blender/release/scripts/startup/bl_operators/presets.py

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# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
import bpy
from bpy.types import Menu, Operator
from bpy.props import StringProperty, BoolProperty
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class AddPresetBase():
"""Base preset class, only for subclassing
subclasses must define
- preset_values
- preset_subdir """
# bl_idname = "script.preset_base_add"
# bl_label = "Add a Python Preset"
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# only because invoke_props_popup requires. Also do not add to search menu.
bl_options = {'REGISTER', 'INTERNAL'}
name = StringProperty(
name="Name",
description="Name of the preset, used to make the path name",
maxlen=64,
options={'SKIP_SAVE'},
)
remove_active = BoolProperty(
default=False,
options={'HIDDEN', 'SKIP_SAVE'},
)
@staticmethod
def as_filename(name): # could reuse for other presets
for char in " !@#$%^&*(){}:\";'[]<>,.\\/?":
name = name.replace(char, '_')
return name.lower().strip()
def execute(self, context):
import os
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if hasattr(self, "pre_cb"):
self.pre_cb(context)
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preset_menu_class = getattr(bpy.types, self.preset_menu)
is_xml = getattr(preset_menu_class, "preset_type", None) == 'XML'
if is_xml:
ext = ".xml"
else:
ext = ".py"
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if not self.remove_active:
name = self.name.strip()
if not name:
return {'FINISHED'}
filename = self.as_filename(name)
target_path = os.path.join("presets", self.preset_subdir)
target_path = bpy.utils.user_resource('SCRIPTS',
target_path,
create=True)
if not target_path:
self.report({'WARNING'}, "Failed to create presets path")
return {'CANCELLED'}
filepath = os.path.join(target_path, filename) + ext
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if hasattr(self, "add"):
self.add(context, filepath)
else:
print("Writing Preset: %r" % filepath)
if is_xml:
import rna_xml
rna_xml.xml_file_write(context,
filepath,
preset_menu_class.preset_xml_map)
else:
def rna_recursive_attr_expand(value, rna_path_step, level):
if isinstance(value, bpy.types.PropertyGroup):
for sub_value_attr in value.bl_rna.properties.keys():
if sub_value_attr == "rna_type":
continue
sub_value = getattr(value, sub_value_attr)
rna_recursive_attr_expand(sub_value, "%s.%s" % (rna_path_step, sub_value_attr), level)
elif type(value).__name__ == "bpy_prop_collection_idprop": # could use nicer method
file_preset.write("%s.clear()\n" % rna_path_step)
for sub_value in value:
file_preset.write("item_sub_%d = %s.add()\n" % (level, rna_path_step))
rna_recursive_attr_expand(sub_value, "item_sub_%d" % level, level + 1)
else:
# convert thin wrapped sequences
# to simple lists to repr()
try:
value = value[:]
except:
pass
file_preset.write("%s = %r\n" % (rna_path_step, value))
file_preset = open(filepath, 'w')
file_preset.write("import bpy\n")
if hasattr(self, "preset_defines"):
for rna_path in self.preset_defines:
exec(rna_path)
file_preset.write("%s\n" % rna_path)
file_preset.write("\n")
for rna_path in self.preset_values:
value = eval(rna_path)
rna_recursive_attr_expand(value, rna_path, 1)
file_preset.close()
preset_menu_class.bl_label = bpy.path.display_name(filename)
else:
preset_active = preset_menu_class.bl_label
# fairly sloppy but convenient.
filepath = bpy.utils.preset_find(preset_active,
self.preset_subdir,
ext=ext)
if not filepath:
filepath = bpy.utils.preset_find(preset_active,
self.preset_subdir,
display_name=True,
ext=ext)
if not filepath:
return {'CANCELLED'}
if hasattr(self, "remove"):
self.remove(context, filepath)
else:
try:
os.remove(filepath)
except:
import traceback
traceback.print_exc()
# XXX, stupid!
preset_menu_class.bl_label = "Presets"
if hasattr(self, "post_cb"):
self.post_cb(context)
return {'FINISHED'}
def check(self, context):
self.name = self.as_filename(self.name.strip())
def invoke(self, context, event):
if not self.remove_active:
wm = context.window_manager
return wm.invoke_props_dialog(self)
else:
return self.execute(context)
class ExecutePreset(Operator):
"""Execute a preset"""
* Interaction Presets This adds a new presets menu in the splash screen and the Input section of User Preferences to choose a preset interaction style, consisting of key configurations and also other user preferences such as select mouse button, view rotation style, etc. Currently, just 'Blender' and 'Maya' presets are included, hopefully we can have more presets contributed (and maintained!) by the community. It's best to keep these presets minimal to avoid too many key conflicts. In the Maya one I changed the view manipulation key/mouse combos and also the transform manipulator keys, not much more than that. To save an interaction preset, open the user preferences Input section, and press the [ + ] button next to the presets menu. It will save out a .py file containing any edited key maps and navigation preferences to the presets/interaction folder in your scripts folder. --- Part of this commit changes the way that key maps are exported/displayed in preferences - now partial key configs are allowed. Previously it would export/import the entire key configuration, regardless of whether individual key maps were edited or not (which would make them more susceptible to conflicts in unexpected areas). (note, in blender terminology, a key map is a category of key items, such as 'Object Mode' or 'View 2d'.) Now, the export and the UI display work in a similar way to how key maps are processed internally - Locally edited key maps (after pressing the 'Edit' button) are processed first, falling back to other key maps in the current key config, and then falling back to the default key config. So it's possible for a key config to only include a few key maps, and the rest just gets pulled from the default key config. The preferences UI display works like this too behind the scenes in deciding what to show users, however using it is just like it was before, the complexity is hidden.
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bl_idname = "script.execute_preset"
bl_label = "Execute a Python Preset"
filepath = StringProperty(
subtype='FILE_PATH',
options={'SKIP_SAVE'},
)
menu_idname = StringProperty(
name="Menu ID Name",
description="ID name of the menu this was called from",
options={'SKIP_SAVE'},
)
* Interaction Presets This adds a new presets menu in the splash screen and the Input section of User Preferences to choose a preset interaction style, consisting of key configurations and also other user preferences such as select mouse button, view rotation style, etc. Currently, just 'Blender' and 'Maya' presets are included, hopefully we can have more presets contributed (and maintained!) by the community. It's best to keep these presets minimal to avoid too many key conflicts. In the Maya one I changed the view manipulation key/mouse combos and also the transform manipulator keys, not much more than that. To save an interaction preset, open the user preferences Input section, and press the [ + ] button next to the presets menu. It will save out a .py file containing any edited key maps and navigation preferences to the presets/interaction folder in your scripts folder. --- Part of this commit changes the way that key maps are exported/displayed in preferences - now partial key configs are allowed. Previously it would export/import the entire key configuration, regardless of whether individual key maps were edited or not (which would make them more susceptible to conflicts in unexpected areas). (note, in blender terminology, a key map is a category of key items, such as 'Object Mode' or 'View 2d'.) Now, the export and the UI display work in a similar way to how key maps are processed internally - Locally edited key maps (after pressing the 'Edit' button) are processed first, falling back to other key maps in the current key config, and then falling back to the default key config. So it's possible for a key config to only include a few key maps, and the rest just gets pulled from the default key config. The preferences UI display works like this too behind the scenes in deciding what to show users, however using it is just like it was before, the complexity is hidden.
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def execute(self, context):
from os.path import basename, splitext
filepath = self.filepath
* Interaction Presets This adds a new presets menu in the splash screen and the Input section of User Preferences to choose a preset interaction style, consisting of key configurations and also other user preferences such as select mouse button, view rotation style, etc. Currently, just 'Blender' and 'Maya' presets are included, hopefully we can have more presets contributed (and maintained!) by the community. It's best to keep these presets minimal to avoid too many key conflicts. In the Maya one I changed the view manipulation key/mouse combos and also the transform manipulator keys, not much more than that. To save an interaction preset, open the user preferences Input section, and press the [ + ] button next to the presets menu. It will save out a .py file containing any edited key maps and navigation preferences to the presets/interaction folder in your scripts folder. --- Part of this commit changes the way that key maps are exported/displayed in preferences - now partial key configs are allowed. Previously it would export/import the entire key configuration, regardless of whether individual key maps were edited or not (which would make them more susceptible to conflicts in unexpected areas). (note, in blender terminology, a key map is a category of key items, such as 'Object Mode' or 'View 2d'.) Now, the export and the UI display work in a similar way to how key maps are processed internally - Locally edited key maps (after pressing the 'Edit' button) are processed first, falling back to other key maps in the current key config, and then falling back to the default key config. So it's possible for a key config to only include a few key maps, and the rest just gets pulled from the default key config. The preferences UI display works like this too behind the scenes in deciding what to show users, however using it is just like it was before, the complexity is hidden.
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# change the menu title to the most recently chosen option
preset_class = getattr(bpy.types, self.menu_idname)
preset_class.bl_label = bpy.path.display_name(basename(filepath))
ext = splitext(filepath)[1].lower()
* Interaction Presets This adds a new presets menu in the splash screen and the Input section of User Preferences to choose a preset interaction style, consisting of key configurations and also other user preferences such as select mouse button, view rotation style, etc. Currently, just 'Blender' and 'Maya' presets are included, hopefully we can have more presets contributed (and maintained!) by the community. It's best to keep these presets minimal to avoid too many key conflicts. In the Maya one I changed the view manipulation key/mouse combos and also the transform manipulator keys, not much more than that. To save an interaction preset, open the user preferences Input section, and press the [ + ] button next to the presets menu. It will save out a .py file containing any edited key maps and navigation preferences to the presets/interaction folder in your scripts folder. --- Part of this commit changes the way that key maps are exported/displayed in preferences - now partial key configs are allowed. Previously it would export/import the entire key configuration, regardless of whether individual key maps were edited or not (which would make them more susceptible to conflicts in unexpected areas). (note, in blender terminology, a key map is a category of key items, such as 'Object Mode' or 'View 2d'.) Now, the export and the UI display work in a similar way to how key maps are processed internally - Locally edited key maps (after pressing the 'Edit' button) are processed first, falling back to other key maps in the current key config, and then falling back to the default key config. So it's possible for a key config to only include a few key maps, and the rest just gets pulled from the default key config. The preferences UI display works like this too behind the scenes in deciding what to show users, however using it is just like it was before, the complexity is hidden.
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# execute the preset using script.python_file_run
if ext == ".py":
bpy.ops.script.python_file_run(filepath=filepath)
elif ext == ".xml":
import rna_xml
rna_xml.xml_file_run(context,
filepath,
preset_class.preset_xml_map)
else:
self.report({'ERROR'}, "unknown filetype: %r" % ext)
return {'CANCELLED'}
* Interaction Presets This adds a new presets menu in the splash screen and the Input section of User Preferences to choose a preset interaction style, consisting of key configurations and also other user preferences such as select mouse button, view rotation style, etc. Currently, just 'Blender' and 'Maya' presets are included, hopefully we can have more presets contributed (and maintained!) by the community. It's best to keep these presets minimal to avoid too many key conflicts. In the Maya one I changed the view manipulation key/mouse combos and also the transform manipulator keys, not much more than that. To save an interaction preset, open the user preferences Input section, and press the [ + ] button next to the presets menu. It will save out a .py file containing any edited key maps and navigation preferences to the presets/interaction folder in your scripts folder. --- Part of this commit changes the way that key maps are exported/displayed in preferences - now partial key configs are allowed. Previously it would export/import the entire key configuration, regardless of whether individual key maps were edited or not (which would make them more susceptible to conflicts in unexpected areas). (note, in blender terminology, a key map is a category of key items, such as 'Object Mode' or 'View 2d'.) Now, the export and the UI display work in a similar way to how key maps are processed internally - Locally edited key maps (after pressing the 'Edit' button) are processed first, falling back to other key maps in the current key config, and then falling back to the default key config. So it's possible for a key config to only include a few key maps, and the rest just gets pulled from the default key config. The preferences UI display works like this too behind the scenes in deciding what to show users, however using it is just like it was before, the complexity is hidden.
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return {'FINISHED'}
class AddPresetRender(AddPresetBase, Operator):
"""Add or remove a Render Preset"""
bl_idname = "render.preset_add"
bl_label = "Add Render Preset"
preset_menu = "RENDER_MT_presets"
preset_defines = [
"scene = bpy.context.scene"
]
preset_values = [
"scene.render.field_order",
"scene.render.fps",
"scene.render.fps_base",
"scene.render.pixel_aspect_x",
"scene.render.pixel_aspect_y",
"scene.render.resolution_percentage",
"scene.render.resolution_x",
"scene.render.resolution_y",
"scene.render.use_fields",
"scene.render.use_fields_still",
]
preset_subdir = "render"
class AddPresetCamera(AddPresetBase, Operator):
"""Add or remove a Camera Preset"""
bl_idname = "camera.preset_add"
bl_label = "Add Camera Preset"
preset_menu = "CAMERA_MT_presets"
preset_defines = [
"cam = bpy.context.camera"
]
preset_subdir = "camera"
use_focal_length = BoolProperty(
name="Include Focal Length",
description="Include focal length into the preset",
options={'SKIP_SAVE'},
)
@property
def preset_values(self):
preset_values = [
"cam.sensor_width",
"cam.sensor_height",
"cam.sensor_fit"
]
if self.use_focal_length:
preset_values.append("cam.lens")
preset_values.append("cam.lens_unit")
return preset_values
class AddPresetSSS(AddPresetBase, Operator):
"""Add or remove a Subsurface Scattering Preset"""
bl_idname = "material.sss_preset_add"
bl_label = "Add SSS Preset"
preset_menu = "MATERIAL_MT_sss_presets"
preset_defines = [
("material = "
"bpy.context.material.active_node_material "
"if bpy.context.material.active_node_material "
"else bpy.context.material")
]
preset_values = [
"material.subsurface_scattering.back",
"material.subsurface_scattering.color",
"material.subsurface_scattering.color_factor",
"material.subsurface_scattering.error_threshold",
"material.subsurface_scattering.front",
"material.subsurface_scattering.ior",
"material.subsurface_scattering.radius",
"material.subsurface_scattering.scale",
"material.subsurface_scattering.texture_factor",
]
preset_subdir = "sss"
class AddPresetCloth(AddPresetBase, Operator):
"""Add or remove a Cloth Preset"""
bl_idname = "cloth.preset_add"
bl_label = "Add Cloth Preset"
preset_menu = "CLOTH_MT_presets"
preset_defines = [
"cloth = bpy.context.cloth"
]
preset_values = [
"cloth.settings.air_damping",
"cloth.settings.bending_stiffness",
"cloth.settings.mass",
"cloth.settings.quality",
"cloth.settings.spring_damping",
"cloth.settings.structural_stiffness",
]
preset_subdir = "cloth"
class AddPresetFluid(AddPresetBase, Operator):
"""Add or remove a Fluid Preset"""
bl_idname = "fluid.preset_add"
bl_label = "Add Fluid Preset"
preset_menu = "FLUID_MT_presets"
preset_defines = [
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"fluid = bpy.context.fluid"
]
preset_values = [
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"fluid.settings.viscosity_base",
"fluid.settings.viscosity_exponent",
]
preset_subdir = "fluid"
class AddPresetSunSky(AddPresetBase, Operator):
"""Add or remove a Sky & Atmosphere Preset"""
bl_idname = "lamp.sunsky_preset_add"
bl_label = "Add Sunsky Preset"
preset_menu = "LAMP_MT_sunsky_presets"
preset_defines = [
"sky = bpy.context.lamp.sky"
]
preset_values = [
"sky.atmosphere_extinction",
"sky.atmosphere_inscattering",
"sky.atmosphere_turbidity",
"sky.backscattered_light",
"sky.horizon_brightness",
"sky.spread",
"sky.sun_brightness",
"sky.sun_intensity",
"sky.sun_size",
"sky.sky_blend",
"sky.sky_blend_type",
"sky.sky_color_space",
"sky.sky_exposure",
]
preset_subdir = "sunsky"
class AddPresetInteraction(AddPresetBase, Operator):
"""Add or remove an Application Interaction Preset"""
* Interaction Presets This adds a new presets menu in the splash screen and the Input section of User Preferences to choose a preset interaction style, consisting of key configurations and also other user preferences such as select mouse button, view rotation style, etc. Currently, just 'Blender' and 'Maya' presets are included, hopefully we can have more presets contributed (and maintained!) by the community. It's best to keep these presets minimal to avoid too many key conflicts. In the Maya one I changed the view manipulation key/mouse combos and also the transform manipulator keys, not much more than that. To save an interaction preset, open the user preferences Input section, and press the [ + ] button next to the presets menu. It will save out a .py file containing any edited key maps and navigation preferences to the presets/interaction folder in your scripts folder. --- Part of this commit changes the way that key maps are exported/displayed in preferences - now partial key configs are allowed. Previously it would export/import the entire key configuration, regardless of whether individual key maps were edited or not (which would make them more susceptible to conflicts in unexpected areas). (note, in blender terminology, a key map is a category of key items, such as 'Object Mode' or 'View 2d'.) Now, the export and the UI display work in a similar way to how key maps are processed internally - Locally edited key maps (after pressing the 'Edit' button) are processed first, falling back to other key maps in the current key config, and then falling back to the default key config. So it's possible for a key config to only include a few key maps, and the rest just gets pulled from the default key config. The preferences UI display works like this too behind the scenes in deciding what to show users, however using it is just like it was before, the complexity is hidden.
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bl_idname = "wm.interaction_preset_add"
bl_label = "Add Interaction Preset"
preset_menu = "USERPREF_MT_interaction_presets"
preset_defines = [
"user_preferences = bpy.context.user_preferences"
]
* Interaction Presets This adds a new presets menu in the splash screen and the Input section of User Preferences to choose a preset interaction style, consisting of key configurations and also other user preferences such as select mouse button, view rotation style, etc. Currently, just 'Blender' and 'Maya' presets are included, hopefully we can have more presets contributed (and maintained!) by the community. It's best to keep these presets minimal to avoid too many key conflicts. In the Maya one I changed the view manipulation key/mouse combos and also the transform manipulator keys, not much more than that. To save an interaction preset, open the user preferences Input section, and press the [ + ] button next to the presets menu. It will save out a .py file containing any edited key maps and navigation preferences to the presets/interaction folder in your scripts folder. --- Part of this commit changes the way that key maps are exported/displayed in preferences - now partial key configs are allowed. Previously it would export/import the entire key configuration, regardless of whether individual key maps were edited or not (which would make them more susceptible to conflicts in unexpected areas). (note, in blender terminology, a key map is a category of key items, such as 'Object Mode' or 'View 2d'.) Now, the export and the UI display work in a similar way to how key maps are processed internally - Locally edited key maps (after pressing the 'Edit' button) are processed first, falling back to other key maps in the current key config, and then falling back to the default key config. So it's possible for a key config to only include a few key maps, and the rest just gets pulled from the default key config. The preferences UI display works like this too behind the scenes in deciding what to show users, however using it is just like it was before, the complexity is hidden.
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preset_values = [
"user_preferences.edit.use_drag_immediately",
"user_preferences.edit.use_insertkey_xyz_to_rgb",
"user_preferences.inputs.invert_mouse_zoom",
"user_preferences.inputs.select_mouse",
"user_preferences.inputs.use_emulate_numpad",
"user_preferences.inputs.use_mouse_continuous",
"user_preferences.inputs.use_mouse_emulate_3_button",
"user_preferences.inputs.view_rotate_method",
"user_preferences.inputs.view_zoom_axis",
"user_preferences.inputs.view_zoom_method",
* Interaction Presets This adds a new presets menu in the splash screen and the Input section of User Preferences to choose a preset interaction style, consisting of key configurations and also other user preferences such as select mouse button, view rotation style, etc. Currently, just 'Blender' and 'Maya' presets are included, hopefully we can have more presets contributed (and maintained!) by the community. It's best to keep these presets minimal to avoid too many key conflicts. In the Maya one I changed the view manipulation key/mouse combos and also the transform manipulator keys, not much more than that. To save an interaction preset, open the user preferences Input section, and press the [ + ] button next to the presets menu. It will save out a .py file containing any edited key maps and navigation preferences to the presets/interaction folder in your scripts folder. --- Part of this commit changes the way that key maps are exported/displayed in preferences - now partial key configs are allowed. Previously it would export/import the entire key configuration, regardless of whether individual key maps were edited or not (which would make them more susceptible to conflicts in unexpected areas). (note, in blender terminology, a key map is a category of key items, such as 'Object Mode' or 'View 2d'.) Now, the export and the UI display work in a similar way to how key maps are processed internally - Locally edited key maps (after pressing the 'Edit' button) are processed first, falling back to other key maps in the current key config, and then falling back to the default key config. So it's possible for a key config to only include a few key maps, and the rest just gets pulled from the default key config. The preferences UI display works like this too behind the scenes in deciding what to show users, however using it is just like it was before, the complexity is hidden.
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]
preset_subdir = "interaction"
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Camera tracking integration =========================== Commiting camera tracking integration gsoc project into trunk. This commit includes: - Bundled version of libmv library (with some changes against official repo, re-sync with libmv repo a bit later) - New datatype ID called MovieClip which is optimized to work with movie clips (both of movie files and image sequences) and doing camera/motion tracking operations. - New editor called Clip Editor which is currently used for motion/tracking stuff only, but which can be easily extended to work with masks too. This editor supports: * Loading movie files/image sequences * Build proxies with different size for loaded movie clip, also supports building undistorted proxies to increase speed of playback in undistorted mode. * Manual lens distortion mode calibration using grid and grease pencil * Supervised 2D tracking using two different algorithms KLT and SAD. * Basic algorithm for feature detection * Camera motion solving. scene orientation - New constraints to "link" scene objects with solved motions from clip: * Follow Track (make object follow 2D motion of track with given name or parent object to reconstructed 3D position of track) * Camera Solver to make camera moving in the same way as reconstructed camera This commit NOT includes changes from tomato branch: - New nodes (they'll be commited as separated patch) - Automatic image offset guessing for image input node and image editor (need to do more tests and gather more feedback) - Code cleanup in libmv-capi. It's not so critical cleanup, just increasing readability and understanadability of code. Better to make this chaneg when Keir will finish his current patch. More details about this project can be found on this page: http://wiki.blender.org/index.php/User:Nazg-gul/GSoC-2011 Further development of small features would be done in trunk, bigger/experimental features would first be implemented in tomato branch.
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class AddPresetTrackingCamera(AddPresetBase, Operator):
"""Add or remove a Tracking Camera Intrinsics Preset"""
Camera tracking integration =========================== Commiting camera tracking integration gsoc project into trunk. This commit includes: - Bundled version of libmv library (with some changes against official repo, re-sync with libmv repo a bit later) - New datatype ID called MovieClip which is optimized to work with movie clips (both of movie files and image sequences) and doing camera/motion tracking operations. - New editor called Clip Editor which is currently used for motion/tracking stuff only, but which can be easily extended to work with masks too. This editor supports: * Loading movie files/image sequences * Build proxies with different size for loaded movie clip, also supports building undistorted proxies to increase speed of playback in undistorted mode. * Manual lens distortion mode calibration using grid and grease pencil * Supervised 2D tracking using two different algorithms KLT and SAD. * Basic algorithm for feature detection * Camera motion solving. scene orientation - New constraints to "link" scene objects with solved motions from clip: * Follow Track (make object follow 2D motion of track with given name or parent object to reconstructed 3D position of track) * Camera Solver to make camera moving in the same way as reconstructed camera This commit NOT includes changes from tomato branch: - New nodes (they'll be commited as separated patch) - Automatic image offset guessing for image input node and image editor (need to do more tests and gather more feedback) - Code cleanup in libmv-capi. It's not so critical cleanup, just increasing readability and understanadability of code. Better to make this chaneg when Keir will finish his current patch. More details about this project can be found on this page: http://wiki.blender.org/index.php/User:Nazg-gul/GSoC-2011 Further development of small features would be done in trunk, bigger/experimental features would first be implemented in tomato branch.
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bl_idname = "clip.camera_preset_add"
bl_label = "Add Camera Preset"
preset_menu = "CLIP_MT_camera_presets"
preset_defines = [
"camera = bpy.context.edit_movieclip.tracking.camera"
]
preset_subdir = "tracking_camera"
use_focal_length = BoolProperty(
name="Include Focal Length",
description="Include focal length into the preset",
options={'SKIP_SAVE'},
default=True
)
@property
def preset_values(self):
preset_values = [
"camera.sensor_width",
"camera.pixel_aspect",
"camera.k1",
"camera.k2",
"camera.k3"
]
if self.use_focal_length:
preset_values.append("camera.units")
preset_values.append("camera.focal_length")
return preset_values
Camera tracking integration =========================== Commiting camera tracking integration gsoc project into trunk. This commit includes: - Bundled version of libmv library (with some changes against official repo, re-sync with libmv repo a bit later) - New datatype ID called MovieClip which is optimized to work with movie clips (both of movie files and image sequences) and doing camera/motion tracking operations. - New editor called Clip Editor which is currently used for motion/tracking stuff only, but which can be easily extended to work with masks too. This editor supports: * Loading movie files/image sequences * Build proxies with different size for loaded movie clip, also supports building undistorted proxies to increase speed of playback in undistorted mode. * Manual lens distortion mode calibration using grid and grease pencil * Supervised 2D tracking using two different algorithms KLT and SAD. * Basic algorithm for feature detection * Camera motion solving. scene orientation - New constraints to "link" scene objects with solved motions from clip: * Follow Track (make object follow 2D motion of track with given name or parent object to reconstructed 3D position of track) * Camera Solver to make camera moving in the same way as reconstructed camera This commit NOT includes changes from tomato branch: - New nodes (they'll be commited as separated patch) - Automatic image offset guessing for image input node and image editor (need to do more tests and gather more feedback) - Code cleanup in libmv-capi. It's not so critical cleanup, just increasing readability and understanadability of code. Better to make this chaneg when Keir will finish his current patch. More details about this project can be found on this page: http://wiki.blender.org/index.php/User:Nazg-gul/GSoC-2011 Further development of small features would be done in trunk, bigger/experimental features would first be implemented in tomato branch.
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class AddPresetTrackingTrackColor(AddPresetBase, Operator):
"""Add or remove a Clip Track Color Preset"""
Camera tracking integration =========================== Commiting camera tracking integration gsoc project into trunk. This commit includes: - Bundled version of libmv library (with some changes against official repo, re-sync with libmv repo a bit later) - New datatype ID called MovieClip which is optimized to work with movie clips (both of movie files and image sequences) and doing camera/motion tracking operations. - New editor called Clip Editor which is currently used for motion/tracking stuff only, but which can be easily extended to work with masks too. This editor supports: * Loading movie files/image sequences * Build proxies with different size for loaded movie clip, also supports building undistorted proxies to increase speed of playback in undistorted mode. * Manual lens distortion mode calibration using grid and grease pencil * Supervised 2D tracking using two different algorithms KLT and SAD. * Basic algorithm for feature detection * Camera motion solving. scene orientation - New constraints to "link" scene objects with solved motions from clip: * Follow Track (make object follow 2D motion of track with given name or parent object to reconstructed 3D position of track) * Camera Solver to make camera moving in the same way as reconstructed camera This commit NOT includes changes from tomato branch: - New nodes (they'll be commited as separated patch) - Automatic image offset guessing for image input node and image editor (need to do more tests and gather more feedback) - Code cleanup in libmv-capi. It's not so critical cleanup, just increasing readability and understanadability of code. Better to make this chaneg when Keir will finish his current patch. More details about this project can be found on this page: http://wiki.blender.org/index.php/User:Nazg-gul/GSoC-2011 Further development of small features would be done in trunk, bigger/experimental features would first be implemented in tomato branch.
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bl_idname = "clip.track_color_preset_add"
bl_label = "Add Track Color Preset"
preset_menu = "CLIP_MT_track_color_presets"
preset_defines = [
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"track = bpy.context.edit_movieclip.tracking.tracks.active"
Camera tracking integration =========================== Commiting camera tracking integration gsoc project into trunk. This commit includes: - Bundled version of libmv library (with some changes against official repo, re-sync with libmv repo a bit later) - New datatype ID called MovieClip which is optimized to work with movie clips (both of movie files and image sequences) and doing camera/motion tracking operations. - New editor called Clip Editor which is currently used for motion/tracking stuff only, but which can be easily extended to work with masks too. This editor supports: * Loading movie files/image sequences * Build proxies with different size for loaded movie clip, also supports building undistorted proxies to increase speed of playback in undistorted mode. * Manual lens distortion mode calibration using grid and grease pencil * Supervised 2D tracking using two different algorithms KLT and SAD. * Basic algorithm for feature detection * Camera motion solving. scene orientation - New constraints to "link" scene objects with solved motions from clip: * Follow Track (make object follow 2D motion of track with given name or parent object to reconstructed 3D position of track) * Camera Solver to make camera moving in the same way as reconstructed camera This commit NOT includes changes from tomato branch: - New nodes (they'll be commited as separated patch) - Automatic image offset guessing for image input node and image editor (need to do more tests and gather more feedback) - Code cleanup in libmv-capi. It's not so critical cleanup, just increasing readability and understanadability of code. Better to make this chaneg when Keir will finish his current patch. More details about this project can be found on this page: http://wiki.blender.org/index.php/User:Nazg-gul/GSoC-2011 Further development of small features would be done in trunk, bigger/experimental features would first be implemented in tomato branch.
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]
preset_values = [
"track.color",
"track.use_custom_color"
]
preset_subdir = "tracking_track_color"
class AddPresetTrackingSettings(AddPresetBase, Operator):
"""Add or remove a motion tracking settings preset"""
bl_idname = "clip.tracking_settings_preset_add"
bl_label = "Add Tracking Settings Preset"
preset_menu = "CLIP_MT_tracking_settings_presets"
preset_defines = [
"settings = bpy.context.edit_movieclip.tracking.settings"
]
preset_values = [
"settings.default_correlation_min",
"settings.default_pattern_size",
"settings.default_search_size",
"settings.default_frames_limit",
"settings.default_pattern_match",
"settings.default_margin",
"settings.default_motion_model",
"settings.use_default_brute",
"settings.use_default_normalization",
"settings.use_default_mask",
"settings.use_default_red_channel",
"settings.use_default_green_channel",
"settings.use_default_blue_channel"
"settings.default_weight"
]
preset_subdir = "tracking_settings"
class AddPresetNodeColor(AddPresetBase, Operator):
"""Add or remove a Node Color Preset"""
bl_idname = "node.node_color_preset_add"
bl_label = "Add Node Color Preset"
preset_menu = "NODE_MT_node_color_presets"
preset_defines = [
"node = bpy.context.active_node"
]
preset_values = [
"node.color",
"node.use_custom_color"
]
preset_subdir = "node_color"
class AddPresetInterfaceTheme(AddPresetBase, Operator):
"""Add or remove a theme preset"""
bl_idname = "wm.interface_theme_preset_add"
bl_label = "Add Theme Preset"
preset_menu = "USERPREF_MT_interface_theme_presets"
preset_subdir = "interface_theme"
class AddPresetKeyconfig(AddPresetBase, Operator):
"""Add or remove a Key-config Preset"""
bl_idname = "wm.keyconfig_preset_add"
bl_label = "Add Keyconfig Preset"
preset_menu = "USERPREF_MT_keyconfigs"
preset_subdir = "keyconfig"
def add(self, context, filepath):
bpy.ops.wm.keyconfig_export(filepath=filepath)
bpy.utils.keyconfig_set(filepath)
def pre_cb(self, context):
keyconfigs = bpy.context.window_manager.keyconfigs
if self.remove_active:
preset_menu_class = getattr(bpy.types, self.preset_menu)
preset_menu_class.bl_label = keyconfigs.active.name
def post_cb(self, context):
keyconfigs = bpy.context.window_manager.keyconfigs
if self.remove_active:
keyconfigs.remove(keyconfigs.active)
class AddPresetOperator(AddPresetBase, Operator):
"""Add or remove an Operator Preset"""
bl_idname = "wm.operator_preset_add"
bl_label = "Operator Preset"
preset_menu = "WM_MT_operator_presets"
operator = StringProperty(
name="Operator",
maxlen=64,
options={'HIDDEN', 'SKIP_SAVE'},
)
preset_defines = [
"op = bpy.context.active_operator",
]
@property
def preset_subdir(self):
return AddPresetOperator.operator_path(self.operator)
@property
def preset_values(self):
properties_blacklist = Operator.bl_rna.properties.keys()
prefix, suffix = self.operator.split("_OT_", 1)
op = getattr(getattr(bpy.ops, prefix.lower()), suffix)
operator_rna = op.get_rna().bl_rna
del op
ret = []
for prop_id, prop in operator_rna.properties.items():
if not (prop.is_hidden or prop.is_skip_save):
if prop_id not in properties_blacklist:
ret.append("op.%s" % prop_id)
return ret
@staticmethod
def operator_path(operator):
import os
prefix, suffix = operator.split("_OT_", 1)
return os.path.join("operator", "%s.%s" % (prefix.lower(), suffix))
class WM_MT_operator_presets(Menu):
bl_label = "Operator Presets"
def draw(self, context):
self.operator = context.active_operator.bl_idname
# dummy 'default' menu item
layout = self.layout
layout.operator("wm.operator_defaults")
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layout.separator()
Menu.draw_preset(self, context)
@property
def preset_subdir(self):
return AddPresetOperator.operator_path(self.operator)
preset_operator = "script.execute_preset"