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Layer_M.py
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Layer_M.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 #####
# <pep8 compliant>
#
bl_info = {
"name": "Layer M",
"author": "Alfonso Annarumma, Bastien Montagne,bookyakuno",
"version": (1, 5, 2),
"blender": (2, 72, 0),
"location": "properties shelf > Layer M",
"warning": "",
"description": "Layer Management Addon edit by Bookyakuno",
"wiki_url": "http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/3D_interaction/layer_manager",
"category": "3D View",
}
import bpy
from bpy.types import Menu, UIList, PropertyGroup
from bpy.props import StringProperty, BoolProperty, IntProperty, CollectionProperty, BoolVectorProperty, PointerProperty
from bpy.app.handlers import persistent
EDIT_MODES = {'EDIT_MESH', 'EDIT_CURVE', 'EDIT_SURFACE', 'EDIT_METABALL', 'EDIT_TEXT', 'EDIT_ARMATURE'}
NUM_LAYERS = 20
FAKE_LAYER_GROUP = [True] * NUM_LAYERS
class NamedLayer(PropertyGroup):
name = StringProperty(name="Layer Name")
use_lock = BoolProperty(name="Lock Layer", default=False)
use_object_select = BoolProperty(name="Object Select", default=True)
use_wire = BoolProperty(name="Wire Layer", default=False)
class NamedLayers(PropertyGroup):
layers = CollectionProperty(type=NamedLayer)
use_hide_empty_layers = BoolProperty(name="Hide Empty Layer", default=False)
use_extra_options = BoolProperty(name="Show Extra Options", default=True)
use_layer_indices = BoolProperty(name="Show Layer Indices", default=False)
use_classic = BoolProperty(name="Classic", default=False, description="Use a classic layer selection visibility")
use_init = BoolProperty(default=True, options={'HIDDEN'})
# Stupid, but only solution currently is to use a handler to init that layers collection...
@persistent
def check_init_data(scene):
namedlayers = scene.namedlayers
if namedlayers.use_init:
while namedlayers.layers:
namedlayers.layers.remove(0)
for i in range(NUM_LAYERS):
layer = namedlayers.layers.add()
layer.name = "Layer%.2d" % (i + 1) # Blender use layer nums starting from 1, not 0.
namedlayers.use_init = False
class LayerGroup(PropertyGroup):
use_toggle = BoolProperty(name="", default=False)
use_wire = BoolProperty(name="", default=False)
use_lock = BoolProperty(name="", default=False)
layers = BoolVectorProperty(name="Layers", default=([False] * NUM_LAYERS), size=NUM_LAYERS, subtype='LAYER')
class SCENE_OT_namedlayer_group_add(bpy.types.Operator):
"""Add and select a new layer group"""
bl_idname = "scene.namedlayer_group_add"
bl_label = "Add Layer Group"
layers = BoolVectorProperty(name="Layers", default=([False] * NUM_LAYERS), size=NUM_LAYERS)
@classmethod
def poll(cls, context):
return bool(context.scene)
def execute(self, context):
scene = context.scene
layergroups = scene.layergroups
layers = self.layers
group_idx = len(layergroups)
layer_group = layergroups.add()
layer_group.name = "LayerGroup.%.3d" % group_idx
layer_group.layers = layers
scene.layergroups_index = group_idx
return {'FINISHED'}
class SCENE_OT_namedlayer_group_remove(bpy.types.Operator):
"""Remove selected layer group"""
bl_idname = "scene.namedlayer_group_remove"
bl_label = "Remove Layer Group"
group_idx = bpy.props.IntProperty()
@classmethod
def poll(cls, context):
return bool(context.scene)
def execute(self, context):
scene = context.scene
group_idx = self.group_idx
scene.layergroups.remove(group_idx)
if scene.layergroups_index > len(scene.layergroups) - 1:
scene.layergroups_index = len(scene.layergroups) - 1
return {'FINISHED'}
class SCENE_OT_namedlayer_toggle_visibility(bpy.types.Operator):
"""Show or hide given layer (shift to extend)"""
bl_idname = "scene.namedlayer_toggle_visibility"
bl_label = "Show/Hide Layer"
layer_idx = IntProperty()
group_idx = IntProperty()
use_spacecheck = BoolProperty()
extend = BoolProperty(options={'SKIP_SAVE'})
@classmethod
def poll(cls, context):
return context.scene and (context.area.spaces.active.type == 'VIEW_3D')
def execute(self, context):
scene = context.scene
layer_cont = context.area.spaces.active if self.use_spacecheck else context.scene
layer_idx = self.layer_idx
if layer_idx == -1:
group_idx = self.group_idx
layergroups = scene.layergroups[group_idx]
group_layers = layergroups.layers
layers = layer_cont.layers
if layergroups.use_toggle:
layer_cont.layers = [not group_layer and layer for group_layer, layer in zip(group_layers, layers)]
layergroups.use_toggle = False
else:
layer_cont.layers = [group_layer or layer for group_layer, layer in zip(group_layers, layers)]
layergroups.use_toggle = True
else:
if self.extend:
layer_cont.layers[layer_idx] = not layer_cont.layers[layer_idx]
else:
layers = [False] * NUM_LAYERS
layers[layer_idx] = True
layer_cont.layers = layers
return {'FINISHED'}
def invoke(self, context, event):
self.extend = event.shift
return self.execute(context)
class SCENE_OT_namedlayer_move_to_layer(bpy.types.Operator):
"""Move selected objects to this Layer (shift to extend)"""
bl_idname = "scene.namedlayer_move_to_layer"
bl_label = "Move Objects To Layer"
layer_idx = IntProperty()
extend = BoolProperty(options={'SKIP_SAVE'})
@classmethod
def poll(cls, context):
return context.scene
def execute(self, context):
layer_idx = self.layer_idx
scene = context.scene
# Cycle all objects in the layer
for obj in scene.objects:
if obj.select:
# If object is in at least one of the scene's visible layers...
if True in {ob_layer and sce_layer for ob_layer, sce_layer in zip(obj.layers, scene.layers)}:
if self.extend:
obj.layers[layer_idx] = not obj.layers[layer_idx]
else:
layer = [False] * NUM_LAYERS
layer[layer_idx] = True
obj.layers = layer
return {'FINISHED'}
def invoke(self, context, event):
self.extend = event.shift
return self.execute(context)
class SCENE_OT_namedlayer_toggle_wire(bpy.types.Operator):
"""Toggle all objects on this layer draw as wire"""
bl_idname = "scene.namedlayer_toggle_wire"
bl_label = "Toggle Objects Draw Wire"
layer_idx = IntProperty()
use_wire = BoolProperty()
group_idx = IntProperty()
@classmethod
def poll(cls, context):
return context.scene and (context.area.spaces.active.type == 'VIEW_3D')
def execute(self, context):
scene = context.scene
layer_idx = self.layer_idx
use_wire = self.use_wire
view_3d = context.area.spaces.active
# Check if layer have some thing
if view_3d.layers_used[layer_idx] or layer_idx == -1:
display = 'WIRE' if use_wire else 'TEXTURED'
# Cycle all objects in the layer.
for obj in context.scene.objects:
if layer_idx == -1:
group_idx = self.group_idx
group_layers = scene.layergroups[group_idx].layers
layers = obj.layers
if True in {layer and group_layer for layer, group_layer in zip(layers, group_layers)}:
obj.draw_type = display
scene.layergroups[group_idx].use_wire = use_wire
else:
if obj.layers[layer_idx]:
obj.draw_type = display
scene.namedlayers.layers[layer_idx].use_wire = use_wire
return {'FINISHED'}
class SCENE_OT_namedlayer_lock_all(bpy.types.Operator):
"""Lock all objects on this layer"""
bl_idname = "scene.namedlayer_lock_all"
bl_label = "Lock Objects"
layer_idx = IntProperty()
use_lock = BoolProperty()
group_idx = IntProperty()
@classmethod
def poll(cls, context):
return context.scene and (context.area.spaces.active.type == 'VIEW_3D')
def execute(self, context):
scene = context.scene
view_3d = context.area.spaces.active
layer_idx = self.layer_idx
group_idx = self.group_idx
group_layers = FAKE_LAYER_GROUP if group_idx < 0 else scene.layergroups[group_idx].layers
use_lock = self.use_lock
# check if layer have some thing
if layer_idx == -1 or view_3d.layers_used[layer_idx]:
# Cycle all objects in the layer.
for obj in context.scene.objects:
if layer_idx == -1:
layers = obj.layers
if True in {layer and group_layer for layer, group_layer in zip(layers, group_layers)}:
obj.hide_select = not use_lock
obj.select = False
scene.layergroups[group_idx].use_lock = not use_lock
else:
if obj.layers[layer_idx]:
obj.hide_select = not use_lock
obj.select = False
scene.namedlayers.layers[layer_idx].use_lock = not use_lock
return {'FINISHED'}
class SCENE_OT_namedlayer_select_objects_by_layer(bpy.types.Operator):
"""Select all the objects on this Layer (shift for multi selection, ctrl to make active the last selected object)"""
bl_idname = "scene.namedlayer_select_objects_by_layer"
bl_label = "Select Objects In Layer"
select_obj = BoolProperty()
layer_idx = IntProperty()
extend = BoolProperty(options={'SKIP_SAVE'})
active = BoolProperty(options={'SKIP_SAVE'})
@classmethod
def poll(cls, context):
return context.scene and (context.area.spaces.active.type == 'VIEW_3D')
def execute(self, context):
scene = context.scene
view_3d = context.area.spaces.active
select_obj = self.select_obj
layer_idx = self.layer_idx
not_all_selected = 0
# check if layer have some thing
if view_3d.layers_used[layer_idx]:
objects = []
for obj in context.scene.objects:
if obj.layers[layer_idx]:
objects.append(obj)
not_all_selected -= 1
if self.active:
context.scene.objects.active = obj
if obj.select:
not_all_selected += 1
if not not_all_selected:
for obj in objects:
obj.select = False
else:
bpy.ops.object.select_by_layer(extend=self.extend, layers=layer_idx + 1)
return {'FINISHED'}
def invoke(self, context, event):
self.extend = event.shift
self.active = event.ctrl
return self.execute(context)
class SCENE_OT_namedlayer_show_all(bpy.types.Operator):
"""Show or hide all layers in the scene"""
bl_idname = "scene.namedlayer_show_all"
bl_label = "Select All Layers"
show = BoolProperty()
@classmethod
def poll(cls, context):
return context.scene and (context.area.spaces.active.type == 'VIEW_3D')
def execute(self, context):
scene = context.scene
view_3d = context.area.spaces.active
show = self.show
active_layer = scene.active_layer
# check for lock camera and layer is active
layer_cont = scene if view_3d.lock_camera_and_layers else view_3d
if show:
layer_cont.layers[:] = [True] * NUM_LAYERS
# Restore active layer (stupid, but Scene.active_layer is readonly).
layer_cont.layers[active_layer] = False
layer_cont.layers[active_layer] = True
else:
layers = [False] * NUM_LAYERS
# Keep selection of active layer
layers[active_layer] = True
layer_cont.layers[:] = layers
return {'FINISHED'}
class SCENE_PT_namedlayer_layers(bpy.types.Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_label = "Layer M"
bl_options = {'DEFAULT_CLOSED'}
bl_category = "Layers"
@classmethod
def poll(self, context):
return ((getattr(context, "mode", 'EDIT_MESH') not in EDIT_MODES) and
(context.area.spaces.active.type == 'VIEW_3D'))
def draw_header(self, context):
row = self.layout.row()
row.scale_x = 0.7
row.scale_y = 0.7
# row.template_header_3D()
#
row.prop(context.scene, 'layers', text="")
# view = context.space_data
# # mode_string = context.mode
# obj = context.active_object
# toolsettings = context.tool_settings
# row = layout.row(align=True)
# row.template_header()
# VIEW3D_MT_editor_menus.draw_collapsible(context, layout)
# # Contains buttons like Mode, Pivot, Manipulator, Layer, Mesh Select Mode...
# row = layout
# layout.template_header_3D()
def draw(self, context):
scene = context.scene
view_3d = context.area.spaces.active
actob = context.object
namedlayers = scene.namedlayers
use_extra = namedlayers.use_extra_options
use_hide = namedlayers.use_hide_empty_layers
use_indices = namedlayers.use_layer_indices
use_classic = namedlayers.use_classic
# Check for lock camera and layer is active
if view_3d.lock_camera_and_layers:
layer_cont = scene
use_spacecheck = False
else:
layer_cont = view_3d
use_spacecheck = True
layout = self.layout
row = layout.row()
col = row.column()
layout = self.layout
row = layout.row()
row.scale_x = 3
# Check if there is a layer off
show = (False in {layer for layer in layer_cont.layers})
icon = 'RESTRICT_VIEW_ON' if show else 'RESTRICT_VIEW_OFF'
row.operator("scene.namedlayer_show_all", emboss=False, icon=icon, text="").show = show
# row.prop(namedlayers, "use_classic")
row.prop(namedlayers, "use_extra_options", text="", icon="ALIGN")
row.prop(namedlayers, "use_layer_indices", text="", icon="IPO_QUINT")
row.prop(namedlayers, "use_hide_empty_layers", text="",icon="GHOST_DISABLED")
row.prop(view_3d, "lock_camera_and_layers", text="")
col = layout.column()
for layer_idx in range(NUM_LAYERS):
namedlayer = namedlayers.layers[layer_idx]
is_layer_used = view_3d.layers_used[layer_idx]
if (use_hide and not is_layer_used):
# Hide unused layers and this one is unused, skip.
continue
row = col.row(align=True)
# layer index
if use_indices:
sub = row.row(align=True)
sub.alignment = 'LEFT'
sub.label(text="%.2d." % (layer_idx + 1))
# visualization
icon = 'RESTRICT_VIEW_OFF' if layer_cont.layers[layer_idx] else 'RESTRICT_VIEW_ON'
if use_classic:
op = row.operator("scene.namedlayer_toggle_visibility", text="", icon=icon, emboss=True)
op.layer_idx = layer_idx
op.use_spacecheck = use_spacecheck
else:
row.prop(layer_cont, "layers", index=layer_idx, emboss=True, icon=icon, toggle=True, text="")
if use_extra:
use_lock = namedlayer.use_lock
# Merge layer
# check if layer has something
has_active = (actob and actob.layers[layer_idx])
icon = ('LAYER_ACTIVE' if has_active else 'LAYER_USED') if is_layer_used else 'RADIOBUT_OFF'
row.operator("scene.namedlayer_move_to_layer", text="", emboss=True, icon=icon).layer_idx = layer_idx
# Name (use special icon for active layer)
icon = 'FILE_TICK' if (getattr(layer_cont, "active_layer", -1) == layer_idx) else 'NONE'
row.prop(namedlayer, "name", text="", icon=icon)
if use_extra:
use_lock = namedlayer.use_lock
# Select by type operator
# sub = row.column(align=True)
# sub.enabled = not use_lock
# sub.operator("scene.namedlayer_select_objects_by_layer", icon='RESTRICT_SELECT_OFF',
# text="", emboss=True).layer_idx = layer_idx
# Lock operator
# icon = 'LOCKED' if use_lock else 'UNLOCKED'
# op = row.operator("scene.namedlayer_lock_all", text="", emboss=True, icon=icon)
# op.layer_idx = layer_idx
# op.group_idx = -1
# op.use_lock = use_lock
# Merge layer
# check if layer has something
# has_active = (actob and actob.layers[layer_idx])
# icon = ('LAYER_ACTIVE' if has_active else 'LAYER_USED') if is_layer_used else 'RADIOBUT_OFF'
# row.operator("scene.namedlayer_move_to_layer", text="", emboss=True, icon=icon).layer_idx = layer_idx
# Wire view
# use_wire = namedlayer.use_wire
# icon = 'WIRE' if use_wire else 'POTATO'
# op = row.operator("scene.namedlayer_toggle_wire", text="", emboss=True, icon=icon)
# op.layer_idx = layer_idx
# op.use_wire = not use_wire
if not (layer_idx) %2:
col = layout.row()
if not (layer_idx + 1) %10:
layout = self.layout
row = layout.row()
col = row.column()
col.separator()
if len(scene.objects) == 0:
layout.label(text="No objects in scene")
class SCENE_UL_namedlayer_groups(UIList):
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
layer_group = item
# check for lock camera and layer is active
view_3d = context.area.spaces.active # Ensured it is a 'VIEW_3D' in panel's poll(), weak... :/
use_spacecheck = False if view_3d.lock_camera_and_layers else True
if self.layout_type in {'DEFAULT', 'COMPACT'}:
layout.prop(layer_group, "name", text="", emboss=False)
# lock operator
use_lock = layer_group.use_lock
icon = 'LOCKED' if use_lock else 'UNLOCKED'
op = layout.operator("scene.namedlayer_lock_all", text="", emboss=False, icon=icon)
op.use_lock = use_lock
op.group_idx = index
op.layer_idx = -1
# view operator
icon = 'RESTRICT_VIEW_OFF' if layer_group.use_toggle else 'RESTRICT_VIEW_ON'
op = layout.operator("scene.namedlayer_toggle_visibility", text="", emboss=False, icon=icon)
op.use_spacecheck = use_spacecheck
op.group_idx = index
op.layer_idx = -1
# wire operator
use_wire = layer_group.use_wire
icon = 'WIRE' if use_wire else 'POTATO'
op = layout.operator("scene.namedlayer_toggle_wire", text="", emboss=False, icon=icon)
op.use_wire = not use_wire
op.group_idx = index
op.layer_idx = -1
elif self.layout_type in {'GRID'}:
layout.alignment = 'CENTER'
class SCENE_PT_namedlayer_groups(bpy.types.Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_category = "Layers"
bl_label = "Layer Groups"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(self, context):
return ((getattr(context, "mode", 'EDIT_MESH') not in EDIT_MODES) and
(context.area.spaces.active.type == 'VIEW_3D'))
def draw(self, context):
scene = context.scene
group_idx = scene.layergroups_index
layout = self.layout
row = layout.row()
row.template_list("SCENE_UL_namedlayer_groups", "", scene, "layergroups", scene, "layergroups_index")
col = row.column(align=True)
col.operator("scene.namedlayer_group_add", icon='ZOOMIN', text="").layers = scene.layers
col.operator("scene.namedlayer_group_remove", icon='ZOOMOUT', text="").group_idx = group_idx
if bool(scene.layergroups):
layout.prop(scene.layergroups[group_idx], "layers", text="", toggle=True)
layout.prop(scene.layergroups[group_idx], "name", text="Name:")
def register():
bpy.utils.register_module(__name__)
bpy.types.Scene.layergroups = CollectionProperty(type=LayerGroup)
# Unused, but this is needed for the TemplateList to work...
bpy.types.Scene.layergroups_index = IntProperty(default=-1)
bpy.types.Scene.namedlayers = PointerProperty(type=NamedLayers)
bpy.app.handlers.scene_update_post.append(check_init_data)
def unregister():
bpy.app.handlers.scene_update_post.remove(check_init_data)
del bpy.types.Scene.layergroups
del bpy.types.Scene.layergroups_index
del bpy.types.Scene.namedlayers
bpy.utils.unregister_module(__name__)
if __name__ == "__main__":
register()