Re-design of submodules used in blender.git

This commit implements described in the #104573.

The goal is to fix the confusion of the submodule hashes change, which are not
ideal for any of the supported git-module configuration (they are either always
visible causing confusion, or silently staged and committed, also causing
confusion).

This commit replaces submodules with a checkout of addons and addons_contrib,
covered by the .gitignore, and locale and developer tools are moved to the
main repository.

This also changes the paths:
- /release/scripts are moved to the /scripts
- /source/tools are moved to the /tools
- /release/datafiles/locale is moved to /locale

This is done to avoid conflicts when using bisect, and also allow buildbot to
automatically "recover" wgen building older or newer branches/patches.

Running `make update` will initialize the local checkout to the changed
repository configuration.

Another aspect of the change is that the make update will support Github style
of remote organization (origin remote pointing to thy fork, upstream remote
pointing to the upstream blender/blender.git).

Pull Request #104755
This commit is contained in:
Sergey Sharybin
2023-02-21 16:39:58 +01:00
committed by Sergey Sharybin
parent 3e721195b0
commit 03806d0b67
570 changed files with 2039093 additions and 211 deletions

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bl_info = {
"name": "New Object",
"author": "Your Name Here",
"version": (1, 0),
"blender": (2, 80, 0),
"location": "View3D > Add > Mesh > New Object",
"description": "Adds a new Mesh Object",
"warning": "",
"doc_url": "",
"category": "Add Mesh",
}
import bpy
from bpy.types import Operator
from bpy.props import FloatVectorProperty
from bpy_extras.object_utils import AddObjectHelper, object_data_add
from mathutils import Vector
def add_object(self, context):
scale_x = self.scale.x
scale_y = self.scale.y
verts = [
Vector((-1 * scale_x, 1 * scale_y, 0)),
Vector((1 * scale_x, 1 * scale_y, 0)),
Vector((1 * scale_x, -1 * scale_y, 0)),
Vector((-1 * scale_x, -1 * scale_y, 0)),
]
edges = []
faces = [[0, 1, 2, 3]]
mesh = bpy.data.meshes.new(name="New Object Mesh")
mesh.from_pydata(verts, edges, faces)
# useful for development when the mesh may be invalid.
# mesh.validate(verbose=True)
object_data_add(context, mesh, operator=self)
class OBJECT_OT_add_object(Operator, AddObjectHelper):
"""Create a new Mesh Object"""
bl_idname = "mesh.add_object"
bl_label = "Add Mesh Object"
bl_options = {'REGISTER', 'UNDO'}
scale: FloatVectorProperty(
name="scale",
default=(1.0, 1.0, 1.0),
subtype='TRANSLATION',
description="scaling",
)
def execute(self, context):
add_object(self, context)
return {'FINISHED'}
# Registration
def add_object_button(self, context):
self.layout.operator(
OBJECT_OT_add_object.bl_idname,
text="Add Object",
icon='PLUGIN')
# This allows you to right click on a button and link to documentation
def add_object_manual_map():
url_manual_prefix = "https://docs.blender.org/manual/en/latest/"
url_manual_mapping = (
("bpy.ops.mesh.add_object", "scene_layout/object/types.html"),
)
return url_manual_prefix, url_manual_mapping
def register():
bpy.utils.register_class(OBJECT_OT_add_object)
bpy.utils.register_manual_map(add_object_manual_map)
bpy.types.VIEW3D_MT_mesh_add.append(add_object_button)
def unregister():
bpy.utils.unregister_class(OBJECT_OT_add_object)
bpy.utils.unregister_manual_map(add_object_manual_map)
bpy.types.VIEW3D_MT_mesh_add.remove(add_object_button)
if __name__ == "__main__":
register()

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# This script is an example of how you can run blender from the command line
# (in background mode with no interface) to automate tasks, in this example it
# creates a text object, camera and light, then renders and/or saves it.
# This example also shows how you can parse command line options to scripts.
#
# Example usage for this test.
# blender --background --factory-startup --python $HOME/background_job.py -- \
# --text="Hello World" \
# --render="/tmp/hello" \
# --save="/tmp/hello.blend"
#
# Notice:
# '--factory-startup' is used to avoid the user default settings from
# interfering with automated scene generation.
#
# '--' causes blender to ignore all following arguments so python can use them.
#
# See blender --help for details.
import bpy
def example_function(text, save_path, render_path):
# Clear existing objects.
bpy.ops.wm.read_factory_settings(use_empty=True)
scene = bpy.context.scene
txt_data = bpy.data.curves.new(name="MyText", type='FONT')
# Text Object
txt_ob = bpy.data.objects.new(name="MyText", object_data=txt_data)
scene.collection.objects.link(txt_ob) # add the data to the scene as an object
txt_data.body = text # the body text to the command line arg given
txt_data.align_x = 'CENTER' # center text
# Camera
cam_data = bpy.data.cameras.new("MyCam")
cam_ob = bpy.data.objects.new(name="MyCam", object_data=cam_data)
scene.collection.objects.link(cam_ob) # instance the camera object in the scene
scene.camera = cam_ob # set the active camera
cam_ob.location = 0.0, 0.0, 10.0
# Light
light_data = bpy.data.lights.new("MyLight", 'POINT')
light_ob = bpy.data.objects.new(name="MyLight", object_data=light_data)
scene.collection.objects.link(light_ob)
light_ob.location = 2.0, 2.0, 5.0
bpy.context.view_layer.update()
if save_path:
bpy.ops.wm.save_as_mainfile(filepath=save_path)
if render_path:
render = scene.render
render.use_file_extension = True
render.filepath = render_path
bpy.ops.render.render(write_still=True)
def main():
import sys # to get command line args
import argparse # to parse options for us and print a nice help message
# get the args passed to blender after "--", all of which are ignored by
# blender so scripts may receive their own arguments
argv = sys.argv
if "--" not in argv:
argv = [] # as if no args are passed
else:
argv = argv[argv.index("--") + 1:] # get all args after "--"
# When --help or no args are given, print this help
usage_text = (
"Run blender in background mode with this script:"
" blender --background --python " + __file__ + " -- [options]"
)
parser = argparse.ArgumentParser(description=usage_text)
# Example utility, add some text and renders or saves it (with options)
# Possible types are: string, int, long, choice, float and complex.
parser.add_argument(
"-t", "--text", dest="text", type=str, required=True,
help="This text will be used to render an image",
)
parser.add_argument(
"-s", "--save", dest="save_path", metavar='FILE',
help="Save the generated file to the specified path",
)
parser.add_argument(
"-r", "--render", dest="render_path", metavar='FILE',
help="Render an image to the specified path",
)
args = parser.parse_args(argv) # In this example we won't use the args
if not argv:
parser.print_help()
return
if not args.text:
print("Error: --text=\"some string\" argument not given, aborting.")
parser.print_help()
return
# Run the example function
example_function(args.text, args.save_path, args.render_path)
print("batch job finished, exiting")
if __name__ == "__main__":
main()

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# exports each selected object into its own file
import bpy
import os
# export to blend file location
basedir = os.path.dirname(bpy.data.filepath)
if not basedir:
raise Exception("Blend file is not saved")
view_layer = bpy.context.view_layer
obj_active = view_layer.objects.active
selection = bpy.context.selected_objects
bpy.ops.object.select_all(action='DESELECT')
for obj in selection:
obj.select_set(True)
# some exporters only use the active object
view_layer.objects.active = obj
name = bpy.path.clean_name(obj.name)
fn = os.path.join(basedir, name)
bpy.ops.export_scene.fbx(filepath=fn + ".fbx", use_selection=True)
# Can be used for multiple formats
# bpy.ops.export_scene.x3d(filepath=fn + ".x3d", use_selection=True)
obj.select_set(False)
print("written:", fn)
view_layer.objects.active = obj_active
for obj in selection:
obj.select_set(True)

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# This example assumes we have a mesh object selected
import bpy
import bmesh
# Get the active mesh
me = bpy.context.object.data
# Get a BMesh representation
bm = bmesh.new() # create an empty BMesh
bm.from_mesh(me) # fill it in from a Mesh
# Modify the BMesh, can do anything here...
for v in bm.verts:
v.co.x += 1.0
# Finish up, write the bmesh back to the mesh
bm.to_mesh(me)
bm.free() # free and prevent further access

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# This example assumes we have a mesh object in edit-mode
import bpy
import bmesh
# Get the active mesh
obj = bpy.context.edit_object
me = obj.data
# Get a BMesh representation
bm = bmesh.from_edit_mesh(me)
bm.faces.active = None
# Modify the BMesh, can do anything here...
for v in bm.verts:
v.co.x += 1.0
# Show the updates in the viewport
# and recalculate n-gon tessellation.
bmesh.update_edit_mesh(me, loop_triangles=True)

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import bpy
class BUILTIN_KSI_hello(bpy.types.KeyingSetInfo):
bl_label = "Hello World KeyingSet"
# poll - test for whether Keying Set can be used at all
def poll(ksi, context):
return context.active_object or context.selected_objects
# iterator - go over all relevant data, calling generate()
def iterator(ksi, context, ks):
for ob in context.selected_objects:
ksi.generate(context, ks, ob)
# generator - populate Keying Set with property paths to use
def generate(ksi, context, ks, data):
id_block = data.id_data
ks.paths.add(id_block, "location")
for i in range(5):
ks.paths.add(id_block, "layers", i, group_method='NAMED', group_name="5x Hello Layers")
ks.paths.add(id_block, "show_in_front", group_method='NONE')
def register():
bpy.utils.register_class(BUILTIN_KSI_hello)
def unregister():
bpy.utils.unregister_class(BUILTIN_KSI_hello)
if __name__ == '__main__':
register()

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import bpy
from bpy.types import NodeTree, Node, NodeSocket
# Implementation of custom nodes from Python
# Derived from the NodeTree base type, similar to Menu, Operator, Panel, etc.
class MyCustomTree(NodeTree):
# Description string
'''A custom node tree type that will show up in the editor type list'''
# Optional identifier string. If not explicitly defined, the python class name is used.
bl_idname = 'CustomTreeType'
# Label for nice name display
bl_label = "Custom Node Tree"
# Icon identifier
bl_icon = 'NODETREE'
# Custom socket type
class MyCustomSocket(NodeSocket):
# Description string
'''Custom node socket type'''
# Optional identifier string. If not explicitly defined, the python class name is used.
bl_idname = 'CustomSocketType'
# Label for nice name display
bl_label = "Custom Node Socket"
# Enum items list
my_items = (
('DOWN', "Down", "Where your feet are"),
('UP', "Up", "Where your head should be"),
('LEFT', "Left", "Not right"),
('RIGHT', "Right", "Not left"),
)
my_enum_prop: bpy.props.EnumProperty(
name="Direction",
description="Just an example",
items=my_items,
default='UP',
)
# Optional function for drawing the socket input value
def draw(self, context, layout, node, text):
if self.is_output or self.is_linked:
layout.label(text=text)
else:
layout.prop(self, "my_enum_prop", text=text)
# Socket color
def draw_color(self, context, node):
return (1.0, 0.4, 0.216, 0.5)
# Mix-in class for all custom nodes in this tree type.
# Defines a poll function to enable instantiation.
class MyCustomTreeNode:
@classmethod
def poll(cls, ntree):
return ntree.bl_idname == 'CustomTreeType'
# Derived from the Node base type.
class MyCustomNode(MyCustomTreeNode, Node):
# === Basics ===
# Description string
'''A custom node'''
# Optional identifier string. If not explicitly defined, the python class name is used.
bl_idname = 'CustomNodeType'
# Label for nice name display
bl_label = "Custom Node"
# Icon identifier
bl_icon = 'SOUND'
# === Custom Properties ===
# These work just like custom properties in ID data blocks
# Extensive information can be found under
# http://wiki.blender.org/index.php/Doc:2.6/Manual/Extensions/Python/Properties
my_string_prop: bpy.props.StringProperty()
my_float_prop: bpy.props.FloatProperty(default=3.1415926)
# === Optional Functions ===
# Initialization function, called when a new node is created.
# This is the most common place to create the sockets for a node, as shown below.
# NOTE: this is not the same as the standard __init__ function in Python, which is
# a purely internal Python method and unknown to the node system!
def init(self, context):
self.inputs.new('CustomSocketType', "Hello")
self.inputs.new('NodeSocketFloat', "World")
self.inputs.new('NodeSocketVector', "!")
self.outputs.new('NodeSocketColor', "How")
self.outputs.new('NodeSocketColor', "are")
self.outputs.new('NodeSocketFloat', "you")
# Copy function to initialize a copied node from an existing one.
def copy(self, node):
print("Copying from node ", node)
# Free function to clean up on removal.
def free(self):
print("Removing node ", self, ", Goodbye!")
# Additional buttons displayed on the node.
def draw_buttons(self, context, layout):
layout.label(text="Node settings")
layout.prop(self, "my_float_prop")
# Detail buttons in the sidebar.
# If this function is not defined, the draw_buttons function is used instead
def draw_buttons_ext(self, context, layout):
layout.prop(self, "my_float_prop")
# my_string_prop button will only be visible in the sidebar
layout.prop(self, "my_string_prop")
# Optional: custom label
# Explicit user label overrides this, but here we can define a label dynamically
def draw_label(self):
return "I am a custom node"
### Node Categories ###
# Node categories are a python system for automatically
# extending the Add menu, toolbar panels and search operator.
# For more examples see scripts/startup/nodeitems_builtins.py
import nodeitems_utils
from nodeitems_utils import NodeCategory, NodeItem
# our own base class with an appropriate poll function,
# so the categories only show up in our own tree type
class MyNodeCategory(NodeCategory):
@classmethod
def poll(cls, context):
return context.space_data.tree_type == 'CustomTreeType'
# all categories in a list
node_categories = [
# identifier, label, items list
MyNodeCategory('SOMENODES', "Some Nodes", items=[
# our basic node
NodeItem("CustomNodeType"),
]),
MyNodeCategory('OTHERNODES', "Other Nodes", items=[
# the node item can have additional settings,
# which are applied to new nodes
# NOTE: settings values are stored as string expressions,
# for this reason they should be converted to strings using repr()
NodeItem("CustomNodeType", label="Node A", settings={
"my_string_prop": repr("Lorem ipsum dolor sit amet"),
"my_float_prop": repr(1.0),
}),
NodeItem("CustomNodeType", label="Node B", settings={
"my_string_prop": repr("consectetur adipisicing elit"),
"my_float_prop": repr(2.0),
}),
]),
]
classes = (
MyCustomTree,
MyCustomSocket,
MyCustomNode,
)
def register():
from bpy.utils import register_class
for cls in classes:
register_class(cls)
nodeitems_utils.register_node_categories('CUSTOM_NODES', node_categories)
def unregister():
nodeitems_utils.unregister_node_categories('CUSTOM_NODES')
from bpy.utils import unregister_class
for cls in reversed(classes):
unregister_class(cls)
if __name__ == "__main__":
register()

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# This script defines functions to be used directly in driver expressions to
# extend the built-in set of python functions.
#
# This can be executed on manually or set to 'Register' to
# initialize the functions on file load.
# two sample functions
def invert(f):
""" Simple function call:
invert(val)
"""
return 1.0 - f
uuid_store = {}
def slow_value(value, fac, uuid):
""" Delay the value by a factor, use a unique string to allow
use in multiple drivers without conflict:
slow_value(val, 0.5, "my_value")
"""
value_prev = uuid_store.get(uuid, value)
uuid_store[uuid] = value_new = (value_prev * fac) + (value * (1.0 - fac))
return value_new
import bpy
# Add functions defined in this script into the drivers namespace.
bpy.app.driver_namespace["invert"] = invert
bpy.app.driver_namespace["slow_value"] = slow_value

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# This stub runs a python script relative to the currently open
# blend file, useful when editing scripts externally.
import bpy
import os
# Use your own script name here:
filename = "my_script.py"
filepath = os.path.join(os.path.dirname(bpy.data.filepath), filename)
global_namespace = {"__file__": filepath, "__name__": "__main__"}
with open(filepath, 'rb') as file:
exec(compile(file.read(), filepath, 'exec'), global_namespace)

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# Example of a custom widget that defines its own geometry.
#
# Usage: Select a light in the 3D view and drag the arrow at it's rear
# to change it's energy value.
#
import bpy
from bpy.types import (
Gizmo,
GizmoGroup,
)
# Coordinates (each one is a triangle).
custom_shape_verts = (
(3.0, 1.0, -1.0), (2.0, 2.0, -1.0), (3.0, 3.0, -1.0),
(1.0, 3.0, 1.0), (3.0, 3.0, -1.0), (1.0, 3.0, -1.0),
(3.0, 3.0, 1.0), (3.0, 1.0, -1.0), (3.0, 3.0, -1.0),
(2.0, 0.0, 1.0), (3.0, 1.0, -1.0), (3.0, 1.0, 1.0),
(2.0, 0.0, -1.0), (2.0, 2.0, 1.0), (2.0, 2.0, -1.0),
(2.0, 2.0, -1.0), (0.0, 2.0, 1.0), (0.0, 2.0, -1.0),
(1.0, 3.0, 1.0), (2.0, 2.0, 1.0), (3.0, 3.0, 1.0),
(0.0, 2.0, -1.0), (1.0, 3.0, 1.0), (1.0, 3.0, -1.0),
(2.0, 2.0, 1.0), (3.0, 1.0, 1.0), (3.0, 3.0, 1.0),
(2.0, 2.0, -1.0), (1.0, 3.0, -1.0), (3.0, 3.0, -1.0),
(-3.0, -1.0, -1.0), (-2.0, -2.0, -1.0), (-3.0, -3.0, -1.0),
(-1.0, -3.0, 1.0), (-3.0, -3.0, -1.0), (-1.0, -3.0, -1.0),
(-3.0, -3.0, 1.0), (-3.0, -1.0, -1.0), (-3.0, -3.0, -1.0),
(-2.0, 0.0, 1.0), (-3.0, -1.0, -1.0), (-3.0, -1.0, 1.0),
(-2.0, 0.0, -1.0), (-2.0, -2.0, 1.0), (-2.0, -2.0, -1.0),
(-2.0, -2.0, -1.0), (0.0, -2.0, 1.0), (0.0, -2.0, -1.0),
(-1.0, -3.0, 1.0), (-2.0, -2.0, 1.0), (-3.0, -3.0, 1.0),
(0.0, -2.0, -1.0), (-1.0, -3.0, 1.0), (-1.0, -3.0, -1.0),
(-2.0, -2.0, 1.0), (-3.0, -1.0, 1.0), (-3.0, -3.0, 1.0),
(-2.0, -2.0, -1.0), (-1.0, -3.0, -1.0), (-3.0, -3.0, -1.0),
(1.0, -1.0, 0.0), (-1.0, -1.0, 0.0), (0.0, 0.0, -5.0),
(-1.0, -1.0, 0.0), (1.0, -1.0, 0.0), (0.0, 0.0, 5.0),
(1.0, -1.0, 0.0), (1.0, 1.0, 0.0), (0.0, 0.0, 5.0),
(1.0, 1.0, 0.0), (-1.0, 1.0, 0.0), (0.0, 0.0, 5.0),
(-1.0, 1.0, 0.0), (-1.0, -1.0, 0.0), (0.0, 0.0, 5.0),
(-1.0, -1.0, 0.0), (-1.0, 1.0, 0.0), (0.0, 0.0, -5.0),
(-1.0, 1.0, 0.0), (1.0, 1.0, 0.0), (0.0, 0.0, -5.0),
(1.0, 1.0, 0.0), (1.0, -1.0, 0.0), (0.0, 0.0, -5.0),
(3.0, 1.0, -1.0), (2.0, 0.0, -1.0), (2.0, 2.0, -1.0),
(1.0, 3.0, 1.0), (3.0, 3.0, 1.0), (3.0, 3.0, -1.0),
(3.0, 3.0, 1.0), (3.0, 1.0, 1.0), (3.0, 1.0, -1.0),
(2.0, 0.0, 1.0), (2.0, 0.0, -1.0), (3.0, 1.0, -1.0),
(2.0, 0.0, -1.0), (2.0, 0.0, 1.0), (2.0, 2.0, 1.0),
(2.0, 2.0, -1.0), (2.0, 2.0, 1.0), (0.0, 2.0, 1.0),
(1.0, 3.0, 1.0), (0.0, 2.0, 1.0), (2.0, 2.0, 1.0),
(0.0, 2.0, -1.0), (0.0, 2.0, 1.0), (1.0, 3.0, 1.0),
(2.0, 2.0, 1.0), (2.0, 0.0, 1.0), (3.0, 1.0, 1.0),
(2.0, 2.0, -1.0), (0.0, 2.0, -1.0), (1.0, 3.0, -1.0),
(-3.0, -1.0, -1.0), (-2.0, 0.0, -1.0), (-2.0, -2.0, -1.0),
(-1.0, -3.0, 1.0), (-3.0, -3.0, 1.0), (-3.0, -3.0, -1.0),
(-3.0, -3.0, 1.0), (-3.0, -1.0, 1.0), (-3.0, -1.0, -1.0),
(-2.0, 0.0, 1.0), (-2.0, 0.0, -1.0), (-3.0, -1.0, -1.0),
(-2.0, 0.0, -1.0), (-2.0, 0.0, 1.0), (-2.0, -2.0, 1.0),
(-2.0, -2.0, -1.0), (-2.0, -2.0, 1.0), (0.0, -2.0, 1.0),
(-1.0, -3.0, 1.0), (0.0, -2.0, 1.0), (-2.0, -2.0, 1.0),
(0.0, -2.0, -1.0), (0.0, -2.0, 1.0), (-1.0, -3.0, 1.0),
(-2.0, -2.0, 1.0), (-2.0, 0.0, 1.0), (-3.0, -1.0, 1.0),
(-2.0, -2.0, -1.0), (0.0, -2.0, -1.0), (-1.0, -3.0, -1.0),
)
class MyCustomShapeWidget(Gizmo):
bl_idname = "VIEW3D_GT_custom_shape_widget"
bl_target_properties = (
{"id": "offset", "type": 'FLOAT', "array_length": 1},
)
__slots__ = (
"custom_shape",
"init_mouse_y",
"init_value",
)
def _update_offset_matrix(self):
# offset behind the light
self.matrix_offset.col[3][2] = self.target_get_value("offset") / -10.0
def draw(self, context):
self._update_offset_matrix()
self.draw_custom_shape(self.custom_shape)
def draw_select(self, context, select_id):
self._update_offset_matrix()
self.draw_custom_shape(self.custom_shape, select_id=select_id)
def setup(self):
if not hasattr(self, "custom_shape"):
self.custom_shape = self.new_custom_shape('TRIS', custom_shape_verts)
def invoke(self, context, event):
self.init_mouse_y = event.mouse_y
self.init_value = self.target_get_value("offset")
return {'RUNNING_MODAL'}
def exit(self, context, cancel):
context.area.header_text_set(None)
if cancel:
self.target_set_value("offset", self.init_value)
def modal(self, context, event, tweak):
delta = (event.mouse_y - self.init_mouse_y) / 10.0
if 'SNAP' in tweak:
delta = round(delta)
if 'PRECISE' in tweak:
delta /= 10.0
value = self.init_value - delta
self.target_set_value("offset", value)
context.area.header_text_set("My Gizmo: %.4f" % value)
return {'RUNNING_MODAL'}
class MyCustomShapeWidgetGroup(GizmoGroup):
bl_idname = "OBJECT_GGT_light_test"
bl_label = "Test Light Widget"
bl_space_type = 'VIEW_3D'
bl_region_type = 'WINDOW'
bl_options = {'3D', 'PERSISTENT'}
@classmethod
def poll(cls, context):
ob = context.object
return (ob and ob.type == 'LIGHT')
def setup(self, context):
# Assign the 'offset' target property to the light energy.
ob = context.object
gz = self.gizmos.new(MyCustomShapeWidget.bl_idname)
gz.target_set_prop("offset", ob.data, "energy")
gz.color = 1.0, 0.5, 1.0
gz.alpha = 0.5
gz.color_highlight = 1.0, 1.0, 1.0
gz.alpha_highlight = 0.5
# units are large, so shrink to something more reasonable.
gz.scale_basis = 0.1
gz.use_draw_modal = True
self.energy_gizmo = gz
def refresh(self, context):
ob = context.object
gz = self.energy_gizmo
gz.matrix_basis = ob.matrix_world.normalized()
classes = (
MyCustomShapeWidget,
MyCustomShapeWidgetGroup,
)
for cls in classes:
bpy.utils.register_class(cls)

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# Example of an operator which uses gizmos to control its properties.
#
# Usage: Run this script, then in mesh edit-mode press F3
# to activate the operator "Select Side of Plane"
# The gizmos can then be used to adjust the plane in the 3D view.
#
import bpy
import bmesh
from bpy.types import (
Operator,
GizmoGroup,
)
from bpy.props import (
FloatVectorProperty,
)
def main(context, plane_co, plane_no):
obj = context.active_object
matrix = obj.matrix_world.copy()
me = obj.data
bm = bmesh.from_edit_mesh(me)
plane_dot = plane_no.dot(plane_co)
for v in bm.verts:
co = matrix @ v.co
v.select = (plane_no.dot(co) > plane_dot)
bm.select_flush_mode()
bmesh.update_edit_mesh(me)
class SelectSideOfPlane(Operator):
"""Select all vertices on one side of a plane defined by a location and a direction"""
bl_idname = "mesh.select_side_of_plane"
bl_label = "Select Side of Plane"
bl_options = {'REGISTER', 'UNDO'}
plane_co: FloatVectorProperty(
size=3,
default=(0, 0, 0),
)
plane_no: FloatVectorProperty(
size=3,
default=(0, 0, 1),
)
@classmethod
def poll(cls, context):
return (context.mode == 'EDIT_MESH')
def invoke(self, context, event):
if not self.properties.is_property_set("plane_co"):
self.plane_co = context.scene.cursor.location
if not self.properties.is_property_set("plane_no"):
if context.space_data.type == 'VIEW_3D':
rv3d = context.space_data.region_3d
view_inv = rv3d.view_matrix.to_3x3()
# view y axis
self.plane_no = view_inv[1].normalized()
self.execute(context)
if context.space_data.type == 'VIEW_3D':
wm = context.window_manager
wm.gizmo_group_type_ensure(SelectSideOfPlaneGizmoGroup.bl_idname)
return {'FINISHED'}
def execute(self, context):
from mathutils import Vector
main(context, Vector(self.plane_co), Vector(self.plane_no))
return {'FINISHED'}
# Gizmos for plane_co, plane_no
class SelectSideOfPlaneGizmoGroup(GizmoGroup):
bl_idname = "MESH_GGT_select_side_of_plane"
bl_label = "Side of Plane Gizmo"
bl_space_type = 'VIEW_3D'
bl_region_type = 'WINDOW'
bl_options = {'3D', 'EXCLUDE_MODAL'}
# Helper functions
@staticmethod
def my_target_operator(context):
wm = context.window_manager
op = wm.operators[-1] if wm.operators else None
if isinstance(op, SelectSideOfPlane):
return op
return None
@staticmethod
def my_view_orientation(context):
rv3d = context.space_data.region_3d
view_inv = rv3d.view_matrix.to_3x3()
return view_inv.normalized()
@classmethod
def poll(cls, context):
op = cls.my_target_operator(context)
if op is None:
wm = context.window_manager
wm.gizmo_group_type_unlink_delayed(SelectSideOfPlaneGizmoGroup.bl_idname)
return False
return True
def setup(self, context):
from mathutils import Matrix, Vector
# ----
# Move
def move_get_cb():
op = SelectSideOfPlaneGizmoGroup.my_target_operator(context)
return op.plane_co
def move_set_cb(value):
op = SelectSideOfPlaneGizmoGroup.my_target_operator(context)
op.plane_co = value
# XXX, this may change!
op.execute(context)
gz = self.gizmos.new("GIZMO_GT_move_3d")
gz.target_set_handler("offset", get=move_get_cb, set=move_set_cb)
gz.use_draw_value = True
gz.color = 0.8, 0.8, 0.8
gz.alpha = 0.5
gz.color_highlight = 1.0, 1.0, 1.0
gz.alpha_highlight = 1.0
gz.scale_basis = 0.2
self.gizmo_move = gz
# ----
# Dial
def direction_get_cb():
op = SelectSideOfPlaneGizmoGroup.my_target_operator(context)
no_a = self.gizmo_dial.matrix_basis.col[1].xyz
no_b = Vector(op.plane_no)
no_a = (no_a @ self.view_inv).xy.normalized()
no_b = (no_b @ self.view_inv).xy.normalized()
return no_a.angle_signed(no_b)
def direction_set_cb(value):
op = SelectSideOfPlaneGizmoGroup.my_target_operator(context)
matrix_rotate = Matrix.Rotation(-value, 3, self.rotate_axis)
no = matrix_rotate @ self.gizmo_dial.matrix_basis.col[1].xyz
op.plane_no = no
op.execute(context)
gz = self.gizmos.new("GIZMO_GT_dial_3d")
gz.target_set_handler("offset", get=direction_get_cb, set=direction_set_cb)
gz.draw_options = {'ANGLE_START_Y'}
gz.use_draw_value = True
gz.color = 0.8, 0.8, 0.8
gz.alpha = 0.5
gz.color_highlight = 1.0, 1.0, 1.0
gz.alpha_highlight = 1.0
self.gizmo_dial = gz
def draw_prepare(self, context):
from mathutils import Vector
view_inv = self.my_view_orientation(context)
self.view_inv = view_inv
self.rotate_axis = view_inv[2].xyz
self.rotate_up = view_inv[1].xyz
op = self.my_target_operator(context)
co = Vector(op.plane_co)
no = Vector(op.plane_no).normalized()
# Move
no_z = no
no_y = no_z.orthogonal()
no_x = no_z.cross(no_y)
matrix = self.gizmo_move.matrix_basis
matrix.identity()
matrix.col[0].xyz = no_x
matrix.col[1].xyz = no_y
matrix.col[2].xyz = no_z
# The location callback handles the location.
# `matrix.col[3].xyz = co`.
# Dial
no_z = self.rotate_axis
no_y = (no - (no.project(no_z))).normalized()
no_x = self.rotate_axis.cross(no_y)
matrix = self.gizmo_dial.matrix_basis
matrix.identity()
matrix.col[0].xyz = no_x
matrix.col[1].xyz = no_y
matrix.col[2].xyz = no_z
matrix.col[3].xyz = co
classes = (
SelectSideOfPlane,
SelectSideOfPlaneGizmoGroup,
)
def register():
for cls in classes:
bpy.utils.register_class(cls)
def unregister():
for cls in reversed(classes):
bpy.utils.unregister_class(cls)
if __name__ == "__main__":
register()

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# Example of a gizmo that activates an operator
# using the predefined dial gizmo to change the camera roll.
#
# Usage: Run this script and select a camera in the 3D view.
#
import bpy
from bpy.types import (
GizmoGroup,
)
class MyCameraWidgetGroup(GizmoGroup):
bl_idname = "OBJECT_GGT_test_camera"
bl_label = "Object Camera Test Widget"
bl_space_type = 'VIEW_3D'
bl_region_type = 'WINDOW'
bl_options = {'3D', 'PERSISTENT'}
@classmethod
def poll(cls, context):
ob = context.object
return (ob and ob.type == 'CAMERA')
def setup(self, context):
# Run an operator using the dial gizmo
ob = context.object
gz = self.gizmos.new("GIZMO_GT_dial_3d")
props = gz.target_set_operator("transform.rotate")
props.constraint_axis = False, False, True
props.orient_type = 'LOCAL'
props.release_confirm = True
gz.matrix_basis = ob.matrix_world.normalized()
gz.line_width = 3
gz.color = 0.8, 0.8, 0.8
gz.alpha = 0.5
gz.color_highlight = 1.0, 1.0, 1.0
gz.alpha_highlight = 1.0
self.roll_gizmo = gz
def refresh(self, context):
ob = context.object
gz = self.roll_gizmo
gz.matrix_basis = ob.matrix_world.normalized()
bpy.utils.register_class(MyCameraWidgetGroup)

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# Example of a group that edits a single property
# using the predefined gizmo arrow.
#
# Usage: Select a light in the 3D view and drag the arrow at it's rear
# to change it's energy value.
#
import bpy
from bpy.types import (
GizmoGroup,
)
class MyLightWidgetGroup(GizmoGroup):
bl_idname = "OBJECT_GGT_light_test"
bl_label = "Test Light Widget"
bl_space_type = 'VIEW_3D'
bl_region_type = 'WINDOW'
bl_options = {'3D', 'PERSISTENT'}
@classmethod
def poll(cls, context):
ob = context.object
return (ob and ob.type == 'LIGHT')
def setup(self, context):
# Arrow gizmo has one 'offset' property we can assign to the light energy.
ob = context.object
gz = self.gizmos.new("GIZMO_GT_arrow_3d")
gz.target_set_prop("offset", ob.data, "energy")
gz.matrix_basis = ob.matrix_world.normalized()
gz.draw_style = 'BOX'
gz.color = 1.0, 0.5, 0.0
gz.alpha = 0.5
gz.color_highlight = 1.0, 0.5, 1.0
gz.alpha_highlight = 0.5
self.energy_gizmo = gz
def refresh(self, context):
ob = context.object
gz = self.energy_gizmo
gz.matrix_basis = ob.matrix_world.normalized()
bpy.utils.register_class(MyLightWidgetGroup)

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# This sample shows the an efficient way of doing image processing
# over Blender's images using Python.
import bpy
import numpy as np
input_image_name = "Image"
output_image_name = "NewImage"
# Retrieve input image.
input_image = bpy.data.images[input_image_name]
w, h = input_image.size
# Allocate a numpy array to manipulate pixel data.
pixel_data = np.zeros((w, h, 4), 'f')
# Fast copy of pixel data from bpy.data to numpy array.
input_image.pixels.foreach_get(pixel_data.ravel())
# Do whatever image processing you want using numpy here:
# Example 1: Inverse red green and blue channels.
pixel_data[:, :, :3] = 1.0 - pixel_data[:, :, :3]
# Example 2: Change gamma on the red channel.
pixel_data[:, :, 0] = np.power(pixel_data[:, :, 0], 1.5)
# Create output image.
if output_image_name in bpy.data.images:
output_image = bpy.data.images[output_image_name]
else:
output_image = bpy.data.images.new(output_image_name, width=w, height=h)
# Copy of pixel data from numpy array back to the output image.
output_image.pixels.foreach_set(pixel_data.ravel())
output_image.update()

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import bpy
def write_some_data(context, filepath, use_some_setting):
print("running write_some_data...")
f = open(filepath, 'w', encoding='utf-8')
f.write("Hello World %s" % use_some_setting)
f.close()
return {'FINISHED'}
# ExportHelper is a helper class, defines filename and
# invoke() function which calls the file selector.
from bpy_extras.io_utils import ExportHelper
from bpy.props import StringProperty, BoolProperty, EnumProperty
from bpy.types import Operator
class ExportSomeData(Operator, ExportHelper):
"""This appears in the tooltip of the operator and in the generated docs"""
bl_idname = "export_test.some_data" # important since its how bpy.ops.import_test.some_data is constructed
bl_label = "Export Some Data"
# ExportHelper mixin class uses this
filename_ext = ".txt"
filter_glob: StringProperty(
default="*.txt",
options={'HIDDEN'},
maxlen=255, # Max internal buffer length, longer would be clamped.
)
# List of operator properties, the attributes will be assigned
# to the class instance from the operator settings before calling.
use_setting: BoolProperty(
name="Example Boolean",
description="Example Tooltip",
default=True,
)
type: EnumProperty(
name="Example Enum",
description="Choose between two items",
items=(
('OPT_A', "First Option", "Description one"),
('OPT_B', "Second Option", "Description two"),
),
default='OPT_A',
)
def execute(self, context):
return write_some_data(context, self.filepath, self.use_setting)
# Only needed if you want to add into a dynamic menu
def menu_func_export(self, context):
self.layout.operator(ExportSomeData.bl_idname, text="Text Export Operator")
# Register and add to the "file selector" menu (required to use F3 search "Text Export Operator" for quick access).
def register():
bpy.utils.register_class(ExportSomeData)
bpy.types.TOPBAR_MT_file_export.append(menu_func_export)
def unregister():
bpy.utils.unregister_class(ExportSomeData)
bpy.types.TOPBAR_MT_file_export.remove(menu_func_export)
if __name__ == "__main__":
register()
# test call
bpy.ops.export_test.some_data('INVOKE_DEFAULT')

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import bpy
def read_some_data(context, filepath, use_some_setting):
print("running read_some_data...")
f = open(filepath, 'r', encoding='utf-8')
data = f.read()
f.close()
# would normally load the data here
print(data)
return {'FINISHED'}
# ImportHelper is a helper class, defines filename and
# invoke() function which calls the file selector.
from bpy_extras.io_utils import ImportHelper
from bpy.props import StringProperty, BoolProperty, EnumProperty
from bpy.types import Operator
class ImportSomeData(Operator, ImportHelper):
"""This appears in the tooltip of the operator and in the generated docs"""
bl_idname = "import_test.some_data" # important since its how bpy.ops.import_test.some_data is constructed
bl_label = "Import Some Data"
# ImportHelper mixin class uses this
filename_ext = ".txt"
filter_glob: StringProperty(
default="*.txt",
options={'HIDDEN'},
maxlen=255, # Max internal buffer length, longer would be clamped.
)
# List of operator properties, the attributes will be assigned
# to the class instance from the operator settings before calling.
use_setting: BoolProperty(
name="Example Boolean",
description="Example Tooltip",
default=True,
)
type: EnumProperty(
name="Example Enum",
description="Choose between two items",
items=(
('OPT_A', "First Option", "Description one"),
('OPT_B', "Second Option", "Description two"),
),
default='OPT_A',
)
def execute(self, context):
return read_some_data(context, self.filepath, self.use_setting)
# Only needed if you want to add into a dynamic menu.
def menu_func_import(self, context):
self.layout.operator(ImportSomeData.bl_idname, text="Text Import Operator")
# Register and add to the "file selector" menu (required to use F3 search "Text Import Operator" for quick access).
def register():
bpy.utils.register_class(ImportSomeData)
bpy.types.TOPBAR_MT_file_import.append(menu_func_import)
def unregister():
bpy.utils.unregister_class(ImportSomeData)
bpy.types.TOPBAR_MT_file_import.remove(menu_func_import)
if __name__ == "__main__":
register()
# test call
bpy.ops.import_test.some_data('INVOKE_DEFAULT')

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import bpy
import bmesh
from bpy_extras.object_utils import AddObjectHelper
from bpy.props import (
FloatProperty,
)
def add_box(width, height, depth):
"""
This function takes inputs and returns vertex and face arrays.
no actual mesh data creation is done here.
"""
verts = [
(+1.0, +1.0, -1.0),
(+1.0, -1.0, -1.0),
(-1.0, -1.0, -1.0),
(-1.0, +1.0, -1.0),
(+1.0, +1.0, +1.0),
(+1.0, -1.0, +1.0),
(-1.0, -1.0, +1.0),
(-1.0, +1.0, +1.0),
]
faces = [
(0, 1, 2, 3),
(4, 7, 6, 5),
(0, 4, 5, 1),
(1, 5, 6, 2),
(2, 6, 7, 3),
(4, 0, 3, 7),
]
# apply size
for i, v in enumerate(verts):
verts[i] = v[0] * width, v[1] * depth, v[2] * height
return verts, faces
class AddBox(bpy.types.Operator, AddObjectHelper):
"""Add a simple box mesh"""
bl_idname = "mesh.primitive_box_add"
bl_label = "Add Box"
bl_options = {'REGISTER', 'UNDO'}
width: FloatProperty(
name="Width",
description="Box Width",
min=0.01, max=100.0,
default=1.0,
)
height: FloatProperty(
name="Height",
description="Box Height",
min=0.01, max=100.0,
default=1.0,
)
depth: FloatProperty(
name="Depth",
description="Box Depth",
min=0.01, max=100.0,
default=1.0,
)
def execute(self, context):
verts_loc, faces = add_box(
self.width,
self.height,
self.depth,
)
mesh = bpy.data.meshes.new("Box")
bm = bmesh.new()
for v_co in verts_loc:
bm.verts.new(v_co)
bm.verts.ensure_lookup_table()
for f_idx in faces:
bm.faces.new([bm.verts[i] for i in f_idx])
bm.to_mesh(mesh)
mesh.update()
# add the mesh as an object into the scene with this utility module
from bpy_extras import object_utils
object_utils.object_data_add(context, mesh, operator=self)
return {'FINISHED'}
def menu_func(self, context):
self.layout.operator(AddBox.bl_idname, icon='MESH_CUBE')
# Register and add to the "add mesh" menu (required to use F3 search "Add Box" for quick access).
def register():
bpy.utils.register_class(AddBox)
bpy.types.VIEW3D_MT_mesh_add.append(menu_func)
def unregister():
bpy.utils.unregister_class(AddBox)
bpy.types.VIEW3D_MT_mesh_add.remove(menu_func)
if __name__ == "__main__":
register()
# test call
bpy.ops.mesh.primitive_box_add()

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import bpy
import bmesh
def main(context):
obj = context.active_object
me = obj.data
bm = bmesh.from_edit_mesh(me)
uv_layer = bm.loops.layers.uv.verify()
# adjust uv coordinates
for face in bm.faces:
for loop in face.loops:
loop_uv = loop[uv_layer]
# use xy position of the vertex as a uv coordinate
loop_uv.uv = loop.vert.co.xy
bmesh.update_edit_mesh(me)
class UvOperator(bpy.types.Operator):
"""UV Operator description"""
bl_idname = "uv.simple_operator"
bl_label = "Simple UV Operator"
@classmethod
def poll(cls, context):
obj = context.active_object
return obj and obj.type == 'MESH' and obj.mode == 'EDIT'
def execute(self, context):
main(context)
return {'FINISHED'}
def menu_func(self, context):
self.layout.operator(UvOperator.bl_idname, text="Simple UV Operator")
# Register and add to the "UV" menu (required to also use F3 search "Simple UV Operator" for quick access).
def register():
bpy.utils.register_class(UvOperator)
bpy.types.IMAGE_MT_uvs.append(menu_func)
def unregister():
bpy.utils.unregister_class(UvOperator)
bpy.types.IMAGE_MT_uvs.remove(menu_func)
if __name__ == "__main__":
register()
# test call
bpy.ops.uv.simple_operator()

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import bpy
from bpy.props import IntProperty, FloatProperty
class ModalOperator(bpy.types.Operator):
"""Move an object with the mouse, example"""
bl_idname = "object.modal_operator"
bl_label = "Simple Modal Operator"
first_mouse_x: IntProperty()
first_value: FloatProperty()
def modal(self, context, event):
if event.type == 'MOUSEMOVE':
delta = self.first_mouse_x - event.mouse_x
context.object.location.x = self.first_value + delta * 0.01
elif event.type == 'LEFTMOUSE':
return {'FINISHED'}
elif event.type in {'RIGHTMOUSE', 'ESC'}:
context.object.location.x = self.first_value
return {'CANCELLED'}
return {'RUNNING_MODAL'}
def invoke(self, context, event):
if context.object:
self.first_mouse_x = event.mouse_x
self.first_value = context.object.location.x
context.window_manager.modal_handler_add(self)
return {'RUNNING_MODAL'}
else:
self.report({'WARNING'}, "No active object, could not finish")
return {'CANCELLED'}
def menu_func(self, context):
self.layout.operator(ModalOperator.bl_idname, text=ModalOperator.bl_label)
# Register and add to the "view" menu (required to also use F3 search "Simple Modal Operator" for quick access).
def register():
bpy.utils.register_class(ModalOperator)
bpy.types.VIEW3D_MT_object.append(menu_func)
def unregister():
bpy.utils.unregister_class(ModalOperator)
bpy.types.VIEW3D_MT_object.remove(menu_func)
if __name__ == "__main__":
register()
# test call
bpy.ops.object.modal_operator('INVOKE_DEFAULT')

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import bpy
import blf
import gpu
from gpu_extras.batch import batch_for_shader
def draw_callback_px(self, context):
print("mouse points", len(self.mouse_path))
font_id = 0 # XXX, need to find out how best to get this.
# draw some text
blf.position(font_id, 15, 30, 0)
blf.size(font_id, 20, 72)
blf.draw(font_id, "Hello Word " + str(len(self.mouse_path)))
# 50% alpha, 2 pixel width line
shader = gpu.shader.from_builtin('UNIFORM_COLOR')
gpu.state.blend_set('ALPHA')
gpu.state.line_width_set(2.0)
batch = batch_for_shader(shader, 'LINE_STRIP', {"pos": self.mouse_path})
shader.uniform_float("color", (0.0, 0.0, 0.0, 0.5))
batch.draw(shader)
# restore opengl defaults
gpu.state.line_width_set(1.0)
gpu.state.blend_set('NONE')
class ModalDrawOperator(bpy.types.Operator):
"""Draw a line with the mouse"""
bl_idname = "view3d.modal_draw_operator"
bl_label = "Simple Modal View3D Operator"
def modal(self, context, event):
context.area.tag_redraw()
if event.type == 'MOUSEMOVE':
self.mouse_path.append((event.mouse_region_x, event.mouse_region_y))
elif event.type == 'LEFTMOUSE':
bpy.types.SpaceView3D.draw_handler_remove(self._handle, 'WINDOW')
return {'FINISHED'}
elif event.type in {'RIGHTMOUSE', 'ESC'}:
bpy.types.SpaceView3D.draw_handler_remove(self._handle, 'WINDOW')
return {'CANCELLED'}
return {'RUNNING_MODAL'}
def invoke(self, context, event):
if context.area.type == 'VIEW_3D':
# the arguments we pass the the callback
args = (self, context)
# Add the region OpenGL drawing callback
# draw in view space with 'POST_VIEW' and 'PRE_VIEW'
self._handle = bpy.types.SpaceView3D.draw_handler_add(draw_callback_px, args, 'WINDOW', 'POST_PIXEL')
self.mouse_path = []
context.window_manager.modal_handler_add(self)
return {'RUNNING_MODAL'}
else:
self.report({'WARNING'}, "View3D not found, cannot run operator")
return {'CANCELLED'}
def menu_func(self, context):
self.layout.operator(ModalDrawOperator.bl_idname, text="Modal Draw Operator")
# Register and add to the "view" menu (required to also use F3 search "Modal Draw Operator" for quick access).
def register():
bpy.utils.register_class(ModalDrawOperator)
bpy.types.VIEW3D_MT_view.append(menu_func)
def unregister():
bpy.utils.unregister_class(ModalDrawOperator)
bpy.types.VIEW3D_MT_view.remove(menu_func)
if __name__ == "__main__":
register()

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import bpy
class ModalTimerOperator(bpy.types.Operator):
"""Operator which runs itself from a timer"""
bl_idname = "wm.modal_timer_operator"
bl_label = "Modal Timer Operator"
_timer = None
def modal(self, context, event):
if event.type in {'RIGHTMOUSE', 'ESC'}:
self.cancel(context)
return {'CANCELLED'}
if event.type == 'TIMER':
# change theme color, silly!
color = context.preferences.themes[0].view_3d.space.gradients.high_gradient
color.s = 1.0
color.h += 0.01
return {'PASS_THROUGH'}
def execute(self, context):
wm = context.window_manager
self._timer = wm.event_timer_add(0.1, window=context.window)
wm.modal_handler_add(self)
return {'RUNNING_MODAL'}
def cancel(self, context):
wm = context.window_manager
wm.event_timer_remove(self._timer)
def menu_func(self, context):
self.layout.operator(ModalTimerOperator.bl_idname, text=ModalTimerOperator.bl_label)
def register():
bpy.utils.register_class(ModalTimerOperator)
bpy.types.VIEW3D_MT_view.append(menu_func)
# Register and add to the "view" menu (required to also use F3 search "Modal Timer Operator" for quick access).
def unregister():
bpy.utils.unregister_class(ModalTimerOperator)
bpy.types.VIEW3D_MT_view.remove(menu_func)
if __name__ == "__main__":
register()
# test call
bpy.ops.wm.modal_timer_operator()

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import bpy
from mathutils import Vector
from bpy.props import FloatVectorProperty
class ViewOperator(bpy.types.Operator):
"""Translate the view using mouse events"""
bl_idname = "view3d.modal_operator"
bl_label = "Simple View Operator"
offset: FloatVectorProperty(
name="Offset",
size=3,
)
def execute(self, context):
v3d = context.space_data
rv3d = v3d.region_3d
rv3d.view_location = self._initial_location + Vector(self.offset)
def modal(self, context, event):
v3d = context.space_data
rv3d = v3d.region_3d
if event.type == 'MOUSEMOVE':
self.offset = (self._initial_mouse - Vector((event.mouse_x, event.mouse_y, 0.0))) * 0.02
self.execute(context)
context.area.header_text_set("Offset %.4f %.4f %.4f" % tuple(self.offset))
elif event.type == 'LEFTMOUSE':
context.area.header_text_set(None)
return {'FINISHED'}
elif event.type in {'RIGHTMOUSE', 'ESC'}:
rv3d.view_location = self._initial_location
context.area.header_text_set(None)
return {'CANCELLED'}
return {'RUNNING_MODAL'}
def invoke(self, context, event):
if context.space_data.type == 'VIEW_3D':
v3d = context.space_data
rv3d = v3d.region_3d
if rv3d.view_perspective == 'CAMERA':
rv3d.view_perspective = 'PERSP'
self._initial_mouse = Vector((event.mouse_x, event.mouse_y, 0.0))
self._initial_location = rv3d.view_location.copy()
context.window_manager.modal_handler_add(self)
return {'RUNNING_MODAL'}
else:
self.report({'WARNING'}, "Active space must be a View3d")
return {'CANCELLED'}
def menu_func(self, context):
self.layout.operator(ViewOperator.bl_idname, text="Simple View Modal Operator")
# Register and add to the "view" menu (required to also use F3 search "Simple View Modal Operator" for quick access).
def register():
bpy.utils.register_class(ViewOperator)
bpy.types.VIEW3D_MT_view.append(menu_func)
def unregister():
bpy.utils.unregister_class(ViewOperator)
bpy.types.VIEW3D_MT_view.remove(menu_func)
if __name__ == "__main__":
register()

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import bpy
from bpy_extras import view3d_utils
def main(context, event):
"""Run this function on left mouse, execute the ray cast"""
# get the context arguments
scene = context.scene
region = context.region
rv3d = context.region_data
coord = event.mouse_region_x, event.mouse_region_y
# get the ray from the viewport and mouse
view_vector = view3d_utils.region_2d_to_vector_3d(region, rv3d, coord)
ray_origin = view3d_utils.region_2d_to_origin_3d(region, rv3d, coord)
ray_target = ray_origin + view_vector
def visible_objects_and_duplis():
"""Loop over (object, matrix) pairs (mesh only)"""
depsgraph = context.evaluated_depsgraph_get()
for dup in depsgraph.object_instances:
if dup.is_instance: # Real dupli instance
obj = dup.instance_object
yield (obj, dup.matrix_world.copy())
else: # Usual object
obj = dup.object
yield (obj, obj.matrix_world.copy())
def obj_ray_cast(obj, matrix):
"""Wrapper for ray casting that moves the ray into object space"""
# get the ray relative to the object
matrix_inv = matrix.inverted()
ray_origin_obj = matrix_inv @ ray_origin
ray_target_obj = matrix_inv @ ray_target
ray_direction_obj = ray_target_obj - ray_origin_obj
# cast the ray
success, location, normal, face_index = obj.ray_cast(ray_origin_obj, ray_direction_obj)
if success:
return location, normal, face_index
else:
return None, None, None
# cast rays and find the closest object
best_length_squared = -1.0
best_obj = None
for obj, matrix in visible_objects_and_duplis():
if obj.type == 'MESH':
hit, normal, face_index = obj_ray_cast(obj, matrix)
if hit is not None:
hit_world = matrix @ hit
scene.cursor.location = hit_world
length_squared = (hit_world - ray_origin).length_squared
if best_obj is None or length_squared < best_length_squared:
best_length_squared = length_squared
best_obj = obj
# now we have the object under the mouse cursor,
# we could do lots of stuff but for the example just select.
if best_obj is not None:
# for selection etc. we need the original object,
# evaluated objects are not in viewlayer
best_original = best_obj.original
best_original.select_set(True)
context.view_layer.objects.active = best_original
class ViewOperatorRayCast(bpy.types.Operator):
"""Modal object selection with a ray cast"""
bl_idname = "view3d.modal_operator_raycast"
bl_label = "RayCast View Operator"
def modal(self, context, event):
if event.type in {'MIDDLEMOUSE', 'WHEELUPMOUSE', 'WHEELDOWNMOUSE'}:
# allow navigation
return {'PASS_THROUGH'}
elif event.type == 'LEFTMOUSE':
main(context, event)
return {'RUNNING_MODAL'}
elif event.type in {'RIGHTMOUSE', 'ESC'}:
return {'CANCELLED'}
return {'RUNNING_MODAL'}
def invoke(self, context, event):
if context.space_data.type == 'VIEW_3D':
context.window_manager.modal_handler_add(self)
return {'RUNNING_MODAL'}
else:
self.report({'WARNING'}, "Active space must be a View3d")
return {'CANCELLED'}
def menu_func(self, context):
self.layout.operator(ViewOperatorRayCast.bl_idname, text="Raycast View Modal Operator")
# Register and add to the "view" menu (required to also use F3 search "Raycast View Modal Operator" for quick access).
def register():
bpy.utils.register_class(ViewOperatorRayCast)
bpy.types.VIEW3D_MT_view.append(menu_func)
def unregister():
bpy.utils.unregister_class(ViewOperatorRayCast)
bpy.types.VIEW3D_MT_view.remove(menu_func)
if __name__ == "__main__":
register()

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import bpy
def main(operator, context):
space = context.space_data
node_tree = space.node_tree
node_active = context.active_node
node_selected = context.selected_nodes
# now we have the context, perform a simple operation
if node_active in node_selected:
node_selected.remove(node_active)
if len(node_selected) != 1:
operator.report({'ERROR'}, "2 nodes must be selected")
return
node_other, = node_selected
# now we have 2 nodes to operate on
if not node_active.inputs:
operator.report({'ERROR'}, "Active node has no inputs")
return
if not node_other.outputs:
operator.report({'ERROR'}, "Selected node has no outputs")
return
socket_in = node_active.inputs[0]
socket_out = node_other.outputs[0]
# add a link between the two nodes
node_link = node_tree.links.new(socket_in, socket_out)
class NodeOperator(bpy.types.Operator):
"""Tooltip"""
bl_idname = "node.simple_operator"
bl_label = "Simple Node Operator"
@classmethod
def poll(cls, context):
space = context.space_data
return space.type == 'NODE_EDITOR'
def execute(self, context):
main(self, context)
return {'FINISHED'}
def menu_func(self, context):
self.layout.operator(NodeOperator.bl_idname, text=NodeOperator.bl_label)
# Register and add to the "Node" menu (required to also use F3 search "Simple Node Operator" for quick access).
def register():
bpy.utils.register_class(NodeOperator)
bpy.types.NODE_MT_node.append(menu_func)
def unregister():
bpy.utils.unregister_class(NodeOperator)
bpy.types.NODE_MT_node.remove(menu_func)
if __name__ == "__main__":
register()

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import bpy
def main(context):
for ob in context.scene.objects:
print(ob)
class SimpleOperator(bpy.types.Operator):
"""Tooltip"""
bl_idname = "object.simple_operator"
bl_label = "Simple Object Operator"
@classmethod
def poll(cls, context):
return context.active_object is not None
def execute(self, context):
main(context)
return {'FINISHED'}
def menu_func(self, context):
self.layout.operator(SimpleOperator.bl_idname, text=SimpleOperator.bl_label)
# Register and add to the "object" menu (required to also use F3 search "Simple Object Operator" for quick access).
def register():
bpy.utils.register_class(SimpleOperator)
bpy.types.VIEW3D_MT_object.append(menu_func)
def unregister():
bpy.utils.unregister_class(SimpleOperator)
bpy.types.VIEW3D_MT_object.remove(menu_func)
if __name__ == "__main__":
register()
# test call
bpy.ops.object.simple_operator()

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import bpy
class MESH_UL_mylist(bpy.types.UIList):
# Constants (flags)
# Be careful not to shadow FILTER_ITEM (i.e. UIList().bitflag_filter_item)!
# E.g. VGROUP_EMPTY = 1 << 0
# Custom properties, saved with .blend file. E.g.
# use_filter_empty: bpy.props.BoolProperty(
# name="Filter Empty", default=False, options=set(),
# description="Whether to filter empty vertex groups",
# )
# Called for each drawn item.
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index, flt_flag):
# 'DEFAULT' and 'COMPACT' layout types should usually use the same draw code.
if self.layout_type in {'DEFAULT', 'COMPACT'}:
pass
# 'GRID' layout type should be as compact as possible (typically a single icon!).
elif self.layout_type == 'GRID':
pass
# Called once to draw filtering/reordering options.
def draw_filter(self, context, layout):
# Nothing much to say here, it's usual UI code...
pass
# Called once to filter/reorder items.
def filter_items(self, context, data, propname):
# This function gets the collection property (as the usual tuple (data, propname)), and must return two lists:
# * The first one is for filtering, it must contain 32bit integers were self.bitflag_filter_item marks the
# matching item as filtered (i.e. to be shown), and 31 other bits are free for custom needs. Here we use the
# first one to mark VGROUP_EMPTY.
# * The second one is for reordering, it must return a list containing the new indices of the items (which
# gives us a mapping org_idx -> new_idx).
# Please note that the default UI_UL_list defines helper functions for common tasks (see its doc for more info).
# If you do not make filtering and/or ordering, return empty list(s) (this will be more efficient than
# returning full lists doing nothing!).
# Default return values.
flt_flags = []
flt_neworder = []
# Do filtering/reordering here...
return flt_flags, flt_neworder

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import bpy
from bl_ui.generic_ui_list import draw_ui_list
class MyPropGroup(bpy.types.PropertyGroup):
name: bpy.props.StringProperty()
class MyPanel(bpy.types.Panel):
bl_label = "My Label"
bl_idname = "SCENE_PT_list_demo"
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_category = 'My Category'
def draw(self, context):
layout = self.layout
draw_ui_list(
layout,
context,
list_context_path="scene.my_list",
active_index_context_path="scene.my_list_active_index"
)
classes = [
MyPropGroup,
MyPanel
]
class_register, class_unregister = bpy.utils.register_classes_factory(classes)
def register():
class_register()
bpy.types.Scene.my_list = bpy.props.CollectionProperty(type=MyPropGroup)
bpy.types.Scene.my_list_active_index = bpy.props.IntProperty()
def unregister():
class_unregister()
del bpy.types.Scene.my_list
del bpy.types.Scene.my_list_active_index
register()

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import bpy
class MATERIAL_UL_matslots_example(bpy.types.UIList):
# The draw_item function is called for each item of the collection that is visible in the list.
# data is the RNA object containing the collection,
# item is the current drawn item of the collection,
# icon is the "computed" icon for the item (as an integer, because some objects like materials or textures
# have custom icons ID, which are not available as enum items).
# active_data is the RNA object containing the active property for the collection (i.e. integer pointing to the
# active item of the collection).
# active_propname is the name of the active property (use 'getattr(active_data, active_propname)').
# index is index of the current item in the collection.
# flt_flag is the result of the filtering process for this item.
# Note: as index and flt_flag are optional arguments, you do not have to use/declare them here if you don't
# need them.
def draw_item(self, context, layout, data, item, icon, active_data, active_propname):
ob = data
slot = item
ma = slot.material
# draw_item must handle the three layout types... Usually 'DEFAULT' and 'COMPACT' can share the same code.
if self.layout_type in {'DEFAULT', 'COMPACT'}:
# You should always start your row layout by a label (icon + text), or a non-embossed text field,
# this will also make the row easily selectable in the list! The later also enables ctrl-click rename.
# We use icon_value of label, as our given icon is an integer value, not an enum ID.
# Note "data" names should never be translated!
if ma:
layout.prop(ma, "name", text="", emboss=False, icon_value=icon)
else:
layout.label(text="", translate=False, icon_value=icon)
# 'GRID' layout type should be as compact as possible (typically a single icon!).
elif self.layout_type == 'GRID':
layout.alignment = 'CENTER'
layout.label(text="", icon_value=icon)
# And now we can use this list everywhere in Blender. Here is a small example panel.
class UIListPanelExample(bpy.types.Panel):
"""Creates a Panel in the Object properties window"""
bl_label = "UIList Panel"
bl_idname = "OBJECT_PT_ui_list_example"
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "object"
def draw(self, context):
layout = self.layout
obj = context.object
# template_list now takes two new args.
# The first one is the identifier of the registered UIList to use (if you want only the default list,
# with no custom draw code, use "UI_UL_list").
layout.template_list("MATERIAL_UL_matslots_example", "", obj, "material_slots", obj, "active_material_index")
# The second one can usually be left as an empty string.
# It's an additional ID used to distinguish lists in case you
# use the same list several times in a given area.
layout.template_list("MATERIAL_UL_matslots_example", "compact", obj, "material_slots",
obj, "active_material_index", type='COMPACT')
def register():
bpy.utils.register_class(MATERIAL_UL_matslots_example)
bpy.utils.register_class(UIListPanelExample)
def unregister():
bpy.utils.unregister_class(MATERIAL_UL_matslots_example)
bpy.utils.unregister_class(UIListPanelExample)
if __name__ == "__main__":
register()

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import bpy
class CustomMenu(bpy.types.Menu):
bl_label = "Custom Menu"
bl_idname = "OBJECT_MT_custom_menu"
def draw(self, context):
layout = self.layout
layout.operator("wm.open_mainfile")
layout.operator("wm.save_as_mainfile").copy = True
layout.operator("object.shade_smooth")
layout.label(text="Hello world!", icon='WORLD_DATA')
# use an operator enum property to populate a sub-menu
layout.operator_menu_enum("object.select_by_type",
property="type",
text="Select All by Type",
)
# call another menu
layout.operator("wm.call_menu", text="Unwrap").name = "VIEW3D_MT_uv_map"
def draw_item(self, context):
layout = self.layout
layout.menu(CustomMenu.bl_idname)
def register():
bpy.utils.register_class(CustomMenu)
# lets add ourselves to the main header
bpy.types.INFO_HT_header.append(draw_item)
def unregister():
bpy.utils.unregister_class(CustomMenu)
bpy.types.INFO_HT_header.remove(draw_item)
if __name__ == "__main__":
register()
# The menu can also be called from scripts
bpy.ops.wm.call_menu(name=CustomMenu.bl_idname)

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import bpy
class SimpleCustomMenu(bpy.types.Menu):
bl_label = "Simple Custom Menu"
bl_idname = "OBJECT_MT_simple_custom_menu"
def draw(self, context):
layout = self.layout
layout.operator("wm.open_mainfile")
layout.operator("wm.save_as_mainfile")
def register():
bpy.utils.register_class(SimpleCustomMenu)
def unregister():
bpy.utils.unregister_class(SimpleCustomMenu)
if __name__ == "__main__":
register()
# The menu can also be called from scripts
bpy.ops.wm.call_menu(name=SimpleCustomMenu.bl_idname)

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import bpy
class LayoutDemoPanel(bpy.types.Panel):
"""Creates a Panel in the scene context of the properties editor"""
bl_label = "Layout Demo"
bl_idname = "SCENE_PT_layout"
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "scene"
def draw(self, context):
layout = self.layout
scene = context.scene
# Create a simple row.
layout.label(text=" Simple Row:")
row = layout.row()
row.prop(scene, "frame_start")
row.prop(scene, "frame_end")
# Create an row where the buttons are aligned to each other.
layout.label(text=" Aligned Row:")
row = layout.row(align=True)
row.prop(scene, "frame_start")
row.prop(scene, "frame_end")
# Create two columns, by using a split layout.
split = layout.split()
# First column
col = split.column()
col.label(text="Column One:")
col.prop(scene, "frame_end")
col.prop(scene, "frame_start")
# Second column, aligned
col = split.column(align=True)
col.label(text="Column Two:")
col.prop(scene, "frame_start")
col.prop(scene, "frame_end")
# Big render button
layout.label(text="Big Button:")
row = layout.row()
row.scale_y = 3.0
row.operator("render.render")
# Different sizes in a row
layout.label(text="Different button sizes:")
row = layout.row(align=True)
row.operator("render.render")
sub = row.row()
sub.scale_x = 2.0
sub.operator("render.render")
row.operator("render.render")
def register():
bpy.utils.register_class(LayoutDemoPanel)
def unregister():
bpy.utils.unregister_class(LayoutDemoPanel)
if __name__ == "__main__":
register()

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import bpy
class HelloWorldPanel(bpy.types.Panel):
"""Creates a Panel in the Object properties window"""
bl_label = "Hello World Panel"
bl_idname = "OBJECT_PT_hello"
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "object"
def draw(self, context):
layout = self.layout
obj = context.object
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.prop(obj, "name")
row = layout.row()
row.operator("mesh.primitive_cube_add")
def register():
bpy.utils.register_class(HelloWorldPanel)
def unregister():
bpy.utils.unregister_class(HelloWorldPanel)
if __name__ == "__main__":
register()

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import bpy
from bpy.types import Menu
# spawn an edit mode selection pie (run while object is in edit mode to get a valid output)
class VIEW3D_MT_PIE_template(Menu):
# label is displayed at the center of the pie menu.
bl_label = "Select Mode"
def draw(self, context):
layout = self.layout
pie = layout.menu_pie()
# operator_enum will just spread all available options
# for the type enum of the operator on the pie
pie.operator_enum("mesh.select_mode", "type")
def register():
bpy.utils.register_class(VIEW3D_MT_PIE_template)
def unregister():
bpy.utils.unregister_class(VIEW3D_MT_PIE_template)
if __name__ == "__main__":
register()
bpy.ops.wm.call_menu_pie(name="VIEW3D_MT_PIE_template")

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# This sample script demonstrates how to place a custom icon on a button or
# menu entry.
#
# IMPORTANT NOTE: if you run this sample, there will be no icon in the button
# You need to replace the image path with a real existing one.
# For distributable scripts, it is recommended to place the icons inside the
# addon folder and access it relative to the py script file for portability
#
#
# Other use cases for UI-previews:
# - provide a fixed list of previews to select from
# - provide a dynamic list of preview (eg. calculated from reading a directory)
#
# For the above use cases, see the template 'ui_previews_dynamic_enum.py"
import os
import bpy
class PreviewsExamplePanel(bpy.types.Panel):
"""Creates a Panel in the Object properties window"""
bl_label = "Previews Example Panel"
bl_idname = "OBJECT_PT_previews"
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "object"
def draw(self, context):
layout = self.layout
pcoll = preview_collections["main"]
row = layout.row()
my_icon = pcoll["my_icon"]
row.operator("render.render", icon_value=my_icon.icon_id)
# my_icon.icon_id can be used in any UI function that accepts
# icon_value # try also setting text=""
# to get an icon only operator button
# We can store multiple preview collections here,
# however in this example we only store "main"
preview_collections = {}
def register():
# Note that preview collections returned by bpy.utils.previews
# are regular py objects - you can use them to store custom data.
import bpy.utils.previews
pcoll = bpy.utils.previews.new()
# path to the folder where the icon is
# the path is calculated relative to this py file inside the addon folder
my_icons_dir = os.path.join(os.path.dirname(__file__), "icons")
# load a preview thumbnail of a file and store in the previews collection
pcoll.load("my_icon", os.path.join(my_icons_dir, "icon-image.png"), 'IMAGE')
preview_collections["main"] = pcoll
bpy.utils.register_class(PreviewsExamplePanel)
def unregister():
for pcoll in preview_collections.values():
bpy.utils.previews.remove(pcoll)
preview_collections.clear()
bpy.utils.unregister_class(PreviewsExamplePanel)
if __name__ == "__main__":
register()

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# This sample script demonstrates a dynamic EnumProperty with custom icons.
# The EnumProperty is populated dynamically with thumbnails of the contents of
# a chosen directory in 'enum_previews_from_directory_items'.
# Then, the same enum is displayed with different interfaces. Note that the
# generated icon previews do not have Blender IDs, which means that they can
# not be used with UILayout templates that require IDs,
# such as template_list and template_ID_preview.
#
# Other use cases:
# - make a fixed list of enum_items instead of calculating them in a function
# - generate isolated thumbnails to use as custom icons in buttons
# and menu items
#
# For custom icons, see the template "ui_previews_custom_icon.py".
#
# For distributable scripts, it is recommended to place the icons inside the
# script directory and access it relative to the py script file for portability:
#
# os.path.join(os.path.dirname(__file__), "images")
import os
import bpy
def enum_previews_from_directory_items(self, context):
"""EnumProperty callback"""
enum_items = []
if context is None:
return enum_items
wm = context.window_manager
directory = wm.my_previews_dir
# Get the preview collection (defined in register func).
pcoll = preview_collections["main"]
if directory == pcoll.my_previews_dir:
return pcoll.my_previews
print("Scanning directory: %s" % directory)
if directory and os.path.exists(directory):
# Scan the directory for png files
image_paths = []
for fn in os.listdir(directory):
if fn.lower().endswith(".png"):
image_paths.append(fn)
for i, name in enumerate(image_paths):
# generates a thumbnail preview for a file.
filepath = os.path.join(directory, name)
icon = pcoll.get(name)
if not icon:
thumb = pcoll.load(name, filepath, 'IMAGE')
else:
thumb = pcoll[name]
enum_items.append((name, name, "", thumb.icon_id, i))
pcoll.my_previews = enum_items
pcoll.my_previews_dir = directory
return pcoll.my_previews
class PreviewsExamplePanel(bpy.types.Panel):
"""Creates a Panel in the Object properties window"""
bl_label = "Previews Example Panel"
bl_idname = "OBJECT_PT_previews"
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "object"
def draw(self, context):
layout = self.layout
wm = context.window_manager
row = layout.row()
row.prop(wm, "my_previews_dir")
row = layout.row()
row.template_icon_view(wm, "my_previews")
row = layout.row()
row.prop(wm, "my_previews")
# We can store multiple preview collections here,
# however in this example we only store "main"
preview_collections = {}
def register():
from bpy.types import WindowManager
from bpy.props import (
StringProperty,
EnumProperty,
)
WindowManager.my_previews_dir = StringProperty(
name="Folder Path",
subtype='DIR_PATH',
default=""
)
WindowManager.my_previews = EnumProperty(
items=enum_previews_from_directory_items,
)
# Note that preview collections returned by bpy.utils.previews
# are regular Python objects - you can use them to store custom data.
#
# This is especially useful here, since:
# - It avoids us regenerating the whole enum over and over.
# - It can store enum_items' strings
# (remember you have to keep those strings somewhere in py,
# else they get freed and Blender references invalid memory!).
import bpy.utils.previews
pcoll = bpy.utils.previews.new()
pcoll.my_previews_dir = ""
pcoll.my_previews = ()
preview_collections["main"] = pcoll
bpy.utils.register_class(PreviewsExamplePanel)
def unregister():
from bpy.types import WindowManager
del WindowManager.my_previews
for pcoll in preview_collections.values():
bpy.utils.previews.remove(pcoll)
preview_collections.clear()
bpy.utils.unregister_class(PreviewsExamplePanel)
if __name__ == "__main__":
register()

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@@ -0,0 +1,91 @@
# This example adds an object mode tool to the toolbar.
# This is just the circle-select and lasso tools tool.
import bpy
from bpy.types import WorkSpaceTool
class MyTool(WorkSpaceTool):
bl_space_type = 'VIEW_3D'
bl_context_mode = 'OBJECT'
# The prefix of the idname should be your add-on name.
bl_idname = "my_template.my_circle_select"
bl_label = "My Circle Select"
bl_description = (
"This is a tooltip\n"
"with multiple lines"
)
bl_icon = "ops.generic.select_circle"
bl_widget = None
bl_keymap = (
("view3d.select_circle", {"type": 'LEFTMOUSE', "value": 'PRESS'},
{"properties": [("wait_for_input", False)]}),
("view3d.select_circle", {"type": 'LEFTMOUSE', "value": 'PRESS', "ctrl": True},
{"properties": [("mode", 'SUB'), ("wait_for_input", False)]}),
)
def draw_settings(context, layout, tool):
props = tool.operator_properties("view3d.select_circle")
layout.prop(props, "mode")
layout.prop(props, "radius")
class MyOtherTool(WorkSpaceTool):
bl_space_type = 'VIEW_3D'
bl_context_mode = 'OBJECT'
bl_idname = "my_template.my_other_select"
bl_label = "My Lasso Tool Select"
bl_description = (
"This is a tooltip\n"
"with multiple lines"
)
bl_icon = "ops.generic.select_lasso"
bl_widget = None
bl_keymap = (
("view3d.select_lasso", {"type": 'LEFTMOUSE', "value": 'PRESS'}, None),
("view3d.select_lasso", {"type": 'LEFTMOUSE', "value": 'PRESS', "ctrl": True},
{"properties": [("mode", 'SUB')]}),
)
def draw_settings(context, layout, tool):
props = tool.operator_properties("view3d.select_lasso")
layout.prop(props, "mode")
class MyWidgetTool(WorkSpaceTool):
bl_space_type = 'VIEW_3D'
bl_context_mode = 'OBJECT'
bl_idname = "my_template.my_gizmo_translate"
bl_label = "My Gizmo Tool"
bl_description = "Short description"
bl_icon = "ops.transform.translate"
bl_widget = "VIEW3D_GGT_tool_generic_handle_free"
bl_widget_properties = [
("radius", 75.0),
("backdrop_fill_alpha", 0.0),
]
bl_keymap = (
("transform.translate", {"type": 'LEFTMOUSE', "value": 'PRESS'}, None),
)
def draw_settings(context, layout, tool):
props = tool.operator_properties("transform.translate")
layout.prop(props, "mode")
def register():
bpy.utils.register_tool(MyTool, after={"builtin.scale_cage"}, separator=True, group=True)
bpy.utils.register_tool(MyOtherTool, after={MyTool.bl_idname})
bpy.utils.register_tool(MyWidgetTool, after={MyTool.bl_idname})
def unregister():
bpy.utils.unregister_tool(MyTool)
bpy.utils.unregister_tool(MyOtherTool)
bpy.utils.unregister_tool(MyWidgetTool)
if __name__ == "__main__":
register()