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import bpy
from bpy.props import StringProperty, IntProperty, BoolProperty, CollectionProperty, PointerProperty, EnumProperty, FloatProperty, FloatVectorProperty
from mathutils import Matrix
import bmesh
from . utils.math import flatten_matrix
from . utils.world import get_world_output
from . utils.system import abspath
from . utils.registration import get_prefs, get_addon_prefs
from . utils.tools import get_active_tool
from . utils.light import adjust_lights_for_rendering, get_area_light_poll
from . utils.view import sync_light_visibility
from . utils.material import adjust_bevel_shader
from . items import eevee_preset_items, align_mode_items, render_engine_items, cycles_device_items, driver_limit_items, axis_items, driver_transform_items, driver_space_items, bc_orientation_items, shading_light_items, compositor_items
# COLLECTIONS
class HistoryObjectsCollection(bpy.types.PropertyGroup):
name: StringProperty()
obj: PointerProperty(name="History Object", type=bpy.types.Object)
class HistoryUnmirroredCollection(bpy.types.PropertyGroup):
name: StringProperty()
obj: PointerProperty(name="History Unmirror", type=bpy.types.Object)
class HistoryEpochCollection(bpy.types.PropertyGroup):
name: StringProperty()
objects: CollectionProperty(type=HistoryObjectsCollection)
unmirrored: CollectionProperty(type=HistoryUnmirroredCollection)
# SCENE PROPERTIES
selected = []
class M3SceneProperties(bpy.types.PropertyGroup):
# FOCUS
focus_history: CollectionProperty(type=HistoryEpochCollection)
# SAVE Pie
use_undo_save: BoolProperty(name="Use Undo Save", description="Save before Undoing\nBe warned, depending on your scene complexity, this can noticably affect your undo speed", default=False)
use_redo_save: BoolProperty(name="Use Redo Save", description="Also save before first Operator Redos", default=False)
# MODES Pie
def update_xray(self, context):
x = (self.pass_through, self.show_edit_mesh_wire)
shading = context.space_data.shading
shading.show_xray = True if any(x) else False
if self.show_edit_mesh_wire:
shading.xray_alpha = 0.1
elif self.pass_through:
shading.xray_alpha = 1 if context.active_object and context.active_object.type == "MESH" else 0.5
def update_uv_sync_select(self, context):
ts = context.scene.tool_settings
ts.use_uv_select_sync = self.uv_sync_select
global selected
active = context.active_object
# restore previous selection
if ts.use_uv_select_sync:
bpy.ops.mesh.select_all(action='DESELECT')
bm = bmesh.from_edit_mesh(active.data)
bm.normal_update()
bm.verts.ensure_lookup_table()
if selected:
for v in bm.verts:
if v.index in selected:
v.select_set(True)
bm.select_flush(True)
bmesh.update_edit_mesh(active.data)
# also sync the selection mode
# NOTE: disabled again, seems like it's beneficial to just go back to the previous mesh selection mode
# if ts.uv_select_mode in ["VERTEX", "EDGE", "FACE"]:
# bpy.ops.mesh.select_mode(type=ts.uv_select_mode.replace("VERTEX", "VERT"))
# store the active selection
else:
bm = bmesh.from_edit_mesh(active.data)
bm.normal_update()
bm.verts.ensure_lookup_table()
selected = [v.index for v in bm.verts if v.select]
bpy.ops.mesh.select_all(action="SELECT")
# also sync the selection mode
mode = tuple(ts.mesh_select_mode)
# EDGE mode in the mesh becomes, EDGE in uv as well
if mode == (False, True, False):
ts.uv_select_mode = "EDGE"
# everything else becomes VERTEX, including FACE
# that's because there's no reason to turn off sync for face selections in the first place, faces unlike verts and edges, are always only present once in uv space
else:
ts.uv_select_mode = "VERTEX"
pass_through: BoolProperty(name="Pass Through", default=False, update=update_xray)
show_edit_mesh_wire: BoolProperty(name="Show Edit Mesh Wireframe", default=False, update=update_xray)
uv_sync_select: BoolProperty(name="Synce Selection", default=False, update=update_uv_sync_select)
def update_show_cavity(self, context):
t = (self.show_cavity, self.show_curvature)
shading = context.space_data.shading
shading.show_cavity = True if any(t) else False
if t == (True, True):
shading.cavity_type = "BOTH"
elif t == (True, False):
shading.cavity_type = "WORLD"
elif t == (False, True):
shading.cavity_type = "SCREEN"
show_cavity: BoolProperty(name="Cavity", default=True, update=update_show_cavity)
show_curvature: BoolProperty(name="Curvature", default=False, update=update_show_cavity)
# SHADING Pie
def update_eevee_preset(self, context):
eevee = context.scene.eevee
shading = context.space_data.shading
if self.eevee_preset == 'NONE':
eevee.use_ssr = False
eevee.use_gtao = False
eevee.use_bloom = False
eevee.use_volumetric_lights = False
if self.eevee_preset_set_use_scene_lights:
shading.use_scene_lights = False
if self.eevee_preset_set_use_scene_world:
shading.use_scene_world = False
if context.scene.render.engine == 'BLENDER_EEVEE':
if self.eevee_preset_set_use_scene_lights:
shading.use_scene_lights_render = False
if self.eevee_preset_set_use_scene_world:
shading.use_scene_world_render = False
elif self.eevee_preset == 'LOW':
eevee.use_ssr = True
eevee.use_ssr_halfres = True
eevee.use_ssr_refraction = False
eevee.use_gtao = True
eevee.use_bloom = False
eevee.use_volumetric_lights = False
if self.eevee_preset_set_use_scene_lights:
shading.use_scene_lights = True
if self.eevee_preset_set_use_scene_world:
shading.use_scene_world = False
if context.scene.render.engine == 'BLENDER_EEVEE':
if self.eevee_preset_set_use_scene_lights:
shading.use_scene_lights_render = True
if self.eevee_preset_set_use_scene_world:
shading.use_scene_world_render = False
elif self.eevee_preset == 'HIGH':
eevee.use_ssr = True
eevee.use_ssr_halfres = False
eevee.use_ssr_refraction = True
eevee.use_gtao = True
eevee.use_bloom = True
eevee.use_volumetric_lights = False
if self.eevee_preset_set_use_scene_lights:
shading.use_scene_lights = True
if self.eevee_preset_set_use_scene_world:
shading.use_scene_world = False
if context.scene.render.engine == 'BLENDER_EEVEE':
if self.eevee_preset_set_use_scene_lights:
shading.use_scene_lights_render = True
if self.eevee_preset_set_use_scene_world:
shading.use_scene_world_render = False
elif self.eevee_preset == 'ULTRA':
eevee.use_ssr = True
eevee.use_ssr_halfres = False
eevee.use_ssr_refraction = True
eevee.use_gtao = True
eevee.use_bloom = True
eevee.use_volumetric_lights = True
if self.eevee_preset_set_use_scene_lights:
shading.use_scene_lights = True
if context.scene.render.engine == 'BLENDER_EEVEE':
if self.eevee_preset_set_use_scene_lights:
shading.use_scene_lights_render = True
if self.eevee_preset_set_use_scene_lights:
world = context.scene.world
if world:
shading.use_scene_world = True
if context.scene.render.engine == 'BLENDER_EEVEE':
shading.use_scene_world_render = True
output = get_world_output(world)
links = output.inputs[1].links
if not links:
tree = world.node_tree
volume = tree.nodes.new('ShaderNodeVolumePrincipled')
tree.links.new(volume.outputs[0], output.inputs[1])
volume.inputs[2].default_value = 0.1
volume.location = (-200, 200)
def update_eevee_gtao_factor(self, context):
context.scene.eevee.gtao_factor = self.eevee_gtao_factor
def update_eevee_bloom_intensity(self, context):
context.scene.eevee.bloom_intensity = self.eevee_bloom_intensity
def update_render_engine(self, context):
if self.avoid_update:
self.avoid_update = False
return
# SWITCH RENDER ENGINE
context.scene.render.engine = self.render_engine
# ADJUST AREA LIGHTS
if get_prefs().activate_render and get_prefs().activate_shading_pie and get_prefs().render_adjust_lights_on_render and get_area_light_poll() and self.adjust_lights_on_render:
last = self.adjust_lights_on_render_last
debug = False
# debug = True
if last in ['NONE', 'INCREASE'] and self.render_engine == 'CYCLES':
self.adjust_lights_on_render_last = 'DECREASE'
if debug:
print("decreasing on switch to cycies engine")
adjust_lights_for_rendering(mode='DECREASE')
elif last == 'DECREASE' and self.render_engine == 'BLENDER_EEVEE':
self.adjust_lights_on_render_last = 'INCREASE'
if debug:
print("increasing on switch to eevee engine")
adjust_lights_for_rendering(mode='INCREASE')
# SYNC LIGHT VISIBILITY
if get_prefs().activate_render and get_prefs().render_sync_light_visibility:
sync_light_visibility(context.scene)
# ADJUST BEVEL SHADER
if get_prefs().activate_render and get_prefs().activate_shading_pie and get_prefs().render_use_bevel_shader and self.use_bevel_shader:
if context.scene.render.engine == 'CYCLES':
adjust_bevel_shader(context)
def update_cycles_device(self, context):
if self.avoid_update:
self.avoid_update = False
return
context.scene.cycles.device = self.cycles_device
def update_use_compositor(self, context):
if self.avoid_update:
self.avoid_update = False
return
# print("update compositing to", self.use_compositor)
context.space_data.shading.use_compositor = self.use_compositor
def update_shading_light(self, context):
if self.avoid_update:
self.avoid_update = False
return
shading = context.space_data.shading
shading.light = self.shading_light
# use shadows for FLAT shading
if self.use_flat_shadows:
shading.show_shadows = shading.light == 'FLAT'
def update_use_flat_shadows(self, context):
if self.avoid_update:
self.avoid_update = False
return
shading = context.space_data.shading
if shading.light == 'FLAT':
shading.show_shadows = self.use_flat_shadows
def update_custom_views_local(self, context):
if self.avoid_update:
self.avoid_update = False
return
# only one custom view can be active at a time
if self.custom_views_local and self.custom_views_cursor:
self.avoid_update = True
self.custom_views_cursor = False
# toggle orhto grid
context.space_data.overlay.show_ortho_grid = not self.custom_views_local
# toggle trackball orbiting
if get_prefs().custom_views_use_trackball:
context.preferences.inputs.view_rotate_method = 'TRACKBALL' if self.custom_views_local else 'TURNTABLE'
# set transform preset
if get_prefs().activate_transform_pie and get_prefs().custom_views_set_transform_preset:
bpy.ops.machin3.set_transform_preset(pivot='MEDIAN_POINT', orientation='LOCAL' if self.custom_views_local else 'GLOBAL')
def update_custom_views_cursor(self, context):
if self.avoid_update:
self.avoid_update = False
return
# only one custom view can be active at a time
if self.custom_views_cursor and self.custom_views_local:
self.avoid_update = True
self.custom_views_local = False
# toggle ortho grid
context.space_data.overlay.show_ortho_grid = not self.custom_views_cursor
# toggle trackball orbiting
if get_prefs().custom_views_use_trackball:
context.preferences.inputs.view_rotate_method = 'TRACKBALL' if self.custom_views_cursor else 'TURNTABLE'
# only actually set the transform preset and draw the cursor axis if hyper cursor tools aren't active
if 'machin3.tool_hyper_cursor' not in get_active_tool(context).idname:
# set transform preset
if get_prefs().activate_transform_pie and get_prefs().custom_views_set_transform_preset:
bpy.ops.machin3.set_transform_preset(pivot='CURSOR' if self.custom_views_cursor else 'MEDIAN_POINT', orientation='CURSOR' if self.custom_views_cursor else 'GLOBAL')
def update_enforce_hide_render(self, context):
from . ui.operators import shading
for _, name in shading.render_visibility:
obj = bpy.data.objects.get(name)
if obj:
obj.hide_set(obj.visible_get())
def update_use_bevel_shader(self, context):
adjust_bevel_shader(context)
def update_bevel_shader(self, context):
if self.use_bevel_shader:
adjust_bevel_shader(context)
eevee_preset: EnumProperty(name="Eevee Preset", description="Eevee Quality Presets", items=eevee_preset_items, default='NONE', update=update_eevee_preset)
eevee_preset_set_use_scene_lights: BoolProperty(name="Set Use Scene Lights", description="Set Use Scene Lights when changing Eevee Preset", default=False)
eevee_preset_set_use_scene_world: BoolProperty(name="Set Use Scene World", description="Set Use Scene World when changing Eevee Preset", default=False)
eevee_gtao_factor: FloatProperty(name="Factor", default=1, min=0, step=0.1, update=update_eevee_gtao_factor)
eevee_bloom_intensity: FloatProperty(name="Intensity", default=0.05, min=0, step=0.1, update=update_eevee_bloom_intensity)
render_engine: EnumProperty(name="Render Engine", description="Render Engine", items=render_engine_items, default='BLENDER_EEVEE', update=update_render_engine)
cycles_device: EnumProperty(name="Render Device", description="Render Device", items=cycles_device_items, default='CPU', update=update_cycles_device)
use_compositor: EnumProperty(name="Use Viewport Compositing", description="Use Viewport Compositing", items=compositor_items, default='DISABLED', update=update_use_compositor)
shading_light: EnumProperty(name="Lighting Method", description="Lighting Method for Solid/Texture Viewport Shading", items=shading_light_items, default='MATCAP', update=update_shading_light)
use_flat_shadows: BoolProperty(name="Use Flat Shadows", description="Use Shadows when in Flat Lighting", default=True, update=update_use_flat_shadows)
draw_axes_size: FloatProperty(name="Draw_Axes Size", default=0.1, min=0)
draw_axes_alpha: FloatProperty(name="Draw Axes Alpha", default=0.5, min=0, max=1)
draw_axes_screenspace: BoolProperty(name="Draw Axes in Screen Space", default=True)
draw_active_axes: BoolProperty(name="Draw Active Axes", description="Draw Active's Object Axes", default=False)
draw_cursor_axes: BoolProperty(name="Draw Cursor Axes", description="Draw Cursor's Axes", default=False)
adjust_lights_on_render: BoolProperty(name="Adjust Lights when Rendering", description="Adjust Lights Area Lights when Rendering, to better match Eevee and Cycles", default=False)
adjust_lights_on_render_divider: FloatProperty(name="Divider used to calculate Cycles Light Strength from Eeeve Light Strength", default=4, min=1)
adjust_lights_on_render_last: StringProperty(name="Last Light Adjustment", default='NONE')
is_light_decreased_by_handler: BoolProperty(name="Have Lights been decreased by the init render handler?", default=False)
enforce_hide_render: BoolProperty(name="Enforce hide_render setting when Viewport Rendering", description="Enfore hide_render setting for objects when Viewport Rendering", default=True, update=update_enforce_hide_render)
use_bevel_shader: BoolProperty(name="Use Bevel Shader", description="Batch Apply Bevel Shader to visible Materials", default=False, update=update_use_bevel_shader)
bevel_shader_samples: IntProperty(name="Samples", description="Bevel Shader Samples", default=16, min=2, max=32, update=update_bevel_shader)
bevel_shader_radius: FloatProperty(name="Radius", description="Bevel Shader Global Radius", default=0.015, min=0, precision=3, step=0.01, update=update_bevel_shader)
# VIEWS Pie
custom_views_local: BoolProperty(name="Custom Local Views", description="Use Custom Views, based on the active object's orientation", default=False, update=update_custom_views_local)
custom_views_cursor: BoolProperty(name="Custom Cursor Views", description="Use Custom Views, based on the cursor's orientation", default=False, update=update_custom_views_cursor)
# ALIGN Pie
align_mode: EnumProperty(name="Align Mode", items=align_mode_items, default="VIEW")
# SMART DRIVE
show_smart_drive: BoolProperty(name="Show Smart Drive")
driver_start: FloatProperty(name="Driver Start Value", precision=3)
driver_end: FloatProperty(name="Driver End Value", precision=3)
driver_axis: EnumProperty(name="Driver Axis", items=axis_items, default='X')
driver_transform: EnumProperty(name="Driver Transform", items=driver_transform_items, default='LOCATION')
driver_space: EnumProperty(name="Driver Space", items=driver_space_items, default='AUTO')
driven_start: FloatProperty(name="Driven Start Value", precision=3)
driven_end: FloatProperty(name="Driven End Value", precision=3)
driven_axis: EnumProperty(name="Driven Axis", items=axis_items, default='X')
driven_transform: EnumProperty(name="Driven Transform", items=driver_transform_items, default='LOCATION')
driven_limit: EnumProperty(name="Driven Lmit", items=driver_limit_items, default='BOTH')
# UNITY
def update_unity_export_path(self, context):
if self.avoid_update:
self.avoid_update = False
return
path = self.unity_export_path
if path:
if not path.endswith('.fbx'):
path += '.fbx'
self.avoid_update = True
self.unity_export_path = abspath(path)
show_unity: BoolProperty(name="Show Unity")
unity_export: BoolProperty(name="Export to Unity", description="Enable to do the actual FBX export\nLeave it off to only prepare the Model")
unity_export_path: StringProperty(name="Unity Export Path", subtype='FILE_PATH', update=update_unity_export_path)
unity_triangulate: BoolProperty(name="Triangulate before exporting", description="Add Triangulate Modifier to the end of every object's stack", default=False)
# BoxCutter
def update_bcorientation(self, context):
bcprefs = get_addon_prefs('BoxCutter')
if self.bcorientation == 'LOCAL':
bcprefs.behavior.orient_method = 'LOCAL'
elif self.bcorientation == 'NEAREST':
bcprefs.behavior.orient_method = 'NEAREST'
elif self.bcorientation == 'LONGEST':
bcprefs.behavior.orient_method = 'TANGENT'
bcorientation: EnumProperty(name="BoxCutter Orientation", items=bc_orientation_items, default='LOCAL', update=update_bcorientation)
# GROUP
def update_group_select(self, context):
'''
if auto select is disabled, update the selected objets accordingly to properly represent that
this allows you to easily select just the top_level group empties, even if they are hidden, by selecting the group and then disabling auto select
'''
if not self.group_select:
all_empties = [obj for obj in context.selected_objects if obj.M3.is_group_empty]
top_level = [obj for obj in all_empties if obj.parent not in all_empties]
for obj in context.selected_objects:
if obj not in top_level:
obj.select_set(False)
def update_group_recursive_select(self, context):
'''
if recursive select is disabled, update the selected objets accordingly to properly represent that
this allows you to easily select just the top_level group objects, even if they are hidden, by selecting the group and then disabling recursive select
NOTE: the update_group handler will do the rest and actually select the group, after this functions leaves just the top_level empties selected
'''
if not self.group_recursive_select:
all_empties = [obj for obj in context.selected_objects if obj.M3.is_group_empty]
top_level = [obj for obj in all_empties if obj.parent not in all_empties]
for obj in context.selected_objects:
if obj not in top_level:
obj.select_set(False)
def update_group_hide(self, context):
empties = [obj for obj in context.visible_objects if obj.M3.is_group_empty]
for e in empties:
if e == context.active_object or not context.scene.M3.group_hide:
e.show_name = True
e.empty_display_size = e.M3.group_size
else:
e.show_name = False
# store existing non-zero size
if round(e.empty_display_size, 4) != 0.0001:
e.M3.group_size = e.empty_display_size
e.empty_display_size = 0.0001
def update_affect_only_group_origin(self, context):
if self.affect_only_group_origin:
context.scene.tool_settings.use_transform_skip_children = True
self.group_select = False
else:
context.scene.tool_settings.use_transform_skip_children = False
self.group_select = True
show_group: BoolProperty(name="Show Group")
group_select: BoolProperty(name="Auto Select Groups", description="Automatically select the entire Group, when its Empty is made active", default=True, update=update_group_select)
group_recursive_select: BoolProperty(name="Recursively Select Groups", description="Recursively select entire Group Hierarchies down", default=True, update=update_group_recursive_select)
group_hide: BoolProperty(name="Hide Group Empties in 3D View", description="Hide Group Empties in 3D View to avoid Clutter", default=True, update=update_group_hide)
# group option visibilty in main object context menu
show_group_select: BoolProperty(name="Show Auto Select Toggle in main Object Context Menu", default=True)
show_group_recursive_select: BoolProperty(name="Show Recursive Selection Toggle in main Object Context Menu", default=True)
show_group_hide: BoolProperty(name="Show Group Hide Toggle in main Object Context Menu", default=True)
affect_only_group_origin: BoolProperty(name="Transform only the Group Origin(Empty)", description='Transform the Group Origin(Empty) only, disable Group Auto-Select and enable "affect Parents only"', default=False, update=update_affect_only_group_origin)
# ASSETBROWSER
show_assetbrowser_tools: BoolProperty(name="Show Assetbrowser Tools")
asset_collect_path: StringProperty(name="Collect Path", subtype="DIR_PATH", default="")
# EXTRUDE
show_extrude: BoolProperty(name="Show Extrude")
# hidden
avoid_update: BoolProperty()
class M3ObjectProperties(bpy.types.PropertyGroup):
unity_exported: BoolProperty(name="Exported to Unity")
pre_unity_export_mx: FloatVectorProperty(name="Pre-Unity-Export Matrix", subtype="MATRIX", size=16, default=flatten_matrix(Matrix()))
pre_unity_export_mesh: PointerProperty(name="Pre-Unity-Export Mesh", type=bpy.types.Mesh)
pre_unity_export_armature: PointerProperty(name="Pre-Unity-Export Armature", type=bpy.types.Armature)
is_group_empty: BoolProperty(name="is group empty", default=False)
is_group_object: BoolProperty(name="is group object", default=False)
group_size: FloatProperty(name="group empty size", default=0.2, min=0)
# toggle smooth tool
smooth_angle: FloatProperty(name="Smooth Angle", default=30)
has_smoothed: BoolProperty(name="Has been smoothed", default=False)
# draw obj axes
draw_axes: BoolProperty(name="Draw Axes", default=False)
# bevel shader
bevel_shader_radius_mod: FloatProperty(name="Active Object Bevel Radius Modulation", description="Factor to modulate the Bevel Shader Radius on the Active Object", default=1, min=0, precision=2, step=0.1)
# hidden
avoid_update: BoolProperty()