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Sergey Sharybin authored
Addresses new behavior of object.to_mesh(). This is corresponding part for D4875. Reviewers: brecht Reviewed By: brecht Differential Revision: https://developer.blender.org/D4876
Sergey Sharybin authoredAddresses new behavior of object.to_mesh(). This is corresponding part for D4875. Reviewers: brecht Reviewed By: brecht Differential Revision: https://developer.blender.org/D4876
ui.py 59.03 KiB
# ##### 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 #####
if "bpy" in locals():
import imp
imp.reload(paths)
imp.reload(ratings)
imp.reload(utils)
imp.reload(search)
imp.reload(upload)
else:
from blenderkit import paths, ratings, utils, search, upload, ui_bgl, download, bg_blender
import bpy
import math, random
from bpy.props import (
BoolProperty,
StringProperty
)
from bpy_extras import view3d_utils
import mathutils
from mathutils import Vector
import time
import os
handler_2d = None
handler_3d = None
mappingdict = {
'MODEL': 'model',
'SCENE': 'scene',
'MATERIAL': 'material',
'TEXTURE': 'texture',
'BRUSH': 'brush'
}
verification_icons = {
'ready': 'vs_ready.png',
'deleted': 'vs_deleted.png',
'uploaded': 'vs_uploaded.png',
'uploading': None,
'on_hold': 'vs_on_hold.png',
'validated': None
}
# class UI_region():
# def _init__(self, parent = None, x = 10,y = 10 , width = 10, height = 10, img = None, col = None):
def get_approximate_text_width(st):
size = 10
for s in st:
if s in 'i|':
size += 2
elif s in ' ':
size += 4
elif s in 'sfrt':
size += 5
elif s in 'ceghkou':
size += 6
elif s in 'PadnBCST3E':
size += 7
elif s in 'GMODVXYZ':
size += 8
elif s in 'w':
size += 9
elif s in 'm':
size += 10
else:
size += 7
return size # Convert to picas
def get_asset_under_mouse(mousex, mousey):
s = bpy.context.scene
ui_props = bpy.context.scene.blenderkitUI
r = bpy.context.region
search_results = s.get('search results')
if search_results is not None:
h_draw = min(ui_props.hcount, math.ceil(len(search_results) / ui_props.wcount))
for b in range(0, h_draw):
w_draw = min(ui_props.wcount, len(search_results) - b * ui_props.wcount - ui_props.scrolloffset)
for a in range(0, w_draw):
x = ui_props.bar_x + a * (ui_props.margin + ui_props.thumb_size) + ui_props.margin + ui_props.drawoffset
y = ui_props.bar_y - ui_props.margin - (ui_props.thumb_size + ui_props.margin) * (b + 1)
w = ui_props.thumb_size
h = ui_props.thumb_size
if x < mousex < x + w and y < mousey < y + h:
return a + ui_props.wcount * b + ui_props.scrolloffset
# return search_results[a]
return -3
def draw_bbox(location, rotation, bbox_min, bbox_max, progress=None, color=(0, 1, 0, 1)):
ui_props = bpy.context.scene.blenderkitUI
rotation = mathutils.Euler(rotation)
smin = Vector(bbox_min)
smax = Vector(bbox_max)
v0 = Vector(smin)
v1 = Vector((smax.x, smin.y, smin.z))
v2 = Vector((smax.x, smax.y, smin.z))
v3 = Vector((smin.x, smax.y, smin.z))
v4 = Vector((smin.x, smin.y, smax.z))
v5 = Vector((smax.x, smin.y, smax.z))
v6 = Vector((smax.x, smax.y, smax.z))
v7 = Vector((smin.x, smax.y, smax.z))
arrowx = smin.x + (smax.x - smin.x) / 2
arrowy = smin.y - (smax.x - smin.x) / 2
v8 = Vector((arrowx, arrowy, smin.z))
vertices = [v0, v1, v2, v3, v4, v5, v6, v7, v8]
for v in vertices:
v.rotate(rotation)
v += Vector(location)
lines = [[0, 1], [1, 2], [2, 3], [3, 0], [4, 5], [5, 6], [6, 7], [7, 4], [0, 4], [1, 5],
[2, 6], [3, 7], [0, 8], [1, 8]]
ui_bgl.draw_lines(vertices, lines, color)
if progress != None:
color = (color[0], color[1], color[2], .2)
progress = progress * .01
vz0 = (v4 - v0) * progress + v0
vz1 = (v5 - v1) * progress + v1
vz2 = (v6 - v2) * progress + v2
vz3 = (v7 - v3) * progress + v3
rects = (
(v0, v1, vz1, vz0),
(v1, v2, vz2, vz1),
(v2, v3, vz3, vz2),
(v3, v0, vz0, vz3))
for r in rects:
ui_bgl.draw_rect_3d(r, color)
def get_rating_scalevalues(asset_type):
xs = []
if asset_type == 'model':
scalevalues = (0.5, 1, 2, 5, 10, 25, 50, 100, 250)
for v in scalevalues:
a = math.log2(v)
x = (a + 1) * (1. / 9.)
xs.append(x)
else:
scalevalues = (0.2, 1, 2, 3, 4, 5)
for v in scalevalues:
a = v
x = v / 5.
xs.append(x)
return scalevalues, xs
def draw_ratings_bgl():
# return;
ui = bpy.context.scene.blenderkitUI
rating_possible, rated, asset, asset_data = is_rating_possible()
if rating_possible: # (not rated or ui_props.rating_menu_on):
bkit_ratings = asset.bkit_ratings
bgcol = bpy.context.preferences.themes[0].user_interface.wcol_tooltip.inner
textcol = (1, 1, 1, 1)
r = bpy.context.region
font_size = int(ui.rating_ui_scale * 20)
if ui.rating_button_on:
img = utils.get_thumbnail('star_white.png')
ui_bgl.draw_image(ui.rating_x,
ui.rating_y - ui.rating_button_width,
ui.rating_button_width,
ui.rating_button_width,
img, 1)
# if ui_props.asset_type != 'BRUSH':
# thumbnail_image = props.thumbnail
# else:
# b = utils.get_active_brush()
# thumbnail_image = b.icon_filepath
directory = paths.get_temp_dir('%s_search' % asset_data['asset_type'])
tpath = os.path.join(directory, asset_data['thumbnail_small'])
img = utils.get_hidden_image(tpath, 'rating_preview')
ui_bgl.draw_image(ui.rating_x + ui.rating_button_width,
ui.rating_y - ui.rating_button_width,
ui.rating_button_width,
ui.rating_button_width,
img, 1)
# ui_bgl.draw_text( 'rate asset %s' % asset_data['name'],r.width - rating_button_width + margin, margin, font_size)
return
ui_bgl.draw_rect(ui.rating_x,
ui.rating_y - ui.rating_ui_height - 2 * ui.margin - font_size,
ui.rating_ui_width + ui.margin,
ui.rating_ui_height + 2 * ui.margin + font_size,
bgcol)
img = utils.get_thumbnail('rating_ui.png')
ui_bgl.draw_image(ui.rating_x,
ui.rating_y - ui.rating_ui_height - 2 * ui.margin,
ui.rating_ui_width,
ui.rating_ui_height,
img, 1)
img = utils.get_thumbnail('star_white.png')
quality = bkit_ratings.rating_quality
work_hours = bkit_ratings.rating_work_hours
for a in range(0, quality):
ui_bgl.draw_image(ui.rating_x + ui.quality_stars_x + a * ui.star_size,
ui.rating_y - ui.rating_ui_height + ui.quality_stars_y,
ui.star_size,
ui.star_size,
img, 1)
img = utils.get_thumbnail('bar_slider.png')
# for a in range(0,11):
if work_hours > 0.2:
if asset_data['asset_type'] == 'model':
complexity = math.log2(work_hours) + 2 # real complexity
complexity = (1. / 9.) * (complexity - 1) * ui.workhours_bar_x_max
else:
complexity = work_hours / 5 * ui.workhours_bar_x_max
ui_bgl.draw_image(
ui.rating_x + ui.workhours_bar_x + int(
complexity),
ui.rating_y - ui.rating_ui_height + ui.workhours_bar_y,
ui.workhours_bar_slider_size,
ui.workhours_bar_slider_size, img, 1)
ui_bgl.draw_text(
str(round(work_hours, 1)),
ui.rating_x + ui.workhours_bar_x - 50,
ui.rating_y - ui.rating_ui_height + ui.workhours_bar_y + 10, font_size)
# (0.5,1,2,4,8,16,32,64,128,256)
# ratings have to be different for models and brushes+materials.
scalevalues, xs = get_rating_scalevalues(asset_data['asset_type'])
for v, x in zip(scalevalues, xs):
ui_bgl.draw_rect(ui.rating_x + ui.workhours_bar_x + int(
x * ui.workhours_bar_x_max) - 1 + ui.workhours_bar_slider_size / 2,
ui.rating_y - ui.rating_ui_height + ui.workhours_bar_y,
2,
5,
textcol)
ui_bgl.draw_text(str(v),
ui.rating_x + ui.workhours_bar_x + int(
x * ui.workhours_bar_x_max),
ui.rating_y - ui.rating_ui_height + ui.workhours_bar_y - 30,
font_size)
if work_hours > 0.2 and quality > 0.2:
text = 'Thanks for rating asset %s' % asset_data['name']
else:
text = 'Rate asset %s.' % asset_data['name']
ui_bgl.draw_text(text,
ui.rating_x,
ui.rating_y - ui.margin - font_size,
font_size)
def draw_tooltip(x, y, text, img):
region = bpy.context.region
scale = bpy.context.preferences.view.ui_scale
t = time.time()
ttipmargin = 10
font_height = int(12 * scale)
line_height = int(15 * scale)
nameline_height = int(23 * scale)
lines = text.split('\n')
ncolumns = 2
nlines = math.ceil((len(lines) - 1) / ncolumns)
texth = line_height * nlines + nameline_height
isizex = int(512 * scale * img.size[0] / max(img.size[0], img.size[1]))
isizey = int(512 * scale * img.size[1] / max(img.size[0], img.size[1]))
estimated_height = texth + 3 * ttipmargin + isizey
if estimated_height > y:
scaledown = y / (estimated_height)
scale *= scaledown
# we need to scale these down to have correct size if the tooltip wouldn't fit.
font_height = int(12 * scale)
line_height = int(15 * scale)
nameline_height = int(23 * scale)
lines = text.split('\n')
ncolumns = 2
nlines = math.ceil((len(lines) - 1) / ncolumns)
texth = line_height * nlines + nameline_height
isizex = int(512 * scale * img.size[0] / max(img.size[0], img.size[1]))
isizey = int(512 * scale * img.size[1] / max(img.size[0], img.size[1]))
name_height = int(18 * scale)
x += 2 * ttipmargin
y -= 2 * ttipmargin
width = isizex + 2 * ttipmargin
properties_width = 0
for r in bpy.context.area.regions:
if r.type == 'UI':
properties_width = r.width
x = min(x + width, region.width - properties_width) - width
bgcol = bpy.context.preferences.themes[0].user_interface.wcol_tooltip.inner
textcol = bpy.context.preferences.themes[0].user_interface.wcol_tooltip.text
textcol = (textcol[0], textcol[1], textcol[2], 1)
textcol1 = (textcol[0] * .8, textcol[1] * .8, textcol[2] * .8, 1)
white = (1, 1, 1, .1)
ui_bgl.draw_rect(x - ttipmargin,
y - texth - 2 * ttipmargin - isizey,
isizex + ttipmargin * 2,
texth + 3 * ttipmargin + isizey,
bgcol)
i = 0
column_break = -1 # start minus one for the name
xtext = x
fsize = name_height
tcol = textcol
for l in lines:
if column_break >= nlines:
xtext += int(isizex / ncolumns)
column_break = 0
ytext = y - column_break * line_height - nameline_height - ttipmargin
if i == 0:
ytext = y - name_height + 5
elif i == len(lines) - 1:
ytext = y - (nlines - 1) * line_height - nameline_height - ttipmargin
tcol = textcol
tsize = font_height
else:
if l[:5] == 'tags:':
tcol = textcol1
fsize = font_height
i += 1
column_break += 1
ui_bgl.draw_text(l, xtext, ytext, fsize, tcol)
t = time.time()
ui_bgl.draw_image(x, y - texth - isizey - ttipmargin, isizex, isizey, img, 1)
def draw_callback_2d(self, context):
a = context.area
try:
# self.area might throw error just by itself.
a1 = self.area
go = True
except:
# bpy.types.SpaceView3D.draw_handler_remove(self._handle_2d, 'WINDOW')
# bpy.types.SpaceView3D.draw_handler_remove(self._handle_3d, 'WINDOW')
go = False
if go and a == a1:
props = context.scene.blenderkitUI
if props.down_up == 'SEARCH':
draw_ratings_bgl()
draw_callback_2d_search(self, context)
elif props.down_up == 'UPLOAD':
draw_callback_2d_upload_preview(self, context)
def draw_downloader(x, y, percent=0, img=None):
if img is not None:
ui_bgl.draw_image(x, y, 50, 50, img, .5)
ui_bgl.draw_rect(x, y, 50, int(0.5 * percent), (.2, 1, .2, .3))
ui_bgl.draw_rect(x - 3, y - 3, 6, 6, (1, 0, 0, .3))
def draw_progress(x, y, text='', percent=None, color=(.2, 1, .2, .3)):
ui_bgl.draw_rect(x, y, percent, 5, color)
ui_bgl.draw_text(text, x, y + 8, 10, color)
def draw_callback_3d_progress(self, context):
# 'star trek' mode gets here, blocked by now ;)
for threaddata in download.download_threads:
asset_data = threaddata[1]
tcom = threaddata[2]
if tcom.passargs.get('downloaders'):
for d in tcom.passargs['downloaders']:
if asset_data['asset_type'] == 'model':
draw_bbox(d['location'], d['rotation'], asset_data['bbox_min'], asset_data['bbox_max'],
progress=tcom.progress)
def draw_callback_2d_progress(self, context):
green = (.2, 1, .2, .3)
offset = 0
row_height = 35
ui = bpy.context.scene.blenderkitUI
x = ui.reports_x
y = ui.reports_y
index = 0
for threaddata in download.download_threads:
asset_data = threaddata[1]
tcom = threaddata[2]
if tcom.passargs.get('downloaders'):
for d in tcom.passargs['downloaders']:
directory = paths.get_temp_dir('%s_search' % asset_data['asset_type'])
tpath = os.path.join(directory, asset_data['thumbnail_small'])
img = utils.get_hidden_image(tpath, 'rating_preview')
loc = view3d_utils.location_3d_to_region_2d(bpy.context.region, bpy.context.space_data.region_3d,
d['location'])
if asset_data['asset_type'] == 'model':
# models now draw with star trek mode, no need to draw percent for the image.
draw_downloader(loc[0], loc[1], percent=tcom.progress, img=img)
else:
draw_downloader(loc[0], loc[1], percent=tcom.progress, img=img)
else:
draw_progress(x, y - index * 30, text='downloading %s' % asset_data['name'],
percent=tcom.progress)
index += 1
for process in bg_blender.bg_processes:
tcom = process[1]
draw_progress(x, y - index * 30, '%s' % tcom.lasttext,
tcom.progress)
index += 1
def draw_callback_2d_upload_preview(self, context):
ui_props = context.scene.blenderkitUI
props = utils.get_upload_props()
if props != None and ui_props.draw_tooltip:
if ui_props.asset_type != 'BRUSH':
ui_props.thumbnail_image = props.thumbnail
else:
b = utils.get_active_brush()
ui_props.thumbnail_image = b.icon_filepath
img = utils.get_hidden_image(ui_props.thumbnail_image, 'upload_preview')
draw_tooltip(ui_props.bar_x, ui_props.bar_y, ui_props.tooltip, img)
def draw_callback_2d_search(self, context):
s = bpy.context.scene
ui_props = context.scene.blenderkitUI
user_preferences = bpy.context.preferences.addons['blenderkit'].preferences
r = self.region
# hc = bpy.context.preferences.themes[0].view_3d.space.header
# hc = bpy.context.preferences.themes[0].user_interface.wcol_menu_back.inner
# hc = (hc[0], hc[1], hc[2], .2)
hc = (1, 1, 1, .07)
# grey1 = (hc.r * .55, hc.g * .55, hc.b * .55, 1)
grey2 = (hc[0] * .8, hc[1] * .8, hc[2] * .8, .5)
# grey1 = (hc.r, hc.g, hc.b, 1)
white = (1, 1, 1, 0.2)
green = (.2, 1, .2, .7)
highlight = bpy.context.preferences.themes[0].user_interface.wcol_menu_item.inner_sel
highlight = (1, 1, 1, .2)
# highlight = (1, 1, 1, 0.8)
# background of asset bar
if not ui_props.dragging:
search_results = s.get('search results')
if search_results == None:
return
h_draw = min(ui_props.hcount, math.ceil(len(search_results) / ui_props.wcount))
if ui_props.wcount > len(search_results):
bar_width = len(search_results) * (ui_props.thumb_size + ui_props.margin) + ui_props.margin
else:
bar_width = ui_props.bar_width
row_height = ui_props.thumb_size + ui_props.margin
ui_bgl.draw_rect(ui_props.bar_x, ui_props.bar_y - ui_props.bar_height, bar_width,
ui_props.bar_height, hc)
if search_results is not None:
if ui_props.scrolloffset > 0 or ui_props.wcount * ui_props.hcount < len(search_results):
ui_props.drawoffset = 35
else:
ui_props.drawoffset = 0
if ui_props.wcount * ui_props.hcount < len(search_results):
# arrows
arrow_y = ui_props.bar_y - int((ui_props.bar_height + ui_props.thumb_size) / 2) + ui_props.margin
if ui_props.scrolloffset > 0:
if ui_props.active_index == -2:
ui_bgl.draw_rect(ui_props.bar_x, ui_props.bar_y - ui_props.bar_height, 25,
ui_props.bar_height, highlight)
img = utils.get_thumbnail('arrow_left.png')
ui_bgl.draw_image(ui_props.bar_x, arrow_y, 25,
ui_props.thumb_size,
img,
1)
if len(search_results) - ui_props.scrolloffset > (ui_props.wcount * ui_props.hcount):
if ui_props.active_index == -1:
ui_bgl.draw_rect(ui_props.bar_x + ui_props.bar_width - 25,
ui_props.bar_y - ui_props.bar_height, 25,
ui_props.bar_height,
highlight)
img1 = utils.get_thumbnail('arrow_right.png')
ui_bgl.draw_image(ui_props.bar_x + ui_props.bar_width - 25,
arrow_y, 25,
ui_props.thumb_size, img1, 1)
for b in range(0, h_draw):
w_draw = min(ui_props.wcount, len(search_results) - b * ui_props.wcount - ui_props.scrolloffset)
y = ui_props.bar_y - (b + 1) * (row_height)
for a in range(0, w_draw):
x = ui_props.bar_x + a * (
ui_props.margin + ui_props.thumb_size) + ui_props.margin + ui_props.drawoffset
#
index = a + ui_props.scrolloffset + b * ui_props.wcount
iname = utils.previmg_name(index)
img = bpy.data.images.get(iname)
w = int(ui_props.thumb_size * img.size[0] / max(img.size[0], img.size[1]))
h = int(ui_props.thumb_size * img.size[1] / max(img.size[0], img.size[1]))
crop = (0, 0, 1, 1)
if img.size[0] > img.size[1]:
offset = (1 - img.size[1] / img.size[0]) / 2
crop = (offset, 0, 1 - offset, 1)
if img is not None:
ui_bgl.draw_image(x, y, w, w, img, 1,
crop=crop)
if index == ui_props.active_index:
ui_bgl.draw_rect(x - ui_props.highlight_margin, y - ui_props.highlight_margin,
w + 2 * ui_props.highlight_margin, w + 2 * ui_props.highlight_margin,
highlight)
# if index == ui_props.active_index:
# ui_bgl.draw_rect(x - highlight_margin, y - highlight_margin,
# w + 2*highlight_margin, h + 2*highlight_margin , highlight)
else:
ui_bgl.draw_rect(x, y, w, h, white)
result = search_results[index]
if result['downloaded'] > 0:
ui_bgl.draw_rect(x, y - 2, int(w * result['downloaded'] / 100.0), 2, green)
# object type icons - just a test..., adds clutter/ not so userfull:
# icons = ('type_finished.png', 'type_template.png', 'type_particle_system.png')
if (result.get('can_download', True)) == 0:
img = utils.get_thumbnail('locked.png')
ui_bgl.draw_image(x + 2, y + 2, 24, 24, img, 1)
v_icon = verification_icons[result.get('verification_status', 'validated')]
if v_icon is not None:
img = utils.get_thumbnail(v_icon)
ui_bgl.draw_image(x + ui_props.thumb_size - 26, y + 2, 24, 24, img, 1)
if user_preferences.api_key == '':
report = 'Register on BlenderKit website to upload your own assets.'
ui_bgl.draw_text(report, ui_props.bar_x + ui_props.margin,
ui_props.bar_y - 25 - ui_props.margin - ui_props.bar_height, 15)
elif len(search_results) == 0:
report = 'BlenderKit - No matching results found.'
ui_bgl.draw_text(report, ui_props.bar_x + ui_props.margin,
ui_props.bar_y - 25 - ui_props.margin, 15)
s = bpy.context.scene
props = utils.get_search_props()
if props.report != '' and props.is_searching or props.search_error:
ui_bgl.draw_text(props.report, ui_props.bar_x,
ui_props.bar_y - 15 - ui_props.margin - ui_props.bar_height, 15)
props = s.blenderkitUI
if props.draw_tooltip:
# TODO move this lazy loading into a function and don't duplicate through the code
iname = utils.previmg_name(ui_props.active_index, fullsize=True)
directory = paths.get_temp_dir('%s_search' % mappingdict[props.asset_type])
sr = s.get('search results')
if sr != None and ui_props.active_index != -3:
r = sr[ui_props.active_index]
tpath = os.path.join(directory, r['thumbnail'])
img = bpy.data.images.get(iname)
if img == None or img.filepath != tpath:
if os.path.exists(tpath): # sometimes we are unlucky...
if img is None:
img = bpy.data.images.load(tpath)
img.name = iname
else:
if img.filepath != tpath:
# todo replace imgs reloads with a method that forces unpack for thumbs.
if img.packed_file is not None:
img.unpack(method='USE_ORIGINAL')
img.filepath = tpath
img.reload()
img.name = iname
else:
iname = utils.previmg_name(ui_props.active_index)
img = bpy.data.images.get(iname)
draw_tooltip(ui_props.mouse_x, ui_props.mouse_y, ui_props.tooltip, img)
if ui_props.dragging and (
ui_props.draw_drag_image or ui_props.draw_snapped_bounds) and ui_props.active_index > -1:
iname = utils.previmg_name(ui_props.active_index)
img = bpy.data.images.get(iname)
linelength = 35
ui_bgl.draw_image(ui_props.mouse_x + linelength, ui_props.mouse_y - linelength - ui_props.thumb_size,
ui_props.thumb_size, ui_props.thumb_size, img, 1)
ui_bgl.draw_line2d(ui_props.mouse_x, ui_props.mouse_y, ui_props.mouse_x + linelength,
ui_props.mouse_y - linelength, 2, white)
def draw_callback_3d(self, context):
''' Draw snapped bbox while dragging and in the future other blenderkit related stuff. '''
ui = context.scene.blenderkitUI
if ui.dragging and ui.asset_type == 'MODEL':
if ui.draw_snapped_bounds:
draw_bbox(ui.snapped_location, ui.snapped_rotation, ui.snapped_bbox_min, ui.snapped_bbox_max)
def mouse_raycast(context, mx, my):
r = context.region
rv3d = context.region_data
coord = mx, my
# get the ray from the viewport and mouse
view_vector = view3d_utils.region_2d_to_vector_3d(r, rv3d, coord)
ray_origin = view3d_utils.region_2d_to_origin_3d(r, rv3d, coord)
ray_target = ray_origin + (view_vector * 1000000000)
vec = ray_target - ray_origin
has_hit, snapped_location, snapped_normal, face_index, object, matrix = bpy.context.scene.ray_cast(
bpy.context.view_layer, ray_origin, vec)
# rote = mathutils.Euler((0, 0, math.pi))
randoffset = math.pi
if has_hit:
snapped_rotation = snapped_normal.to_track_quat('Z', 'Y').to_euler()
up = Vector((0, 0, 1))
props = bpy.context.scene.blenderkit_models
if props.randomize_rotation and snapped_normal.angle(up) < math.radians(10.0):
randoffset = props.offset_rotation_amount + math.pi + (
random.random() - 0.5) * props.randomize_rotation_amount
else:
randoffset = props.offset_rotation_amount # we don't rotate this way on walls and ceilings. + math.pi
# snapped_rotation.z += math.pi + (random.random() - 0.5) * .2
else:
snapped_rotation = mathutils.Quaternion((0, 0, 0, 0)).to_euler()
snapped_rotation.rotate_axis('Z', randoffset)
return has_hit, snapped_location, snapped_normal, snapped_rotation, face_index, object, matrix
def floor_raycast(context, mx, my):
r = context.region
rv3d = context.region_data
coord = mx, my
# get the ray from the viewport and mouse
view_vector = view3d_utils.region_2d_to_vector_3d(r, rv3d, coord)
ray_origin = view3d_utils.region_2d_to_origin_3d(r, rv3d, coord)
ray_target = ray_origin + (view_vector * 1000)
# various intersection plane normals are needed for corner cases that might actually happen quite often - in front and side view.
# default plane normal is scene floor.
plane_normal = (0, 0, 1)
if math.isclose(view_vector.x, 0, abs_tol=1e-4) and math.isclose(view_vector.z, 0, abs_tol=1e-4):
plane_normal = (0, 1, 0)
elif math.isclose(view_vector.z, 0, abs_tol=1e-4):
plane_normal = (1, 0, 0)
snapped_location = mathutils.geometry.intersect_line_plane(ray_origin, ray_target, (0, 0, 0), plane_normal,
False)
if snapped_location != None:
has_hit = True
snapped_normal = Vector((0, 0, 1))
face_index = None
object = None
matrix = None
snapped_rotation = snapped_normal.to_track_quat('Z', 'Y').to_euler()
props = bpy.context.scene.blenderkit_models
if props.randomize_rotation:
randoffset = props.offset_rotation_amount + math.pi + (
random.random() - 0.5) * props.randomize_rotation_amount
else:
randoffset = props.offset_rotation_amount + math.pi
snapped_rotation.rotate_axis('Z', randoffset)
return has_hit, snapped_location, snapped_normal, snapped_rotation, face_index, object, matrix
def is_rating_possible():
ao = bpy.context.active_object
ui = bpy.context.scene.blenderkitUI
if bpy.context.scene.get('assets rated') is not None and ui.down_up == 'SEARCH':
if bpy.context.mode in ('SCULPT', 'PAINT_TEXTURE'):
b = utils.get_active_brush()
ad = b.get('asset_data')
if ad is not None:
rated = bpy.context.scene['assets rated'].get(ad['asset_base_id'])
return True, rated, b, ad
if ao is not None:
# TODO ADD BRUSHES HERE
ad = ao.get('asset_data')
if ad is not None:
rated = bpy.context.scene['assets rated'].get(ad['asset_base_id'])
# originally hidden for allready rated assets
return True, rated, ao, ad
# 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['asset_base_id'])
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 t>2:
# if rated:
# ui_props.rating_button_on = True
# ui_props.rating_menu_on = False
if ui.rating_button_on and event.type == 'LEFTMOUSE' and event.value == 'RELEASE':
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['asset_type'] == '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':
if bkit_ratings.rating_quality > 0.1 or bkit_ratings.rating_work_hours > 0.1:
ratings.upload_rating(asset)
ui.last_rating_time = time.time()
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):
ui_props = bpy.context.scene.blenderkitUI
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 = ui.bl_rna.properties['thumb_size'].default * 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:
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 + 800
ui.reports_x = ui.bar_x
else:
ui.reports_y = ui.bar_y + ui.bar_height
ui.reports_x = ui.bar_x
ui.rating_x = ui.bar_x
ui.rating_y = ui.bar_y - ui.bar_height
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"
bl_options = {'REGISTER', 'UNDO'}
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'})
def search_more(self):
sro = bpy.context.scene.get('search results orig', {})
if sro.get('next') != None:
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 = []
for w in context.window_manager.windows:
areas.extend(w.screen.areas)
if bpy.context.scene != self.scene:
self.exit_modal()
ui_props.assetbar_on = False
return {'CANCELLED'}
if self.area not in areas or self.area.type != 'VIEW_3D':
# print('search areas')
# 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()
ui_props.assetbar_on = False
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()
ui_props.assetbar_on = False
return {'CANCELLED'}
update_ui_size(self.area, self.region)
search.timer_update()
download.timer_update()
bg_blender.bg_update()
if context.region != self.region:
return {'PASS_THROUGH'}
# 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.assetbar_on = False
ui_props.turn_off = False
self.exit_modal()
ui_props.draw_tooltip = False
return {'CANCELLED'}
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':
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')
# 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.scrolloffset += 1
if event.type == 'WHEELUPMOUSE' and ui_props.scrolloffset > 0:
ui_props.scrolloffset -= 1
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.active_index = -3
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']
else:
ui_props.draw_tooltip = False
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.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
if ui_props.dragging and not mouse_in_asset_bar(mx, my) 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 == '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':
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.
if object is not None and not object.is_library_indirect:
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
object_eval.to_mesh_clear()
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'}
if event.type == 'X' and ui_props.active_index != -3:
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, free_only=self.free_only)
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 allready 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':
# the arguments we pass the the callback
args = (self, context)
self.area = context.area
self.scene = bpy.context.scene
for r in self.area.regions:
if r.type == 'WINDOW':
self.region = r
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'}
else:
self.report({'WARNING'}, "View3D not found, cannot run operator")
return {'CANCELLED'}
def execute(self, context):
return {'RUNNING_MODAL'}
classess = (
AssetBarOperator,
)
# store keymaps here to access after registration
addon_keymaps = []
def register_ui():
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
addon_keymaps.append(km)
def unregister_ui():
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)
args = (None, bpy.context)
wm = bpy.context.window_manager
if not wm.keyconfigs.addon:
return
for km in addon_keymaps:
wm.keyconfigs.addon.keymaps.remove(km)
del addon_keymaps[:]