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- from .utilities import (prRed, prGreen, prPurple, prWhite,
- prOrange,
- wrapRed, wrapGreen, wrapPurple, wrapWhite,
- wrapOrange,)
- # the first step is to get selection syncing working
- import bpy
- from bpy import context
- from .base_definitions import get_signature_from_edited_tree
- from bpy.types import Bone, PoseBone
- # just to prevent confusing with Python object:
- from bpy.types import Object as bpy_object
- SELECTION_POLL_RATE = 0.01
- ENABLED = True
- cached_selection_state = {}
- import bpy
- # The following node types represent objects that can be selected.
- WATCH_FOR_SELECTION = [ 'xFormBoneNode', 'xFormArmatureNode',
- 'xFormGeometryObject', 'xFormObjectInstance', 'xFormCurvePin',
- 'xFormGetBone', 'InputExistingGeometryObject']
- def get_signature_from_space(node, space):
- sig_path=[None,]
- for item in space.path[:-1]:
- sig_path.append(item.node_tree.nodes.active.name)
- return tuple(sig_path+[node.name])
- def get_visible_space_data(space_types={'NODE_EDITOR'}):
- visible_spaces = []
- for wm in bpy.data.window_managers:
- for window in wm.windows:
- for area in window.screen.areas:
- if area.type in space_types:
- if area.spaces.active:
- visible_spaces.append(area.spaces.active)
-
- return visible_spaces
- # Example usage: Get all active 3D Viewport space_data objects
- spaces = get_visible_space_data('VIEW_3D')
- for space in spaces:
- print(f"Found 3D Viewport: shading mode = {space.shading.type}")
- # TODO: now that I have this working...
- # - Selection State should be tracked and handled on a per-object basis
- # so Mantis should update selection state one item at a time
- # - every object should be kept in the cache at all times.
- # - a deselect event should check only the current tree for empty selection
- # - but deselect should deselect anything that is tracked by Mantis
- # - Mantis node <==> UI node relationships should be cached instead of using the
- # tree cache, and ideally, saved in the Scene object or something
- # - I'll probably do like a JSON or something for that, maybe a pickle
- # - anyhow the important thing is I need a bi-directional dictionary so I can
- # make the selection sync happen both ways
- # - finally, I want to extend this selection sync to show active constraints and modifiers
- # and to link up with viewport gizmo tools.
- def timer_update_selection_sync():
- if not ENABLED: return None
- root_tree = None
- tree_path = None
- parsed_tree = None
- spaces = get_visible_space_data()
- if not spaces:
- return SELECTION_POLL_RATE
- selection_state_start = cached_selection_state.copy()
- selection_state = cached_selection_state.copy()
- ui_signatures = list(cached_selection_state.keys())
- current_tree_selected_total = 0
- # we can't get UI context in this function so we have to checc all of them
- #maybe the tree itself can load the timer when it is opened in the node editor?
- for space in spaces:
- # if we are in the node editor, manage node selection
- if space.type == "NODE_EDITOR":
- root_tree = space.path[0].node_tree
- parsed_tree = root_tree.parsed_tree
- tree_path = [path_item.node_tree for path_item in space.path]
- if root_tree is None:
- return SELECTION_POLL_RATE
- if root_tree.bl_idname != 'MantisTree':
- return SELECTION_POLL_RATE
- active_ui_signature = (get_signature_from_space(tree_path[-1].nodes.active, space))
- for n in tree_path[-1].nodes:
- if n.bl_idname not in WATCH_FOR_SELECTION: continue
- ui_signatures.append( ui_signature := get_signature_from_space(n, space))
- selection_state[ui_signature] = n.select
- current_tree_selected_total += int(n.select)
-
- if parsed_tree is None:
- return SELECTION_POLL_RATE
- cached_selection_state.update(selection_state)
- # We only fire the update if things have changed.
- if selection_state != selection_state_start:
-
- from bpy import context
- view_layer = context.view_layer
- deselect = bool(current_tree_selected_total)
- try:
- update_scene_selection_from_selection_sync(
- parsed_tree, ui_signatures, active_ui_signature, view_layer,
- selection_state, deselect)
- except Exception as e:
- prRed (e)
- return SELECTION_POLL_RATE
- return SELECTION_POLL_RATE
- # 1 get the selected nodes
- # 2 find mantis nodes that have the ui_signature of the node
- # 3 get their b-objects and select them
- def update_scene_selection_from_selection_sync(
- parsed_tree, ui_signatures, active_ui_signature, view_layer,
- selection_state, deselect ):
- # first check if this is a deselect event.
- # if it is, do not change the active object!
- # that makes the armature switch modes, it's annoying
- deselect=False
- if sum(selection_state.values()) == 0:
- deselect=True
- prWhite("Updating Scene Selection from Node Graph Selection")
- for mantis_node in parsed_tree.values():
- this_one_is_active = False
- if not hasattr(mantis_node, 'bGetObject'): continue
- if mantis_node.node_type != 'XFORM': continue
- if mantis_node.ui_signature in ui_signatures:
- selected = selection_state[mantis_node.ui_signature]
- if mantis_node.ui_signature == active_ui_signature:
- this_one_is_active = True
- ob = mantis_node.bGetObject()
- if isinstance(ob, PoseBone):
- if deselect:
- ob.select = False
- continue
- ob.select = selected
- if this_one_is_active: # set the active bone
- ob.id_data.data.bones.active = ob.bone
- # now do its parent object...
- if selected:
- if ob.id_data.select_get(view_layer=view_layer) == False:
- ob.id_data.select_set(True, view_layer=view_layer)
- if this_one_is_active:
- view_layer.objects.active = ob.id_data
- elif isinstance(ob, bpy_object):
- if ob.select_get(view_layer=view_layer) != selected:
- ob.select_set(selected, view_layer=view_layer)
- if this_one_is_active and not deselect:
- view_layer.objects.active = ob
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