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# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
import bpy
from bpy.types import (
Gizmo,
GizmoGroup,
PropertyGroup,
UIList,
Menu,
Panel,
Operator,
)
from bpy.props import (
CollectionProperty,
IntProperty,
BoolProperty,
)
from bpy.app.handlers import persistent
bl_info = {
"name": "VR Scene Inspection",
"author": "Julian Eisel (Severin), Sebastian Koenig",
"location": "3D View > Sidebar > VR",
"description": ("View the viewport with virtual reality glasses "
"(head-mounted displays)"),
"support": "OFFICIAL",
"warning": "This is an early, limited preview of in development "
"VR support for Blender.",
"doc_url": "{BLENDER_MANUAL_URL}/addons/3d_view/vr_scene_inspection.html",
"category": "3D View",
}
@persistent
def ensure_default_vr_landmark(context: bpy.context):
# Ensure there's a default landmark (scene camera by default).
landmarks = bpy.context.scene.vr_landmarks
if not landmarks:
landmarks.add()
landmarks[0].type = 'SCENE_CAMERA'
def xr_landmark_active_type_update(self, context):
wm = context.window_manager
session_settings = wm.xr_session_settings
landmark_active = VRLandmark.get_active_landmark(context)
# Update session's base pose type to the matching type.
if landmark_active.type == 'SCENE_CAMERA':
session_settings.base_pose_type = 'SCENE_CAMERA'
elif landmark_active.type == 'USER_CAMERA':
session_settings.base_pose_type = 'OBJECT'
elif landmark_active.type == 'CUSTOM':
session_settings.base_pose_type = 'CUSTOM'
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def xr_landmark_active_camera_update(self, context):
session_settings = context.window_manager.xr_session_settings
landmark_active = VRLandmark.get_active_landmark(context)
# Update the anchor object to the (new) camera of this landmark.
session_settings.base_pose_object = landmark_active.base_pose_camera
def xr_landmark_active_base_pose_location_update(self, context):
session_settings = context.window_manager.xr_session_settings
landmark_active = VRLandmark.get_active_landmark(context)
session_settings.base_pose_location = landmark_active.base_pose_location
def xr_landmark_active_base_pose_angle_update(self, context):
session_settings = context.window_manager.xr_session_settings
landmark_active = VRLandmark.get_active_landmark(context)
session_settings.base_pose_angle = landmark_active.base_pose_angle
def xr_landmark_type_update(self, context):
landmark_selected = VRLandmark.get_selected_landmark(context)
landmark_active = VRLandmark.get_active_landmark(context)
# Only update session settings data if the changed landmark is actually
# the active one.
if landmark_active == landmark_selected:
xr_landmark_active_type_update(self, context)
def xr_landmark_camera_update(self, context):
landmark_selected = VRLandmark.get_selected_landmark(context)
landmark_active = VRLandmark.get_active_landmark(context)
# Only update session settings data if the changed landmark is actually
# the active one.
if landmark_active == landmark_selected:
xr_landmark_active_camera_update(self, context)
def xr_landmark_base_pose_location_update(self, context):
landmark_selected = VRLandmark.get_selected_landmark(context)
landmark_active = VRLandmark.get_active_landmark(context)
# Only update session settings data if the changed landmark is actually
# the active one.
if landmark_active == landmark_selected:
xr_landmark_active_base_pose_location_update(self, context)
def xr_landmark_base_pose_angle_update(self, context):
landmark_selected = VRLandmark.get_selected_landmark(context)
landmark_active = VRLandmark.get_active_landmark(context)
# Only update session settings data if the changed landmark is actually
# the active one.
if landmark_active == landmark_selected:
xr_landmark_active_base_pose_angle_update(self, context)
def xr_landmark_camera_object_poll(self, object):
return object.type == 'CAMERA'
def xr_landmark_active_update(self, context):
wm = context.window_manager
xr_landmark_active_type_update(self, context)
xr_landmark_active_camera_update(self, context)
xr_landmark_active_base_pose_location_update(self, context)
xr_landmark_active_base_pose_angle_update(self, context)
if wm.xr_session_state:
wm.xr_session_state.reset_to_base_pose(context)
class VIEW3D_MT_landmark_menu(Menu):
bl_label = "Landmark Controls"
def draw(self, _context):
layout = self.layout
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.active_cam_to_vr_landmark")
layout.operator("view3d.new_cam_to_vr_landmark")
class VRLandmark(PropertyGroup):
name: bpy.props.StringProperty(
name="VR Landmark",
default="Landmark"
)
type: bpy.props.EnumProperty(
name="Type",
items=[
('SCENE_CAMERA', "Scene Camera",
"Use scene's currently active camera to define the VR view base "
"location and rotation"),
('USER_CAMERA', "Custom Camera",
"Use an existing camera to define the VR view base location and "
"rotation"),
('CUSTOM', "Custom Pose",
"Allow a manually definied position and rotation to be used as "
"the VR view base pose"),
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],
default='SCENE_CAMERA',
update=xr_landmark_type_update,
)
base_pose_camera: bpy.props.PointerProperty(
name="Camera",
type=bpy.types.Object,
poll=xr_landmark_camera_object_poll,
update=xr_landmark_camera_update,
)
base_pose_location: bpy.props.FloatVectorProperty(
name="Base Pose Location",
subtype='TRANSLATION',
update=xr_landmark_base_pose_location_update,
)
base_pose_angle: bpy.props.FloatProperty(
name="Base Pose Angle",
subtype='ANGLE',
update=xr_landmark_base_pose_angle_update,
)
@staticmethod
def get_selected_landmark(context):
scene = context.scene
landmarks = scene.vr_landmarks
return (
None if (len(landmarks) <
1) else landmarks[scene.vr_landmarks_selected]
)
@staticmethod
def get_active_landmark(context):
scene = context.scene
landmarks = scene.vr_landmarks
return (
None if (len(landmarks) <
1) else landmarks[scene.vr_landmarks_active]
)
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 = 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_landmark_menu", icon='DOWNARROW_HLT', text="")
if landmark_selected:
layout.prop(landmark_selected, "type")
if landmark_selected.type == 'USER_CAMERA':
layout.prop(landmark_selected, "base_pose_camera")
elif landmark_selected.type == 'CUSTOM':
layout.prop(landmark_selected,
"base_pose_location", text="Location")
layout.prop(landmark_selected,
"base_pose_angle", text="Angle")
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 = 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(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
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()
layout.prop(session_settings, "use_positional_tracking")
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.")
class VIEW3D_OT_vr_landmark_add(Operator):
bl_idname = "view3d.vr_landmark_add"
bl_label = "Add VR Landmark"
bl_description = "Add a new VR landmark to the list and select it"
bl_options = {'UNDO', 'REGISTER'}
def execute(self, context):
scene = context.scene
landmarks = scene.vr_landmarks
landmarks.add()
# select newly created set
scene.vr_landmarks_selected = len(landmarks) - 1
return {'FINISHED'}
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class VIEW3D_OT_vr_landmark_from_camera(Operator):
bl_idname = "view3d.vr_landmark_from_camera"
bl_label = "Add VR Landmark from selected camera"
bl_description = "Add a new VR landmark from the selected camera to the list and select it"
bl_options = {'UNDO', 'REGISTER'}
@classmethod
def poll(cls, context):
cam_selected = 0
vl_objects = bpy.context.view_layer.objects
if vl_objects.active and vl_objects.active.type == 'CAMERA':
cam_selected = 1
return cam_selected
def execute(self, context):
scene = context.scene
landmarks = scene.vr_landmarks
cam = context.view_layer.objects.active
lm = landmarks.add()
lm.type = 'USER_CAMERA'
lm.base_pose_camera = cam
lm.name = "LM_" + cam.name
# select newly created set
scene.vr_landmarks_selected = len(landmarks) - 1
return {'FINISHED'}
class VIEW3D_OT_vr_landmark_from_session(Operator):
bl_idname = "view3d.vr_landmark_from_session"
bl_label = "Add VR Landmark from session"
bl_description = "Add VR landmark from the current session to the list and select it"
bl_options = {'UNDO', 'REGISTER'}
@classmethod
def poll(cls, context):
view3d = context.space_data
return bpy.types.XrSessionState.is_running(context)
def execute(self, context):
from mathutils import Matrix, Quaternion
scene = context.scene
landmarks = scene.vr_landmarks
wm = context.window_manager
lm = landmarks.add()
lm.type = "CUSTOM"
loc = wm.xr_session_state.viewer_pose_location
rot = wm.xr_session_state.viewer_pose_rotation.to_euler()
lm.base_pose_location = loc
lm.base_pose_angle = rot[2]
return {'FINISHED'}
class VIEW3D_OT_update_vr_landmark(Operator):
bl_idname = "view3d.update_vr_landmark"
bl_label = "Update Custom Landmark"
bl_description = "Update an existing landmark from live session"
bl_options = {'UNDO', 'REGISTER'}
@classmethod
def poll(cls, context):
view3d = context.space_data
scene = context.scene
landmarks = scene.vr_landmarks
active_landmark = scene.vr_landmarks[scene.vr_landmarks_active]
# return bpy.types.XrSessionState.is_running(context) and active_landmark.type == 'CUSTOM'
return active_landmark.type == 'CUSTOM'
def execute(self, context):
from mathutils import Matrix, Quaternion
scene = context.scene
landmarks = scene.vr_landmarks
wm = context.window_manager
lm = landmarks[scene.vr_landmarks_active]
loc = wm.xr_session_state.viewer_pose_location
rot = wm.xr_session_state.viewer_pose_rotation.to_euler()
# only for testing
# loc = landmarks[0].base_pose_location
# rot = landmarks[0].base_pose_angle
lm.base_pose_location = loc
lm.base_pose_angle = rot
# now activate the landmark again to trigger viewer reset
bpy.ops.view3d.vr_landmark_activate()
return {'FINISHED'}
class VIEW3D_OT_vr_landmark_remove(Operator):
bl_idname = "view3d.vr_landmark_remove"
bl_label = "Remove VR Landmark"
bl_description = "Delete the selected VR landmark from the list"
bl_options = {'UNDO', 'REGISTER'}
def execute(self, context):
scene = context.scene
landmarks = scene.vr_landmarks
if len(landmarks) > 1:
landmark_selected_idx = scene.vr_landmarks_selected
landmarks.remove(landmark_selected_idx)
scene.vr_landmarks_selected -= 1
return {'FINISHED'}
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class VIEW3D_OT_cursor_to_vr_landmark(Operator):
bl_idname = "view3d.cursor_to_vr_landmark"
bl_label = "Cursor to VR Landmark"
bl_description = "Set the 3D Cursor to the active VR Landmark"
bl_options = {'UNDO', 'REGISTER'}
def execute(self, context):
scene = context.scene
lm = scene.vr_landmarks[scene.vr_landmarks_selected]
if lm.type == 'SCENE_CAMERA':
lm_pos = scene.camera.location
elif lm.type == 'USER_CAMERA':
lm_pos = lm.base_pose_camera.location
else:
lm_pos = lm.base_pose_location
scene.cursor.location = lm_pos
return{'FINISHED'}
class VIEW3d_OT_new_cam_to_vr_landmark(Operator):
bl_idname = "view3d.new_cam_to_vr_landmark"
bl_label = "New Camera from Landmark"
bl_description = "Create a new Camera from active VR Landmark"
bl_options = {'UNDO', 'REGISTER'}
def execute(self, context):
scene = context.scene
lm = scene.vr_landmarks[scene.vr_landmarks_selected]
cam = bpy.data.cameras.new("Camera_" + lm.name)
new_cam = bpy.data.objects.new("Camera_" + lm.name, cam)
scene.collection.objects.link(new_cam)
angle = lm.base_pose_angle
new_cam.location = lm.base_pose_location
new_cam.rotation_euler = (1.5708, 0, angle)
return {'FINISHED'}
class VIEW3D_OT_active_cam_to_vr_landmark(Operator):
bl_idname = "view3d.active_cam_to_vr_landmark"
bl_label = "Active Camera to Landmark"
bl_description = "Position the active camera at the selected landmark"
bl_options = {'UNDO', 'REGISTER'}
@classmethod
def poll(cls, context):
return context.scene.camera is not None
def execute(self, context):
scene = context.scene
lm = scene.vr_landmarks[scene.vr_landmarks_selected]
cam = scene.camera
angle = lm.base_pose_angle
cam.location = lm.base_pose_location
cam.rotation_euler = (1.5708, 0, angle)
return {'FINISHED'}
class VIEW3D_OT_vr_landmark_activate(Operator):
bl_idname = "view3d.vr_landmark_activate"
bl_label = "Activate VR Landmark"
bl_description = "Change to the selected VR landmark from the list"
bl_options = {'UNDO', 'REGISTER'}
index: IntProperty(
name="Index",
options={'HIDDEN'},
)
def execute(self, context):
scene = context.scene
if self.index >= len(scene.vr_landmarks):
return {'CANCELLED'}
scene.vr_landmarks_active = (
self.index if self.properties.is_property_set(
"index") else scene.vr_landmarks_selected
)
return {'FINISHED'}
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
view3d = context.space_data
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_landmarks")
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layout.prop(view3d, "mirror_xr_session")
class VIEW3D_GT_vr_camera_cone(Gizmo):
bl_idname = "VIEW_3D_GT_vr_camera_cone"
aspect = 1.0, 1.0
def draw(self, context):
import bgl
if not hasattr(self, "frame_shape"):
aspect = self.aspect
frame_shape_verts = (
(-aspect[0], -aspect[1], -1.0),
(aspect[0], -aspect[1], -1.0),
(aspect[0], aspect[1], -1.0),
(-aspect[0], aspect[1], -1.0),
)
lines_shape_verts = (
(0.0, 0.0, 0.0),
frame_shape_verts[0],
(0.0, 0.0, 0.0),
frame_shape_verts[1],
(0.0, 0.0, 0.0),
frame_shape_verts[2],
(0.0, 0.0, 0.0),
frame_shape_verts[3],
)
self.frame_shape = self.new_custom_shape(
'LINE_LOOP', frame_shape_verts)
self.lines_shape = self.new_custom_shape(
'LINES', lines_shape_verts)
# Ensure correct GL state (otherwise other gizmos might mess that up)
bgl.glLineWidth(1)
bgl.glEnable(bgl.GL_BLEND)
self.draw_custom_shape(self.frame_shape)
self.draw_custom_shape(self.lines_shape)
class VIEW3D_GGT_vr_viewer_pose(GizmoGroup):
bl_idname = "VIEW3D_GGT_vr_viewer_pose"
bl_label = "VR Viewer Pose Indicator"
bl_space_type = 'VIEW_3D'
bl_region_type = 'WINDOW'
bl_options = {'3D', 'PERSISTENT', 'SCALE', 'VR_REDRAWS'}
@classmethod
def poll(cls, context):
view3d = context.space_data
return (
view3d.shading.vr_show_virtual_camera and
bpy.types.XrSessionState.is_running(context) and
not view3d.mirror_xr_session
)
@staticmethod
def _get_viewer_pose_matrix(context):
from mathutils import Matrix, Quaternion
wm = context.window_manager
loc = wm.xr_session_state.viewer_pose_location
rot = wm.xr_session_state.viewer_pose_rotation
rotmat = Matrix.Identity(3)
rotmat.rotate(rot)
rotmat.resize_4x4()
transmat = Matrix.Translation(loc)
return transmat @ rotmat
def setup(self, context):
gizmo = self.gizmos.new(VIEW3D_GT_vr_camera_cone.bl_idname)
gizmo.aspect = 1 / 3, 1 / 4
gizmo.color = gizmo.color_highlight = 0.2, 0.6, 1.0
gizmo.alpha = 1.0
self.gizmo = gizmo
def draw_prepare(self, context):
self.gizmo.matrix_basis = self._get_viewer_pose_matrix(context)
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class VIEW3D_GGT_vr_viewer_viz(GizmoGroup):
bl_idname = "VIEW3D_GGT_vr_viewer_viz"
bl_label = "VR Landmark Indicator"
bl_space_type = 'VIEW_3D'
bl_region_type = 'WINDOW'
bl_options = {'3D', 'PERSISTENT', 'SCALE'}
@classmethod
def poll(cls, context):
view3d = context.space_data
return (
view3d.shading.vr_show_landmarks
)
def setup(self,context):
pass
def draw_prepare(self, context):
# first delete the old gizmos
for g in self.gizmos:
self.gizmos.remove(g)
from math import radians
from mathutils import Matrix, Euler
landmarks = context.scene.vr_landmarks
default_matrix = Matrix(((1.0, 0.0, 0.0, 0.0),
(0.0, 1.0, 0.0, 0.0),
(0.0, 0.0, 1.0, 0.0),
(0.0, 0.0, 0.0, 1.0)))
for lm in landmarks:
gizmo = self.gizmos.new(VIEW3D_GT_vr_camera_cone.bl_idname)
gizmo.aspect = 1 / 3, 1 / 4
gizmo.color = gizmo.color_highlight = 0.2, 1.0, 0.6
gizmo.alpha = 1.0
self.gizmo = gizmo
if lm.type == 'SCENE_CAMERA':
if context.scene.camera:
lm_mat = context.scene.camera.matrix_world
else:
lm_mat = default_matrix
elif lm.type == 'USER_CAMERA':
lm_mat = lm.base_pose_camera.matrix_world
else:
angle = lm.base_pose_angle
raw_rot = Euler((radians(90.0), 0, angle))
rotmat = Matrix.Identity(3)
rotmat.rotate(raw_rot)
rotmat.resize_4x4()
transmat = Matrix.Translation(lm.base_pose_location)
lm_mat = transmat @ rotmat
self.gizmo.matrix_basis = lm_mat
classes = (
VIEW3D_PT_vr_session,
VIEW3D_PT_vr_session_view,
VIEW3D_PT_vr_landmarks,
VIEW3D_PT_vr_viewport_feedback,
VRLandmark,
VIEW3D_UL_vr_landmarks,
VIEW3D_MT_landmark_menu,
VIEW3D_OT_vr_landmark_add,
VIEW3D_OT_vr_landmark_remove,
VIEW3D_OT_vr_landmark_activate,
VIEW3D_OT_vr_landmark_from_session,
VIEW3d_OT_new_cam_to_vr_landmark,
VIEW3D_OT_active_cam_to_vr_landmark,
VIEW3D_OT_vr_landmark_from_camera,
VIEW3D_OT_cursor_to_vr_landmark,
VIEW3D_OT_update_vr_landmark,
VIEW3D_GT_vr_camera_cone,
VIEW3D_GGT_vr_viewer_pose,
VIEW3D_GGT_vr_viewer_viz,
)
def register():
if not bpy.app.build_options.xr_openxr:
bpy.utils.register_class(VIEW3D_PT_vr_info)
return
for cls in classes:
bpy.utils.register_class(cls)
bpy.types.Scene.vr_landmarks = CollectionProperty(
name="Landmark",
type=VRLandmark,
)
bpy.types.Scene.vr_landmarks_selected = IntProperty(
name="Selected Landmark"
)
bpy.types.Scene.vr_landmarks_active = IntProperty(
update=xr_landmark_active_update,
)
# 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 = BoolProperty(
name="Show VR Camera"
)
bpy.types.View3DShading.vr_show_landmarks = BoolProperty(
name="Show Landmarks"
)
bpy.app.handlers.load_post.append(ensure_default_vr_landmark)
def unregister():
if not bpy.app.build_options.xr_openxr:
bpy.utils.unregister_class(VIEW3D_PT_vr_info)
return
for cls in classes:
bpy.utils.unregister_class(cls)
del bpy.types.Scene.vr_landmarks
del bpy.types.Scene.vr_landmarks_selected
del bpy.types.Scene.vr_landmarks_active
del bpy.types.View3DShading.vr_show_virtual_camera
del bpy.types.View3DShading.vr_show_landmarks
bpy.app.handlers.load_post.remove(ensure_default_vr_landmark)
if __name__ == "__main__":
register()