# description="The object to which the particles will get applied",
# default="", options={'SKIP_SAVE'})
#
# target_material_slot: IntProperty(name="Target material slot",
# description="Index of the material on the object to be changed",
# default=0,
# )
#
# @classmethod
# def poll(cls, context):
# return True
#
# def draw(self, context):
# layout = self.layout
# message = "This asset is linked to the scene from an external file and cannot have material appended." \
# " Do you want to bring it into Blender Scene?"
# utils.label_multiline(layout, text=message, width=400)
#
# def execute(self, context):
# for c in bpy.data.collections:
# for o in c.objects:
# if o.name != self.target_object:
# continue;
# for empty in bpy.context.visible_objects:
# if not(empty.instance_type == 'COLLECTION' and empty.instance_collection == c):
# continue;
# utils.activate(empty)
# break;
# bpy.ops.object.blenderkit_bring_to_scene()
# bpy.ops.scene.blenderkit_download(True,
# # asset_type=ui_props.asset_type,
# asset_index=self.asset_search_index,
# model_location=self.model_rotation,
# model_rotation=self.model_rotation,
# target_object=self.target_object,
# material_target_slot = self.target_slot)
# return {'FINISHED'}
#
# def invoke(self, context, event):
# wm = context.window_manager
# return wm.invoke_props_dialog(self, width=400)
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 first", 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.window_manager.get('search results orig')
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.search_timer()
download.download_timer()
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
# 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
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# 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
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 \
or ui_props.asset_type == 'SCENE' or ui_props.asset_type == 'HDR':
export_data, upload_data = upload.get_upload_data(context=context, asset_type=ui_props.asset_type)
ui_props.tooltip = upload_data['displayName'] # 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 = bpy.context.window_manager.get('search results')
search_results_orig = bpy.context.window_manager.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
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'}
ui_props.drag_length = abs(self.drag_start_x - mx) + abs(self.drag_start_y - my)
if ui_props.drag_length > 5:
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.window_manager['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) and ui_props.active_index > -1:
# context.window.cursor_warp(event.mouse_x - 300, event.mouse_y - 10);
bpy.ops.wm.blenderkit_asset_popup('INVOKE_DEFAULT')
# context.window.cursor_warp(event.mouse_x, event.mouse_y);
# bpy.ops.wm.call_menu(name='OBJECT_MT_blenderkit_asset_menu')
if event.type == 'LEFTMOUSE':
r = self.region
mx = event.mouse_region_x
my = event.mouse_region_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 Open source."
link_text = 'Unlock the asset.'
url = paths.get_bkit_url() + '/get-blenderkit/' + asset_data['id'] + '/?from_addon=True'
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
ui_props.drag_init = True
bpy.context.window.cursor_set("NONE")
ui_props.draw_tooltip = False
ui_props.drag_length = 0
self.drag_start_x = mx
self.drag_start_y = my
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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): # and ui_props.drag_length>10:
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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.
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if object is not None and not object.is_library_indirect and object.type in utils.supported_material_drag:
target_object = object.name
# create final mesh to extract correct material slot
depsgraph = bpy.context.evaluated_depsgraph_get()
object_eval = object.evaluated_get(depsgraph)
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if object.type =='MESH':
temp_mesh = object_eval.to_mesh()
target_slot = temp_mesh.polygons[face_index].material_index
object_eval.to_mesh_clear()
else:
ui_props.snapped_location = object.location
target_slot = 0
if object.is_library_indirect:
ui_panels.ui_message(title='This object is linked from outer file',
message="Please select the model,"
"go to the 'Selected Model' panel "
"in BlenderKit and hit 'Bring to Scene' first.")
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print(object.type)
if object.type not in utils.supported_material_drag:
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if object.type in utils.supported_material_click:
ui_panels.ui_message(title='Unsupported object type',
message=f"Use click interaction for {object.type.lower()} object.")
else:
ui_panels.ui_message(title='Unsupported object type',
message=f"Can't assign materials to {object.type.lower()} object.")
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
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supported_material_click = ('MESH', 'CURVE', 'META', 'FONT', 'SURFACE', 'VOLUME', 'GPENCIL')
if ao != None and not ao.is_library_indirect and ao.type in supported_material_click:
target_object = bpy.context.active_object.name
target_slot = bpy.context.active_object.active_material_index
# change snapped location for placing material downloader.
ui_props.snapped_location = bpy.context.active_object.location
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if ao != None and ui_props.asset_type == 'MATERIAL' and ao.type not in supported_material_click:
ui_panels.ui_message(title='Unsupported object type',
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message=f"Can't assign materials to {ao.type.lower()} object.")
target_object = ''
target_slot = ''
# FIRST START SEARCH
if asset_search_index == -3:
return {'RUNNING_MODAL'}
asset_data = sr[asset_search_index]
if ui_props.asset_type == 'MATERIAL':
if target_object != '':
# position is for downloader:
loc = ui_props.snapped_location
rotation = (0, 0, 0)
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_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
if 'particle_plants' in asset_data['tags']:
bpy.ops.object.blenderkit_particles_drop("INVOKE_DEFAULT",
asset_search_index=asset_search_index,
model_location=loc,
model_rotation=rotation,
target_object=target_object)
else:
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)
elif ui_props.asset_type == 'HDR':
bpy.ops.scene.blenderkit_download('INVOKE_DEFAULT',
asset_index=asset_search_index,
# replace_resolution=True,
invoke_resolution=True,
max_resolution=asset_data.get('max_resolution', 0)
)
elif ui_props.asset_type == 'SCENE':
bpy.ops.scene.blenderkit_download('INVOKE_DEFAULT',
asset_index=asset_search_index,
# replace_resolution=True,
invoke_resolution=False,
invoke_scene_settings=True,
max_resolution=asset_data.get('max_resolution', 0)
)
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.window_manager['search results']
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.window_manager['search results']
asset_data = sr[ui_props.active_index]
a = asset_data['author']['id']
sprops = utils.get_search_props()
sprops.search_keywords = ''
sprops.search_verification_status = 'ALL'
return {'RUNNING_MODAL'}
# delete downloaded files for this asset
sr = bpy.context.window_manager['search results']
bk_logger.info('delete asset from local drive:' + asset_data['name'])
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
sr = bpy.context.window_manager.get('search results')
# 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)
# we don't want to run the assetbar more than once, 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
if sr is None:
bpy.context.window_manager['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_pointer, active_area_pointer, active_region_pointer
active_window_pointer = self.window.as_pointer()
active_area_pointer = self.area.as_pointer()
active_region_pointer = self.region.as_pointer()
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
# in an exceptional case these were accessed before drag start.
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 = utils.get_fake_context(context)
# wm = bpy.context.window_manager#bpy.data.window_managers[0]
# w = wm.windows[0]
#
# C_dict = {'window': w, 'screen': w.screen}
# bpy.ops.ed.undo_push(C_dict, 'INVOKE_REGION_WIN', message=self.message)
# bpy.ops.ed.undo_push('INVOKE_REGION_WIN', message=self.message)
return {'FINISHED'}
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def draw_callback_dragging(self, context):
img = bpy.data.images.get(self.iname)
linelength = 35
scene = bpy.context.scene
ui_props = scene.blenderkitUI
ui_bgl.draw_image(self.mouse_x + linelength, self.mouse_y - linelength - ui_props.thumb_size,
ui_props.thumb_size, ui_props.thumb_size, img, 1)
ui_bgl.draw_line2d(self.mouse_x, self.mouse_y, self.mouse_x + linelength,
self.mouse_y - linelength, 2, colors.WHITE)
def draw_callback_3d_dragging(self, context):
''' Draw snapped bbox while dragging. '''
if not utils.guard_from_crash():
return
ui_props = context.scene.blenderkitUI
# print(ui_props.asset_type, self.has_hit, self.snapped_location)
if ui_props.asset_type == 'MODEL':
if self.has_hit:
draw_bbox(self.snapped_location, self.snapped_rotation, self.snapped_bbox_min, self.snapped_bbox_max)
def find_and_activate_instancers(object):
for ob in bpy.context.visible_objects:
if ob.instance_type == 'COLLECTION' and ob.instance_collection and object.name in ob.instance_collection.objects:
utils.activate(ob)
return ob
class AssetDragOperator(bpy.types.Operator):
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bl_idname = "view3d.asset_drag_drop"
bl_label = "BlenderKit asset drag drop"
asset_search_index: IntProperty(name="Active Index", default=0)
def handlers_remove(self):
bpy.types.SpaceView3D.draw_handler_remove(self._handle, 'WINDOW')
bpy.types.SpaceView3D.draw_handler_remove(self._handle_3d, 'WINDOW')
def mouse_release(self):
scene = bpy.context.scene
ui_props = scene.blenderkitUI
if not self.has_hit:
return {'RUNNING_MODAL'}
if ui_props.asset_type == 'MODEL':
target_object = ''
if self.object_name is not None:
target_object = self.object_name
target_slot = ''
if ui_props.asset_type == 'MATERIAL':
# first, test if object can have material applied.
object = bpy.data.objects[self.object_name]
# this enables to run Bring to scene automatically when dropping on a linked objects.
# it's however quite a slow operation, that's why not enabled (and finished) now.
# if object is not None and object.is_library_indirect:
# find_and_activate_instancers(object)
# bpy.ops.object.blenderkit_bring_to_scene()
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[self.face_index].material_index
object_eval.to_mesh_clear()
# elif object.is_library_indirect:#case for bring to scene objects, will be solved through prefs and direct
# action
if object.is_library_indirect:
ui_panels.ui_message(title='This object is linked from outer file',
message="Please select the model,"
"go to the 'Selected Model' panel "
"in BlenderKit and hit 'Bring to Scene' first.")
self.report({'WARNING'}, "Invalid or library object as input:")
target_object = ''
target_slot = ''
if abs(self.start_mouse_x - self.mouse_x) < 20 and abs(self.start_mouse_y - self.mouse_y) < 20:
# no dragging actually this was a click.
self.snapped_location = scene.cursor.location
self.snapped_rotation = (0, 0, 0)
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if ui_props.asset_type in ('MATERIAL',):
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
# change snapped location for placing material downloader.
self.snapped_location = bpy.context.active_object.location
else:
target_object = ''
target_slot = ''
# picking of assets and using them
if ui_props.asset_type == 'MATERIAL':
if target_object != '':
# position is for downloader:
loc = self.snapped_location
rotation = (0, 0, 0)
utils.automap(target_object, target_slot=target_slot,
tex_size=self.asset_data.get('texture_size_meters', 1.0))
bpy.ops.scene.blenderkit_download(True,
# asset_type=ui_props.asset_type,
asset_index=self.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 'particle_plants' in self.asset_data['tags']:
bpy.ops.object.blenderkit_particles_drop("INVOKE_DEFAULT",
asset_search_index=self.asset_search_index,
model_location=self.snapped_location,
model_rotation=self.snapped_rotation,
target_object=target_object)
else:
bpy.ops.scene.blenderkit_download(True,
# asset_type=ui_props.asset_type,
asset_index=self.asset_search_index,
model_location=self.snapped_location,
model_rotation=self.snapped_rotation,
target_object=target_object)
else:
if ui_props.asset_type == 'SCENE':
ui_panels.ui_message(title='Scene will be appended after download',
message='After the scene is appended, you have to switch to it manually.'
'If you want to switch to scenes automatically after appending,'
' you can set it in import settings.')
bpy.ops.scene.blenderkit_download( # asset_type=ui_props.asset_type,
asset_index=self.asset_search_index)
def modal(self, context, event):
scene = bpy.context.scene
ui_props = scene.blenderkitUI
context.area.tag_redraw()
# if event.type == 'MOUSEMOVE':
if not hasattr(self, 'start_mouse_x'):
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self.start_mouse_x = event.mouse_region_x
self.start_mouse_y = event.mouse_region_y
self.mouse_x = event.mouse_region_x
self.mouse_y = event.mouse_region_y
if event.type == 'LEFTMOUSE' and event.value == 'RELEASE':
self.mouse_release()
self.handlers_remove()
return {'FINISHED'}
elif event.type in {'RIGHTMOUSE', 'ESC'}:
self.handlers_remove()
return {'CANCELLED'}
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
self.object_name = None
#### TODO - this snapping code below is 3x in this file.... refactor it.
self.has_hit, self.snapped_location, self.snapped_normal, self.snapped_rotation, self.face_index, object, self.matrix = mouse_raycast(
context, event.mouse_region_x, event.mouse_region_y)
if object is not None:
self.object_name = object.name
# MODELS can be dragged on scene floor
if not self.has_hit and ui_props.asset_type == 'MODEL':
self.has_hit, self.snapped_location, self.snapped_normal, self.snapped_rotation, self.face_index, object, self.matrix = floor_raycast(
context,
event.mouse_region_x, event.mouse_region_y)
if object is not None:
self.object_name = object.name
if ui_props.asset_type == 'MODEL':
self.snapped_bbox_min = Vector(self.asset_data['bbox_min'])
self.snapped_bbox_max = Vector(self.asset_data['bbox_max'])
return {'RUNNING_MODAL'}