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epoch_manager.py
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epoch_manager.py
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import bpy
import string
from bpy.props import EnumProperty, StringProperty, BoolProperty, IntProperty, CollectionProperty, BoolVectorProperty, PointerProperty
import bpy.props as prop
from .functions import *
import random
########################
class EM_UL_List(bpy.types.UIList):
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
icons_style = 'OUTLINER'
scene = context.scene
layout = layout.split(factor =0.03, align = True)
layout.label(text = "", icon = item.icon_db)
layout = layout.split(factor =0.30, align = True)
layout.label(text = item.name, icon = item.icon)
layout.label(text = item.description, icon='NONE', icon_value=0)
########################
class EM_toggle_select(bpy.types.Operator):
"""Draw a line with the mouse"""
bl_idname = "epoch_manager.toggle_select"
bl_label = "Toggle Select"
bl_description = "Toggle Select"
bl_options = {'REGISTER', 'UNDO'}
group_em_idx : IntProperty()
def execute(self, context):
scene = context.scene
if self.group_em_idx < len(scene.epoch_list):
# check_same_ids() # check scene ids
current_e_manager = scene.epoch_list[self.group_em_idx]
for us in scene.em_list:
if us.icon == "RESTRICT_INSTANCED_OFF":
if current_e_manager.name == us.epoch:
object_to_select = bpy.data.objects[us.name]
object_to_select.select_set(True)
return {'FINISHED'}
#["rectangle", "ellipse_white", "roundrectangle", "octagon_white"]
#["parallelogram", "ellipse", "hexagon", "octagon"]
class EM_toggle_reconstruction(bpy.types.Operator):
"""Draw a line with the mouse"""
bl_idname = "epoch_manager.toggle_reconstruction"
bl_label = "Toggle Reconstruction"
bl_description = "Toggle Reconstruction"
bl_options = {'REGISTER', 'UNDO'}
group_em_vis_idx : IntProperty()
soloing_epoch: StringProperty()
def execute(self, context):
scene = context.scene
if self.group_em_vis_idx < len(scene.epoch_list):
# check_same_ids() # check scene ids
current_e_manager = scene.epoch_list[self.group_em_vis_idx]
#parsing the em list
for us in scene.em_list:
#selecting only in-scene em elements
if us.icon == "RESTRICT_INSTANCED_OFF":
# check if the us is in epoch
if current_e_manager.name == us.epoch:
if is_reconstruction_us(us):
# identify object to be turned on/off
object_to_set_visibility = bpy.data.objects[us.name]
# before to turn on/off elements in scene, check if we are in soloing mode
if scene.em_settings.soloing_mode == True:
found_reused = False
# parsing the re_used element list
for em_reused in scene.em_reused:
if found_reused is False:
if em_reused.em_element == us.name and em_reused.epoch == self.soloing_epoch:
object_to_set_visibility.hide_viewport = False
found_reused = True
else:
object_to_set_visibility.hide_viewport = current_e_manager.reconstruction_on
else:
object_to_set_visibility.hide_viewport = current_e_manager.reconstruction_on
current_e_manager.reconstruction_on = not current_e_manager.reconstruction_on
return {'FINISHED'}
class EM_toggle_visibility(bpy.types.Operator):
"""Draw a line with the mouse"""
bl_idname = "epoch_manager.toggle_visibility"
bl_label = "Toggle Visibility"
bl_description = "Toggle Visibility"
bl_options = {'REGISTER', 'UNDO'}
group_em_vis_idx : IntProperty()
soloing_epoch: StringProperty()
def execute(self, context):
scene = context.scene
if self.group_em_vis_idx < len(scene.epoch_list):
# check_same_ids() # check scene ids
current_e_manager = scene.epoch_list[self.group_em_vis_idx]
#parsing the em list
for us in scene.em_list:
#selecting only in-scene em elements
if us.icon == "RESTRICT_INSTANCED_OFF":
# check if the us is in epoch
if current_e_manager.name == us.epoch:
# identify object to be turned on/off
object_to_set_visibility = bpy.data.objects[us.name]
# before to turn on/off elements in scene, check if we are in soloing mode
if scene.em_settings.soloing_mode == True:
found_reused = False
# parsing the re_used element list
for em_reused in scene.em_reused:
if found_reused is False:
if em_reused.em_element == us.name and em_reused.epoch == self.soloing_epoch:
object_to_set_visibility.hide_viewport = False
found_reused = True
else:
object_to_set_visibility.hide_viewport = current_e_manager.use_toggle
else:
object_to_set_visibility.hide_viewport = current_e_manager.use_toggle
current_e_manager.use_toggle = not current_e_manager.use_toggle
return {'FINISHED'}
class EM_toggle_selectable(bpy.types.Operator):
"""Toggle select"""
bl_idname = "epoch_manager.toggle_selectable"
bl_label = "Toggle Selectable"
bl_description = "Toggle Selectable"
bl_options = {'REGISTER', 'UNDO'}
group_em_idx : IntProperty()
def execute(self, context):
scene = context.scene
if self.group_em_idx < len(scene.epoch_list):
# check_same_ids() # check scene ids
current_e_manager = scene.epoch_list[self.group_em_idx]
for us in scene.em_list:
if us.icon == "RESTRICT_INSTANCED_OFF":
if current_e_manager.name == us.epoch:
object_to_set_visibility = bpy.data.objects[us.name]
object_to_set_visibility.hide_select = current_e_manager.is_locked
current_e_manager.is_locked = not current_e_manager.is_locked
return {'FINISHED'}
class EM_toggle_soloing(bpy.types.Operator):
"""Toggle soloing"""
bl_idname = "epoch_manager.toggle_soloing"
bl_label = "Toggle Soloing"
bl_description = "Toggle epoch Soloing"
bl_options = {'REGISTER', 'UNDO'}
group_em_idx : IntProperty()
def execute(self, context):
scene = context.scene
ep_idx = 0
# check if selected row is consistent
if self.group_em_idx < len(scene.epoch_list):
#get current row in epoch list
current_e_manager = scene.epoch_list[self.group_em_idx]
# invert soloing icon for clicked row
current_e_manager.epoch_soloing = not current_e_manager.epoch_soloing
# set general soloing mode from current row
scene.em_settings.soloing_mode = current_e_manager.epoch_soloing
# parsing epoch list to update icons and run routines
for ep_idx in range(len(scene.epoch_list)):
# in case of the row to be "soloed"
if ep_idx == self.group_em_idx:
# force toggle visibility to soloing row
scene.epoch_list[ep_idx].use_toggle = False
bpy.ops.epoch_manager.toggle_visibility("INVOKE_DEFAULT", group_em_vis_idx = ep_idx, soloing_epoch = current_e_manager.name)
# in case of other rows..
else:
# .. force turn off soloing
scene.epoch_list[ep_idx].epoch_soloing = False
# .. check if they are turned off
if scene.epoch_list[ep_idx].use_toggle == False:
# .. and in that case check if we are no more in soloing mode..
if scene.em_settings.soloing_mode is False:
# .. and turn them all back visible
bpy.ops.epoch_manager.toggle_visibility("INVOKE_DEFAULT", group_em_vis_idx = ep_idx, soloing_epoch = current_e_manager.name)
else:
bpy.ops.epoch_manager.toggle_visibility("INVOKE_DEFAULT", group_em_vis_idx = ep_idx, soloing_epoch = current_e_manager.name)
return {'FINISHED'}
class EM_select_epoch_rm(bpy.types.Operator):
"""Select RM for a given epoch"""
bl_idname = "select_rm.given_epoch"
bl_label = "Select RM for a given epoch"
bl_description = "Select RM for a given epoch"
bl_options = {'REGISTER', 'UNDO'}
rm_epoch : StringProperty()
def execute(self, context):
#scene = context.scene
for ob in bpy.data.objects:
if len(ob.EM_ep_belong_ob) >= 0:
for ob_tagged in ob.EM_ep_belong_ob:
if ob_tagged.epoch == self.rm_epoch:
ob.select_set(True)
return {'FINISHED'}
class EM_add_remove_epoch_models(bpy.types.Operator):
"""Add and remove models from epochs"""
bl_idname = "epoch_models.add_remove"
bl_label = "Add and remove models from epochs"
bl_description = "Add and remove models from epochs"
bl_options = {'REGISTER', 'UNDO'}
rm_epoch : StringProperty()
rm_add : BoolProperty()
def execute(self, context):
scene = context.scene
selected_objects = context.selected_objects
for ob in selected_objects:
if len(ob.EM_ep_belong_ob) >= 0:
if self.rm_add:
if not self.rm_epoch in ob.EM_ep_belong_ob:
local_counter = len(ob.EM_ep_belong_ob)
ob.EM_ep_belong_ob.add()
ob.EM_ep_belong_ob[local_counter].epoch = self.rm_epoch
else:
counter = 0
for ob_list in ob.EM_ep_belong_ob:
if ob_list.epoch == self.rm_epoch:
ob.EM_ep_belong_ob.remove(counter)
counter +=1
else:
ob.EM_ep_belong_ob.add()
ob.EM_ep_belong_ob[0].epoch = self.rm_epoch
return {'FINISHED'}
class EM_set_EM_materials(bpy.types.Operator):
bl_idname = "emset.emmaterial"
bl_label = "Change proxy materials EM"
bl_description = "Change proxy materials using EM standard palette"
bl_options = {'REGISTER', 'UNDO'}
def execute(self, context):
context.scene.proxy_display_mode = "EM"
update_icons(context,"em_list")
set_materials_using_EM_list(context)
return {'FINISHED'}
class EM_set_epoch_materials(bpy.types.Operator):
bl_idname = "emset.epochmaterial"
bl_label = "Change proxy periods"
bl_description = "Change proxy materials using periods"
bl_options = {'REGISTER', 'UNDO'}
def execute(self, context):
context.scene.proxy_display_mode = "Periods"
update_icons(context,"em_list")
set_materials_using_epoch_list(context)
return {'FINISHED'}
class EM_change_selected_objects(bpy.types.Operator):
bl_idname = "epoch_manager.change_selected_objects"
bl_label = "Change Selected"
bl_description = "Change Selected"
bl_options = {'REGISTER', 'UNDO'}
sg_objects_changer : EnumProperty(
items=(('BOUND_SHADE', 'BOUND_SHADE', ''),
('WIRE_SHADE', 'WIRE_SHADE', ''),
('MATERIAL_SHADE', 'MATERIAL_SHADE', ''),
('SHOW_WIRE', 'SHOW_WIRE', ''),
('EM_COLOURS', 'EM_COLOURS', ''),
('ONESIDE_SHADE', 'ONESIDE_SHADE', ''),
('TWOSIDE_SHADE', 'TWOSIDE_SHADE', '')
),
default = 'MATERIAL_SHADE'
)
sg_do_with_groups = [
'COLOR_WIRE', 'DEFAULT_COLOR_WIRE', 'LOCKED', 'UNLOCKED']
def execute(self, context):
for obj in context.selected_objects:
if self.sg_objects_changer == 'BOUND_SHADE':
obj.display_type = 'BOUNDS'
obj.show_wire = False
elif self.sg_objects_changer == 'WIRE_SHADE':
obj.display_type = 'WIRE'
obj.show_wire = False
elif self.sg_objects_changer == 'MATERIAL_SHADE':
obj.display_type = 'TEXTURED'
obj.show_wire = False
elif self.sg_objects_changer == 'SHOW_WIRE':
obj.display_type = 'TEXTURED'
obj.show_wire = True
elif self.sg_objects_changer == 'ONESIDE_SHADE':
if obj.type == 'MESH':
obj.data.show_double_sided = False
elif self.sg_objects_changer == 'TWOSIDE_SHADE':
if obj.type == 'MESH':
obj.data.show_double_sided = True
return {'FINISHED'}