VR: New "VR Scene Inspection" Add-on
This add-on adds a basic UI for managing the new VR features to the sidebar, in a new "VR" tab. Features: * Buttons to control general VR session settings (e.g. toggle session, positional tracking) * Options for viewport clipping and overlay toggles * Landmarks - VR base pose management: ** Each landmark can either follow the scene camera or use a custom camera. ** Differentiates between active and selected landmarks. That way landmark settings can be changed without changing the current reference pose. ** Stored per scene * Virtual camera gizmo (non-interactive) to show the current VR viewer position and rotation in regular 3D Views * Per 3D View feedback options: ** Virtual camera gizmo ** VR mirror (3D View follows VR view position and rotation) Differential Revision: https://developer.blender.org/D7100
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# ##### BEGIN GPL LICENSE BLOCK #####
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# 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.
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#
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# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
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import bpy
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from bpy.types import (
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Gizmo,
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GizmoGroup,
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)
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from bpy.props import (
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CollectionProperty,
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IntProperty,
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BoolProperty,
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)
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from bpy.app.handlers import persistent
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bl_info = {
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"name": "VR Scene Inspection",
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"author": "Julian Eisel (Severin)",
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"version": (0, 0, 7),
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"blender": (2, 83, 8),
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"location": "3D View > Sidebar > VR",
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"description": ("View the viewport with virtual reality glasses "
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"(head-mounted displays)"),
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"support": "OFFICIAL",
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"warning": "This is an early, limited preview of in development "
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"VR support for Blender.",
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"category": "3D View",
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}
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@persistent
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def ensure_default_vr_landmark(context: bpy.context):
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# Ensure there's a default landmark (scene camera by default).
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landmarks = bpy.context.scene.vr_landmarks
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if not landmarks:
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landmarks.add()
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landmarks[0].type = 'SCENE_CAMERA'
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def xr_landmark_active_type_update(self, context):
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wm = context.window_manager
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session_settings = wm.xr_session_settings
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landmark_active = VRLandmark.get_active_landmark(context)
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# Update session's base pose type to the matching type.
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if landmark_active.type == 'SCENE_CAMERA':
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session_settings.base_pose_type = 'SCENE_CAMERA'
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elif landmark_active.type == 'USER_CAMERA':
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session_settings.base_pose_type = 'OBJECT'
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# elif landmark_active.type == 'CUSTOM':
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# session_settings.base_pose_type = 'CUSTOM'
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def xr_landmark_active_camera_update(self, context):
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session_settings = context.window_manager.xr_session_settings
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landmark_active = VRLandmark.get_active_landmark(context)
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# Update the anchor object to the (new) camera of this landmark.
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session_settings.base_pose_object = landmark_active.base_pose_camera
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def xr_landmark_active_base_pose_location_update(self, context):
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session_settings = context.window_manager.xr_session_settings
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landmark_active = VRLandmark.get_active_landmark(context)
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session_settings.base_pose_location = landmark_active.base_pose_location
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def xr_landmark_active_base_pose_angle_update(self, context):
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session_settings = context.window_manager.xr_session_settings
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landmark_active = VRLandmark.get_active_landmark(context)
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session_settings.base_pose_angle = landmark_active.base_pose_angle
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def xr_landmark_type_update(self, context):
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landmark_selected = VRLandmark.get_selected_landmark(context)
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landmark_active = VRLandmark.get_active_landmark(context)
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# Only update session settings data if the changed landmark is actually
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# the active one.
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if landmark_active == landmark_selected:
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xr_landmark_active_type_update(self, context)
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def xr_landmark_camera_update(self, context):
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landmark_selected = VRLandmark.get_selected_landmark(context)
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landmark_active = VRLandmark.get_active_landmark(context)
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# Only update session settings data if the changed landmark is actually
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# the active one.
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if landmark_active == landmark_selected:
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xr_landmark_active_camera_update(self, context)
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def xr_landmark_base_pose_location_update(self, context):
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landmark_selected = VRLandmark.get_selected_landmark(context)
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landmark_active = VRLandmark.get_active_landmark(context)
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# Only update session settings data if the changed landmark is actually
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# the active one.
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if landmark_active == landmark_selected:
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xr_landmark_active_base_pose_location_update(self, context)
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def xr_landmark_base_pose_angle_update(self, context):
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landmark_selected = VRLandmark.get_selected_landmark(context)
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landmark_active = VRLandmark.get_active_landmark(context)
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# Only update session settings data if the changed landmark is actually
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# the active one.
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if landmark_active == landmark_selected:
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xr_landmark_active_base_pose_angle_update(self, context)
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def xr_landmark_camera_object_poll(self, object):
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return object.type == 'CAMERA'
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def xr_landmark_active_update(self, context):
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xr_landmark_active_type_update(self, context)
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xr_landmark_active_camera_update(self, context)
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xr_landmark_active_base_pose_location_update(self, context)
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xr_landmark_active_base_pose_angle_update(self, context)
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class VRLandmark(bpy.types.PropertyGroup):
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name: bpy.props.StringProperty(
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name="VR Landmark",
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default="Landmark"
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)
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type: bpy.props.EnumProperty(
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name="Type",
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items=[
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('SCENE_CAMERA', "Scene Camera",
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"Use scene's currently active camera to define the VR view base "
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"location and rotation"),
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('USER_CAMERA', "Custom Camera",
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"Use an existing camera to define the VR view base location and "
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"rotation"),
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# Custom base poses work, but it's uncertain if they are really
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# needed. Disabled for now.
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# ('CUSTOM', "Custom Pose",
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# "Allow a manually definied position and rotation to be used as "
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# "the VR view base pose"),
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],
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default='SCENE_CAMERA',
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update=xr_landmark_type_update,
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)
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base_pose_camera: bpy.props.PointerProperty(
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name="Camera",
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type=bpy.types.Object,
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poll=xr_landmark_camera_object_poll,
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update=xr_landmark_camera_update,
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)
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base_pose_location: bpy.props.FloatVectorProperty(
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name="Base Pose Location",
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subtype='TRANSLATION',
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update=xr_landmark_base_pose_location_update,
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)
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base_pose_angle: bpy.props.FloatProperty(
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name="Base Pose Angle",
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subtype='ANGLE',
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update=xr_landmark_base_pose_angle_update,
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)
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@staticmethod
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def get_selected_landmark(context):
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scene = context.scene
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landmarks = scene.vr_landmarks
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return (
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None if (len(landmarks) <
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1) else landmarks[scene.vr_landmarks_selected]
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)
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@staticmethod
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def get_active_landmark(context):
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scene = context.scene
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landmarks = scene.vr_landmarks
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return (
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None if (len(landmarks) <
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1) else landmarks[scene.vr_landmarks_active]
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)
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class VIEW3D_UL_vr_landmarks(bpy.types.UIList):
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def draw_item(self, context, layout, _data, item, icon, _active_data,
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_active_propname, index):
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landmark = item
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landmark_active_idx = context.scene.vr_landmarks_active
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layout.emboss = 'NONE'
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layout.prop(landmark, "name", text="")
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icon = 'SOLO_ON' if (index == landmark_active_idx) else 'SOLO_OFF'
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props = layout.operator(
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"view3d.vr_landmark_activate", text="", icon=icon)
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props.index = index
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class VIEW3D_PT_vr_landmarks(bpy.types.Panel):
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bl_space_type = 'VIEW_3D'
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bl_region_type = 'UI'
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bl_category = "VR"
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bl_label = "Landmarks"
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bl_options = {'DEFAULT_CLOSED'}
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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landmark_selected = VRLandmark.get_selected_landmark(context)
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layout.use_property_split = True
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layout.use_property_decorate = False # No animation.
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row = layout.row()
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row.template_list("VIEW3D_UL_vr_landmarks", "", scene, "vr_landmarks",
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scene, "vr_landmarks_selected", rows=3)
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col = row.column(align=True)
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col.operator("view3d.vr_landmark_add", icon='ADD', text="")
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col.operator("view3d.vr_landmark_remove", icon='REMOVE', text="")
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if landmark_selected:
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layout.prop(landmark_selected, "type")
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if landmark_selected.type == 'USER_CAMERA':
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layout.prop(landmark_selected, "base_pose_camera")
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# elif landmark_selected.type == 'CUSTOM':
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# layout.prop(landmark_selected,
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# "base_pose_location", text="Location")
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# layout.prop(landmark_selected,
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# "base_pose_angle", text="Angle")
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class VIEW3D_PT_vr_session_view(bpy.types.Panel):
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bl_space_type = 'VIEW_3D'
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bl_region_type = 'UI'
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bl_category = "VR"
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bl_label = "View"
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def draw(self, context):
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layout = self.layout
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session_settings = context.window_manager.xr_session_settings
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layout.use_property_split = True
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layout.use_property_decorate = False # No animation.
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layout.prop(session_settings, "show_floor", text="Floor")
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layout.prop(session_settings, "show_annotation", text="Annotations")
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layout.separator()
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col = layout.column(align=True)
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col.prop(session_settings, "clip_start", text="Clip Start")
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col.prop(session_settings, "clip_end", text="End")
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class VIEW3D_PT_vr_session(bpy.types.Panel):
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bl_space_type = 'VIEW_3D'
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bl_region_type = 'UI'
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bl_category = "VR"
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bl_label = "VR Session"
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def draw(self, context):
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layout = self.layout
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session_settings = context.window_manager.xr_session_settings
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layout.use_property_split = True
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layout.use_property_decorate = False # No animation.
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is_session_running = bpy.types.XrSessionState.is_running(context)
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# Using SNAP_FACE because it looks like a stop icon -- I shouldn't
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# have commit rights...
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toggle_info = (
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("Start VR Session", 'PLAY') if not is_session_running else (
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"Stop VR Session", 'SNAP_FACE')
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)
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layout.operator("wm.xr_session_toggle",
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text=toggle_info[0], icon=toggle_info[1])
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layout.separator()
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layout.prop(session_settings, "use_positional_tracking")
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class VIEW3D_OT_vr_landmark_add(bpy.types.Operator):
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bl_idname = "view3d.vr_landmark_add"
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bl_label = "Add VR Landmark"
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bl_description = "Add a new VR landmark to the list and select it"
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bl_options = {'UNDO', 'REGISTER'}
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def execute(self, context):
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scene = context.scene
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landmarks = scene.vr_landmarks
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landmarks.add()
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# select newly created set
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scene.vr_landmarks_selected = len(landmarks) - 1
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return {'FINISHED'}
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class VIEW3D_OT_vr_landmark_remove(bpy.types.Operator):
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bl_idname = "view3d.vr_landmark_remove"
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bl_label = "Remove VR Landmark"
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bl_description = "Delete the selected VR landmark from the list"
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bl_options = {'UNDO', 'REGISTER'}
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def execute(self, context):
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scene = context.scene
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landmarks = scene.vr_landmarks
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if len(landmarks) > 1:
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landmark_selected_idx = scene.vr_landmarks_selected
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landmarks.remove(landmark_selected_idx)
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scene.vr_landmarks_selected -= 1
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return {'FINISHED'}
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class VIEW3D_OT_vr_landmark_activate(bpy.types.Operator):
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bl_idname = "view3d.vr_landmark_activate"
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bl_label = "Activate VR Landmark"
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bl_description = "Change to the selected VR landmark from the list"
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bl_options = {'UNDO', 'REGISTER'}
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index: IntProperty(
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name="Index",
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options={'HIDDEN'},
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)
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def execute(self, context):
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scene = context.scene
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if self.index >= len(scene.vr_landmarks):
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return {'CANCELLED'}
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scene.vr_landmarks_active = (
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self.index if self.properties.is_property_set(
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"index") else scene.vr_landmarks_selected
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)
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return {'FINISHED'}
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class VIEW3D_PT_vr_viewport_feedback(bpy.types.Panel):
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bl_space_type = 'VIEW_3D'
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bl_region_type = 'UI'
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bl_category = "VR"
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bl_label = "Viewport Feedback"
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bl_options = {'DEFAULT_CLOSED'}
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def draw(self, context):
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layout = self.layout
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view3d = context.space_data
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layout.prop(view3d.shading, "vr_show_virtual_camera")
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layout.prop(view3d, "mirror_xr_session")
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class VIEW3D_GT_vr_camera_cone(Gizmo):
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bl_idname = "VIEW_3D_GT_vr_camera_cone"
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aspect = 1.0, 1.0
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def draw(self, context):
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import bgl
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if not hasattr(self, "frame_shape"):
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aspect = self.aspect
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frame_shape_verts = (
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(-aspect[0], -aspect[1], -1.0),
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(aspect[0], -aspect[1], -1.0),
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(aspect[0], aspect[1], -1.0),
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(-aspect[0], aspect[1], -1.0),
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)
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lines_shape_verts = (
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(0.0, 0.0, 0.0),
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frame_shape_verts[0],
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(0.0, 0.0, 0.0),
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frame_shape_verts[1],
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(0.0, 0.0, 0.0),
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frame_shape_verts[2],
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(0.0, 0.0, 0.0),
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frame_shape_verts[3],
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)
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self.frame_shape = self.new_custom_shape(
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'LINE_LOOP', frame_shape_verts)
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self.lines_shape = self.new_custom_shape(
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'LINES', lines_shape_verts)
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# Ensure correct GL state (otherwise other gizmos might mess that up)
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bgl.glLineWidth(1)
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bgl.glEnable(bgl.GL_BLEND)
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self.draw_custom_shape(self.frame_shape)
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self.draw_custom_shape(self.lines_shape)
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class VIEW3D_GGT_vr_viewer_pose(GizmoGroup):
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bl_idname = "VIEW3D_GGT_vr_viewer_pose"
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bl_label = "VR Viewer Pose Indicator"
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bl_space_type = 'VIEW_3D'
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bl_region_type = 'WINDOW'
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bl_options = {'3D', 'PERSISTENT', 'SCALE', 'VR_REDRAWS'}
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@classmethod
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def poll(cls, context):
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view3d = context.space_data
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return (
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view3d.shading.vr_show_virtual_camera and
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bpy.types.XrSessionState.is_running(context) and
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not view3d.mirror_xr_session
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)
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@staticmethod
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def _get_viewer_pose_matrix(context):
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from mathutils import Matrix, Quaternion
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wm = context.window_manager
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loc = wm.xr_session_state.viewer_pose_location
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rot = wm.xr_session_state.viewer_pose_rotation
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rotmat = Matrix.Identity(3)
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rotmat.rotate(rot)
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rotmat.resize_4x4()
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transmat = Matrix.Translation(loc)
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return transmat @ rotmat
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def setup(self, context):
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gizmo = self.gizmos.new(VIEW3D_GT_vr_camera_cone.bl_idname)
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gizmo.aspect = 1 / 3, 1 / 4
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gizmo.color = gizmo.color_highlight = 0.2, 0.6, 1.0
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gizmo.alpha = 1.0
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||||
self.gizmo = gizmo
|
||||
|
||||
def draw_prepare(self, context):
|
||||
self.gizmo.matrix_basis = self._get_viewer_pose_matrix(context)
|
||||
|
||||
|
||||
classes = (
|
||||
VIEW3D_PT_vr_session,
|
||||
VIEW3D_PT_vr_session_view,
|
||||
VIEW3D_PT_vr_landmarks,
|
||||
VIEW3D_PT_vr_viewport_feedback,
|
||||
|
||||
VRLandmark,
|
||||
VIEW3D_UL_vr_landmarks,
|
||||
|
||||
VIEW3D_OT_vr_landmark_add,
|
||||
VIEW3D_OT_vr_landmark_remove,
|
||||
VIEW3D_OT_vr_landmark_activate,
|
||||
|
||||
VIEW3D_GT_vr_camera_cone,
|
||||
VIEW3D_GGT_vr_viewer_pose,
|
||||
)
|
||||
|
||||
|
||||
def register():
|
||||
if not bpy.app.build_options.xr_openxr:
|
||||
return
|
||||
|
||||
for cls in classes:
|
||||
bpy.utils.register_class(cls)
|
||||
|
||||
bpy.types.Scene.vr_landmarks = CollectionProperty(
|
||||
name="Landmark",
|
||||
type=VRLandmark,
|
||||
)
|
||||
bpy.types.Scene.vr_landmarks_selected = IntProperty(
|
||||
name="Selected Landmark"
|
||||
)
|
||||
bpy.types.Scene.vr_landmarks_active = IntProperty(
|
||||
update=xr_landmark_active_update,
|
||||
)
|
||||
# View3DShading is the only per 3D-View struct with custom property
|
||||
# support, so "abusing" that to get a per 3D-View option.
|
||||
bpy.types.View3DShading.vr_show_virtual_camera = BoolProperty(
|
||||
name="Show VR Camera"
|
||||
)
|
||||
|
||||
bpy.app.handlers.load_post.append(ensure_default_vr_landmark)
|
||||
|
||||
|
||||
def unregister():
|
||||
if not bpy.app.build_options.xr_openxr:
|
||||
return
|
||||
|
||||
for cls in classes:
|
||||
bpy.utils.unregister_class(cls)
|
||||
|
||||
del bpy.types.Scene.vr_landmarks
|
||||
del bpy.types.Scene.vr_landmarks_selected
|
||||
del bpy.types.Scene.vr_landmarks_active
|
||||
del bpy.types.View3DShading.vr_show_virtual_camera
|
||||
|
||||
bpy.app.handlers.load_post.remove(ensure_default_vr_landmark)
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
register()
|
Loading…
Reference in New Issue