Custom properties in popups updates only after releasing mouse #81260

Closed
opened 2020-09-28 18:27:57 +02:00 by Oleg · 5 comments

System Information
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06

Blender Version
Broken: version: 2.91.0 Alpha, branch: master, commit date: 2020-09-26 20:04, hash: 8c81b3fb8b
Worked: (newest version of Blender that worked as expected)

Short description of error
I wrote a script where I need to manage a range min<>max value.
However, in Blender currently it is impossible to have such UI element/widget.
I mimic the expected behavior via update function of properties which simply checks if one value is bigger or smaller than another.
The problem is than when I'm using an Adjust Last Operation in the left bottom corner, UI updates synchronously which is not the case when invoking it as a popup.
Here is the gif for better explanation of issue:

popup_update_property_bug.gif

Exact steps for others to reproduce the error

  1. Paste code into Blender script editor and run it
  2. Select mesh and switch to vertex mode
  3. Press Shift+G -> Vertices By Angle or F3->search for Select Vertices By Angle
  4. Try to change values via panel on left bottom corner and popup using F9
  from math import pi
  import bmesh
  import bpy
  from bpy.props import BoolProperty, FloatProperty
  from bpy.types import VIEW3D_MT_edit_mesh_select_similar
  class SelectVerticesByAngle(bpy.types.Operator):
      """Select vertices with 2 connected edges by angle between them"""
      bl_idname = "mesh.select_vertices_by_angle"
      bl_label = "Select Vertices By Angle"
      bl_options = {'REGISTER', 'UNDO'}
      def update_min_angle(self, context):
          if self.min_angle > self.max_angle:
              self.max_angle = self.min_angle
      def update_max_angle(self, context):
          if self.max_angle < self.min_angle:
              self.min_angle = self.max_angle
      min_angle: FloatProperty(name="Min Angle", subtype='ANGLE',
                              default=pi * 0.75, min=0.0, max=pi,
                              update=update_min_angle)
      max_angle: FloatProperty(name="Max Angle", subtype='ANGLE',
                              default=pi, min=0.0, max=pi,
                              update=update_max_angle)
      extend: BoolProperty(name="Extend", default=False)
      @classmethod
      def poll(cls, context):
          ob = context.active_object
          return all([bool(ob), ob.type == "MESH", ob.mode == "EDIT"])
      def select_by_angle(self, v):
          le = v.link_edges
          if len(le) == 2:
              vec1 = v.co - le[0].other_vert(v).co
              vec2 = v.co - le[1].other_vert(v).co
              angle = abs((vec1).angle(vec2))
              return (angle >= self.min_angle and angle <= self.max_angle)
          return False
      def execute(self, context):
          me = context.object.data
          bm = bmesh.from_edit_mesh(me)
          bm.select_mode = {'VERT'}
          for v in bm.verts:
              if not (self.extend and v.select):
                  v.select = self.select_by_angle(v)
          bm.select_flush_mode()
          bmesh.update_edit_mesh(me)
          return {'FINISHED'}
  def draw_select_vertices_by_angle(self, context):
      mesh_select_mode = context.scene.tool_settings.mesh_select_mode
      if tuple(mesh_select_mode) == (True, False, False):
          layout = self.layout
          layout.separator()
          layout.operator(SelectVerticesByAngle.bl_idname,
                          text="Vertices By Angle")
  def register():
      bpy.utils.register_class(SelectVerticesByAngle)
      VIEW3D_MT_edit_mesh_select_similar.append(draw_select_vertices_by_angle)
  def unregister():
      bpy.utils.unregister_class(SelectVerticesByAngle)
      VIEW3D_MT_edit_mesh_select_similar.remove(draw_select_vertices_by_angle)
  if __name__ == "__main__":
      register()
**System Information** Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06 **Blender Version** Broken: version: 2.91.0 Alpha, branch: master, commit date: 2020-09-26 20:04, hash: `8c81b3fb8b` Worked: (newest version of Blender that worked as expected) **Short description of error** I wrote a script where I need to manage a range min<>max value. However, in Blender currently it is impossible to have such UI element/widget. I mimic the expected behavior via update function of properties which simply checks if one value is bigger or smaller than another. The problem is than when I'm using an Adjust Last Operation in the left bottom corner, UI updates synchronously which is not the case when invoking it as a popup. Here is the gif for better explanation of issue: ![popup_update_property_bug.gif](https://archive.blender.org/developer/F8932405/popup_update_property_bug.gif) **Exact steps for others to reproduce the error** 1. Paste code into Blender script editor and run it 2. Select mesh and switch to vertex mode 3. Press Shift+G -> Vertices By Angle or F3->search for Select Vertices By Angle 4. Try to change values via panel on left bottom corner and popup using F9 ``` from math import pi ``` ``` import bmesh import bpy from bpy.props import BoolProperty, FloatProperty from bpy.types import VIEW3D_MT_edit_mesh_select_similar ``` ``` class SelectVerticesByAngle(bpy.types.Operator): """Select vertices with 2 connected edges by angle between them""" bl_idname = "mesh.select_vertices_by_angle" bl_label = "Select Vertices By Angle" bl_options = {'REGISTER', 'UNDO'} ``` ``` def update_min_angle(self, context): if self.min_angle > self.max_angle: self.max_angle = self.min_angle ``` ``` def update_max_angle(self, context): if self.max_angle < self.min_angle: self.min_angle = self.max_angle ``` ``` min_angle: FloatProperty(name="Min Angle", subtype='ANGLE', default=pi * 0.75, min=0.0, max=pi, update=update_min_angle) max_angle: FloatProperty(name="Max Angle", subtype='ANGLE', default=pi, min=0.0, max=pi, update=update_max_angle) extend: BoolProperty(name="Extend", default=False) ``` ``` @classmethod def poll(cls, context): ob = context.active_object return all([bool(ob), ob.type == "MESH", ob.mode == "EDIT"]) ``` ``` def select_by_angle(self, v): le = v.link_edges ``` ``` if len(le) == 2: vec1 = v.co - le[0].other_vert(v).co vec2 = v.co - le[1].other_vert(v).co angle = abs((vec1).angle(vec2)) ``` ``` return (angle >= self.min_angle and angle <= self.max_angle) ``` ``` return False ``` ``` def execute(self, context): me = context.object.data bm = bmesh.from_edit_mesh(me) bm.select_mode = {'VERT'} ``` ``` for v in bm.verts: if not (self.extend and v.select): v.select = self.select_by_angle(v) ``` ``` bm.select_flush_mode() bmesh.update_edit_mesh(me) ``` ``` return {'FINISHED'} ``` ``` def draw_select_vertices_by_angle(self, context): mesh_select_mode = context.scene.tool_settings.mesh_select_mode ``` ``` if tuple(mesh_select_mode) == (True, False, False): layout = self.layout layout.separator() layout.operator(SelectVerticesByAngle.bl_idname, text="Vertices By Angle") ``` ``` def register(): bpy.utils.register_class(SelectVerticesByAngle) VIEW3D_MT_edit_mesh_select_similar.append(draw_select_vertices_by_angle) ``` ``` def unregister(): bpy.utils.unregister_class(SelectVerticesByAngle) VIEW3D_MT_edit_mesh_select_similar.remove(draw_select_vertices_by_angle) ``` ``` if __name__ == "__main__": register()
Author

Added subscriber: @DotBow

Added subscriber: @DotBow
Oleg changed title from Custom properties in popups updating only after releasing mouse to Custom properties in popups updates only after releasing mouse 2020-09-28 18:30:24 +02:00
Author

After some research I found out that adding this callback to operator solves an issue:

  def check(self, context):
      return True

However, it is still not really obvious what the logic behind different behaviours in such case.
Since it looks like "by design" behaviour, task can be closed I think.

After some research I found out that adding this callback to operator solves an issue: ``` def check(self, context): return True ``` However, it is still not really obvious what the logic behind different behaviours in such case. Since it looks like "by design" behaviour, task can be closed I think.

Added subscriber: @mano-wii

Added subscriber: @mano-wii

Changed status from 'Needs Triage' to: 'Archived'

Changed status from 'Needs Triage' to: 'Archived'
Germano Cavalcante self-assigned this 2020-10-06 16:31:45 +02:00

I'm not sure if there is a bug or not, but your solution is not ideal.
There is probably a misunderstanding of how the properties shown on the redo panel work.
They are the final values used at the end of the operation.
You don't need a callback to edit it.
You can simply edit it before completing the operation.

Thanks for the report. Unfortunately the scenario described is too time consuming for us to track down, (and the use of the update callback is not really ideal in this case).

For help using Blender, please try one of the community websites: https://www.blender.org/community/

I'm not sure if there is a bug or not, but your solution is not ideal. There is probably a misunderstanding of how the properties shown on the redo panel work. They are the final values used at the end of the operation. You don't need a callback to edit it. You can simply edit it before completing the operation. Thanks for the report. Unfortunately the scenario described is too time consuming for us to track down, (and the use of the update callback is not really ideal in this case). For help using Blender, please try one of the community websites: https://www.blender.org/community/
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Reference: blender/blender#81260
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