-
Notifications
You must be signed in to change notification settings - Fork 3
/
ui.py
436 lines (346 loc) · 17.1 KB
/
ui.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
import os
import subprocess
import bpy
class CAMERA_OT_open_in_explorer(bpy.types.Operator):
"""Open render output directory in Explorer"""
bl_idname = "cameras.open_in_explorer"
bl_label = "Open Render Folder"
bl_description = "Open the render output folder in explorer"
def execute(self, context):
# TODO: Might cause issues on Linux and Mac
filepath = os.path.dirname(os.path.abspath(context.scene.render.filepath))
subprocess.Popen(["explorer.exe", filepath])
return {'FINISHED'}
def filter_list(self, context):
"""
Filter cameras from all objects for the UI list and soft them
:param self:
:param context:
:return: flt_flags is a bit-flag containing the filtering and flt
flt_neworder defines the order of all cameras
"""
helper_funcs = bpy.types.UI_UL_list
# Default return values.
flt_flags = []
flt_neworder = []
# Get all objects from scene.
objects = context.scene.objects
# Create bitmask for all objects
flt_flags = [self.bitflag_filter_item] * len(objects)
# Filter by object type.
for idx, obj in enumerate(objects):
if obj.type == "CAMERA":
flt_flags[idx] |= self.CAMERA_FILTER
else:
flt_flags[idx] &= ~self.bitflag_filter_item
flt_neworder = helper_funcs.sort_items_by_name(objects, "name")
return flt_flags, flt_neworder
class CAMERA_UL_cameras_popup(bpy.types.UIList):
"""UI list showing all cameras with associated resolution. The resolution can be changed directly from this list"""
# The draw_item function is called for each item of the collection that is visible in the list.
# data is the RNA object containing the collection,
# item is the current drawn item of the collection,
# icon is the "computed" icon for the item (as an integer, because some objects like materials or textures
# have custom icons ID, which are not available as enum items).
# active_data is the RNA object containing the active property for the collection (i.e. integer pointing to the
# active item of the collection).
# active_propname is the name of the active property (use 'getattr(active_data, active_propname)').
# index is index of the current item in the collection.
# flt_flag is the result of the filtering process for this item.
# Note: as index and flt_flag are optional arguments, you do not have to use/declare them here if you don't
# need them.
# Constants (flags)
# Be careful not to shadow FILTER_ITEM!
CAMERA_FILTER = 1 << 0
def filter_items(self, context, data, propname):
# This function gets the collection property (as the usual tuple (data, propname)), and must return two lists:
# * The first one is for filtering, it must contain 32bit integers were self.bitflag_filter_item marks the
# matching item as filtered (i.e. to be shown), and 31 other bits are free for custom needs. Here we use the
# first one to mark CAMERA_FILTER.
# * The second one is for reordering, it must return a list containing the new indices of the items (which
# gives us a mapping org_idx -> new_idx).
# Please note that the default UI_UL_list defines helper functions for common tasks (see its doc for more info).
# If you do not make filtering and/or ordering, return empty list(s) (this will be more efficient than
# returning full lists doing nothing!).
flt_flags, flt_neworder = filter_list(self, context)
return flt_flags, flt_neworder
def draw_item(self, context, layout, data, item, icon, active_data, active_propname):
obj = item
cam = item.data
# draw_item must handle the three layout types. Usually 'DEFAULT' and 'COMPACT' can share the same code.
if self.layout_type in {'DEFAULT', 'COMPACT'}:
# You should always start your row layout by a label (icon + text), or a non-embossed text field,
# this will also make the row easily selectable in the list! The latter also enables ctrl-click rename.
# We use icon_value of label, as our given icon is an integer value, not an enum ID.
# Note "data" names should never be translated!
if obj.type == 'CAMERA':
split = layout.split(factor=0.6)
split_left = split.column().split(factor=0.45)
# Camera name
col_01 = split_left.column()
col_02 = split_left.column()
split_right = split.column().split(factor=0.5)
col_03 = split_right.column()
split_right_02 = split_right.split(factor=0.5)
col_04 = split_right_02.column()
col_05 = split_right_02.column()
###### Col01 #####
# Camera name and visibility
row = col_01.row(align=True)
icon = 'VIEW_CAMERA' if obj == bpy.context.scene.camera else 'FORWARD'
op = row.operator("cam_manager.change_scene_camera", text='', icon=icon)
op.camera_name = obj.name
op.switch_to_cam = False
row.prop(obj, 'name', text='')
icon = 'HIDE_OFF' if obj.visible_get() else 'HIDE_ON'
op = row.operator("camera.hide_unhide", icon=icon, text='')
op.camera_name = obj.name
op.cam_hide = obj.visible_get()
row.prop(obj, "hide_viewport", text='')
row.prop(obj, "hide_select", text='')
if obj.get('lock'):
op = row.operator("cam_manager.lock_unlock_camera", icon='LOCKED', text='')
op.camera_name = obj.name
op.cam_lock = False
else:
op = row.operator("cam_manager.lock_unlock_camera", icon='UNLOCKED', text='')
op.camera_name = obj.name
op.cam_lock = True
###### Col02 #####
row = col_02.row()
c = row.column(align=True)
c.prop(cam, 'lens', text='')
c = row.column(align=True)
c.prop(cam, "resolution", text="")
op = row.operator("cam_manager.camera_resolutio_from_image", text="", icon='IMAGE_BACKGROUND')
op.camera_name = cam.name
c = row.column(align=True)
c.prop(cam, "clip_start", text="")
c.prop(cam, "clip_end", text="")
###### Col03 #####
row = col_03.row(align=True)
row.prop_search(cam, "world", bpy.data, "worlds", text='')
row.prop(cam, 'exposure', text='EXP')
###### Col04 #####
row = col_04.row(align=True)
op = row.operator("cameras.add_collection", icon='OUTLINER_COLLECTION')
op.object_name = obj.name
###### Col05 #####
row = col_05.row(align=True)
row.prop(cam, "slot")
op = row.operator('cameras.custom_render', text='', icon='RENDER_STILL')
op.camera_name = obj.name
else:
layout.label(text=obj.name)
# 'GRID' layout type should be as compact as possible (typically a single icon!).
elif self.layout_type in {'GRID'}:
layout.alignment = 'CENTER'
layout.label(text=obj.name)
class CAMERA_UL_cameras_scene(bpy.types.UIList):
"""UI list showing all cameras with associated resolution. The resolution can be changed directly from this list"""
CAMERA_FILTER = 1 << 0
def filter_items(self, context, data, propname):
flt_flags, flt_neworder = filter_list(self, context)
return flt_flags, flt_neworder
def draw_item(self, context, layout, data, item, icon, active_data, active_propname):
obj = item
cam = item.data
# draw_item must handle the three layout types. Usually 'DEFAULT' and 'COMPACT' can share the same code.
if self.layout_type in {'DEFAULT', 'COMPACT'}:
# You should always start your row layout by a label (icon + text), or a non-embossed text field,
# this will also make the row easily selectable in the list! The later also enables ctrl-click rename.
# We use icon_value of label, as our given icon is an integer value, not an enum ID.
# Note "data" names should never be translated!
if obj.type == 'CAMERA':
c = layout.column()
row = c.row()
split = row.split(factor=0.6)
col_01 = split.column()
col_02 = split.column()
# COLUMN 01
row = col_01.row(align=True)
# Change icon for already active cam
icon = 'VIEW_CAMERA' if obj == bpy.context.scene.camera else 'FORWARD'
op = row.operator("cam_manager.change_scene_camera", text='', icon=icon)
op.camera_name = obj.name
op.switch_to_cam = False
row.prop(obj, 'name', text='')
# COLUMN 02
row = col_02.row(align=True)
icon = 'HIDE_OFF' if obj.visible_get() else 'HIDE_ON'
op = row.operator("camera.hide_unhide", icon=icon, text='')
op.camera_name = obj.name
op.cam_hide = obj.visible_get()
op = row.prop(obj, "hide_viewport", text='')
op = row.prop(obj, "hide_select", text='')
if obj.get('lock'):
op = row.operator("cam_manager.lock_unlock_camera", icon='LOCKED', text='')
op.camera_name = obj.name
op.cam_lock = False
else:
op = row.operator("cam_manager.lock_unlock_camera", icon='UNLOCKED', text='')
op.camera_name = obj.name
op.cam_lock = True
op = row.operator("cameras.add_collection", icon='OUTLINER_COLLECTION', text='')
op.object_name = obj.name
else:
layout.label(text=obj.name)
# 'GRID' layout type should be as compact as possible (typically a single icon!).
elif self.layout_type in {'GRID'}:
layout.alignment = 'CENTER'
layout.label(text=obj.name)
class CAM_MANAGER_PT_scene_panel:
"""Properties Panel in the scene tab"""
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "scene"
class CAM_MANAGER_PT_scene_properties(CAM_MANAGER_PT_scene_panel, bpy.types.Panel):
bl_idname = "OBJECT_PT_camera_manager"
bl_label = "Cam Manager"
bl_options = {'HIDE_HEADER'}
def draw(self, context):
layout = self.layout
row = layout.row()
row.label(text="Cam Manager Panel")
scene = context.scene
row = layout.row()
row.prop(scene, "camera")
row = layout.row()
# template_list now takes two new args.
# The first one is the identifier of the registered UIList to use (if you want only the default list,
# with no custom draw code, use "UI_UL_list").
row = layout.row()
row.template_list("CAMERA_UL_cameras_scene", "", scene, "objects", scene, "camera_list_index")
col = row.column(align=True)
col.operator("cam_manager.cycle_cameras_backward", text="", icon='TRIA_UP')
col.operator("cam_manager.cycle_cameras_next", text="", icon='TRIA_DOWN')
layout.separator()
layout.label(text='All Cameras')
row = layout.row(align=True)
row.prop_search(scene.cam_collection, "collection", bpy.data, "collections", text='Camera Collection')
row.operator("camera.create_collection", text='New Collection', icon='COLLECTION_NEW')
row = layout.row()
row.operator('cameras.all_to_collection')
class CAM_MANAGER_PT_popup(bpy.types.Panel):
bl_idname = "OBJECT_PT_camera_manager_popup"
bl_label = "Cam Manager Popup"
bl_space_type = 'VIEW_3D'
bl_region_type = 'WINDOW'
bl_context = "empty"
bl_ui_units_x = 45
def draw(self, context):
layout = self.layout
row = layout.row()
row.label(text="Cam Manager Panel")
scene = context.scene
split = layout.split(factor=0.333)
col_01 = split.column()
split = split.split(factor=0.5)
col_02 = split.column()
col_03 = split.column()
# Collections
row = col_01.row(align=True)
row.prop_search(scene.cam_collection, "collection", bpy.data, "collections", text='')
row.operator("camera.create_collection", text='', icon='COLLECTION_NEW')
col_01.operator('cameras.all_to_collection')
# Camera Settings
col_03.operator("view3d.view_camera", text="Toggle Camera View", icon='VIEW_CAMERA')
layout.separator()
# template_list now takes two new args.
# The first one is the identifier of the registered UIList to use (if you want only the default list,
# with no custom draw code, use "UI_UL_list").
layout.separator()
split = layout.split(factor=0.6)
split_left = split.column().split(factor=0.45)
# Camera name
col_01 = split_left.column()
col_02 = split_left.column()
split_right = split.column().split(factor=0.5)
col_03 = split_right.column()
split_right_02 = split_right.split(factor=0.5)
col_04 = split_right_02.column()
col_05 = split_right_02.column()
row = col_01.row(align=True)
row.label(text="Camera")
row.label(text="Visibility")
# col_02.label(text="Focal Length, Resolution, Clipping")
row = col_02.row(align=True)
row.label(text="Focal Length")
row.label(text="Resolution")
row.label(text="Clipping")
# col_03.label(text="World & Exposure")
row = col_03.row(align=True)
row.label(text="World")
row.label(text="Exposure")
row = col_04.row(align=True)
row.label(text="Collection")
row = col_05.row(align=True)
row.label(text="Render")
row = layout.row()
row.template_list("CAMERA_UL_cameras_popup", "", scene, "objects", scene, "camera_list_index")
col = row.column(align=True)
col.operator("cam_manager.cycle_cameras_backward", text="", icon='TRIA_UP')
col.operator("cam_manager.cycle_cameras_next", text="", icon='TRIA_DOWN')
row = layout.row()
row.prop(scene, 'output_render')
row = layout.row()
row.prop(scene, 'output_use_cam_name')
row = layout.row()
row.prop(context.scene.render, 'filepath')
# col_01.operator('cameras.open_in_explorer')
row = layout.row()
# layout.label(text="Output path" + os.path.abspath(context.scene.render.filepath))
class CAM_MANAGER_PT_camera_properties(bpy.types.Panel):
bl_idname = "CAMERA_PT_manager_menu"
bl_label = "Cam Manager Menu"
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "data"
bl_options = {'HIDE_HEADER'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
@classmethod
def poll(cls, context):
engine = context.engine
# Check if the properties data panel is for the camera or not
return context.camera and (engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
cam = context.camera
row = layout.row(align=True)
row.prop(cam, "resolution", text="")
op = row.operator("cam_manager.camera_resolutio_from_image",
text="", icon='IMAGE_BACKGROUND').camera_name = cam.name
class CameraCollectionProperty(bpy.types.PropertyGroup):
collection: bpy.props.PointerProperty(
name="Collection",
type=bpy.types.Collection,
)
classes = (
CameraCollectionProperty,
CAMERA_OT_open_in_explorer,
CAMERA_UL_cameras_popup,
CAMERA_UL_cameras_scene,
CAM_MANAGER_PT_scene_properties,
CAM_MANAGER_PT_popup,
CAM_MANAGER_PT_camera_properties,
)
def register():
from bpy.utils import register_class
for cls in classes:
register_class(cls)
scene = bpy.types.Scene
# The PointerProperty has to be after registering the classes to know about the custom property type
scene.cam_collection = bpy.props.PointerProperty(name="Camera Collection",
description='User collection dedicated for the cameras',
type=CameraCollectionProperty)
scene.output_render = bpy.props.BoolProperty(name="Save Render", description="Save renders to disk", default=True)
scene.output_use_cam_name = bpy.props.BoolProperty(name="Camera as File Name",
description="Use camera name as file name", default=True)
def unregister():
from bpy.utils import unregister_class
for cls in reversed(classes):
unregister_class(cls)
scene = bpy.types.Scene
del scene.output_use_cam_name
del scene.output_render
del scene.cam_collection