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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 #####
# <pep8-80 compliant>
from _bpy import types as bpy_types
import _bpy
StructRNA = bpy_types.Struct.__bases__[0]
StructMetaPropGroup = _bpy.StructMetaPropGroup
# StructRNA = bpy_types.Struct
bpy_types.BlendDataLibraries.load = _bpy._library_load
class Context(StructRNA):
__slots__ = ()
def copy(self):
from types import BuiltinMethodType
new_context = {}
generic_attrs = (list(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_pencil", "groups", "images",
"lamps", "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 Group(bpy_types.ID):
__slots__ = ()
@property
def users_dupli_group(self):
"""The dupli group this group is used in"""
import bpy
return tuple(obj for obj in bpy.data.objects
if self == obj.dupli_group)
class Object(bpy_types.ID):
__slots__ = ()
@property
def children(self):
"""All the children of this object"""
import bpy
return tuple(child for child in bpy.data.objects
if child.parent == self)
@property
def users_group(self):
"""The groups this object is in"""
import bpy
return tuple(group for group in bpy.data.groups
if self in group.objects[:])
@property
def users_scene(self):
"""The scenes this object is in"""
import bpy
return tuple(scene for scene in bpy.data.scenes
if self in scene.objects[:])
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 x-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 x-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 length(self):
""" The distance from head to tail,
when set the head is moved to fit the length.
"""
return self.vector.length
@length.setter
def length(self, value):
self.tail = self.head + ((self.tail - self.head).normalized() * value)
@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."""
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."""
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.
"""
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 len(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__ = ()
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), ...]
: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
"""
self.vertices.add(len(vertices))
self.edges.add(len(edges))
self.loops.add(sum((len(f) for f in faces)))
self.polygons.add(len(faces))
vertices_flat = [f for v in vertices for f in v]
self.vertices.foreach_set("co", vertices_flat)
del vertices_flat
edges_flat = [i for e in edges for i in e]
self.edges.foreach_set("vertices", edges_flat)
del edges_flat
# this is different in bmesh
loop_index = 0
for i, p in enumerate(self.polygons):
f = faces[i]
loop_len = len(f)
p.loop_start = loop_index
p.loop_total = loop_len
p.vertices = f
loop_index += loop_len
# if no edges - calculate them
if faces and (not edges):
self.update(calc_edges=True)
@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 MeshTessFace(StructRNA):
__slots__ = ()
@property
def center(self):
"""The midpoint of the face."""
face_verts = self.vertices[:]
mesh_verts = self.id_data.vertices
if len(face_verts) == 3:
return (mesh_verts[face_verts[0]].co +
mesh_verts[face_verts[1]].co +
mesh_verts[face_verts[2]].co
) / 3.0
else:
return (mesh_verts[face_verts[0]].co +
mesh_verts[face_verts[1]].co +
mesh_verts[face_verts[2]].co +
mesh_verts[face_verts[3]].co
) / 4.0
@property
def edge_keys(self):
verts = self.vertices[:]
if len(verts) == 3:
return (ord_ind(verts[0], verts[1]),
ord_ind(verts[1], verts[2]),
ord_ind(verts[2], verts[0]),
)
else:
return (ord_ind(verts[0], verts[1]),
ord_ind(verts[1], verts[2]),
ord_ind(verts[2], verts[3]),
ord_ind(verts[3], 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)
@property
def users_logic(self):
"""Logic bricks that use this text"""
import bpy
return tuple(obj for obj in bpy.data.objects
if self in [cont.text for cont in obj.game.controllers
if cont.type == 'PYTHON']
)
# values are module: [(cls, path, line), ...]
TypeMap = {}
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):
def __new__(cls, name, bases, classdict, **args):
result = type.__new__(cls, name, bases, classdict)
if bases and bases[0] is not StructRNA:
from _weakref import ref as ref
module = result.__module__
# first part of packages only
if "." in module:
module = module[:module.index(".")]
TypeMap.setdefault(module, []).append(ref(result))
return result
@property
def is_registered(cls):
return "bl_rna" in cls.__dict__
class OrderedDictMini(dict):
def __init__(self, *args):
self.order = []
dict.__init__(self, args)
def __setitem__(self, key, val):
dict.__setitem__(self, key, val)
if key not in self.order:
self.order.append(key)
def __delitem__(self, key):
dict.__delitem__(self, key)
self.order.remove(key)
class RNAMetaPropGroup(RNAMeta, StructMetaPropGroup):
pass
class OrderedMeta(RNAMeta):
def __init__(cls, name, bases, attributes):
if attributes.__class__ is OrderedDictMini:
cls.order = attributes.order
def __prepare__(name, bases, **kwargs):
return OrderedDictMini() # collections.OrderedDict()
# 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=OrderedMeta):
__slots__ = ()
def __getattribute__(self, attr):
properties = StructRNA.path_resolve(self, "properties")
bl_rna = getattr(properties, "bl_rna", None)
if bl_rna 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 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 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, metaclass=OrderedMeta):
# 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
for func in draw_ls._draw_funcs:
# 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
@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()
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()
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:
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={}, filter_ext=None):
layout = self.layout
# hard coded to set the operators 'filepath' to the filename.
import os
import bpy.utils
layout = self.layout
if not searchpaths:
layout.label("* 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])))
])
files.sort()
for f, filepath in files:
props = layout.operator(operator,
text=bpy.path.display_name(f),
translate=False)
for attr, value in props_default.items():
setattr(props, attr, value)
props.filepath = filepath
if operator == "script.execute_preset":
props.menu_idname = self.bl_idname
def draw_preset(self, context):
"""
Define these on the subclass
- preset_operator
- preset_subdir
"""
import bpy
self.path_menu(bpy.utils.preset_paths(self.preset_subdir),
self.preset_operator,
filter_ext=lambda ext: ext.lower() in {".py", ".xml"})
class Region(StructRNA):
__slots__ = ()
def callback_add(self, cb, args, draw_mode):
"""
Append a draw function to this region,
deprecated, instead use bpy.types.SpaceView3D.draw_handler_add
"""
for area in self.id_data.areas:
for region in area.regions:
if region == self:
spacetype = type(area.spaces[0])
return spacetype.draw_handler_add(cb, args, self.type,
draw_mode)
return None
class NodeTree(bpy_types.ID, metaclass=RNAMetaPropGroup):
__slots__ = ()
class NodeSocketTemplate():
type = 'UNDEFINED'
# Default implementation:
# Create a single property using the socket template's 'value_property' attribute
# value_property should be created in the __init__ function
#
# If necessary this function can be overloaded in subclasses, e.g. to create multiple value properties
def define_node_properties(self, node_type, prefix):
if hasattr(self, "value_property"):
setattr(node_type, prefix+"value", self.value_property)
def init_socket(self, socket):
socket.type = self.type
if hasattr(self, "value_property"):
socket.value_property = self.value_property[1]['attr']
def gen_valid_identifier(seq):
# get an iterator
itr = iter(seq)
# pull characters until we get a legal one for first in identifer
for ch in itr:
if ch == '_' or ch.isalpha():
yield ch
break
# pull remaining characters and yield legal ones for identifier
for ch in itr:
if ch == '_' or ch.isalpha() or ch.isdigit():
yield ch
def sanitize_identifier(name):
return ''.join(gen_valid_identifier(name))
def unique_identifier(name, identifier_list):
# First some basic sanitation, to make a usable identifier string from the name
base = sanitize_identifier(name)
# Now make a unique identifier by appending an unused index
identifier = base
index = 0
while identifier in identifier_list:
index += 1
identifier = base + str(index)
return identifier
class RNAMetaNode(RNAMetaPropGroup):
def __new__(cls, name, bases, classdict, **args):
# Wrapper for node.init, to add sockets from templates
def create_sockets(self):
inputs = getattr(self, 'input_templates', None)
if inputs:
for temp in inputs:
socket = self.inputs.new(type=temp.bl_socket_idname, name=temp.name, identifier=temp.identifier)
temp.init_socket(socket)
outputs = getattr(self, 'output_templates', None)
if outputs:
for temp in outputs:
socket = self.outputs.new(type=temp.bl_socket_idname, name=temp.name, identifier=temp.identifier)
temp.init_socket(socket)
init_base = classdict.get('init', None)
if init_base:
def init_node(self, context):
create_sockets(self)
init_base(self, context)
else:
def init_node(self, context):
create_sockets(self)
classdict['init'] = init_node
# Create the regular class
result = RNAMetaPropGroup.__new__(cls, name, bases, classdict)
# Add properties from socket templates
inputs = classdict.get('input_templates', None)
if inputs:
for i, temp in enumerate(inputs):
temp.identifier = unique_identifier(temp.name, [t.identifier for t in inputs[0:i]])
temp.define_node_properties(result, "input_"+temp.identifier+"_")
outputs = classdict.get('output_templates', None)
if outputs:
for i, temp in enumerate(outputs):
temp.identifier = unique_identifier(temp.name, [t.identifier for t in outputs[0:i]])
temp.define_node_properties(result, "output_"+temp.identifier+"_")
return result
class Node(StructRNA, metaclass=RNAMetaNode):
__slots__ = ()
@classmethod
def poll(cls, ntree):
return True
class NodeSocket(StructRNA, metaclass=RNAMetaPropGroup):
__slots__ = ()
@property
def links(self):
"""List of node links from or to this socket"""
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(Node):
__slots__ = ()
@classmethod
def poll(cls, ntree):
return ntree.bl_idname == 'CompositorNodeTree'
def update(self):
self.tag_need_exec()
class ShaderNode(Node):
__slots__ = ()
@classmethod
def poll(cls, ntree):
return ntree.bl_idname == 'ShaderNodeTree'
class TextureNode(Node):
__slots__ = ()
@classmethod
def poll(cls, ntree):
return ntree.bl_idname == 'TextureNodeTree'
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