feat: layer list system
This commit is contained in:
@@ -1,14 +1,11 @@
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import re
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import bpy
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from pathlib import Path
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import shutil
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from ..utils import copy_to_dir
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from .utils import get_cache_dir
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from ..nodes import custom_nodes
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from ..bioxelutils.container import get_container_objs_from_selection
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from ..bioxelutils.layer import get_all_layer_objs, get_container_layer_objs
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from ..bioxelutils.utils import (get_container_objs_from_selection,
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get_all_layer_objs,
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get_container_layer_objs)
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CLASS_PREFIX = "BIOXELNODES_MT_NODES"
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@@ -32,30 +29,6 @@ class ReLinkNodes(bpy.types.Operator):
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return {'FINISHED'}
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def save_layer_cache(layer_obj, output_dir):
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pattern = r'\.\d{4}\.'
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# "//"
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output_dir = bpy.path.abspath(output_dir)
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source_dir = bpy.path.abspath(layer_obj.data.filepath)
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source_path: Path = Path(source_dir).resolve()
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is_sequence = re.search(pattern, source_path.name) is not None
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name = layer_obj.name if is_sequence else f"{layer_obj.name}.vdb"
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output_path: Path = Path(output_dir, name, source_path.name).resolve() \
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if is_sequence else Path(output_dir, name).resolve()
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if output_path != source_path:
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copy_to_dir(source_path.parent if is_sequence else source_path,
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output_path.parent.parent if is_sequence else output_path.parent,
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new_name=name)
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blend_path = Path(bpy.path.abspath("//")).resolve()
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layer_obj.data.filepath = bpy.path.relpath(
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str(output_path), start=str(blend_path))
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class SaveStagedData(bpy.types.Operator):
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bl_idname = "bioxelnodes.save_staged_data"
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bl_label = "Save Staged Data"
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@@ -114,17 +87,19 @@ class SaveStagedData(bpy.types.Operator):
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if self.save_cache:
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fails = []
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for layer in get_all_layer_objs():
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for layer_obj in get_all_layer_objs():
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try:
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save_layer_cache(layer, self.cache_dir)
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bpy.ops.bioxelnodes.save_layer_cache('EXEC_DEFAULT',
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layer_obj_name=layer_obj.name,
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cache_dir=self.cache_dir)
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except:
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fails.append(layer)
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fails.append(layer_obj)
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if len(fails) == 0:
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self.report({"INFO"}, f"Successfully saved bioxel layers.")
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else:
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self.report(
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{"WARNING"}, f"{','.join([layer.name for layer in fails])} fail to save.")
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{"WARNING"}, f"{','.join([layer_obj.name for layer_obj in fails])} fail to save.")
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return {'FINISHED'}
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@@ -147,51 +122,6 @@ class SaveStagedData(bpy.types.Operator):
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panel.prop(self, "lib_dir")
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class SaveCaches(bpy.types.Operator):
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bl_idname = "bioxelnodes.save_caches"
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bl_label = "Save Caches"
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bl_description = "Save Container's caches to directory."
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cache_dir: bpy.props.StringProperty(
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name="Layer Directory",
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subtype='DIR_PATH',
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default="//"
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) # type: ignore
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@classmethod
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def poll(cls, context):
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container_objs = get_container_objs_from_selection()
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return len(container_objs) > 0
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def execute(self, context):
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container_objs = get_container_objs_from_selection()
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if len(container_objs) == 0:
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self.report({"WARNING"}, "Cannot find any bioxel container.")
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return {'FINISHED'}
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fails = []
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for container_obj in container_objs:
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for layer_obj in get_container_layer_objs(container_obj):
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try:
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save_layer_cache(layer_obj, self.cache_dir)
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except:
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fails.append(layer_obj)
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if len(fails) == 0:
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self.report({"INFO"}, f"Successfully saved bioxel layers.")
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else:
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self.report(
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{"WARNING"}, f"{','.join([layer.name for layer in fails])} fail to save.")
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return {'FINISHED'}
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def invoke(self, context, event):
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context.window_manager.invoke_props_dialog(self,
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width=500)
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return {'RUNNING_MODAL'}
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class CleanAllCaches(bpy.types.Operator):
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bl_idname = "bioxelnodes.clear_all_caches"
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bl_label = "Clean All Caches in Temp"
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@@ -213,3 +143,71 @@ class CleanAllCaches(bpy.types.Operator):
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event,
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message="All caches will be cleaned, include other project files, do you still want to clean?")
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return {'RUNNING_MODAL'}
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class RenderSettingPreset(bpy.types.Operator):
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bl_idname = "bioxelnodes.render_setting_preset"
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bl_label = "Render Setting Preset"
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bl_description = "Render Setting Preset"
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PRESETS = {
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"slice_viewer": "Slice Viewer",
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"eevee_preview": "EEVEE Preview",
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"eevee_production": "EEVEE Production",
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"cycles_preview": "Cycles Preview",
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"cycles_production": "Cycles Production"
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}
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preset: bpy.props.EnumProperty(name="Preset",
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default="eevee_preview",
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items=[(k, v, "")
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for k, v in PRESETS.items()]) # type: ignore
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def execute(self, context):
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if self.preset == "eevee_preview":
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bpy.context.scene.render.engine = 'BLENDER_EEVEE_NEXT'
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bpy.context.scene.eevee.use_taa_reprojection = False
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bpy.context.scene.eevee.taa_samples = 16
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bpy.context.scene.eevee.volumetric_tile_size = '2'
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bpy.context.scene.eevee.volumetric_shadow_samples = 128
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bpy.context.scene.eevee.volumetric_samples = 128
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bpy.context.scene.eevee.volumetric_ray_depth = 16
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bpy.context.scene.eevee.use_volumetric_shadows = True
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elif self.preset == "eevee_production":
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bpy.context.scene.render.engine = 'BLENDER_EEVEE_NEXT'
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bpy.context.scene.eevee.use_taa_reprojection = False
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bpy.context.scene.eevee.taa_samples = 16
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bpy.context.scene.eevee.volumetric_tile_size = '1'
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bpy.context.scene.eevee.volumetric_shadow_samples = 128
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bpy.context.scene.eevee.volumetric_samples = 256
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bpy.context.scene.eevee.volumetric_ray_depth = 16
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bpy.context.scene.eevee.use_volumetric_shadows = True
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elif self.preset == "cycles_preview":
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bpy.context.scene.render.engine = 'CYCLES'
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bpy.context.scene.cycles.shading_system = True
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bpy.context.scene.cycles.volume_bounces = 12
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bpy.context.scene.cycles.transparent_max_bounces = 16
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bpy.context.scene.cycles.volume_preview_step_rate = 10
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bpy.context.scene.cycles.volume_step_rate = 10
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elif self.preset == "cycles_production":
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bpy.context.scene.render.engine = 'CYCLES'
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bpy.context.scene.cycles.shading_system = True
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bpy.context.scene.cycles.volume_bounces = 16
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bpy.context.scene.cycles.transparent_max_bounces = 32
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bpy.context.scene.cycles.volume_preview_step_rate = 1
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bpy.context.scene.cycles.volume_step_rate = 1
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elif self.preset == "slice_viewer":
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# bpy.context.scene.render.engine = 'BLENDER_EEVEE_NEXT'
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bpy.context.scene.eevee.use_taa_reprojection = False
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bpy.context.scene.eevee.taa_samples = 4
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bpy.context.scene.eevee.volumetric_tile_size = '2'
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bpy.context.scene.eevee.volumetric_shadow_samples = 128
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bpy.context.scene.eevee.volumetric_samples = 128
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bpy.context.scene.eevee.volumetric_ray_depth = 1
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bpy.context.scene.eevee.use_volumetric_shadows = False
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return {'FINISHED'}
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