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