font3d_blender_addon/__init__.py

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# SPDX-License-Identifier: GPL-2.0-only
"""
A 3D font helper
"""
bl_info = {
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"name": "ABC3D",
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"author": "Jakob Schlötter, Studio Pointer*",
"version": (0, 0, 1),
"blender": (4, 1, 0),
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"location": "VIEW3D",
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"description": "Does ABC3D stuff",
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"category": "Typography",
}
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# make sure that modules are reloadable
# when registering
# handy for development
# first import dependencies for the method
import importlib
# then import dependencies for our addon
if "bpy" in locals():
importlib.reload(Font)
importlib.reload(utils)
importlib.reload(butils)
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importlib.reload(bimport)
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else:
from .common import Font
from .common import utils
from . import butils
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from . import bimport
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import bpy
import math
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import mathutils
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import io
import functools
from bpy.types import Panel
from bpy.app.handlers import persistent
from random import uniform
import time
import datetime
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import os
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import re
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def getPreferences(context):
preferences = context.preferences
return preferences.addons[__name__].preferences
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class ABC3D_addonPreferences(bpy.types.AddonPreferences):
"""ABC3D Addon Preferences
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These are the preferences at Edit/Preferences/Add-ons"""
bl_idname = __name__
def get_default_assets_dir():
return bpy.utils.user_resource(
'DATAFILES',
path=f"{__name__}",
create=True)
def on_change_assets_dir(self, context):
if not os.path.isdir(self.assets_dir):
butils.ShowMessageBox(
title=f"{__name__} Warning",
icon="ERROR",
message=("Chosen directory does not exist.",
"Please, reset to default, create it or chose another one."))
elif not os.access(self.assets_dir, os.W_OK):
butils.ShowMessageBox(
title=f"{__name__} Warning",
icon="ERROR",
message=("Chosen directory is not writable.",
"Please reset to default or chose another one."))
print(f"{__name__}: change assets_dir to {self.assets_dir}")
assets_dir: bpy.props.StringProperty(
name="Assets Folder",
subtype='DIR_PATH',
default=get_default_assets_dir(),
update=on_change_assets_dir,
)
def draw(self, context):
layout = self.layout
layout.label(text="Directory for storage of fonts and other assets:")
layout.prop(self, "assets_dir")
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class ABC3D_settings(bpy.types.PropertyGroup):
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font_path: bpy.props.StringProperty(
name="Font path",
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description="Load a *.glb or *.gltf fontfile from disk",
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default="",
maxlen=1024,
subtype="FILE_PATH")
import_infix: bpy.props.StringProperty(
name="Font name import infix",
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description="The infix which all font objects to import have. obj name: 'A_NM_Origin_Tender' -> infix: '_NM_Origin_Tender'",
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default="_NM_",
maxlen=1024,
)
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text: bpy.props.StringProperty(
name="Text",
description="The text.",
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default="HELLO",
maxlen=1024,
)
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target_object: bpy.props.PointerProperty(
name="The Target Object",
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description="The target, which will be populated by character children of text.",
type=bpy.types.Object,
)
letter_spacing: bpy.props.FloatProperty(
name="Letter Spacing",
description="Letter Spacing",
default=0.0,
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)
font_size: bpy.props.FloatProperty(
name="Font Size",
default=1.0,
subtype='NONE',
)
translation: bpy.props.FloatVectorProperty(
name="Translation",
default=(0.0, 0.0, 0.0),
subtype='TRANSLATION',
)
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orientation: bpy.props.FloatVectorProperty(
name="Orientation",
default=(1.5707963267948966, 0.0, 0.0), # 90 degrees in radians
subtype='EULER',
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)
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offset: bpy.props.FloatProperty(
name="Offset",
default=0.0,
subtype='NONE',
)
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class ABC3D_available_font(bpy.types.PropertyGroup):
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font_name: bpy.props.StringProperty(name="")
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face_name: bpy.props.StringProperty(name="")
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class ABC3D_glyph_properties(bpy.types.PropertyGroup):
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glyph_id: bpy.props.StringProperty(maxlen=1)
glyph_object: bpy.props.PointerProperty(type=bpy.types.Object)
letter_spacing: bpy.props.FloatProperty(
name="Letter Spacing",
description="Letter Spacing",
)
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class ABC3D_text_properties(bpy.types.PropertyGroup):
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def font_items_callback(self, context):
items = []
for f in Font.get_loaded_fonts_and_faces():
items.append((f"{f[0]} {f[1]}", f"{f[0]} {f[1]}", ""))
return items
def font_default_callback(self, context):
d = context.scene.abc3d_data
items = self.font_items_callback(context)
if len(d.available_fonts) > 0:
if len(d.available_fonts) > d.active_text_index:
f = d.available_fonts[d.active_text_index]
return 0 #f"{f.font_name} {f.face_name}"
else:
f = d.available_fonts[0]
return 0 #f"{f.font_name} {f.face_name}"
if type(self.font_name) != type(None) and type(self.face_name) != type(None):
return 0 #f"{self.font_name} {self.face_name}"
else:
return 0 #""
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def glyphs_update_callback(self, context):
butils.prepare_text(self.font_name,
self.face_name,
self.text)
butils.set_text_on_curve(self)
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def update_callback(self, context):
butils.set_text_on_curve(self)
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def font_update_callback(self, context):
font_name, face_name = self.font.split(" ")
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self["font_name"] = font_name
self["face_name"] = face_name
self.glyphs_update_callback(self)
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text_id: bpy.props.IntProperty()
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font: bpy.props.EnumProperty(
items=font_items_callback,
update=font_update_callback,
)
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font_name: bpy.props.StringProperty(
update=glyphs_update_callback
)
face_name: bpy.props.StringProperty(
update=glyphs_update_callback
)
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text_object: bpy.props.PointerProperty(type=bpy.types.Object)
text: bpy.props.StringProperty(
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update=glyphs_update_callback
)
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letter_spacing: bpy.props.FloatProperty(
update=update_callback,
name="Letter Spacing",
description="Letter Spacing",
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options={'ANIMATABLE'},
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step=0.01,
)
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orientation: bpy.props.FloatVectorProperty(
update=update_callback,
name="Orientation",
default=(1.5707963267948966, 0.0, 0.0), # 90 degrees in radians
subtype='EULER',
)
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translation: bpy.props.FloatVectorProperty(
update=update_callback,
name="Translation",
default=(0.0, 0.0, 0.0),
subtype='TRANSLATION',
)
font_size: bpy.props.FloatProperty(
update=update_callback,
name="Font Size",
default=1.0,
subtype='NONE',
)
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offset: bpy.props.FloatProperty(
update=update_callback,
name="Offset",
default=0.0,
subtype='NONE',
)
compensate_curvature: bpy.props.BoolProperty(
update=update_callback,
name="Compensate Curvature",
default=True,
)
ignore_orientation: bpy.props.BoolProperty(
update=update_callback,
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name="Ignore Curve Orientation",
default=False,
)
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distribution_type: bpy.props.StringProperty()
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glyphs: bpy.props.CollectionProperty(type=ABC3D_glyph_properties)
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#TODO: simply, merge, cut cut cut
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class ABC3D_data(bpy.types.PropertyGroup):
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available_fonts: bpy.props.CollectionProperty(type=ABC3D_available_font, name="Available fonts")
def active_font_index_update(self, context):
if len(self.available_fonts) <= self.active_font_index:
self.active_font_index = len(self.available_fonts) - 1
active_font_index: bpy.props.IntProperty(
default=-1,
update=active_font_index_update,
)
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available_texts: bpy.props.CollectionProperty(type=ABC3D_text_properties, name="Available texts")
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def active_text_index_update(self, context):
if self.active_text_index != -1:
o = self.available_texts[self.active_text_index].text_object
# active_text_index changed. so let's update the selection
# check if it is already selected
# or perhaps one of the glyphs
if not o.select_get() and not len([ c for c in o.children if c.select_get() ]) > 0:
bpy.ops.object.select_all(action="DESELECT")
o.select_set(True)
bpy.context.view_layer.objects.active = o
# else:
# print("already selected")
active_text_index: bpy.props.IntProperty(update=active_text_index_update)
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class ABC3D_UL_fonts(bpy.types.UIList):
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def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
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layout.label(text=f"{index}: {item.font_name} {item.face_name}") # avoids renaming the item by accident
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def invoke(self, context, event):
pass
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class ABC3D_UL_texts(bpy.types.UIList):
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def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
split = layout.split(factor=0.3)
split.label(text="Id: %d" % (item.text_id))
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split.label(text=f"{item.text}") # avoids renaming the item by accident
def invoke(self, context, event):
pass
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class ABC3D_PT_Panel(bpy.types.Panel):
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bl_label = f"{__name__} panel"
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bl_category = "ABC3D"
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bl_space_type = "VIEW_3D"
bl_region_type = "UI"
def draw(self, context):
layout = self.layout
icon = 'NONE'
if len(context.scene.abc3d_data.available_fonts) == 0:
icon = 'ERROR'
layout.row().label(text='no fonts loaded yet')
layout.operator(f"{__name__}.load_installed_fonts", text="load installed fonts", icon=icon)
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class ABC3D_PT_LoadFontPanel(bpy.types.Panel):
bl_label = "Install a new font"
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bl_parent_id = "ABC3D_PT_Panel"
bl_category = "ABC3D"
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bl_space_type = "VIEW_3D"
bl_region_type = "UI"
bl_options = {"DEFAULT_CLOSED"}
def draw(self, context):
layout = self.layout
wm = context.window_manager
scene = context.scene
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abc3d = scene.abc3d
abc3d_data = scene.abc3d_data
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layout.label(text="Install FontFile:")
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layout.row().prop(abc3d, "font_path")
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layout.row().operator(f"{__name__}.install_font", text='Install')
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class ABC3D_PT_FontList(bpy.types.Panel):
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bl_label = "Font List"
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bl_parent_id = "ABC3D_PT_Panel"
bl_category = "ABC3D"
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bl_space_type = "VIEW_3D"
bl_region_type = "UI"
def draw(self, context):
layout = self.layout
wm = context.window_manager
scene = context.scene
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abc3d = scene.abc3d
abc3d_data = scene.abc3d_data
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layout.label(text="Available Fonts")
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layout.template_list("ABC3D_UL_fonts", "", abc3d_data, "available_fonts", abc3d_data, "active_font_index")
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if abc3d_data.active_font_index >= 0:
available_font = abc3d_data.available_fonts[abc3d_data.active_font_index]
font_name = available_font.font_name
face_name = available_font.face_name
available_glyphs = sorted(Font.fonts[font_name].faces[face_name].glyphs_in_fontfile)
loaded_glyphs = sorted(Font.fonts[font_name].faces[face_name].loaded_glyphs)
box = layout.box()
box.row().label(text=f"Font Name: {font_name}")
box.row().label(text=f"Face Name: {face_name}")
n = 16
n_rows = int(len(available_glyphs) / n)
box.row().label(text=f"Glyphs:")
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subbox = box.box()
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for i in range(0, n_rows + 1):
text = ''.join([f"{u}" for ui, u in enumerate(available_glyphs) if ui < (i+1) * n and ui >= i * n])
scale_y = 0.5
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row = subbox.row(); row.scale_y = scale_y; row.alignment = 'CENTER'
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row.label(text=text)
n_rows = int(len(loaded_glyphs) / n)
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box.row().label(text=f"Loaded/Used Glyphs:")
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subbox = box.box()
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for i in range(0, n_rows + 1):
text = ''.join([f"{u}" for ui, u in enumerate(loaded_glyphs) if ui < (i+1) * n and ui >= i * n])
scale_y = 0.5
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row = subbox.row(); row.scale_y = scale_y
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row.label(text=text)
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class ABC3D_PT_TextPlacement(bpy.types.Panel):
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bl_label = "Place Text"
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bl_parent_id = "ABC3D_PT_Panel"
bl_category = "ABC3D"
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bl_space_type = "VIEW_3D"
bl_region_type = "UI"
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can_place = False
@classmethod
def poll(self, context):
if type(context.active_object) != type(None) and context.active_object.type == 'CURVE':
self.can_place = True
else:
self.can_place = False
return True
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def draw(self, context):
layout = self.layout
wm = context.window_manager
scene = context.scene
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abc3d = scene.abc3d
abc3d_data = scene.abc3d_data
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placerow = layout.row()
placerow.enabled = self.can_place
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placerow.operator(f"{__name__}.placetext", text='Place Text')
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if not self.can_place:
layout.label(text="Cannot place Text.")
layout.label(text="Select a curve as active object.")
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class ABC3D_PT_TextManagement(bpy.types.Panel):
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bl_label = "Text Management"
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bl_parent_id = "ABC3D_PT_Panel"
bl_category = "ABC3D"
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bl_space_type = "VIEW_3D"
bl_region_type = "UI"
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bl_options = {"DEFAULT_CLOSED"}
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# TODO: perhaps this should be done in a periodic timer
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@classmethod
def poll(self, context):
scene = context.scene
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abc3d = scene.abc3d
abc3d_data = scene.abc3d_data
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# TODO: update available_texts
def update():
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if bpy.context.screen.is_animation_playing:
return
active_text_index = -1
remove_list = []
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for i, t in enumerate(abc3d_data.available_texts):
if type(t.text_object) == type(None):
remove_list.append(i)
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continue
remove_me = True
for c in t.text_object.children:
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if len(c.users_collection) > 0 and (c.get(f"{utils.prefix()}_linked_textobject")) != type(None) and c.get(f"{utils.prefix()}_linked_textobject") == t.text_id:
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remove_me = False
# not sure how to solve this reliably atm,
# we need to reassign the glyph, but also get the proper properties from glyph_properties
# these might be there in t.glyphs, but linked to removed objects
# or they might be lost
if type(next((g for g in t.glyphs if type(g.glyph_object) == type(None)), None)) == type(None):
g = next((g for g in t.glyphs if type(g.glyph_object) == type(None)), None)
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# for g in t.glyphs:
# if type(g) == type(None):
# print("IS NONE")
# if type(g.glyph_object) == type(None):
# print("go IS NONE")
# else:
# if g.glyph_object == c:
# # print(g.glyph_object.name)
# pass
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if remove_me:
remove_list.append(i)
for i in remove_list:
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if type(abc3d_data.available_texts[i].text_object) != type(None):
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mom = abc3d_data.available_texts[i].text_object
def delif(o, p):
if p in o:
del o[p]
delif(mom,f"{utils.prefix()}_linked_textobject")
delif(mom,f"{utils.prefix()}_font_name")
delif(mom,f"{utils.prefix()}_face_name")
delif(mom,f"{utils.prefix()}_font_size")
delif(mom,f"{utils.prefix()}_letter_spacing")
delif(mom,f"{utils.prefix()}_orientation")
delif(mom,f"{utils.prefix()}_translation")
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delif(mom,f"{utils.prefix()}_offset")
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abc3d_data.available_texts.remove(i)
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for i, t in enumerate(abc3d_data.available_texts):
if context.active_object == t.text_object:
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active_text_index = i
if (hasattr(context.active_object, "parent") and
context.active_object.parent == t.text_object):
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active_text_index = i
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if active_text_index != abc3d_data.active_text_index:
abc3d_data.active_text_index = active_text_index
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# butils.run_in_main_thread(update)
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return True
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def draw(self, context):
layout = self.layout
wm = context.window_manager
scene = context.scene
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abc3d = scene.abc3d
abc3d_data = scene.abc3d_data
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layout.label(text="Text Objects")
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layout.template_list("ABC3D_UL_texts", "", abc3d_data, "available_texts", abc3d_data, "active_text_index")
layout.row().operator(f"{__name__}.remove_text", text="Remove Textobject")
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class ABC3D_PT_FontCreation(bpy.types.Panel):
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bl_label = "Font Creation"
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bl_parent_id = "ABC3D_PT_Panel"
bl_category = "ABC3D"
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bl_space_type = "VIEW_3D"
bl_region_type = "UI"
bl_options = {"DEFAULT_CLOSED"}
def draw(self, context):
layout = self.layout
wm = context.window_manager
scene = context.scene
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abc3d = scene.abc3d
abc3d_data = scene.abc3d_data
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layout.row().operator(f"{__name__}.create_font_from_objects", text='Create/Extend Font')
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layout.row().operator(f"{__name__}.save_font_to_file", text='Save Font To File')
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layout.row().operator(f"{__name__}.toggle_abc3d_collection", text='Toggle Collection')
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box = layout.box()
box.label(text="metrics")
box.row().operator(f"{__name__}.add_default_metrics", text='Add Default Metrics')
box.row().operator(f"{__name__}.remove_metrics", text='Remove Metrics')
box.row().operator(f"{__name__}.align_metrics", text='Align Metrics')
box.row().operator(f"{__name__}.align_metrics_to_active_object", text='Align Metrics to Active Object')
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layout.row().operator(f"{__name__}.temporaryhelper", text='Debug Function Do Not Use')
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class ABC3D_PT_TextPropertiesPanel(bpy.types.Panel):
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bl_label = "Text Properties"
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bl_parent_id = "ABC3D_PT_TextManagement"
bl_category = "ABC3D"
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bl_space_type = "VIEW_3D"
bl_region_type = "UI"
def get_active_text_properties(self):
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if type(bpy.context.active_object) != type(None):# and bpy.context.object.select_get():
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for t in bpy.context.scene.abc3d_data.available_texts:
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if bpy.context.active_object == t.text_object:
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return t
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if bpy.context.active_object.parent == t.text_object:
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return t
return None
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# def font_items_callback(self, context):
# items = []
# fonts = Font.get_loaded_fonts_and_faces()
# for f in fonts:
# items.append((f"{f[0]} {f[1]}", f"{f[0]} {f[1]}", ""))
# return items
# def font_default_callback(self, context):
# t = self.get_active_text_properties(self)
# if type(t) != type(None):
# return f"{t.font_name} {t.face_name}"
# else:
# return None
# def font_update_callback(self, context):
# font_name, face_name = self.font.split(" ")
# t = self.get_active_text_properties(self)
# t.font_name = font_name
# t.face_name = face_name
# butils.set_text_on_curve(t)
# font: bpy.props.EnumProperty(
# items=font_items_callback,
# default=font_default_callback,
# update=font_update_callback,
# )
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@classmethod
def poll(self,context):
return type(self.get_active_text_properties(self)) != type(None)
def draw(self, context):
layout = self.layout
wm = context.window_manager
scene = context.scene
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abc3d = scene.abc3d
abc3d_data = scene.abc3d_data
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props = self.get_active_text_properties()
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if type(props) == type(None) or type(props.text_object) == type(None):
# this should not happen
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# as then polling does not work
# however, we are paranoid
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return
layout.label(text=f"Mom: {props.text_object.name}")
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layout.row().prop(props, "font")
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layout.row().prop(props, "text")
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layout.row().prop(props, "letter_spacing")
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layout.row().prop(props, "font_size")
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layout.row().prop(props, "offset")
layout.row().prop(props, "compensate_curvature")
layout.row().prop(props, "ignore_orientation")
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layout.column().prop(props, "translation")
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layout.column().prop(props, "orientation")
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class ABC3D_OT_InstallFont(bpy.types.Operator):
"""Install or load Fontfile from path above.
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(Format must be *.glb or *.gltf)"""
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bl_idname = f"{__name__}.install_font"
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bl_label = "Load Font"
bl_options = {'REGISTER', 'UNDO'}
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install_in_assets: bpy.props.BoolProperty(
name="install in assets",
description="install the font in the assets directory of the addon",
default=True,
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)
load_into_memory: bpy.props.BoolProperty(name="load font data into memory",
description="if false, it will load font data on demand",
default=False)
def draw(self, context):
layout = self.layout
layout.row().prop(self, "install_in_assets")
if not self.install_in_assets and not self.load_into_memory:
layout.label(text="If the fontfile is not installed,")
layout.label(text="and the font is not loaded in memory completely,")
layout.label(text="the fontfile should not be moved.")
layout.row().prop(self, "load_into_memory")
if self.load_into_memory:
layout.label(text="Loading font files can take a long time")
layout.label(text="and use a lot of RAM.")
layout.label(text="We recommend not doing this and let us")
layout.label(text="load the font data on demand.")
def invoke(self, context, event):
return context.window_manager.invoke_props_dialog(self)
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def execute(self, context):
scene = bpy.context.scene
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if not os.path.exists(scene.abc3d.font_path):
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butils.ShowMessageBox(
title=f"{__name__} Warning",
icon="ERROR",
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message=f"We believe the font path ({scene.abc3d.font_path}) does not exist.",
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)
return {'CANCELLED'}
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if self.install_in_assets:
preferences = getPreferences(context)
filename = os.path.basename(scene.abc3d.font_path)
target = os.path.join(preferences.assets_dir, "fonts", filename)
print(f"installing {scene.abc3d.font_path} -> {target}")
import shutil
os.makedirs(os.path.dirname(target), exist_ok=True)
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shutil.copyfile(scene.abc3d.font_path, target)
# def register_load(target, load=False):
# print(f"registering installed fonts")
# bpy.app.timers.register(lambda: register_load(target, self.load_into_memory), first_interval=5)
butils.register_font_from_filepath(target)
if self.load_into_memory:
butils.load_font_from_filepath(target)
butils.update_available_fonts()
else:
butils.register_font_from_filepath(scene.abc3d.font_path)
if self.load_into_memory:
butils.load_font_from_filepath(scene.abc3d.font_path)
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return {'FINISHED'}
class ABC3D_OT_LoadInstalledFonts(bpy.types.Operator):
"""Load installed fontfiles from datapath."""
bl_idname = f"{__name__}.load_installed_fonts"
bl_label = "Loading installed Fonts."
bl_options = {'REGISTER', 'UNDO'}
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load_into_memory: bpy.props.BoolProperty(name="load font data into memory",
description="if false, it will load font data on demand",
default=False)
def draw(self, context):
layout = self.layout
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layout.row().prop(self, "load_into_memory")
if self.load_into_memory:
layout.label(text="Loading font files can take a long time")
layout.label(text="and use a lot of RAM.")
layout.label(text="We recommend not doing this and let us")
layout.label(text="load the font data on demand.")
def invoke(self, context, event):
return context.window_manager.invoke_props_dialog(self)
def execute(self, context):
scene = bpy.context.scene
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if self.load_into_memory:
butils.load_installed_fonts()
else:
butils.register_installed_fonts()
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butils.ShowMessageBox("Loading Fonts",
'INFO',
"Updating Data Structures.")
butils.update_available_fonts()
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butils.ShowMessageBox("Loading Fonts",
'INFO',
"Done loading installed fonts.")
return {'FINISHED'}
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class ABC3D_OT_AddDefaultMetrics(bpy.types.Operator):
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"""Add default metrics to selected objects"""
bl_idname = f"{__name__}.add_default_metrics"
bl_label = "Add default metrics"
bl_options = {'REGISTER', 'UNDO'}
def execute(self, context):
objects = bpy.context.selected_objects
butils.add_default_metrics_to_objects(objects)
return {'FINISHED'}
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class ABC3D_OT_RemoveMetrics(bpy.types.Operator):
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"""Remove metrics from selected objects"""
bl_idname = f"{__name__}.remove_metrics"
bl_label = "Remove metrics"
bl_options = {'REGISTER', 'UNDO'}
def execute(self, context):
objects = bpy.context.selected_objects
butils.remove_metrics_from_objects(objects)
return {'FINISHED'}
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class ABC3D_OT_AlignMetricsToActiveObject(bpy.types.Operator):
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"""Align metrics of selected objects to metrics of active object"""
bl_idname = f"{__name__}.align_metrics_to_active_object"
bl_label = "Align metrics to active object"
bl_options = {'REGISTER', 'UNDO'}
def execute(self, context):
objects = bpy.context.selected_objects
butils.align_metrics_of_objects_to_active_object(objects)
return {'FINISHED'}
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class ABC3D_OT_AlignMetrics(bpy.types.Operator):
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"""Align metrics of selected objects to each other"""
bl_idname = f"{__name__}.align_metrics"
bl_label = "Align metrics"
bl_options = {'REGISTER', 'UNDO'}
def execute(self, context):
objects = bpy.context.selected_objects
butils.align_metrics_of_objects(objects)
return {'FINISHED'}
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class ABC3D_OT_TemporaryHelper(bpy.types.Operator):
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"""Temp Font 3D"""
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bl_idname = f"{__name__}.temporaryhelper"
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bl_label = "Temp Font"
bl_options = {'REGISTER', 'UNDO'}
def execute(self, context):
global shared
scene = bpy.context.scene
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abc3d_data = scene.abc3d_data
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# butils.load_font_from_filepath("/home/jrkb/.config/blender/4.1/datafiles/abc3d/fonts/NM_Origin.glb")
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butils.update_available_fonts()
# objects = bpy.context.selected_objects
# butils.add_default_metrics_to_objects(objects)
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# reference_bound_box = None
# for o in objects:
# bb = o.bound_box
# reference_bound_box = butils.get_max_bound_box(bb, reference_bound_box)
# for o in objects:
# metrics = butils.get_metrics_bound_box(o.bound_box, reference_bound_box)
# butils.add_metrics_obj_from_bound_box(o, metrics)
# bpy.app.timers.register(lambda: butils.remove_metrics_from_objects(objects), first_interval=5)
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return {'FINISHED'}
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class ABC3D_OT_RemoveText(bpy.types.Operator):
"""Remove Text 3D"""
bl_idname = f"{__name__}.remove_text"
bl_label = "Remove Text"
bl_options = {'REGISTER', 'UNDO'}
remove_objects: bpy.props.BoolProperty(
name="Remove Objects",
description="Remove both ABC3D text functionality and the objects/meshes",
default=True)
def invoke(self, context, event):
wm = context.window_manager
return wm.invoke_props_dialog(self)
def execute(self, context):
abc3d_data = context.scene.abc3d_data
if abc3d_data.active_text_index < 0:
butils.ShowMessageBox(
title="No text selected",
message=("Please select a text."),
icon='GHOST_ENABLED')
return {'CANCELLED'}
i = abc3d_data.active_text_index
if type(abc3d_data.available_texts[i].text_object) != type(None):
mom = abc3d_data.available_texts[i].text_object
def delif(o, p):
if p in o:
del o[p]
delif(mom,f"{utils.prefix()}_linked_textobject")
delif(mom,f"{utils.prefix()}_font_name")
delif(mom,f"{utils.prefix()}_face_name")
delif(mom,f"{utils.prefix()}_font_size")
delif(mom,f"{utils.prefix()}_letter_spacing")
delif(mom,f"{utils.prefix()}_orientation")
delif(mom,f"{utils.prefix()}_translation")
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delif(mom,f"{utils.prefix()}_offset")
if self.remove_objects:
remove_list = []
for g in abc3d_data.available_texts[i].glyphs:
if type(g) != type(None):
remove_list.append(g.glyph_object)
butils.simply_delete_objects(remove_list)
abc3d_data.available_texts.remove(i)
return {'FINISHED'}
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class ABC3D_OT_PlaceText(bpy.types.Operator):
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"""Place Text 3D on active object"""
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bl_idname = f"{__name__}.placetext"
bl_label = "Place Text"
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bl_options = {'REGISTER', 'UNDO'}
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def font_items_callback(self, context):
items = []
fonts = Font.get_loaded_fonts_and_faces()
for f in fonts:
items.append((f"{f[0]} {f[1]}", f"{f[0]} {f[1]}", ""))
return items
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def font_update_callback(self, context):
font_name, face_name = self.font.split(" ")
self.font_name = font_name
self.face_name = face_name
font_name: bpy.props.StringProperty(
options={'HIDDEN'}
)
face_name: bpy.props.StringProperty(
options={'HIDDEN'}
)
font: bpy.props.EnumProperty(items=font_items_callback,
update=font_update_callback
)
text: bpy.props.StringProperty(
name="Text",
description="The text.",
default="HELLO",
maxlen=1024,
)
# target_object: bpy.props.PointerProperty(
# name="The Target Object",
# description="The target, which will be populated by character children of text.",
# type=bpy.types.Object,
# )
letter_spacing: bpy.props.FloatProperty(
name="Letter Spacing",
description="Letter Spacing",
default=0.0,
)
font_size: bpy.props.FloatProperty(
name="Font Size",
default=1.0,
subtype='NONE',
)
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offset: bpy.props.FloatProperty(
name="Offset",
default=0.0,
subtype='NONE',
)
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translation: bpy.props.FloatVectorProperty(
name="Translation",
default=(0.0, 0.0, 0.0),
subtype='TRANSLATION',
)
orientation: bpy.props.FloatVectorProperty(
name="Orientation",
default=(1.5707963267948966, 0.0, 0.0), # 90 degrees in radians
subtype='EULER',
)
def invoke(self, context, event):
wm = context.window_manager
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self.font_update_callback(context)
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return wm.invoke_props_dialog(self)
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def execute(self, context):
global shared
scene = bpy.context.scene
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abc3d = scene.abc3d
abc3d_data = scene.abc3d_data
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selected = bpy.context.view_layer.objects.active
# if abc3d.target_object:
# selected = abc3d.target_object
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if selected:
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# font = abc3d_data.available_fonts[abc3d_data.active_font_index]
# font_name = font.font_name
# face_name = font.face_name
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distribution_type = 'DEFAULT'
text_id = 0
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for i, tt in enumerate(abc3d_data.available_texts):
while text_id == tt.text_id:
text_id = text_id + 1
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t = abc3d_data.available_texts.add()
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# If you wish to set a value and not fire an update, set the id property.
# A property defined via bpy.props for example ob.prop is stored as ob["prop"] once set to non default.
t['text_id'] = text_id
t['font_name'] = self.font_name
t['face_name'] = self.face_name
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t.text_object = selected
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t['text'] = self.text
t['letter_spacing'] = self.letter_spacing
t['font_size'] = self.font_size
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t['offset'] = self.offset
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t['translation'] = self.translation
t['orientation'] = self.orientation
t['distribution_type'] = distribution_type
butils.prepare_text(t.font_name,
t.face_name,
t.text)
butils.set_text_on_curve(t)
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else:
butils.ShowMessageBox(
title="No object selected",
message=(
"Please select an object.",
"It will be used to put the type on.",
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"Thank you :)"),
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icon='GHOST_ENABLED')
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return {'FINISHED'}
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class ABC3D_OT_ToggleABC3DCollection(bpy.types.Operator):
"""Toggle ABC3D Collection"""
bl_idname = f"{__name__}.toggle_abc3d_collection"
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bl_label = "Toggle Collection visibility"
bl_options = {'REGISTER', 'UNDO'}
def execute(self, context):
scene = context.scene
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fontcollection = bpy.data.collections.get("ABC3D")
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if fontcollection is None:
self.report({'INFO'}, f"{bl_info['name']}: There is no collection")
elif scene.collection.children.find(fontcollection.name) < 0:
scene.collection.children.link(fontcollection)
self.report({'INFO'}, f"{bl_info['name']}: show collection")
else:
scene.collection.children.unlink(fontcollection)
self.report({'INFO'}, f"{bl_info['name']}: hide collection")
return {'FINISHED'}
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class ABC3D_OT_SaveFontToFile(bpy.types.Operator):
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"""Save font to file"""
bl_idname = f"{__name__}.save_font_to_file"
bl_label = "Save Font"
bl_options = {'REGISTER', 'UNDO'}
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save_path: bpy.props.StringProperty(name="save_path", subtype="DIR_PATH")
def invoke(self, context, event):
wm = context.window_manager
return wm.invoke_props_dialog(self)
# def draw(self, contex):
# layout = self.layout
# layout.prop(self, 'font_name')
# layout.prop(self, 'face_name')
# layout.prop(self, 'import_infix')
# layout.prop(self, 'fix_common_misspellings')
# for k in Font.known_misspellings:
# character = ""
# if Font.known_misspellings[k] in Font.name_to_glyph_d:
# character = f" ({Font.name_to_glyph_d[Font.known_misspellings[k]]})"
# layout.label(text=f"{k} -> {Font.known_misspellings[k]}{character}")
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def execute(self, context):
global shared
scene = bpy.context.scene
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abc3d_data = scene.abc3d_data
abc3d = scene.abc3d
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fontcollection = bpy.data.collections.get("ABC3D")
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# check if all is good to proceed
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if fontcollection is None:
self.report({'INFO'}, f"{bl_info['name']}: There is no collection")
return {'CANCELLED'}
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if abc3d_data.active_font_index < 0:
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self.report({'INFO'}, f"{bl_info['name']}: There is no active font")
return {'CANCELLED'}
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if len(abc3d_data.available_fonts) <= abc3d_data.active_font_index:
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self.report({'INFO'}, f"{bl_info['name']}: Active font is not available")
return {'CANCELLED'}
# save state to restore later
was_fontcollection_linked = scene.collection.children.find(fontcollection.name) >= 0
was_selection = []
for obj in bpy.context.selected_objects:
was_selection.append(obj)
was_active_object = bpy.context.view_layer.objects.active
bpy.ops.object.select_all(action="DESELECT")
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# get save data
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selected_font = abc3d_data.available_fonts[abc3d_data.active_font_index]
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# print(selected_font.font_name)
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self.report({'INFO'}, f"{bl_info['name']}: {selected_font.font_name} {selected_font.face_name}")
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preferences = getPreferences(context)
print(f"assets folder: {preferences.assets_dir}")
bpy.ops.scene.new(type='FULL_COPY')
linked_collections = bpy.context.scene.collection.children.values()
for c in linked_collections:
bpy.context.scene.collection.children.unlink(c)
bpy.context.scene.collection.children.link(fontcollection)
# select what needs to be selected
export_objects = []
for obj in fontcollection.objects:
if obj["font_name"] == selected_font.font_name:
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if not butils.is_metrics_object(obj):
obj.select_set(True)
export_objects.append(obj)
else:
obj.select_set(True)
butils.add_faces_to_metrics(obj)
export_objects.append(obj)
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context_override = bpy.context.copy()
context_override["selected_objects"] = list(export_objects)
# context_override["scene"] = bpy.context.scene.copy()
with bpy.context.temp_override(**context_override):
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filepath = f"{preferences.assets_dir}/fonts/{selected_font.font_name}.gltf"
# get rid of scene extra data before export
scene_keys = []
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for k in bpy.context.scene.keys():
scene_keys.append(k)
for k in scene_keys:
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del bpy.context.scene[k]
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# save as gltf
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bpy.ops.export_scene.gltf(
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filepath=filepath,
check_existing=False,
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export_format='GLB', # GLB or GLTF_SEPARATE
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export_extras=True,
# export_hierarchy_full_collections=True,
# use_active_collection_with_nested=True,
use_selection=True,
use_active_scene=True,
)
# bpy.app.timers.register(lambda: bpy.ops.scene.delete(), first_interval=5)
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bpy.ops.scene.delete()
# restore()
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for obj in fontcollection.objects:
if obj["font_name"] == selected_font.font_name:
if butils.is_metrics_object(obj):
butils.remove_faces_from_metrics(obj)
self.report({'INFO'}, f"did it")
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return {'FINISHED'}
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# keep = ['io_anim_bvh', 'io_curve_svg', 'io_mesh_stl', 'io_mesh_uv_layout', 'io_scene_fbx', 'io_scene_gltf2', 'io_scene_x3d', 'cycles', 'pose_library', 'abc3d']
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# for addon in keep:
# bpy.ops.preferences.addon_enable(module=addon)
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class ABC3D_OT_CreateFontFromObjects(bpy.types.Operator):
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"""Create Font from selected objects"""
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bl_idname = f"{__name__}.create_font_from_objects"
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bl_label = "Create Font"
bl_options = {'REGISTER', 'UNDO'}
font_name: bpy.props.StringProperty(
default="NM_Origin",
)
face_name: bpy.props.StringProperty(
default="Tender",
)
import_infix: bpy.props.StringProperty(
default="_NM_Origin_Tender",
)
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autodetect_names: bpy.props.BoolProperty(
default=True,
)
fix_common_misspellings: bpy.props.BoolProperty(
default=True,
)
def invoke(self, context, event):
wm = context.window_manager
return wm.invoke_props_dialog(self)
def draw(self, contex):
layout = self.layout
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row = layout.row()
row.prop(self, 'autodetect_names')
if self.autodetect_names:
scale_y = 0.5
row = layout.row(); row.scale_y = scale_y
row.label(text="Watch out, follow convention in naming your meshes:")
row = layout.row(); row.scale_y = scale_y
row.label(text="'<glyph id>_<font name>_<face name>'")
row = layout.row(); row.scale_y = scale_y
row.label(text=" - glyph id: unicode glyph name or raw glyph")
row = layout.row(); row.scale_y = scale_y
row.label(text=" - font name: font name with underscore")
row = layout.row(); row.scale_y = scale_y
row.label(text=" - face name: face name")
row = layout.row(); row.scale_y = scale_y
row.label(text="working examples:")
row = layout.row(); row.scale_y = scale_y
row.label(text="- 'A_NM_Origin_Tender'")
row = layout.row(); row.scale_y = scale_y
row.label(text="- 'B_NM_Origin_Tender'")
row = layout.row(); row.scale_y = scale_y
row.label(text="- 'arrowright_NM_Origin_Tender'")
row = layout.row(); row.scale_y = scale_y
row.label(text="- '→_NM_Origin_Tender' (equal to above)")
row = layout.row(); row.scale_y = scale_y
row.label(text="- 'quotesingle_NM_Origin_Tender.001'")
row = layout.row(); row.scale_y = scale_y
row.label(text="- 'colon_NM_Origin_Tender_2'")
box = layout.box()
box.enabled = not self.autodetect_names
box.prop(self, 'font_name')
box.prop(self, 'face_name')
box.prop(self, 'import_infix')
layout.prop(self, 'fix_common_misspellings')
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if self.fix_common_misspellings:
for k in Font.known_misspellings:
character = ""
if Font.known_misspellings[k] in Font.name_to_glyph_d:
character = f" ({Font.name_to_glyph_d[Font.known_misspellings[k]]})"
row = layout.row(); row.scale_y = 0.5
row.label(text=f"{k}{Font.known_misspellings[k]}{character}")
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def execute(self, context):
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print(f"executing {self.bl_idname}")
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global shared
scene = bpy.context.scene
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abc3d = scene.abc3d
abc3d_data = scene.abc3d_data
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fontcollection = bpy.data.collections.get("ABC3D")
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if fontcollection is None:
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fontcollection = bpy.data.collections.new("ABC3D")
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ifxsplit = abc3d.import_infix.split('_')
# if len(ifxsplit) != 4:
# font_name = f"{ifxsplit[1]}_{ifxsplit[2]}"
# face_name = ifxsplit[3]
font_name = self.font_name
face_name = self.face_name
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# TODO: do not clear
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# abc3d_data.available_fonts.clear()
# Font.fonts = {}
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currentObjects = []
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for o in context.selected_objects:
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if o.name not in currentObjects:
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print(f"processing {o.name}")
process_object = True
if self.autodetect_names:
ifxsplit = o.name.split('_')
if len(ifxsplit) < 4:
print(f"whoops name could not be autodetected {o.name}")
continue
font_name = f"{ifxsplit[1]}_{ifxsplit[2]}"
face_name = ifxsplit[3]
if butils.is_mesh(o) and not butils.is_metrics_object(o):
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uc = o.users_collection
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# regex = f"{abc3d.import_infix}(.)*"
if self.fix_common_misspellings:
o.name = Font.fix_glyph_name_misspellings(o.name)
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# name = re.sub(regex, "", o.name)
# glyph_id = Font.name_to_glyph(name)
name = o.name.split('_')[0]
glyph_id = Font.name_to_glyph(name)
if type(glyph_id )!= type(None):
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o["glyph"] = glyph_id
o["font_name"] = font_name
o["face_name"] = face_name
# butils.apply_all_transforms(o)
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butils.move_in_fontcollection(
o,
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fontcollection)
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Font.add_glyph(
font_name,
face_name,
glyph_id,
o)
#TODO: is there a better way to iterate over a CollectionProperty?
found = False
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for f in abc3d_data.available_fonts.values():
if (f.font_name == font_name
and f.face_name == face_name):
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found = True
break
if not found:
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f = abc3d_data.available_fonts.add()
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f.font_name = font_name
f.face_name = face_name
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else:
print(f"import warning: did not understand glyph {name}")
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self.report({'INFO'}, f"did not understand glyph {name}")
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return {'FINISHED'}
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class ABC3D_PT_RightPropertiesPanel(bpy.types.Panel):
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"""Creates a Panel in the Object properties window"""
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bl_label = f"{bl_info['name']}"
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bl_idname = "ABC3D_PT_RightPropertiesPanel"
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bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "object"
@classmethod
def poll(self,context):
# only show the panel, if it's a textobject or a glyph
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is_text = type(next((t for t in context.scene.abc3d_data.available_texts if t.text_object == context.active_object), None)) != type(None)
is_glyph = type(next((t for t in context.scene.abc3d_data.available_texts if t.text_object == context.active_object.parent), None)) != type(None)
return is_text or is_glyph
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def draw(self, context):
layout = self.layout
scene = context.scene
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abc3d = scene.abc3d
abc3d_data = scene.abc3d_data
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obj = context.active_object
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def is_it_text():
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return type(next((t for t in context.scene.abc3d_data.available_texts if t.text_object == context.active_object), None)) != type(None)
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def is_it_glyph():
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return type(next((t for t in context.scene.abc3d_data.available_texts if t.text_object == context.active_object.parent), None)) != type(None)
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is_text = is_it_text()
is_glyph = is_it_glyph()
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textobject = obj if is_text else obj.parent if is_glyph else obj
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available_text = abc3d_data.available_texts[abc3d_data.active_text_index]
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# row = layout.row()
# row.label(text="Hello world!", icon='WORLD_DATA')
# row = layout.row()
# row.label(text="Active object is: " + obj.name)
# row = layout.row()
# row.label(text="text object is: " + textobject.name)
row = layout.row()
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row.label(text=f"active text index is: {abc3d_data.active_text_index}")
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layout.row().label(text="Text Properties:")
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layout.row().prop(available_text, "text")
layout.row().prop(available_text, "letter_spacing")
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layout.row().prop(available_text, "font_size")
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layout.row().prop(available_text, "offset")
layout.row().prop(available_text, "compensate_curvature")
layout.row().prop(available_text, "ignore_orientation")
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layout.column().prop(available_text, "translation")
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layout.column().prop(available_text, "orientation")
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if is_glyph:
layout.row().label(text="Glyph Properties:")
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class ABC3D_OT_Reporter(bpy.types.Operator):
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bl_idname = f"{__name__}.reporter"
bl_label = "Report"
label = bpy.props.StringProperty(
name="label",
default="INFO",
)
message = bpy.props.StringProperty(
name="message",
default="I have nothing to say really",
)
def execute(self, context):
#this is where I send the message
self.report({'INFO'}, 'whatever')
print("lalala reporter")
for i in range(0,10):
butils.ShowMessageBox('whatever','INFO','INFO')
return {'FINISHED'}
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classes = (
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bimport.ImportGLTF2,
bimport.GetFontFacesInFile,
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ABC3D_addonPreferences,
ABC3D_available_font,
ABC3D_glyph_properties,
ABC3D_text_properties,
ABC3D_data,
ABC3D_settings,
ABC3D_UL_fonts,
ABC3D_UL_texts,
ABC3D_PT_Panel,
ABC3D_PT_LoadFontPanel,
ABC3D_PT_FontList,
ABC3D_PT_TextPlacement,
ABC3D_PT_TextManagement,
ABC3D_PT_FontCreation,
ABC3D_PT_TextPropertiesPanel,
ABC3D_OT_LoadInstalledFonts,
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ABC3D_OT_AddDefaultMetrics,
ABC3D_OT_RemoveMetrics,
ABC3D_OT_AlignMetricsToActiveObject,
ABC3D_OT_AlignMetrics,
ABC3D_OT_TemporaryHelper,
ABC3D_OT_RemoveText,
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ABC3D_OT_PlaceText,
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ABC3D_OT_InstallFont,
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ABC3D_OT_ToggleABC3DCollection,
ABC3D_OT_SaveFontToFile,
ABC3D_OT_CreateFontFromObjects,
ABC3D_PT_RightPropertiesPanel,
ABC3D_OT_Reporter,
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)
@persistent
def load_handler(self, dummy):
if not bpy.app.timers.is_registered(butils.execute_queued_functions):
bpy.app.timers.register(butils.execute_queued_functions)
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butils.run_in_main_thread(butils.update_available_fonts)
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butils.run_in_main_thread(bpy.ops.abc3d.load_installed_fonts)
def load_handler_unload():
if bpy.app.timers.is_registered(butils.execute_queued_functions):
bpy.app.timers.unregister(butils.execute_queued_functions)
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@persistent
def on_frame_changed(self, dummy):
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for t in bpy.context.scene.abc3d_data.available_texts:
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# TODO PERFORMANCE: only on demand
butils.set_text_on_curve(t)
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def register():
for cls in classes:
bpy.utils.register_class(cls)
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bpy.types.Scene.abc3d = bpy.props.PointerProperty(type=ABC3D_settings)
bpy.types.Scene.abc3d_data = bpy.props.PointerProperty(type=ABC3D_data)
# bpy.types.Object.__del__ = lambda self: print(f"Bye {self.name}")
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print(f"REGISTER {bl_info['name']}")
# auto start if we load a blend file
if load_handler not in bpy.app.handlers.load_post:
bpy.app.handlers.load_post.append(load_handler)
# and autostart if we reload script
load_handler(None, None)
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if on_frame_changed not in bpy.app.handlers.frame_change_post:
bpy.app.handlers.frame_change_post.append(on_frame_changed)
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butils.run_in_main_thread(butils.clear_available_fonts)
# butils.run_in_main_thread(butils.load_installed_fonts)
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butils.run_in_main_thread(butils.update_available_fonts)
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# bpy.ops.abc3d.load_installed_fonts()
Font.name_to_glyph_d = Font.generate_name_to_glyph_d()
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def unregister():
for cls in classes:
bpy.utils.unregister_class(cls)
# remove autostart when loading blend file
if load_handler in bpy.app.handlers.load_post:
bpy.app.handlers.load_post.remove(load_handler)
# and when reload script
load_handler_unload()
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if on_frame_changed in bpy.app.handlers.frame_change_post:
bpy.app.handlers.frame_change_post.remove(on_frame_changed)
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del bpy.types.Scene.abc3d
del bpy.types.Scene.abc3d_data
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print(f"UNREGISTER {bl_info['name']}")
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if __name__ == '__main__':
register()