Both the scene and workspace had an active view layer, and it was confusing which settings were being used or displayed where. Now we always have one, so there is no mismatch. The "View Layers" tab in the properties editor is now "View Layer", no longer showing a list of layers. Instead view layers can be added and removed with the workspace view layer selector. They are also listed and selectable in the outliner. Single layer rendering uses the active view layer from the workspace. This fixes bugs where the wrong active view layer was used, but more places remain that are wrong and are now using the first view layer in the scene. These are all marked with BKE_view_layer_context_active_PLACEHOLDER.
231 lines
9.0 KiB
Python
231 lines
9.0 KiB
Python
# ##### BEGIN GPL LICENSE BLOCK #####
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
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import bpy
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from bpy.props import (
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BoolProperty,
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EnumProperty,
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StringProperty,
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)
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class SCENE_OT_freestyle_fill_range_by_selection(bpy.types.Operator):
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"""Fill the Range Min/Max entries by the min/max distance between selected mesh objects and the source object """
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"""(either a user-specified object or the active camera)"""
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bl_idname = "scene.freestyle_fill_range_by_selection"
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bl_label = "Fill Range by Selection"
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bl_options = {'INTERNAL'}
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type = EnumProperty(
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name="Type", description="Type of the modifier to work on",
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items=(("COLOR", "Color", "Color modifier type"),
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("ALPHA", "Alpha", "Alpha modifier type"),
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("THICKNESS", "Thickness", "Thickness modifier type")),
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)
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name = StringProperty(
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name="Name",
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description="Name of the modifier to work on",
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)
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@classmethod
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def poll(cls, context):
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view_layer = context.view_layer
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return view_layer and view_layer.freestyle_settings.linesets.active
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def execute(self, context):
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import sys
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scene = context.scene
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view_layer = context.view_layer
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lineset = view_layer.freestyle_settings.linesets.active
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linestyle = lineset.linestyle
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# Find the modifier to work on
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if self.type == 'COLOR':
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m = linestyle.color_modifiers[self.name]
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elif self.type == 'ALPHA':
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m = linestyle.alpha_modifiers[self.name]
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else:
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m = linestyle.thickness_modifiers[self.name]
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# Find the reference object
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if m.type == 'DISTANCE_FROM_CAMERA':
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ref = scene.camera
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matrix_to_camera = ref.matrix_world.inverted()
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elif m.type == 'DISTANCE_FROM_OBJECT':
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if m.target is None:
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self.report({'ERROR'}, "Target object not specified")
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return {'CANCELLED'}
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ref = m.target
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target_location = ref.location
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else:
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self.report({'ERROR'}, "Unexpected modifier type: " + m.type)
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return {'CANCELLED'}
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# Find selected vertices in editmesh
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ob = context.active_object
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if ob.type == 'MESH' and ob.mode == 'EDIT' and ob.name != ref.name:
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bpy.ops.object.mode_set(mode='OBJECT')
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selected_verts = [v for v in ob.data.vertices if v.select]
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bpy.ops.object.mode_set(mode='EDIT')
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# Compute the min/max distance from the reference to mesh vertices
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min_dist = sys.float_info.max
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max_dist = -min_dist
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if m.type == 'DISTANCE_FROM_CAMERA':
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ob_to_cam = matrix_to_camera * ob.matrix_world
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for vert in selected_verts:
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# dist in the camera space
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dist = (ob_to_cam * vert.co).length
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min_dist = min(dist, min_dist)
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max_dist = max(dist, max_dist)
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elif m.type == 'DISTANCE_FROM_OBJECT':
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for vert in selected_verts:
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# dist in the world space
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dist = (ob.matrix_world * vert.co - target_location).length
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min_dist = min(dist, min_dist)
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max_dist = max(dist, max_dist)
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# Fill the Range Min/Max entries with the computed distances
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m.range_min = min_dist
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m.range_max = max_dist
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return {'FINISHED'}
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# Find selected mesh objects
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selection = [ob for ob in scene.objects if ob.select_get() and ob.type == 'MESH' and ob.name != source.name]
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if selection:
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# Compute the min/max distance from the reference to mesh vertices
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min_dist = sys.float_info.max
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max_dist = -min_dist
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if m.type == 'DISTANCE_FROM_CAMERA':
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for ob in selection:
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ob_to_cam = matrix_to_camera * ob.matrix_world
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for vert in ob.data.vertices:
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# dist in the camera space
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dist = (ob_to_cam * vert.co).length
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min_dist = min(dist, min_dist)
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max_dist = max(dist, max_dist)
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elif m.type == 'DISTANCE_FROM_OBJECT':
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for ob in selection:
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for vert in ob.data.vertices:
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# dist in the world space
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dist = (ob.matrix_world * vert.co - target_location).length
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min_dist = min(dist, min_dist)
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max_dist = max(dist, max_dist)
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# Fill the Range Min/Max entries with the computed distances
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m.range_min = min_dist
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m.range_max = max_dist
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return {'FINISHED'}
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class SCENE_OT_freestyle_add_edge_marks_to_keying_set(bpy.types.Operator):
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'''Add the data paths to the Freestyle Edge Mark property of selected edges to the active keying set'''
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bl_idname = "scene.freestyle_add_edge_marks_to_keying_set"
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bl_label = "Add Edge Marks to Keying Set"
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bl_options = {'UNDO'}
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@classmethod
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def poll(cls, context):
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ob = context.active_object
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return (ob and ob.type == 'MESH')
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def execute(self, context):
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# active keying set
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scene = context.scene
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ks = scene.keying_sets.active
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if ks is None:
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ks = scene.keying_sets.new(idname="FreestyleEdgeMarkKeyingSet", name="Freestyle Edge Mark Keying Set")
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ks.bl_description = ""
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# add data paths to the keying set
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ob = context.active_object
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ob_mode = ob.mode
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mesh = ob.data
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bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
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for i, edge in enumerate(mesh.edges):
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if not edge.hide and edge.select:
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path = 'edges[%d].use_freestyle_mark' % i
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ks.paths.add(mesh, path, index=0)
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bpy.ops.object.mode_set(mode=ob_mode, toggle=False)
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return {'FINISHED'}
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class SCENE_OT_freestyle_add_face_marks_to_keying_set(bpy.types.Operator):
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'''Add the data paths to the Freestyle Face Mark property of selected polygons to the active keying set'''
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bl_idname = "scene.freestyle_add_face_marks_to_keying_set"
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bl_label = "Add Face Marks to Keying Set"
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bl_options = {'UNDO'}
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@classmethod
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def poll(cls, context):
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ob = context.active_object
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return (ob and ob.type == 'MESH')
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def execute(self, context):
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# active keying set
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scene = context.scene
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ks = scene.keying_sets.active
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if ks is None:
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ks = scene.keying_sets.new(idname="FreestyleFaceMarkKeyingSet", name="Freestyle Face Mark Keying Set")
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ks.bl_description = ""
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# add data paths to the keying set
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ob = context.active_object
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ob_mode = ob.mode
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mesh = ob.data
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bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
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for i, polygon in enumerate(mesh.polygons):
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if not polygon.hide and polygon.select:
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path = 'polygons[%d].use_freestyle_mark' % i
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ks.paths.add(mesh, path, index=0)
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bpy.ops.object.mode_set(mode=ob_mode, toggle=False)
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return {'FINISHED'}
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class SCENE_OT_freestyle_module_open(bpy.types.Operator):
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"""Open a style module file"""
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bl_idname = "scene.freestyle_module_open"
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bl_label = "Open Style Module File"
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bl_options = {'INTERNAL'}
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filepath = StringProperty(subtype='FILE_PATH')
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make_internal = BoolProperty(
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name="Make internal",
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description="Make module file internal after loading",
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default=True)
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@classmethod
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def poll(cls, context):
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view_layer = context.view_layer
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return view_layer and view_layer.freestyle_settings.mode == 'SCRIPT'
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def invoke(self, context, event):
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self.freestyle_module = context.freestyle_module
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wm = context.window_manager
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wm.fileselect_add(self)
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return {'RUNNING_MODAL'}
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def execute(self, context):
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text = bpy.data.texts.load(self.filepath, self.make_internal)
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self.freestyle_module.script = text
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return {'FINISHED'}
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classes = (
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SCENE_OT_freestyle_add_edge_marks_to_keying_set,
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SCENE_OT_freestyle_add_face_marks_to_keying_set,
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SCENE_OT_freestyle_fill_range_by_selection,
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SCENE_OT_freestyle_module_open,
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)
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