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# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
from _bpy import types as bpy_types
from mathutils import Vector
StructRNA = bpy_types.Struct.__bases__[0]
# StructRNA = bpy_types.Struct
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 datablocks 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", "gpencil", "groups", "images", \
"lamps", "lattices", "materials", "metaballs", \
"meshes", "node_groups", "objects", "scenes", \
"sounds", "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.
"""
return self.matrix.rotation_part() * Vector((1.0, 0.0, 0.0))
@property
def y_axis(self):
""" Vector pointing down the x-axis of the bone.
"""
return self.matrix.rotation_part() * Vector((0.0, 1.0, 0.0))
@property
def z_axis(self):
""" Vector pointing down the x-axis of the bone.
"""
return self.matrix.rotation_part() * 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).normalize() * 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 basenames 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!", bone.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 editmode
bones = id_data.bones
return bones
class PoseBone(StructRNA, _GenericBone):
__slots__ = ()
class Bone(StructRNA, _GenericBone):
__slots__ = ()
class EditBone(StructRNA, _GenericBone):
__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.normalize() * self.length
self.tail = self.head + vec
self.roll = other.roll
def transform(self, matrix):
"""
Transform the the bones head, tail, roll and envalope (when the matrix has a scale component).
Expects a 4x4 or 3x3 matrix.
"""
from mathutils import Vector
z_vec = self.matrix.rotation_part() * Vector((0.0, 0.0, 1.0))
self.tail = matrix * self.tail
self.head = matrix * self.head
scalar = matrix.median_scale
self.head_radius *= scalar
self.tail_radius *= scalar
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, verts, edges, faces):
"""
Make a mesh from a list of verts/edges/faces
Until we have a nicer way to make geometry, use this.
"""
self.add_geometry(len(verts), len(edges), len(faces))
verts_flat = [f for v in verts for f in v]
self.verts.foreach_set("co", verts_flat)
del verts_flat
edges_flat = [i for e in edges for i in e]
self.edges.foreach_set("verts", edges_flat)
del edges_flat
def treat_face(f):
if len(f) == 3:
return f[0], f[1], f[2], 0
elif f[3] == 0:
return f[3], f[0], f[1], f[2]
return f
faces_flat = [v for f in faces for v in treat_face(f)]
self.faces.foreach_set("verts_raw", faces_flat)
del faces_flat
@property
def edge_keys(self):
return [edge_key for face in self.faces for edge_key in face.edge_keys]
@property
def edge_face_count_dict(self):
face_edge_keys = [face.edge_keys for face in self.faces]
face_edge_count = {}
for face_keys in face_edge_keys:
for key in face_keys:
try:
face_edge_count[key] += 1
except:
face_edge_count[key] = 1
return face_edge_count
@property
def edge_face_count(self):
edge_face_count_dict = self.edge_face_count_dict
return [edge_face_count_dict.get(ed.key, 0) for ed in self.edges]
def edge_loops_from_faces(self, faces=None, seams=()):
"""
Edge loops defined by faces
Takes me.faces or a list of faces and returns the edge loops
These edge loops are the edges that sit between quads, so they dont touch
1 quad, note: not connected will make 2 edge loops, both only containing 2 edges.
return a list of edge key lists
[ [(0,1), (4, 8), (3,8)], ...]
return a list of edge vertex index lists
"""
OTHER_INDEX = 2, 3, 0, 1 # opposite face index
if faces is None:
faces = self.faces
edges = {}
for f in faces:
# if len(f) == 4:
if f.verts_raw[3] != 0:
edge_keys = f.edge_keys
for i, edkey in enumerate(f.edge_keys):
edges.setdefault(edkey, []).append(edge_keys[OTHER_INDEX[i]])
for edkey in seams:
edges[edkey] = []
# Collect edge loops here
edge_loops = []
for edkey, ed_adj in edges.items():
if 0 < len(ed_adj) < 3: # 1 or 2
# Seek the first edge
context_loop = [edkey, ed_adj[0]]
edge_loops.append(context_loop)
if len(ed_adj) == 2:
other_dir = ed_adj[1]
else:
other_dir = None
ed_adj[:] = []
flipped = False
while 1:
# from knowing the last 2, look for th next.
ed_adj = edges[context_loop[-1]]
if len(ed_adj) != 2:
if other_dir and flipped == False: # the original edge had 2 other edges
flipped = True # only flip the list once
context_loop.reverse()
ed_adj[:] = []
context_loop.append(other_dir) # save 1 lookiup
ed_adj = edges[context_loop[-1]]
if len(ed_adj) != 2:
ed_adj[:] = []
break
else:
ed_adj[:] = []
break
i = ed_adj.index(context_loop[-2])
context_loop.append(ed_adj[not i])
# Dont look at this again
ed_adj[:] = []
return edge_loops
def edge_loops_from_edges(self, edges=None):
"""
Edge loops defined by edges
Takes me.edges or a list of edges and returns the edge loops
return a list of vertex indices.
[ [1, 6, 7, 2], ...]
closed loops have matching start and end values.
"""
line_polys = []
# Get edges not used by a face
if edges is None:
edges = self.edges
if not hasattr(edges, "pop"):
edges = edges[:]
edge_dict = dict((ed.key, ed) for ed in self.edges if ed.selected)
while edges:
current_edge = edges.pop()
vert_end, vert_start = current_edge.verts[:]
line_poly = [vert_start, vert_end]
ok = True
while ok:
ok = False
#for i, ed in enumerate(edges):
i = len(edges)
while i:
i -= 1
ed = edges[i]
v1, v2 = ed.verts
if v1 == vert_end:
line_poly.append(v2)
vert_end = line_poly[-1]
ok = 1
del edges[i]
# break
elif v2 == vert_end:
line_poly.append(v1)
vert_end = line_poly[-1]
ok = 1
del edges[i]
#break
elif v1 == vert_start:
line_poly.insert(0, v2)
vert_start = line_poly[0]
ok = 1
del edges[i]
# break
elif v2 == vert_start:
line_poly.insert(0, v1)
vert_start = line_poly[0]
ok = 1
del edges[i]
#break
line_polys.append(line_poly)
return line_polys
class MeshEdge(StructRNA):
__slots__ = ()
@property
def key(self):
return ord_ind(*tuple(self.verts))
class MeshFace(StructRNA):
__slots__ = ()
@property
def center(self):
"""The midpoint of the face."""
face_verts = self.verts[:]
mesh_verts = self.id_data.verts
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.verts[:]
if len(verts) == 3:
return ord_ind(verts[0], verts[1]), ord_ind(verts[1], verts[2]), ord_ind(verts[2], verts[0])
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 Text(bpy_types.ID):
__slots__ = ()
def as_string(self):
"""Return the text as a string."""
return "\n".join(line.line 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'])
import collections
class OrderedMeta(type):
def __init__(cls, name, bases, attributes):
super(OrderedMeta, cls).__init__(name, bases, attributes)
cls.order = list(attributes.keys())
def __prepare__(name, bases, **kwargs):
return collections.OrderedDict()
# Only defined so operators members can be used by accessing self.order
class Operator(StructRNA, metaclass=OrderedMeta):
__slots__ = ()
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 _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):
for func in draw_ls._draw_funcs:
func(self, context)
draw_funcs = draw_ls._draw_funcs = [cls.draw]
cls.draw = draw_ls
return draw_funcs
@classmethod
def append(cls, draw_func):
"""Prepend an 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):
__slots__ = ()
class Header(StructRNA, _GenericUI):
__slots__ = ()
class Menu(StructRNA, _GenericUI):
__slots__ = ()
def path_menu(self, searchpaths, operator, props_default={}):
layout = self.layout
# hard coded to set the operators 'filepath' to the filename.
import os
import bpy.utils
layout = self.layout
# collect paths
files = []
for directory in searchpaths:
files.extend([(f, os.path.join(directory, f)) for f in os.listdir(directory)])
files.sort()
for f, filepath in files:
if f.startswith("."):
continue
preset_name = bpy.utils.display_name(f)
props = layout.operator(operator, text=preset_name)
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
props.preset_name = preset_name
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)
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