# SPDX-License-Identifier: GPL-2.0-only """ A 3D font helper """ bl_info = { "name": "Font3D", "author": "Jakob Schlötter, Studio Pointer*", "version": (0, 0, 1), "blender": (4, 1, 0), "location": "VIEW3D", "description": "Does Font3D stuff", "category": "Typography", } # 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) else: from .common import Font from .common import utils from . import butils import bpy import math import mathutils import io import functools from bpy.types import Panel from bpy.app.handlers import persistent from random import uniform import time import datetime import os import re def getPreferences(context): preferences = context.preferences return preferences.addons[__name__].preferences class FONT3D_addonPreferences(bpy.types.AddonPreferences): """Font3D Addon Preferences 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") class FONT3D_OT_Font3D(bpy.types.Operator): """Font 3D""" bl_idname = f"{__name__}.font3d" bl_label = "Font 3D" bl_options = {'REGISTER', 'UNDO'} def execute(self, context): print("Font3d execute()") scene = bpy.context.scene file_dir = scene.font3d.file_dir print(f"file_dir: {file_dir}") return {'FINISHED'} class FONT3D_settings(bpy.types.PropertyGroup): font_path: bpy.props.StringProperty( name="Font path", description="Load a *.glb or *.gltf fontfile from disk", default="", maxlen=1024, subtype="FILE_PATH") import_infix: bpy.props.StringProperty( name="Font name import infix", description="The infix which all font objects to import have", default="_NM_", maxlen=1024, ) 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, ) orientation: bpy.props.FloatVectorProperty( name="Orientation", default=(1.5707963267948966, 0.0, 0.0), # 90 degrees in radians subtype='EULER', ) class FONT3D_available_font(bpy.types.PropertyGroup): font_name: bpy.props.StringProperty(name="") class FONT3D_glyph_properties(bpy.types.PropertyGroup): 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", ) class FONT3D_text_properties(bpy.types.PropertyGroup): def update_callback(self, context): butils.set_text_on_curve(self) text_id: bpy.props.IntProperty() font_name: bpy.props.StringProperty() font_face: bpy.props.StringProperty() text_object: bpy.props.PointerProperty(type=bpy.types.Object) text: bpy.props.StringProperty( update=update_callback ) letter_spacing: bpy.props.FloatProperty( update=update_callback, name="Letter Spacing", description="Letter Spacing", options={'ANIMATABLE'}, step=0.01, ) orientation: bpy.props.FloatVectorProperty( update=update_callback, name="Orientation", default=(1.5707963267948966, 0.0, 0.0), # 90 degrees in radians subtype='EULER', ) distribution_type: bpy.props.StringProperty() glyphs: bpy.props.CollectionProperty(type=FONT3D_glyph_properties) #TODO: simply, merge, cut cut cut class FONT3D_data(bpy.types.PropertyGroup): available_fonts: bpy.props.CollectionProperty(type=FONT3D_available_font, name="name of the collection property") active_font_index: bpy.props.IntProperty() available_texts: bpy.props.CollectionProperty(type=FONT3D_text_properties, name="") 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) class FONT3D_UL_fonts(bpy.types.UIList): def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index): split = layout.split(factor=0.3) split.label(text="Index: %d" % (index)) split.label(text=f"{item.font_name}") # avoids renaming the item by accident def invoke(self, context, event): pass class FONT3D_UL_texts(bpy.types.UIList): 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)) split.label(text=f"{item.text}") # avoids renaming the item by accident def invoke(self, context, event): pass class FONT3D_PT_Panel(bpy.types.Panel): bl_label = f"{__name__} panel" bl_category = "Font3D" bl_space_type = "VIEW_3D" bl_region_type = "UI" def draw(self, context): layout = self.layout layout.label(text=f"{__name__} panel") class FONT3D_PT_LoadFontPanel(bpy.types.Panel): bl_label = "Load a new font" bl_parent_id = "FONT3D_PT_Panel" bl_category = "Font3D" 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 font3d = scene.font3d font3d_data = scene.font3d_data layout.label(text="Load FontFile:") layout.row().prop(font3d, "font_path") layout.row().operator('font3d.loadfont', text='Load Font') class FONT3D_PT_FontList(bpy.types.Panel): bl_label = "Font List" bl_parent_id = "FONT3D_PT_Panel" bl_category = "Font3D" bl_space_type = "VIEW_3D" bl_region_type = "UI" def draw(self, context): layout = self.layout wm = context.window_manager scene = context.scene font3d = scene.font3d font3d_data = scene.font3d_data layout.label(text="Loaded Fonts") layout.template_list("FONT3D_UL_fonts", "", font3d_data, "available_fonts", font3d_data, "active_font_index") class FONT3D_PT_TextPlacement(bpy.types.Panel): bl_label = "Place Text" bl_parent_id = "FONT3D_PT_Panel" bl_category = "Font3D" bl_space_type = "VIEW_3D" bl_region_type = "UI" def draw(self, context): layout = self.layout wm = context.window_manager scene = context.scene font3d = scene.font3d font3d_data = scene.font3d_data layout.label(text="Set Properties Objects") layout.row().prop(font3d, "text") layout.row().prop(font3d, "letter_spacing") layout.column().prop(font3d, "orientation") layout.row().operator('font3d.placetext', text='Place Text') class FONT3D_PT_TextManagement(bpy.types.Panel): bl_label = "Text Management" bl_parent_id = "FONT3D_PT_Panel" bl_category = "Font3D" bl_space_type = "VIEW_3D" bl_region_type = "UI" # TODO: perhaps this should be done in a periodic timer @classmethod def poll(self, context): scene = context.scene font3d = scene.font3d font3d_data = scene.font3d_data # TODO: update available_texts def update(): if bpy.context.screen.is_animation_playing: return active_text_index = -1 remove_list = [] for i, t in enumerate(font3d_data.available_texts): if type(t.text_object) == type(None): remove_list.append(i) continue remove_me = True for c in t.text_object.children: if len(c.users_collection) > 0 and (c.get('linked_textobject')) != type(None) and c.get('linked_textobject') == t.text_id: 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) # 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 if remove_me: remove_list.append(i) for i in remove_list: font3d_data.available_texts.remove(i) for i, t in enumerate(font3d_data.available_texts): if context.active_object == t.text_object: active_text_index = i if (hasattr(context.active_object, "parent") and context.active_object.parent == t.text_object): active_text_index = i if active_text_index != font3d_data.active_text_index: font3d_data.active_text_index = active_text_index butils.run_in_main_thread(update) return True def draw(self, context): layout = self.layout wm = context.window_manager scene = context.scene font3d = scene.font3d font3d_data = scene.font3d_data layout.label(text="Text Objects") layout.template_list("FONT3D_UL_texts", "", font3d_data, "available_texts", font3d_data, "active_text_index") class FONT3D_PT_FontCreation(bpy.types.Panel): bl_label = "Font Creation" bl_parent_id = "FONT3D_PT_Panel" bl_category = "Font3D" 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 font3d = scene.font3d font3d_data = scene.font3d_data layout.label(text="font creation") layout.row().prop(font3d, "import_infix") layout.row().operator('font3d.create_font_from_objects', text='Create Font') layout.row().operator('font3d.save_font_to_file', text='Save Font To File') layout.row().operator('font3d.toggle_font3d_collection', text='Toggle Collection') layout.row().operator('font3d.temporaryhelper', text='Temporary Helper') layout.label(text='DEBUG END') class FONT3D_PT_TextPropertiesPanel(bpy.types.Panel): bl_label = "Text Properties" bl_parent_id = "FONT3D_PT_TextManagement" bl_category = "Font3D" bl_space_type = "VIEW_3D" bl_region_type = "UI" def get_active_text_properties(self): if type(bpy.context.object) != type(None) and bpy.context.object.select_get(): for t in bpy.context.scene.font3d_data.available_texts: if bpy.context.object == t.text_object: return t if bpy.context.object.parent == t.text_object: return t return None @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 font3d = scene.font3d font3d_data = scene.font3d_data props = self.get_active_text_properties() if type(props) == type(None) or type(props.text_object) == type(None): # this should not happen # as then polling does not work # however, we are paranoid return layout.label(text=f"Mom: {props.text_object.name}") layout.row().prop(props, "text") layout.row().prop(props, "letter_spacing") layout.column().prop(props, "orientation") class FONT3D_OT_LoadFont(bpy.types.Operator): """Load Fontfile from path above. (Format must be *.glb or *.gltf)""" bl_idname = f"{__name__}.loadfont" bl_label = "Load Font" bl_options = {'REGISTER', 'UNDO'} def execute(self, context): scene = bpy.context.scene butils.ShowMessageBox( title=f"{__name__} Warning", icon="ERROR", message=f"We believe this functionality is currently not available.", ) return {'CANCELLED'} if not os.path.exists(scene.font3d.font_path): butils.ShowMessageBox( title=f"{__name__} Warning", icon="ERROR", message=f"We believe the font path ({scene[__name__].font_path}) does not exist.", ) return {'CANCELLED'} butils.load_font_from_filepath(scene.font3d.font_path) return {'FINISHED'} class FONT3D_OT_TemporaryHelper(bpy.types.Operator): """Temp Font 3D""" bl_idname = f"{__name__}.temporaryhelper" bl_label = "Temp Font" bl_options = {'REGISTER', 'UNDO'} def execute(self, context): global shared scene = bpy.context.scene font3d_data = scene.font3d_data font3d_data.available_texts.clear() return {'FINISHED'} class FONT3D_OT_PlaceText(bpy.types.Operator): """Place Text 3D""" bl_idname = f"{__name__}.placetext" bl_label = "Place Text" bl_options = {'REGISTER', 'UNDO'} def execute(self, context): global shared scene = bpy.context.scene selected = bpy.context.view_layer.objects.active font3d = scene.font3d font3d_data = scene.font3d_data if font3d.target_object: selected = font3d.target_object if selected: font_name = "NM_Origin" font_face = "Tender" distribution_type = 'DEFAULT' text_id = 0 for i, tt in enumerate(font3d_data.available_texts): while text_id == tt.text_id: text_id = text_id + 1 t = font3d_data.available_texts.add() t.text_id = text_id t.font_name = font_name t.font_face = font_face t.text_object = selected t.text = scene.font3d.text t.letter_spacing = scene.font3d.letter_spacing t.orientation = scene.font3d.orientation t.distribution_type = distribution_type else: butils.ShowMessageBox( title="No object selected", message=( "Please select an object.", "It will be used to put the type on.", "Thank you :)"), icon='GHOST_ENABLED') return {'FINISHED'} class FONT3D_OT_ToggleFont3DCollection(bpy.types.Operator): """Toggle Font3D Collection""" bl_idname = f"{__name__}.toggle_font3d_collection" bl_label = "Toggle Collection visibility" bl_options = {'REGISTER', 'UNDO'} def execute(self, context): scene = context.scene fontcollection = bpy.data.collections.get("Font3D") 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'} class FONT3D_OT_SaveFontToFile(bpy.types.Operator): """Save font to file""" bl_idname = f"{__name__}.save_font_to_file" bl_label = "Save Font" bl_options = {'REGISTER', 'UNDO'} def execute(self, context): global shared scene = bpy.context.scene font3d_data = scene.font3d_data font3d = scene.font3d fontcollection = bpy.data.collections.get("Font3D") # check if all is good to proceed if fontcollection is None: self.report({'INFO'}, f"{bl_info['name']}: There is no collection") return {'CANCELLED'} if font3d_data.active_font_index < 0: self.report({'INFO'}, f"{bl_info['name']}: There is no active font") return {'CANCELLED'} if len(font3d_data.available_fonts) <= font3d_data.active_font_index: 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") # get save data selected_font = font3d_data.available_fonts[font3d_data.active_font_index] # print(selected_font.font_name) self.report({'INFO'}, f"{bl_info['name']}: {selected_font.font_name}") 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: obj.select_set(True) export_objects.append(obj) 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): filepath = f"{preferences.assets_dir}/fonts/{selected_font.font_name}.gltf" # get rid of scene extra data before export for k in bpy.context.scene.keys(): del bpy.context.scene[k] # save as gltf bpy.ops.export_scene.gltf( filepath=filepath, check_existing=False, export_format='GLTF_SEPARATE', 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) bpy.ops.scene.delete() # restore() return {'FINISHED'} # 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', 'font3d'] # for addon in keep: # bpy.ops.preferences.addon_enable(module=addon) class FONT3D_OT_CreateFontFromObjects(bpy.types.Operator): """Create Font from open objects""" bl_idname = f"{__name__}.create_font_from_objects" bl_label = "Create Font" bl_options = {'REGISTER', 'UNDO'} def execute(self, context): global shared scene = bpy.context.scene font3d = scene.font3d font3d_data = scene.font3d_data fontcollection = bpy.data.collections.get("Font3D") if fontcollection is None: fontcollection = bpy.data.collections.new("Font3D") ifxsplit = font3d.import_infix.split('_') font_name = f"{ifxsplit[1]}_{ifxsplit[2]}" face_name = ifxsplit[3] added_font = False font3d_data.available_fonts.clear() Font.fonts = {} currentObjects = [] for o in bpy.data.objects: if o.name not in currentObjects: if font3d.import_infix in o.name: uc = o.users_collection regex = f"{font3d.import_infix}(.)*" name = re.sub(regex, "", o.name) glyph_id = "unknown" if len(name) == 1: glyph_id = name elif name in Font.name_to_glyph_d: glyph_id = Font.name_to_glyph_d[name] if glyph_id != "unknown": o["glyph"] = glyph_id o["font_name"] = font_name o["face_name"] = face_name # butils.apply_all_transforms(o) butils.move_in_fontcollection( o, fontcollection) Font.add_glyph( font_name, face_name, glyph_id, o) added_font = True #TODO: is there a better way to iterate over a CollectionProperty? found = False for f in font3d_data.available_fonts.values(): if f.font_name == font_name: found = True break if not found: f = font3d_data.available_fonts.add() f.font_name = font_name else: self.report({'INFO'}, f"did not understand glyph {name}") return {'FINISHED'} class FONT3D_PT_RightPropertiesPanel(bpy.types.Panel): """Creates a Panel in the Object properties window""" bl_label = f"{bl_info['name']}" bl_idname = "FONT3D_PT_RightPropertiesPanel" 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 is_text = type(next((t for t in context.scene.font3d_data.available_texts if t.text_object == context.active_object), None)) != type(None) is_glyph = type(next((t for t in context.scene.font3d_data.available_texts if t.text_object == context.active_object.parent), None)) != type(None) return is_text or is_glyph def draw(self, context): layout = self.layout scene = context.scene font3d = scene.font3d font3d_data = scene.font3d_data obj = context.active_object def is_text(): return type(next((t for t in context.scene.font3d_data.available_texts if t.text_object == context.active_object), None)) != type(None) def is_glyph(): return type(next((t for t in context.scene.font3d_data.available_texts if t.text_object == context.active_object.parent), None)) != type(None) textobject = obj if is_text() else obj.parent if is_glyph() else obj available_text = font3d_data.available_texts[font3d_data.active_text_index] 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() row.label(text=f"active text index is: {font3d_data.active_text_index}") layout.row().prop(available_text, "text") layout.row().prop(available_text, "letter_spacing") layout.column().prop(available_text, "orientation") classes = ( FONT3D_addonPreferences, FONT3D_OT_Font3D, FONT3D_available_font, FONT3D_glyph_properties, FONT3D_text_properties, FONT3D_data, FONT3D_settings, FONT3D_UL_fonts, FONT3D_UL_texts, FONT3D_PT_Panel, FONT3D_PT_LoadFontPanel, FONT3D_PT_FontList, FONT3D_PT_TextPlacement, FONT3D_PT_TextManagement, FONT3D_PT_FontCreation, FONT3D_PT_TextPropertiesPanel, FONT3D_OT_TemporaryHelper, FONT3D_OT_PlaceText, FONT3D_OT_LoadFont, FONT3D_OT_ToggleFont3DCollection, FONT3D_OT_SaveFontToFile, FONT3D_OT_CreateFontFromObjects, FONT3D_PT_RightPropertiesPanel, ) @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) def load_handler_unload(): if bpy.app.timers.is_registered(butils.execute_queued_functions): bpy.app.timers.unregister(butils.execute_queued_functions) @persistent def on_frame_changed(self, dummy): for t in bpy.context.scene.font3d_data.available_texts: # TODO PERFORMANCE: only on demand butils.set_text_on_curve(t) # for i, t in enumerate(bpy.context.scene.font3d_data.available_texts): # # TODO PERFORMANCE: only on demand # # butils.set_text_on_curve(t) # pass def register(): for cls in classes: bpy.utils.register_class(cls) bpy.types.Scene.font3d = bpy.props.PointerProperty(type=FONT3D_settings) bpy.types.Scene.font3d_data = bpy.props.PointerProperty(type=FONT3D_data) # bpy.types.Object.__del__ = lambda self: print(f"Bye {self.name}") 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) if on_frame_changed not in bpy.app.handlers.frame_change_post: bpy.app.handlers.frame_change_post.append(on_frame_changed) butils.run_in_main_thread(butils.clear_available_fonts) butils.run_in_main_thread(butils.load_available_fonts) 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() if on_frame_changed in bpy.app.handlers.frame_change_post: bpy.app.handlers.frame_change_post.remove(on_frame_changed) del bpy.types.Scene.font3d del bpy.types.Scene.font3d_data print(f"UNREGISTER {bl_info['name']}") if __name__ == '__main__': register()