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get_asset_properties.py
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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 #####
import bpy
from bpy.props import EnumProperty
from sverchok.node_tree import SverchCustomTreeNode
from sverchok.data_structure import (updateNode, no_space, enum_item as e)
def frame_from_available(idx, layer):
keys = {}
for frame in layer.frames:
keys[frame.frame_number] = frame.strokes
return keys
def frame_from_available2(current_frame, layer):
scene = bpy.context.scene
rng = [scene.frame_start, scene.frame_end]
inp = [frame.frame_number for frame in layer.frames]
inp_to_index = {val: idx for idx, val in enumerate(inp)}
# this can be cached if inp and rng unchanged. there are several redundancies here
# but i don't care
remaps = [] # you fill this
last_valid = None
for i in range(rng[0], rng[1]+1):
if i < inp[0]:
last_valid = inp[0]
elif i in set(inp):
last_valid = i
elif i >= inp[-1]:
last_valid = inp[-1]
else:
for j in range(len(inp)-1):
begin, end = inp[j], inp[j+1]
if begin < i < end:
last_valid = begin
remaps.append(last_valid)
mdict = {idx: remaps[idx-1] for idx in range(1, len(remaps)+1)}
tval = mdict.get(current_frame, 0)
return inp_to_index.get(tval, 0)
class SvGetAssetProperties(SverchCustomTreeNode, bpy.types.Node):
''' Get Asset Props '''
bl_idname = 'SvGetAssetProperties'
bl_label = 'Object ID Selector'
bl_icon = 'SELECT_SET'
sv_icon = 'SV_OBJECT_ID_SELECTOR'
is_animation_dependent = True
def pre_updateNode(self, context):
''' must rebuild for each update'''
self.type_collection_name.clear()
for o in bpy.data.objects:
if o.type == self.Type:
self.type_collection_name.add().name = o.name
# updateNode(self, context)
self.process()
def frame_updateNode(self, context):
''' must rebuild for each update'''
self.frame_collection_name.clear()
gp_layer = bpy.data.grease_pencils[self.gp_name].layers[self.gp_layer]
for idx, f in enumerate(gp_layer.frames):
self.frame_collection_name.add().name = str(idx) + ' | ' + str(f.frame_number)
# updateNode(self, context)
if self.gp_selected_frame_mode == 'active_frame':
if len(self.inputs) == 0:
self.inputs.new("SvStringsSocket", 'frame#')
else:
if len(self.inputs) > 0:
self.inputs.remove(self.inputs[-1])
self.process()
type_collection_name: bpy.props.CollectionProperty(type=bpy.types.PropertyGroup)
frame_collection_name: bpy.props.CollectionProperty(type=bpy.types.PropertyGroup)
M = ['actions', 'brushes', 'filepath', 'grease_pencils', 'groups',
'images', 'libraries', 'linestyles', 'masks', 'materials',
'movieclips', 'node_groups', 'particles', 'scenes', 'screens', 'shape_keys',
'sounds', 'speakers', 'texts', 'textures', 'worlds', 'objects']
T = ['MESH', 'CURVE', 'SURFACE', 'META', 'FONT', 'ARMATURE', 'GPENCIL',
'LATTICE', 'EMPTY', 'CAMERA', 'LIGHT', 'SPEAKER']
Mode: EnumProperty(name="getmodes", default="objects", items=e(M), update=updateNode)
Type: EnumProperty(name="getmodes", default="MESH", items=e(T), update=pre_updateNode)
text_name: bpy.props.StringProperty(update=updateNode)
object_name: bpy.props.StringProperty(update=updateNode)
image_name: bpy.props.StringProperty(update=updateNode)
pass_pixels: bpy.props.BoolProperty(update=updateNode)
# GP props
gp_name: bpy.props.StringProperty(update=updateNode)
gp_layer: bpy.props.StringProperty(update=updateNode)
gp_frame_current: bpy.props.BoolProperty(default=True, update=updateNode)
gp_frame_override: bpy.props.IntProperty(default=1, update=updateNode)
gp_stroke_idx: bpy.props.IntProperty(update=updateNode)
gp_frame_mode_options = [(no_space(k), k, '', i) for i, k in enumerate(["pick frame", "active frame"])]
gp_selected_frame_mode: bpy.props.EnumProperty(
items=gp_frame_mode_options, description="offers choice between current frame or available frames",
default="pick_frame", update=frame_updateNode
)
gp_frame_pick: bpy.props.StringProperty(update=frame_updateNode)
gp_pass_points: bpy.props.BoolProperty(default=True, update=updateNode)
def draw_gp_options(self, context, layout):
# -- points [p.co for p in points]
# -- color
# -- color.color (stroke_color)
# -- color.fill_color
# -- color.file_alpha
# -- line_width
# -- draw_cyclic
# --- / triangles (only set is useful...)
layout.prop_search(self, 'gp_name', bpy.data, 'grease_pencils', text='name')
if not self.gp_name:
return
layout.prop_search(self, 'gp_layer', bpy.data.grease_pencils[self.gp_name], 'layers', text='layer')
if not self.gp_layer:
return
layout.prop(self, 'gp_selected_frame_mode', expand=True)
gp_layer = bpy.data.grease_pencils[self.gp_name].layers[self.gp_layer]
frame_data = None
if self.gp_selected_frame_mode == 'active_frame':
frame_data = gp_layer.active_frame
else:
# maybe display uilist with frame_index and frame_nmber.
layout.prop_search(self, 'gp_frame_pick', self, 'frame_collection_name')
layout.prop(self, 'gp_pass_points', text='pass points')
def sv_draw_buttons(self, context, layout):
# layout.operator('node.' ,text='refresh from scene')
layout.row().prop(self, "Mode", text="data")
if self.Mode == 'objects':
layout.prop(self, "Type", text="type")
layout.prop_search(self, 'object_name', self, 'type_collection_name', text='name', icon='OBJECT_DATA')
elif self.Mode == 'texts':
layout.prop_search(self, 'text_name', bpy.data, 'texts', text='name')
elif self.Mode == 'images':
layout.prop_search(self, 'image_name', bpy.data, 'images', text='name')
if self.image_name:
layout.prop(self, 'pass_pixels', text='pixels')
# size ? new socket outputting [w/h]
elif self.Mode == 'grease_pencils':
self.draw_gp_options(context, layout)
def sv_init(self, context):
self.outputs.new('SvStringsSocket', "Objects")
self.width = 210
self.Type = 'MESH' # helps init the custom object prop_search
def process(self):
output_socket = self.outputs['Objects']
if not output_socket.is_linked:
return
data_list = getattr(bpy.data, self.Mode)
if self.Mode == 'objects':
if self.object_name:
output_socket.sv_set([data_list[self.object_name]])
else:
output_socket.sv_set([i for i in data_list if i.type == self.Type])
elif self.Mode == 'texts':
if self.text_name:
# print(repr(data_list[self.text_name].as_string()))
output_socket.sv_set([[data_list[self.text_name].as_string()]])
else:
output_socket.sv_set(data_list[:])
elif self.Mode == 'images':
if self.image_name:
img = data_list[self.image_name]
if self.pass_pixels:
output_socket.sv_set([[img.pixels[:]]])
else:
output_socket.sv_set([img])
else:
output_socket.sv_set(data_list[:])
elif self.Mode == 'grease_pencils':
# candidate for refactor
if self.gp_name and self.gp_layer:
GP_and_layer = data_list[self.gp_name].layers[self.gp_layer]
if self.gp_selected_frame_mode == 'active_frame':
if len(self.inputs) > 0 and self.inputs[0].is_linked:
frame_number = self.inputs[0].sv_get()[0][0]
key = frame_from_available2(frame_number, GP_and_layer)
strokes = GP_and_layer.frames[key].strokes
else:
strokes = GP_and_layer.active_frame.strokes
if not strokes:
return
if self.gp_pass_points:
output_socket.sv_set([[p.co[:] for p in s.points] for s in strokes])
else:
output_socket.sv_set(strokes)
else:
if self.gp_frame_pick:
idx_from_frame_pick = int(self.gp_frame_pick.split(' | ')[0])
frame_data = GP_and_layer.frames[idx_from_frame_pick]
if frame_data:
if self.gp_pass_points:
output_socket.sv_set([[p.co[:] for p in s.points] for s in frame_data.strokes])
else:
output_socket.sv_set(strokes)
else:
output_socket.sv_set(data_list[:])
def register():
bpy.utils.register_class(SvGetAssetProperties)
def unregister():
bpy.utils.unregister_class(SvGetAssetProperties)