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Bioxel/src/bioxelnodes/operators/misc.py

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import json
import uuid
import webbrowser
import bpy
from pathlib import Path
import shutil
from ..asset_library import (
ASSET_LIBRARY_OUTDATED,
ASSET_LIBRARY_READY,
add_bioxel_asset_library,
get_bioxel_asset_library_status,
)
from ..constants import LATEST_NODE_LIB_PATH
from ..utils import (
get_all_layer_objs,
get_cache_dir,
get_node_version,
is_missing_layer,
)
class CleanTemp(bpy.types.Operator):
bl_idname = "bioxel.clear_temp"
bl_label = "Clean Temp"
bl_description = "Clean all cache in temp (include other project cache)"
def execute(self, context):
cache_dir = get_cache_dir()
try:
shutil.rmtree(cache_dir)
self.report({"INFO"}, f"Successfully cleaned temp.")
return {"FINISHED"}
except:
self.report(
{"WARNING"}, "Fail to clean temp, you may do it manually.")
return {"CANCELLED"}
def invoke(self, context, event):
context.window_manager.invoke_confirm(
self,
event,
message="All temp files will be removed, include other project cache, do you still want to clean?",
)
return {"RUNNING_MODAL"}
class RenderSettingPreset(bpy.types.Operator):
bl_idname = "bioxel.render_setting_preset"
bl_label = "Render Setting Presets"
bl_description = "Render setting presets for bioxel"
bl_options = {"UNDO"}
PRESETS = {
"performance": "Performance",
"balance": "Balance",
"quality": "Quality",
}
preset: bpy.props.EnumProperty(
name="Preset", default="balance", items=[(k, v, "") for k, v in PRESETS.items()]
) # type: ignore
def execute(self, context):
if self.preset == "performance":
# EEVEE
bpy.context.scene.eevee.use_taa_reprojection = False
# bpy.context.scene.eevee.use_shadow_jitter_viewport = True
bpy.context.scene.eevee.volumetric_tile_size = "4"
bpy.context.scene.eevee.volumetric_shadow_samples = 32
bpy.context.scene.eevee.volumetric_samples = 64
bpy.context.scene.eevee.volumetric_ray_depth = 1
bpy.context.scene.eevee.use_volumetric_shadows = True
# Cycles
bpy.context.scene.cycles.volume_bounces = 4
bpy.context.scene.cycles.transparent_max_bounces = 4
bpy.context.scene.cycles.volume_biased = True
bpy.context.scene.cycles.volume_preview_step_rate = 100
bpy.context.scene.cycles.volume_step_rate = 100
elif self.preset == "balance":
# EEVEE
bpy.context.scene.eevee.use_taa_reprojection = False
# bpy.context.scene.eevee.use_shadow_jitter_viewport = True
bpy.context.scene.eevee.volumetric_tile_size = "2"
bpy.context.scene.eevee.volumetric_shadow_samples = 64
bpy.context.scene.eevee.volumetric_samples = 128
bpy.context.scene.eevee.volumetric_ray_depth = 8
bpy.context.scene.eevee.use_volumetric_shadows = True
# Cycles
bpy.context.scene.cycles.volume_bounces = 8
bpy.context.scene.cycles.transparent_max_bounces = 16
bpy.context.scene.cycles.volume_biased = True
bpy.context.scene.cycles.volume_preview_step_rate = 10
bpy.context.scene.cycles.volume_step_rate = 10
elif self.preset == "quality":
# EEVEE
bpy.context.scene.eevee.use_taa_reprojection = False
# bpy.context.scene.eevee.use_shadow_jitter_viewport = True
bpy.context.scene.eevee.volumetric_tile_size = "1"
bpy.context.scene.eevee.volumetric_shadow_samples = 128
bpy.context.scene.eevee.volumetric_samples = 256
bpy.context.scene.eevee.volumetric_ray_depth = 16
bpy.context.scene.eevee.use_volumetric_shadows = True
# Cycles
bpy.context.scene.cycles.volume_bounces = 16
bpy.context.scene.cycles.transparent_max_bounces = 32
bpy.context.scene.cycles.volume_biased = False
return {"FINISHED"}
class Help(bpy.types.Operator):
bl_idname = "bioxel.help"
bl_label = "Need Help?"
bl_description = "Online Manual for Beginner"
bl_icon = "HELP"
def execute(self, context):
webbrowser.open("https://docs.omoolab.xyz/bioxelnodes/latest/", new=2)
return {"FINISHED"}
class AddAssetLibrary(bpy.types.Operator):
bl_idname = "bioxel.add_asset_library"
bl_label = "Add Nodes Library"
bl_description = "Add the bundled O Bioxel asset library"
def execute(self, context):
try:
add_bioxel_asset_library()
except FileNotFoundError as e:
self.report({"ERROR"}, str(e))
return {"CANCELLED"}
for window in context.window_manager.windows:
for area in window.screen.areas:
if area.type == "NODE_EDITOR":
area.tag_redraw()
status = get_bioxel_asset_library_status()
if status["code"] == ASSET_LIBRARY_READY:
self.report({"INFO"}, status["message"])
return {"FINISHED"}
if status["code"] == ASSET_LIBRARY_OUTDATED:
self.report({"WARNING"}, status["message"])
return {"FINISHED"}
self.report({"ERROR"}, status["message"])
return {"CANCELLED"}
# 定义虚无化切换操作
class TogglePhantom(bpy.types.Operator):
"""Toggle object phantom state (ray invisible, no shadows, semi-transparent wireframe)"""
bl_idname = "bioxel.toggle_phantom"
bl_label = "Toggle Phantom"
bl_options = {"REGISTER", "UNDO"}
def execute(self, context):
obj = context.active_object
if not obj:
self.report({"WARNING"}, "No object selected")
return {"CANCELLED"}
# 获取3D视图空间
view_space = None
for area in bpy.context.screen.areas:
if area.type == "VIEW_3D":
for space in area.spaces:
if space.type == "VIEW_3D":
view_space = space
break
if view_space:
break
# 确保存储状态的文本数据块存在
text_name = "phantom_orig_states"
if text_name not in bpy.data.texts:
bpy.data.texts.new(text_name)
# 从文本数据块加载状态
states_text = bpy.data.texts[text_name]
try:
states = json.loads(states_text.as_string())
except:
states = {}
def get_obj_uuid(obj):
if "bioxel_uuid" not in obj:
obj["bioxel_uuid"] = uuid.uuid4().hex
return obj["bioxel_uuid"]
# 使用物体的唯一标识符来追踪
obj_uuid = get_obj_uuid(obj)
# 检查物体是否已经处于虚无化状态
is_phantom = (
obj.display_type == "SOLID"
and obj.show_wire
and obj.show_in_front
and round(obj.color[3], 2) == 0.10
and not obj.visible_camera
and not obj.visible_diffuse
and not obj.visible_glossy
and not obj.visible_transmission
and not obj.visible_volume_scatter
and not obj.visible_shadow
)
if is_phantom:
# 恢复原始状态
if obj_uuid in states:
state = states[obj_uuid]
obj.display_type = state["display_type"]
obj.show_wire = state["show_wire"]
obj.show_in_front = state["show_in_front"]
obj.color = state["color"]
obj.visible_camera = state["visible_camera"]
obj.visible_diffuse = state["visible_diffuse"]
obj.visible_glossy = state["visible_glossy"]
obj.visible_transmission = state["visible_transmission"]
obj.visible_volume_scatter = state["visible_volume_scatter"]
obj.visible_shadow = state["visible_shadow"]
# 恢复视图着色设置(如果之前有保存)
if view_space and "viewport_color_type" in state:
view_space.shading.color_type = state["viewport_color_type"]
del states[obj_uuid]
self.report({"INFO"}, f"Object restored")
else:
# 保存原始状态
state_data = {
"display_type": obj.display_type,
"show_wire": obj.show_wire,
"show_in_front": obj.show_in_front,
"color": list(obj.color), # 保存RGBA颜色值
"visible_camera": obj.visible_camera,
"visible_diffuse": obj.visible_diffuse,
"visible_glossy": obj.visible_glossy,
"visible_transmission": obj.visible_transmission,
"visible_volume_scatter": obj.visible_volume_scatter,
"visible_shadow": obj.visible_shadow,
}
# 检查并处理视图着色设置
if view_space:
# 保存当前视图着色设置
state_data["viewport_color_type"] = view_space.shading.color_type
# 检查当前是否为object, random或attribute
valid_types = {"OBJECT", "RANDOM", "ATTRIBUTE"}
if view_space.shading.color_type not in valid_types:
# 改为object模式
view_space.shading.color_type = "OBJECT"
states[obj_uuid] = state_data
# 设置虚无化状态
obj.display_type = "SOLID" # 以实体方式显示
obj.show_wire = True # 显示线框
obj.show_in_front = True # 显示在其他物体前面
# 保持RGB不变,仅修改alpha透明度为0.1
obj.color[3] = 0.1
# 关闭所有射线可见性和投影
obj.visible_camera = False
obj.visible_diffuse = False
obj.visible_glossy = False
obj.visible_transmission = False
obj.visible_volume_scatter = False
obj.visible_shadow = False
self.report({"INFO"}, f"Object phantomed")
# 保存状态到文本数据块
states_text.clear()
states_text.write(json.dumps(states, indent=2))
return {"FINISHED"}