# ##### 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 ##### # from _bpy import types as bpy_types import _bpy StructRNA = bpy_types.bpy_struct StructMetaPropGroup = bpy_types.bpy_struct_meta_idprop # StructRNA = bpy_types.Struct bpy_types.BlendDataLibraries.load = _bpy._library_load bpy_types.BlendDataLibraries.write = _bpy._library_write bpy_types.BlendData.user_map = _bpy._rna_id_collection_user_map bpy_types.BlendData.batch_remove = _bpy._rna_id_collection_batch_remove class Context(StructRNA): __slots__ = () def copy(self): from types import BuiltinMethodType new_context = {} generic_attrs = ( *StructRNA.__dict__.keys(), "bl_rna", "rna_type", "copy", ) for attr in dir(self): if not (attr.startswith("_") or attr in generic_attrs): value = getattr(self, attr) if type(value) != BuiltinMethodType: new_context[attr] = value return new_context class Library(bpy_types.ID): __slots__ = () @property def users_id(self): """ID data blocks which use this library""" import bpy # See: readblenentry.c, IDTYPE_FLAGS_ISLINKABLE, # we could make this an attribute in rna. attr_links = ( "actions", "armatures", "brushes", "cameras", "curves", "grease_pencils", "collections", "images", "lights", "lattices", "materials", "metaballs", "meshes", "node_groups", "objects", "scenes", "sounds", "speakers", "textures", "texts", "fonts", "worlds", ) return tuple(id_block for attr in attr_links for id_block in getattr(bpy.data, attr) if id_block.library == self) class Texture(bpy_types.ID): __slots__ = () @property def users_material(self): """Materials that use this texture""" import bpy return tuple(mat for mat in bpy.data.materials if self in [slot.texture for slot in mat.texture_slots if slot] ) @property def users_object_modifier(self): """Object modifiers that use this texture""" import bpy return tuple( obj for obj in bpy.data.objects if self in [ mod.texture for mod in obj.modifiers if mod.type == 'DISPLACE'] ) class Collection(bpy_types.ID): __slots__ = () @property def users_dupli_group(self): """The collection instance objects this collection is used in""" import bpy return tuple(obj for obj in bpy.data.objects if self == obj.instance_collection) class Object(bpy_types.ID): __slots__ = () @property def children(self): """All the children of this object. Warning: takes O(len(bpy.data.objects)) time.""" import bpy return tuple(child for child in bpy.data.objects if child.parent == self) @property def users_collection(self): """The collections this object is in. Warning: takes O(len(bpy.data.collections) + len(bpy.data.scenes)) time.""" import bpy return ( tuple( collection for collection in bpy.data.collections if self in collection.objects[:] ) + tuple( scene.collection for scene in bpy.data.scenes if self in scene.collection.objects[:] ) ) @property def users_scene(self): """The scenes this object is in. Warning: takes O(len(bpy.data.scenes) * len(bpy.data.objects)) time.""" import bpy return tuple(scene for scene in bpy.data.scenes if self in scene.objects[:]) class WindowManager(bpy_types.ID): __slots__ = () def popup_menu(self, draw_func, title="", icon='NONE'): import bpy popup = self.popmenu_begin__internal(title, icon=icon) try: draw_func(popup, bpy.context) finally: self.popmenu_end__internal(popup) def popover( self, draw_func, *, ui_units_x=0, keymap=None, from_active_button=False, ): import bpy popup = self.popover_begin__internal( ui_units_x=ui_units_x, from_active_button=from_active_button, ) try: draw_func(popup, bpy.context) finally: self.popover_end__internal(popup, keymap=keymap) def popup_menu_pie(self, event, draw_func, title="", icon='NONE'): import bpy pie = self.piemenu_begin__internal(title, icon=icon, event=event) if pie: try: draw_func(pie, bpy.context) finally: self.piemenu_end__internal(pie) class WorkSpace(bpy_types.ID): __slots__ = () def status_text_set(self, text): """ Set the status text or None to clear, When text is a function, this will be called with the (header, context) arguments. """ from bl_ui.space_statusbar import STATUSBAR_HT_header draw_fn = getattr(STATUSBAR_HT_header, "_draw_orig", None) if draw_fn is None: draw_fn = STATUSBAR_HT_header._draw_orig = STATUSBAR_HT_header.draw if not (text is None or isinstance(text, str)): draw_fn = text text = None self.status_text_set_internal(text) STATUSBAR_HT_header.draw = draw_fn class _GenericBone: """ functions for bones, common between Armature/Pose/Edit bones. internal subclassing use only. """ __slots__ = () def translate(self, vec): """Utility function to add *vec* to the head and tail of this bone""" self.head += vec self.tail += vec def parent_index(self, parent_test): """ The same as 'bone in other_bone.parent_recursive' but saved generating a list. """ # use the name so different types can be tested. name = parent_test.name parent = self.parent i = 1 while parent: if parent.name == name: return i parent = parent.parent i += 1 return 0 @property def x_axis(self): """ Vector pointing down the x-axis of the bone. """ from mathutils import Vector return self.matrix.to_3x3() @ Vector((1.0, 0.0, 0.0)) @property def y_axis(self): """ Vector pointing down the y-axis of the bone. """ from mathutils import Vector return self.matrix.to_3x3() @ Vector((0.0, 1.0, 0.0)) @property def z_axis(self): """ Vector pointing down the z-axis of the bone. """ from mathutils import Vector return self.matrix.to_3x3() @ Vector((0.0, 0.0, 1.0)) @property def basename(self): """The name of this bone before any '.' character""" # return self.name.rsplit(".", 1)[0] return self.name.split(".")[0] @property def parent_recursive(self): """A list of parents, starting with the immediate parent""" parent_list = [] parent = self.parent while parent: if parent: parent_list.append(parent) parent = parent.parent return parent_list @property def center(self): """The midpoint between the head and the tail.""" return (self.head + self.tail) * 0.5 @property def vector(self): """ The direction this bone is pointing. Utility function for (tail - head) """ return (self.tail - self.head) @property def children(self): """A list of all the bones children. Warning: takes O(len(bones)) time.""" return [child for child in self._other_bones if child.parent == self] @property def children_recursive(self): """A list of all children from this bone. Warning: takes O(len(bones)**2) time.""" bones_children = [] for bone in self._other_bones: index = bone.parent_index(self) if index: bones_children.append((index, bone)) # sort by distance to parent bones_children.sort(key=lambda bone_pair: bone_pair[0]) return [bone for index, bone in bones_children] @property def children_recursive_basename(self): """ Returns a chain of children with the same base name as this bone. Only direct chains are supported, forks caused by multiple children with matching base names will terminate the function and not be returned. Warning: takes O(len(bones)**2) time. """ basename = self.basename chain = [] child = self while True: children = child.children children_basename = [] for child in children: if basename == child.basename: children_basename.append(child) if len(children_basename) == 1: child = children_basename[0] chain.append(child) else: if children_basename: print("multiple basenames found, " "this is probably not what you want!", self.name, children_basename) break return chain @property def _other_bones(self): id_data = self.id_data id_data_type = type(id_data) if id_data_type == bpy_types.Object: bones = id_data.pose.bones elif id_data_type == bpy_types.Armature: bones = id_data.edit_bones if not bones: # not in edit mode bones = id_data.bones return bones class PoseBone(StructRNA, _GenericBone, metaclass=StructMetaPropGroup): __slots__ = () @property def children(self): obj = self.id_data pbones = obj.pose.bones self_bone = self.bone return tuple(pbones[bone.name] for bone in obj.data.bones if bone.parent == self_bone) class Bone(StructRNA, _GenericBone, metaclass=StructMetaPropGroup): __slots__ = () class EditBone(StructRNA, _GenericBone, metaclass=StructMetaPropGroup): __slots__ = () def align_orientation(self, other): """ Align this bone to another by moving its tail and settings its roll the length of the other bone is not used. """ vec = other.vector.normalized() * self.length self.tail = self.head + vec self.roll = other.roll def transform(self, matrix, scale=True, roll=True): """ Transform the the bones head, tail, roll and envelope (when the matrix has a scale component). :arg matrix: 3x3 or 4x4 transformation matrix. :type matrix: :class:`mathutils.Matrix` :arg scale: Scale the bone envelope by the matrix. :type scale: bool :arg roll: Correct the roll to point in the same relative direction to the head and tail. :type roll: bool """ from mathutils import Vector z_vec = self.matrix.to_3x3() @ Vector((0.0, 0.0, 1.0)) self.tail = matrix @ self.tail self.head = matrix @ self.head if scale: scalar = matrix.median_scale self.head_radius *= scalar self.tail_radius *= scalar if roll: self.align_roll(matrix @ z_vec) def ord_ind(i1, i2): if i1 < i2: return i1, i2 return i2, i1 class Mesh(bpy_types.ID): __slots__ = () def from_pydata(self, vertices, edges, faces): """ Make a mesh from a list of vertices/edges/faces Until we have a nicer way to make geometry, use this. :arg vertices: float triplets each representing (X, Y, Z) eg: [(0.0, 1.0, 0.5), ...]. :type vertices: iterable object :arg edges: int pairs, each pair contains two indices to the *vertices* argument. eg: [(1, 2), ...] When an empty iterable is passed in, the edges are inferred from the polygons. :type edges: iterable object :arg faces: iterator of faces, each faces contains three or more indices to the *vertices* argument. eg: [(5, 6, 8, 9), (1, 2, 3), ...] :type faces: iterable object .. warning:: Invalid mesh data *(out of range indices, edges with matching indices, 2 sided faces... etc)* are **not** prevented. If the data used for mesh creation isn't known to be valid, run :class:`Mesh.validate` after this function. """ from itertools import chain, islice, accumulate face_lengths = tuple(map(len, faces)) self.vertices.add(len(vertices)) self.edges.add(len(edges)) self.loops.add(sum(face_lengths)) self.polygons.add(len(faces)) self.vertices.foreach_set("co", tuple(chain.from_iterable(vertices))) self.edges.foreach_set("vertices", tuple(chain.from_iterable(edges))) vertex_indices = tuple(chain.from_iterable(faces)) loop_starts = tuple(islice(chain([0], accumulate(face_lengths)), len(faces))) self.polygons.foreach_set("loop_total", face_lengths) self.polygons.foreach_set("loop_start", loop_starts) self.polygons.foreach_set("vertices", vertex_indices) if edges or faces: self.update( # Needed to either: # - Calculate edges that don't exist for polygons. # - Assign edges to polygon loops. calc_edges=bool(faces), # Flag loose edges. calc_edges_loose=bool(edges), ) @property def edge_keys(self): return [ed.key for ed in self.edges] class MeshEdge(StructRNA): __slots__ = () @property def key(self): return ord_ind(*tuple(self.vertices)) class MeshLoopTriangle(StructRNA): __slots__ = () @property def center(self): """The midpoint of the face.""" face_verts = self.vertices[:] mesh_verts = self.id_data.vertices return ( mesh_verts[face_verts[0]].co + mesh_verts[face_verts[1]].co + mesh_verts[face_verts[2]].co ) / 3.0 @property def edge_keys(self): verts = self.vertices[:] return ( ord_ind(verts[0], verts[1]), ord_ind(verts[1], verts[2]), ord_ind(verts[2], verts[0]), ) class MeshPolygon(StructRNA): __slots__ = () @property def edge_keys(self): verts = self.vertices[:] vlen = len(self.vertices) return [ord_ind(verts[i], verts[(i + 1) % vlen]) for i in range(vlen)] @property def loop_indices(self): start = self.loop_start end = start + self.loop_total return range(start, end) class Text(bpy_types.ID): __slots__ = () def as_string(self): """Return the text as a string.""" return "\n".join(line.body for line in self.lines) def from_string(self, string): """Replace text with this string.""" self.clear() self.write(string) def as_module(self): from os.path import splitext from types import ModuleType mod = ModuleType(splitext(self.name)[0]) # TODO: We could use Text.compiled (C struct member) # if this is called often it will be much faster. exec(self.as_string(), mod.__dict__) return mod class Sound(bpy_types.ID): __slots__ = () @property def factory(self): """The aud.Factory object of the sound.""" import aud return aud._sound_from_pointer(self.as_pointer()) class RNAMeta(type): # TODO(campbell): move to C-API @property def is_registered(cls): return "bl_rna" in cls.__dict__ class RNAMetaPropGroup(StructMetaPropGroup, RNAMeta): pass # Same as 'Operator' # only without 'as_keywords' class Gizmo(StructRNA): __slots__ = () def __getattribute__(self, attr): properties = StructRNA.path_resolve(self, "properties") bl_rna = getattr(properties, "bl_rna", None) if (bl_rna is not None) and (attr in bl_rna.properties): return getattr(properties, attr) return super().__getattribute__(attr) def __setattr__(self, attr, value): properties = StructRNA.path_resolve(self, "properties") bl_rna = getattr(properties, "bl_rna", None) if (bl_rna is not None) and (attr in bl_rna.properties): return setattr(properties, attr, value) return super().__setattr__(attr, value) def __delattr__(self, attr): properties = StructRNA.path_resolve(self, "properties") bl_rna = getattr(properties, "bl_rna", None) if (bl_rna is not None) and (attr in bl_rna.properties): return delattr(properties, attr) return super().__delattr__(attr) from _bpy import ( _rna_gizmo_target_set_handler as target_set_handler, _rna_gizmo_target_get_value as target_get_value, _rna_gizmo_target_set_value as target_set_value, _rna_gizmo_target_get_range as target_get_range, ) # Convenience wrappers around private `_gpu` module. def draw_custom_shape(self, shape, *, matrix=None, select_id=None): """ Draw a shape created form :class:`bpy.types.Gizmo.draw_custom_shape`. :arg shape: The cached shape to draw. :type shape: Undefined. :arg matrix: 4x4 matrix, when not given :class:`bpy.types.Gizmo.matrix_world` is used. :type matrix: :class:`mathutils.Matrix` :arg select_id: The selection id. Only use when drawing within :class:`bpy.types.Gizmo.draw_select`. :type select_it: int """ import gpu if matrix is None: matrix = self.matrix_world batch, shader = shape shader.bind() if select_id is not None: gpu.select.load_id(select_id) use_blend = False else: if self.is_highlight: color = (*self.color_highlight, self.alpha_highlight) else: color = (*self.color, self.alpha) shader.uniform_float("color", color) use_blend = color[3] < 1.0 if use_blend: # TODO: wrap GPU_blend from GPU state. from bgl import glEnable, glDisable, GL_BLEND glEnable(GL_BLEND) with gpu.matrix.push_pop(): gpu.matrix.multiply_matrix(matrix) batch.draw() if use_blend: glDisable(GL_BLEND) @staticmethod def new_custom_shape(type, verts): """ Create a new shape that can be passed to :class:`bpy.types.Gizmo.draw_custom_shape`. :arg type: The type of shape to create in (POINTS, LINES, TRIS, LINE_STRIP). :type type: string :arg verts: Coordinates. :type verts: sequence of of 2D or 3D coordinates. :arg display_name: Optional callback that takes the full path, returns the name to display. :type display_name: Callable that takes a string and returns a string. :return: The newly created shape. :rtype: Undefined (it may change). """ import gpu from gpu.types import ( GPUBatch, GPUVertBuf, GPUVertFormat, ) dims = len(verts[0]) if dims not in {2, 3}: raise ValueError("Expected 2D or 3D vertex") fmt = GPUVertFormat() pos_id = fmt.attr_add(id="pos", comp_type='F32', len=dims, fetch_mode='FLOAT') vbo = GPUVertBuf(len=len(verts), format=fmt) vbo.attr_fill(id=pos_id, data=verts) batch = GPUBatch(type=type, buf=vbo) shader = gpu.shader.from_builtin('3D_UNIFORM_COLOR' if dims == 3 else '2D_UNIFORM_COLOR') batch.program_set(shader) return (batch, shader) # Dummy class to keep the reference in `bpy_types_dict` and avoid # erros like: "TypeError: expected GizmoGroup subclass of class ..." class GizmoGroup(StructRNA): __slots__ = () # Only defined so operators members can be used by accessing self.order # with doc generation 'self.properties.bl_rna.properties' can fail class Operator(StructRNA, metaclass=RNAMeta): __slots__ = () def __getattribute__(self, attr): properties = StructRNA.path_resolve(self, "properties") bl_rna = getattr(properties, "bl_rna", None) if (bl_rna is not None) and (attr in bl_rna.properties): return getattr(properties, attr) return super().__getattribute__(attr) def __setattr__(self, attr, value): properties = StructRNA.path_resolve(self, "properties") bl_rna = getattr(properties, "bl_rna", None) if (bl_rna is not None) and (attr in bl_rna.properties): return setattr(properties, attr, value) return super().__setattr__(attr, value) def __delattr__(self, attr): properties = StructRNA.path_resolve(self, "properties") bl_rna = getattr(properties, "bl_rna", None) if (bl_rna is not None) and (attr in bl_rna.properties): return delattr(properties, attr) return super().__delattr__(attr) def as_keywords(self, ignore=()): """Return a copy of the properties as a dictionary""" ignore = ignore + ("rna_type",) return {attr: getattr(self, attr) for attr in self.properties.rna_type.properties.keys() if attr not in ignore} class Macro(StructRNA): # bpy_types is imported before ops is defined # so we have to do a local import on each run __slots__ = () @classmethod def define(self, opname): from _bpy import ops return ops.macro_define(self, opname) class PropertyGroup(StructRNA, metaclass=RNAMetaPropGroup): __slots__ = () class RenderEngine(StructRNA, metaclass=RNAMeta): __slots__ = () class KeyingSetInfo(StructRNA, metaclass=RNAMeta): __slots__ = () class AddonPreferences(StructRNA, metaclass=RNAMeta): __slots__ = () class _GenericUI: __slots__ = () @classmethod def _dyn_ui_initialize(cls): draw_funcs = getattr(cls.draw, "_draw_funcs", None) if draw_funcs is None: def draw_ls(self, context): # ensure menus always get default context operator_context_default = self.layout.operator_context # Support filtering out by owner workspace = context.workspace if workspace.use_filter_by_owner: owner_names = {owner_id.name for owner_id in workspace.owner_ids} else: owner_names = None for func in draw_ls._draw_funcs: # Begin 'owner_id' filter. if owner_names is not None: owner_id = getattr(func, "_owner", None) if owner_id is not None: if func._owner not in owner_names: continue # End 'owner_id' filter. # so bad menu functions don't stop # the entire menu from drawing try: func(self, context) except: import traceback traceback.print_exc() self.layout.operator_context = operator_context_default draw_funcs = draw_ls._draw_funcs = [cls.draw] cls.draw = draw_ls return draw_funcs @staticmethod def _dyn_owner_apply(draw_func): from _bpy import _bl_owner_id_get owner_id = _bl_owner_id_get() if owner_id is not None: draw_func._owner = owner_id @classmethod def is_extended(cls): return bool(getattr(cls.draw, "_draw_funcs", None)) @classmethod def append(cls, draw_func): """ Append a draw function to this menu, takes the same arguments as the menus draw function """ draw_funcs = cls._dyn_ui_initialize() cls._dyn_owner_apply(draw_func) draw_funcs.append(draw_func) @classmethod def prepend(cls, draw_func): """ Prepend a draw function to this menu, takes the same arguments as the menus draw function """ draw_funcs = cls._dyn_ui_initialize() cls._dyn_owner_apply(draw_func) draw_funcs.insert(0, draw_func) @classmethod def remove(cls, draw_func): """Remove a draw function that has been added to this menu""" draw_funcs = cls._dyn_ui_initialize() try: draw_funcs.remove(draw_func) except ValueError: pass class Panel(StructRNA, _GenericUI, metaclass=RNAMeta): __slots__ = () class UIList(StructRNA, _GenericUI, metaclass=RNAMeta): __slots__ = () class Header(StructRNA, _GenericUI, metaclass=RNAMeta): __slots__ = () class Menu(StructRNA, _GenericUI, metaclass=RNAMeta): __slots__ = () def path_menu(self, searchpaths, operator, *, props_default=None, prop_filepath="filepath", filter_ext=None, filter_path=None, display_name=None, add_operator=None): """ Populate a menu from a list of paths. :arg searchpaths: Paths to scan. :type searchpaths: sequence of strings. :arg operator: The operator id to use with each file. :type operator: string :arg prop_filepath: Optional operator filepath property (defaults to "filepath"). :type prop_filepath: string :arg props_default: Properties to assign to each operator. :type props_default: dict :arg filter_ext: Optional callback that takes the file extensions. Returning false excludes the file from the list. :type filter_ext: Callable that takes a string and returns a bool. :arg display_name: Optional callback that takes the full path, returns the name to display. :type display_name: Callable that takes a string and returns a string. """ layout = self.layout import os import bpy.utils layout = self.layout if not searchpaths: layout.label(text="* Missing Paths *") # collect paths files = [] for directory in searchpaths: files.extend([ (f, os.path.join(directory, f)) for f in os.listdir(directory) if (not f.startswith(".")) if ((filter_ext is None) or (filter_ext(os.path.splitext(f)[1]))) if ((filter_path is None) or (filter_path(f))) ]) files.sort() col = layout.column(align=True) for f, filepath in files: # Intentionally pass the full path to 'display_name' callback, # since the callback may want to use part a directory in the name. row = col.row(align=True) name = display_name(filepath) if display_name else bpy.path.display_name(f) props = row.operator( operator, text=name, translate=False, ) if props_default is not None: for attr, value in props_default.items(): setattr(props, attr, value) setattr(props, prop_filepath, filepath) if operator == "script.execute_preset": props.menu_idname = self.bl_idname if add_operator: props = row.operator(add_operator, text="", icon='REMOVE') props.name = name props.remove_name = True if add_operator: wm = bpy.data.window_managers[0] layout.separator() row = layout.row() sub = row.row() sub.emboss = 'NORMAL' sub.prop(wm, "preset_name", text="") props = row.operator(add_operator, text="", icon='ADD') props.name = wm.preset_name def draw_preset(self, _context): """ Define these on the subclass: - preset_operator (string) - preset_subdir (string) Optionally: - preset_add_operator (string) - preset_extensions (set of strings) - preset_operator_defaults (dict of keyword args) """ import bpy ext_valid = getattr(self, "preset_extensions", {".py", ".xml"}) props_default = getattr(self, "preset_operator_defaults", None) add_operator = getattr(self, "preset_add_operator", None) self.path_menu( bpy.utils.preset_paths(self.preset_subdir), self.preset_operator, props_default=props_default, filter_ext=lambda ext: ext.lower() in ext_valid, add_operator=add_operator, ) @classmethod def draw_collapsible(cls, context, layout): # helper function for (optionally) collapsed header menus # only usable within headers if context.area.show_menus: # Align menus to space them closely. layout.row(align=True).menu_contents(cls.__name__) else: layout.menu(cls.__name__, icon='COLLAPSEMENU') class NodeTree(bpy_types.ID, metaclass=RNAMetaPropGroup): __slots__ = () class Node(StructRNA, metaclass=RNAMetaPropGroup): __slots__ = () @classmethod def poll(cls, _ntree): return True class NodeInternal(Node): __slots__ = () class NodeSocket(StructRNA, metaclass=RNAMetaPropGroup): __slots__ = () @property def links(self): """List of node links from or to this socket. Warning: takes O(len(nodetree.links)) time.""" return tuple( link for link in self.id_data.links if (link.from_socket == self or link.to_socket == self)) class NodeSocketInterface(StructRNA, metaclass=RNAMetaPropGroup): __slots__ = () # These are intermediate subclasses, need a bpy type too class CompositorNode(NodeInternal): __slots__ = () @classmethod def poll(cls, ntree): return ntree.bl_idname == 'CompositorNodeTree' def update(self): self.tag_need_exec() class ShaderNode(NodeInternal): __slots__ = () @classmethod def poll(cls, ntree): return ntree.bl_idname == 'ShaderNodeTree' class TextureNode(NodeInternal): __slots__ = () @classmethod def poll(cls, ntree): return ntree.bl_idname == 'TextureNodeTree'