BLEN-335: Export environment light #1

Merged
Bogdan Nagirniak merged 5 commits from BLEN-335 into storm-hydra-addon 2023-02-17 13:46:19 +01:00
26 changed files with 166 additions and 104 deletions
Showing only changes of commit 853d8ad9d9 - Show all commits

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@ -1,7 +0,0 @@
{
"project_id" : "Blender Addons",
"conduit_uri" : "https://developer.blender.org/",
"phabricator.uri" : "https://developer.blender.org/",
"git.default-relative-commit" : "origin/master",
"arc.land.update.default" : "rebase"
}

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@ -1,5 +1,4 @@
This repository is only used as a mirror of git.blender.org. Blender development happens on
https://developer.blender.org.
This repository is only used as a mirror. Blender development happens on projects.blender.org.
To get started with contributing code, please see:
https://wiki.blender.org/wiki/Process/Contributing_Code

3
.github/stale.yml vendored
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@ -15,8 +15,7 @@ staleLabel: stale
# Comment to post when closing a stale Issue or Pull Request.
closeComment: >
This issue has been automatically closed, because this repository is only
used as a mirror of git.blender.org. Blender development happens on
developer.blender.org.
used as a mirror. Blender development happens on projects.blender.org.
To get started contributing code, please read:
https://wiki.blender.org/wiki/Process/Contributing_Code

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@ -2,8 +2,8 @@
bl_info = {
"name": "Import Palettes",
"author": "Antonio Vazquez",
"version": (1, 0, 0),
"author": "Antonio Vazquez, Kevin C. Burke (@blastframe)",
"version": (1, 0, 1),
"blender": (2, 81, 6),
"location": "File > Import",
"description": "Import Palettes",

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@ -99,6 +99,31 @@ def parse(filename):
return [c for c in parse_chunk(data)]
def create_color(data):
valid = False
color = [0, 0, 0]
val = data['values']
if data['mode'] == 'RGB':
valid = True
color[0] = val[0]
color[1] = val[1]
color[2] = val[2]
elif data['mode'] == 'Gray':
valid = True
color[0] = val[0]
color[1] = val[0]
color[2] = val[0]
elif data['mode'] == 'CMYK':
valid = True
color[0] = (1.0 - val[0]) * (1.0 - val[3])
color[1] = (1.0 - val[1]) * (1.0 - val[3])
color[2] = (1.0 - val[2]) * (1.0 - val[3])
if valid:
return color
def load(context, filepath):
output = parse(filepath)
@ -107,33 +132,20 @@ def load(context, filepath):
pal = None
for elm in output:
valid = False
data = elm['data']
color = [0, 0, 0]
val = data['values']
colors = []
if data['mode'] == 'RGB':
valid = True
color[0] = val[0]
color[1] = val[1]
color[2] = val[2]
elif data['mode'] == 'Gray':
valid = True
color[0] = val[0]
color[1] = val[0]
color[2] = val[0]
elif data['mode'] == 'CMYK':
valid = True
color[0] = (1.0 - val[0]) * (1.0 - val[3])
color[1] = (1.0 - val[1]) * (1.0 - val[3])
color[2] = (1.0 - val[2]) * (1.0 - val[3])
if "data" in elm:
colors.append(create_color(elm['data']))
# Create palette color
if valid:
# Create Palette
if pal is None:
pal = bpy.data.palettes.new(name=filename)
if "swatches" in elm:
for swatch in elm['swatches']:
colors.append(create_color(swatch["data"]))
# Create Palette
if pal is None:
pal = bpy.data.palettes.new(name=filename)
for color in colors:
# Create Color
col = pal.colors.new()
col.color[0] = color[0]

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@ -43,7 +43,7 @@ bl_info = {
"name": "Atomic Blender PDB/XYZ",
"description": "Importing atoms listed in PDB or XYZ files as balls into Blender",
"author": "Clemens Barth",
"version": (1, 8),
"version": (1, 8, 1),
"blender": (2, 80, 0),
"location": "File -> Import -> PDB (.pdb) and File -> Import -> XYZ (.xyz)",
"warning": "",

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@ -755,7 +755,8 @@ def draw_sticks_dupliverts(all_atoms,
if use_sticks_color == False:
stick_material = bpy.data.materials.new(ELEMENTS[-1].name)
stick_material.use_nodes = True
mat_P_BSDF = stick_material.node_tree.nodes['Principled BSDF']
mat_P_BSDF = next(n for n in stick_material.node_tree.nodes
if n.type == "BSDF_PRINCIPLED")
mat_P_BSDF.inputs['Base Color'].default_value = ELEMENTS[-1].color
# Sort the sticks and put them into a new list such that ...
@ -1048,7 +1049,8 @@ def draw_sticks_skin(all_atoms,
stick_material = bpy.data.materials.new(ELEMENTS[-1].name)
stick_material.use_nodes = True
mat_P_BSDF = stick_material.node_tree.nodes['Principled BSDF']
mat_P_BSDF = next(n for n in stick_material.node_tree.nodes
if n.type == "BSDF_PRINCIPLED")
mat_P_BSDF.inputs['Base Color'].default_value = ELEMENTS[-1].color
new_stick_mesh.active_material = stick_material
@ -1105,7 +1107,8 @@ def draw_sticks_normal(all_atoms,
stick_material = bpy.data.materials.new(ELEMENTS[-1].name)
stick_material.use_nodes = True
mat_P_BSDF = stick_material.node_tree.nodes['Principled BSDF']
mat_P_BSDF = next(n for n in stick_material.node_tree.nodes
if n.type == "BSDF_PRINCIPLED")
mat_P_BSDF.inputs['Base Color'].default_value = ELEMENTS[-1].color
up_axis = Vector([0.0, 0.0, 1.0])
@ -1332,7 +1335,8 @@ def import_pdb(Ball_type,
material = bpy.data.materials.new(atom_type[1])
material.diffuse_color = atom_type[2]
material.use_nodes = True
mat_P_BSDF = material.node_tree.nodes['Principled BSDF']
mat_P_BSDF = next(n for n in material.node_tree.nodes
if n.type == "BSDF_PRINCIPLED")
mat_P_BSDF.inputs['Base Color'].default_value = atom_type[2]
material.name = atom_type[0]
atom_material_list.append(material)
@ -1350,7 +1354,8 @@ def import_pdb(Ball_type,
if atom.name == "Vacancy":
# For cycles and eevee.
material.use_nodes = True
mat_P_BSDF = material.node_tree.nodes['Principled BSDF']
mat_P_BSDF = next(n for n in material.node_tree.nodes
if n.type == "BSDF_PRINCIPLED")
mat_P_BSDF.inputs['Metallic'].default_value = 0.1
mat_P_BSDF.inputs['Specular'].default_value = 0.15
mat_P_BSDF.inputs['Roughness'].default_value = 0.05

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@ -493,7 +493,8 @@ def modify_objects(action_type,
else:
new_material = draw_obj_material('1', atom.active_material)
# Assign now the correct color.
mat_P_BSDF = new_material.node_tree.nodes['Principled BSDF']
mat_P_BSDF = next(n for n in new_material.node_tree.nodes
if n.type == "BSDF_PRINCIPLED")
mat_P_BSDF.inputs['Base Color'].default_value = element.color
new_material.name = element.name + "_normal"
@ -580,7 +581,8 @@ def separate_atoms(scn):
# Prepare a new material
def draw_obj_material(material_type, material):
mat_P_BSDF_default = material.node_tree.nodes['Principled BSDF']
mat_P_BSDF_default = next(n for n in material.node_tree.nodes
if n.type == "BSDF_PRINCIPLED")
default_color = mat_P_BSDF_default.inputs['Base Color'].default_value
if material_type == '0': # Unchanged
@ -591,7 +593,8 @@ def draw_obj_material(material_type, material):
# user's work in Blender ... .
material_new = bpy.data.materials.new(material.name + "_normal")
material_new.use_nodes = True
mat_P_BSDF = material_new.node_tree.nodes['Principled BSDF']
mat_P_BSDF = next(n for n in material_new.node_tree.nodes
if n.type == "BSDF_PRINCIPLED")
mat_P_BSDF.inputs['Base Color'].default_value = default_color
mat_P_BSDF.inputs['Metallic'].default_value = 0.0
mat_P_BSDF.inputs['Specular'].default_value = 0.5
@ -607,7 +610,8 @@ def draw_obj_material(material_type, material):
if material_type == '2': # Transparent
material_new = bpy.data.materials.new(material.name + "_transparent")
material_new.use_nodes = True
mat_P_BSDF = material_new.node_tree.nodes['Principled BSDF']
mat_P_BSDF = next(n for n in material_new.node_tree.nodes
if n.type == "BSDF_PRINCIPLED")
mat_P_BSDF.inputs['Base Color'].default_value = default_color
mat_P_BSDF.inputs['Metallic'].default_value = 0.0
mat_P_BSDF.inputs['Specular'].default_value = 0.15
@ -624,7 +628,8 @@ def draw_obj_material(material_type, material):
if material_type == '3': # Reflecting
material_new = bpy.data.materials.new(material.name + "_reflecting")
material_new.use_nodes = True
mat_P_BSDF = material_new.node_tree.nodes['Principled BSDF']
mat_P_BSDF = next(n for n in material_new.node_tree.nodes
if n.type == "BSDF_PRINCIPLED")
mat_P_BSDF.inputs['Base Color'].default_value = default_color
mat_P_BSDF.inputs['Metallic'].default_value = 0.7
mat_P_BSDF.inputs['Specular'].default_value = 0.15
@ -640,7 +645,8 @@ def draw_obj_material(material_type, material):
if material_type == '4': # Transparent + reflecting
material_new = bpy.data.materials.new(material.name + "_trans+refl")
material_new.use_nodes = True
mat_P_BSDF = material_new.node_tree.nodes['Principled BSDF']
mat_P_BSDF = next(n for n in material_new.node_tree.nodes
if n.type == "BSDF_PRINCIPLED")
mat_P_BSDF.inputs['Base Color'].default_value = default_color
mat_P_BSDF.inputs['Metallic'].default_value = 0.5
mat_P_BSDF.inputs['Specular'].default_value = 0.15
@ -933,7 +939,8 @@ def draw_obj_special(atom_shape, atom):
# Get the color of the selected atom.
material = atom.active_material
mat_P_BSDF_default = material.node_tree.nodes['Principled BSDF']
mat_P_BSDF_default = next(n for n in material.node_tree.nodes
if n.type == "BSDF_PRINCIPLED")
default_color = mat_P_BSDF_default.inputs['Base Color'].default_value
# Create first a cube
@ -952,7 +959,8 @@ def draw_obj_special(atom_shape, atom):
# New material for this cube
material_new = bpy.data.materials.new(atom.name + "_F2+_vac")
material_new.use_nodes = True
mat_P_BSDF = material_new.node_tree.nodes['Principled BSDF']
mat_P_BSDF = next(n for n in material_new.node_tree.nodes
if n.type == "BSDF_PRINCIPLED")
mat_P_BSDF.inputs['Base Color'].default_value = default_color
mat_P_BSDF.inputs['Metallic'].default_value = 0.7
mat_P_BSDF.inputs['Specular'].default_value = 0.0
@ -1008,7 +1016,8 @@ def draw_obj_special(atom_shape, atom):
# New material for this cube
material_new = bpy.data.materials.new(atom.name + "_F2+_vac")
material_new.use_nodes = True
mat_P_BSDF = material_new.node_tree.nodes['Principled BSDF']
mat_P_BSDF = next(n for n in material_new.node_tree.nodes
if n.type == "BSDF_PRINCIPLED")
mat_P_BSDF.inputs['Base Color'].default_value = [0.0, 0.0, 0.8, 1.0]
mat_P_BSDF.inputs['Metallic'].default_value = 0.7
mat_P_BSDF.inputs['Specular'].default_value = 0.0
@ -1038,7 +1047,8 @@ def draw_obj_special(atom_shape, atom):
# New material for the electron
material_electron = bpy.data.materials.new(atom.name + "_F+-center")
material_electron.use_nodes = True
mat_P_BSDF = material_electron.node_tree.nodes['Principled BSDF']
mat_P_BSDF = next(n for n in material_electron.node_tree.nodes
if n.type == "BSDF_PRINCIPLED")
mat_P_BSDF.inputs['Base Color'].default_value = [0.0, 0.0, 0.8, 1.0]
mat_P_BSDF.inputs['Metallic'].default_value = 0.8
mat_P_BSDF.inputs['Specular'].default_value = 0.0
@ -1097,7 +1107,8 @@ def draw_obj_special(atom_shape, atom):
# New material for this cube
material_new = bpy.data.materials.new(atom.name + "_F2+_vac")
material_new.use_nodes = True
mat_P_BSDF = material_new.node_tree.nodes['Principled BSDF']
mat_P_BSDF = next(n for n in material_new.node_tree.nodes
if n.type == "BSDF_PRINCIPLED")
mat_P_BSDF.inputs['Base Color'].default_value = [0.8, 0.0, 0.0, 1.0]
mat_P_BSDF.inputs['Metallic'].default_value = 0.7
mat_P_BSDF.inputs['Specular'].default_value = 0.0
@ -1136,7 +1147,8 @@ def draw_obj_special(atom_shape, atom):
# Create a new material for the two electrons.
material_electron = bpy.data.materials.new(atom.name + "_F0-center")
material_electron.use_nodes = True
mat_P_BSDF = material_electron.node_tree.nodes['Principled BSDF']
mat_P_BSDF = next(n for n in material_electron.node_tree.nodes
if n.type == "BSDF_PRINCIPLED")
mat_P_BSDF.inputs['Base Color'].default_value = [0.0, 0.0, 0.8, 1.0]
mat_P_BSDF.inputs['Metallic'].default_value = 0.8
mat_P_BSDF.inputs['Specular'].default_value = 0.0
@ -1263,7 +1275,8 @@ def custom_datafile_change_atom_props():
if FLAG:
obj.scale = (e.radii[0],) * 3
mat = obj.active_material
mat_P_BSDF = mat.node_tree.nodes['Principled BSDF']
mat_P_BSDF = next(n for n in mat.node_tree.nodes
if n.type == "BSDF_PRINCIPLED")
mat_P_BSDF.inputs['Base Color'].default_value = e.color
mat_P_BSDF.subsurface_method = e.mat_P_BSDF.Subsurface_method

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@ -472,7 +472,8 @@ def import_xyz(Ball_type,
material = bpy.data.materials.new(atom.name)
material.diffuse_color = atom.color
material.use_nodes = True
mat_P_BSDF = material.node_tree.nodes['Principled BSDF']
mat_P_BSDF = next(n for n in material.node_tree.nodes
if n.type == "BSDF_PRINCIPLED")
mat_P_BSDF.inputs['Base Color'].default_value = atom.color
material.name = atom.name
atom_material_list.append(material)
@ -491,7 +492,8 @@ def import_xyz(Ball_type,
if atom.name == "Vacancy":
# For cycles and eevee.
material.use_nodes = True
mat_P_BSDF = material.node_tree.nodes['Principled BSDF']
mat_P_BSDF = next(n for n in material.node_tree.nodes
if n.type == "BSDF_PRINCIPLED")
mat_P_BSDF.inputs['Metallic'].default_value = 0.1
mat_P_BSDF.inputs['Specular'].default_value = 0.15
mat_P_BSDF.inputs['Roughness'].default_value = 0.05

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@ -3,7 +3,7 @@
bl_info = {
"name": "FBX format",
"author": "Campbell Barton, Bastien Montagne, Jens Restemeier",
"version": (4, 37, 4),
"version": (4, 37, 5),
"blender": (3, 4, 0),
"location": "File > Import-Export",
"description": "FBX IO meshes, UV's, vertex colors, materials, textures, cameras, lamps and actions",
@ -80,7 +80,7 @@ class ImportFBX(bpy.types.Operator, ImportHelper):
name="Apply Transform",
description="Bake space transform into object data, avoids getting unwanted rotations to objects when "
"target space is not aligned with Blender's space "
"(WARNING! experimental option, use at own risks, known broken with armatures/animations)",
"(WARNING! experimental option, use at own risk, known to be broken with armatures/animations)",
default=False,
)
@ -434,7 +434,7 @@ class ExportFBX(bpy.types.Operator, ExportHelper):
name="Apply Transform",
description="Bake space transform into object data, avoids getting unwanted rotations to objects when "
"target space is not aligned with Blender's space "
"(WARNING! experimental option, use at own risks, known broken with armatures/animations)",
"(WARNING! experimental option, use at own risk, known to be broken with armatures/animations)",
default=False,
)
@ -549,8 +549,8 @@ class ExportFBX(bpy.types.Operator, ExportHelper):
('LIMBNODE', "LimbNode", "'LimbNode' FBX node, a regular joint between two bones..."),
),
description="FBX type of node (object) used to represent Blender's armatures "
"(use Null one unless you experience issues with other app, other choices may no import back "
"perfectly in Blender...)",
"(use the Null type unless you experience issues with the other app, "
"as other choices may not import back perfectly into Blender...)",
default='NULL',
)
bake_anim: BoolProperty(

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@ -3154,7 +3154,7 @@ def load(operator, context, filepath="",
# Intensity actually, not color...
ma_wrap.metallic_texture.image = image
texture_mapping_set(fbx_lnk, ma_wrap.metallic_texture)
elif lnk_type in {b'TransparentColor', b'TransparentFactor'}:
elif lnk_type in {b'TransparentColor', b'TransparencyFactor'}:
ma_wrap.alpha_texture.image = image
texture_mapping_set(fbx_lnk, ma_wrap.alpha_texture)
if use_alpha_decals:

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@ -4,8 +4,8 @@
bl_info = {
'name': 'glTF 2.0 format',
'author': 'Julien Duroure, Scurest, Norbert Nopper, Urs Hanselmann, Moritz Becher, Benjamin Schmithüsen, Jim Eckerlein, and many external contributors',
"version": (3, 5, 21),
'blender': (3, 4, 0),
"version": (3, 6, 0),
'blender': (3, 5, 0),
'location': 'File > Import-Export',
'description': 'Import-Export as glTF 2.0',
'warning': '',
@ -97,6 +97,11 @@ def on_export_format_changed(self, context):
self.export_format,
)
# Also change the filter
sfile.params.filter_glob = '*.glb' if self.export_format == 'GLB' else '*.gltf'
# Force update of file list, has update the filter does not update the real file list
bpy.ops.file.refresh()
class ConvertGLTF2_Base:
"""Base class containing options that should be exposed during both import and export."""
@ -146,7 +151,7 @@ class ExportGLTF2_Base(ConvertGLTF2_Base):
'Output format and embedding options. Binary is most efficient, '
'but JSON (embedded or separate) may be easier to edit later'
),
default='GLB',
default='GLB', #Warning => If you change the default, need to change the default filter too
update=on_export_format_changed,
)
@ -287,7 +292,7 @@ class ExportGLTF2_Base(ConvertGLTF2_Base):
'Do not export materials, but write multiple primitive groups per mesh, keeping material slot information'),
('NONE', 'No export',
'Do not export materials, and combine mesh primitive groups, losing material slot information')),
description='Export materials ',
description='Export materials',
default='EXPORT'
)
@ -441,7 +446,7 @@ class ExportGLTF2_Base(ConvertGLTF2_Base):
export_optimize_animation_size: BoolProperty(
name='Optimize Animation Size',
description=(
"Reduce exported file-size by removing duplicate keyframes"
"Reduce exported file size by removing duplicate keyframes "
"(can cause problems with stepped animation)"
),
default=False
@ -1158,7 +1163,7 @@ class ExportGLTF2(bpy.types.Operator, ExportGLTF2_Base, ExportHelper):
filename_ext = ''
filter_glob: StringProperty(default='*.glb;*.gltf', options={'HIDDEN'})
filter_glob: StringProperty(default='*.glb', options={'HIDDEN'})
def menu_func_export(self, context):

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@ -6,6 +6,7 @@ from mathutils import Vector
from . import gltf2_blender_export_keys
from ...io.com.gltf2_io_debug import print_console
from ...io.com.gltf2_io_constants import NORMALS_ROUNDING_DIGIT
from io_scene_gltf2.blender.exp import gltf2_blender_gather_skins
from io_scene_gltf2.io.com import gltf2_io_constants
from io_scene_gltf2.blender.com import gltf2_blender_conversion
@ -699,10 +700,13 @@ class PrimitiveCreator:
self.normals = self.normals.reshape(len(self.blender_mesh.loops), 3)
self.normals = np.round(self.normals, NORMALS_ROUNDING_DIGIT)
self.morph_normals = []
for key_block in key_blocks:
ns = np.array(key_block.normals_split_get(), dtype=np.float32)
ns = ns.reshape(len(self.blender_mesh.loops), 3)
ns = np.round(ns, NORMALS_ROUNDING_DIGIT)
self.morph_normals.append(ns)
# Transform for skinning

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@ -86,10 +86,16 @@ def __gather_wrap(blender_shader_node, export_settings):
elif blender_shader_node.extension == 'CLIP':
# Not possible in glTF, but ClampToEdge is closest
wrap_s = TextureWrap.ClampToEdge
elif blender_shader_node.extension == 'MIRROR':
wrap_s = TextureWrap.MirroredRepeat
else:
wrap_s = TextureWrap.Repeat
wrap_t = wrap_s
# Starting Blender 3.5, MIRROR is now an extension of image node
# So this manual uv wrapping trick is no more usefull for MIRROR x MIRROR
# But still works for old files
# Still needed for heterogen heterogeneous sampler, like MIRROR x REPEAT, for example
# Take manual wrapping into account
result = detect_manual_uv_wrapping(blender_shader_node)
if result:

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@ -169,7 +169,7 @@ def __gather_texture_transform_and_tex_coord(primary_socket, export_settings):
node_tree = node.id_data
for mesh in bpy.data.meshes:
for material in mesh.materials:
if material.node_tree == node_tree:
if material and material.node_tree == node_tree:
i = mesh.uv_layers.find(node.uv_map)
if i >= 0:
texcoord_idx = i

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@ -171,8 +171,8 @@ class VExportTree:
# If object is parented to bone, and Rest pose is used, we need to keep the world matrix
# Of the rest pose, not the current world matrix
if parent_uuid and self.nodes[parent_uuid].blender_type == VExportNode.BONE and self.export_settings['gltf_current_frame'] is False:
blender_bone = self.nodes[parent_uuid].blender_bone
node.matrix_world = (blender_bone.matrix @ blender_bone.bone.matrix_local.inverted_safe()).inverted_safe() @ node.matrix_world
_blender_bone = self.nodes[parent_uuid].blender_bone
node.matrix_world = (_blender_bone.matrix @ _blender_bone.bone.matrix_local.inverted_safe()).inverted_safe() @ node.matrix_world
if node.blender_type == VExportNode.CAMERA and self.export_settings[gltf2_blender_export_keys.CAMERAS]:
if self.export_settings[gltf2_blender_export_keys.YUP]:

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@ -309,7 +309,11 @@ class GlTF2Exporter:
return image
# extensions
if isinstance(node, gltf2_io_extensions.Extension):
# I don't know why, but after reloading script, this condition failed
# So using name comparison, instead of isinstance
# if isinstance(node, gltf2_io_extensions.Extension):
if isinstance(node, gltf2_io_extensions.Extension) \
or (node and hasattr(type(node), "extension")):
extension = self.__traverse(node.extension)
self.__append_unique_and_get_index(self.__gltf.extensions_used, node.name)
if node.required:

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@ -69,11 +69,13 @@ def texture(
wrap_s = TextureWrap.Repeat
if wrap_t is None:
wrap_t = TextureWrap.Repeat
# If wrapping is REPEATxREPEAT or CLAMPxCLAMP, just set tex_img.extension
if (wrap_s, wrap_t) == (TextureWrap.Repeat, TextureWrap.Repeat):
# If wrapping is the same in both directions, just set tex_img.extension
if wrap_s == wrap_t == TextureWrap.Repeat:
tex_img.extension = 'REPEAT'
elif (wrap_s, wrap_t) == (TextureWrap.ClampToEdge, TextureWrap.ClampToEdge):
elif wrap_s == wrap_t == TextureWrap.ClampToEdge:
tex_img.extension = 'EXTEND'
elif wrap_s == wrap_t == TextureWrap.MirroredRepeat:
tex_img.extension = 'MIRROR'
else:
# Otherwise separate the UV components and use math nodes to compute
# the wrapped UV coordinates

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@ -150,3 +150,6 @@ GLTF_DATA_TYPE_MAT3 = "MAT3"
GLTF_DATA_TYPE_MAT4 = "MAT4"
GLTF_IOR = 1.5
# Rounding digit used for normal rounding
NORMALS_ROUNDING_DIGIT = 4

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@ -6,6 +6,8 @@ from typing import List, Dict, Any
class Extension:
"""Container for extensions. Allows to specify requiredness"""
extension = True # class method used to check Extension class at traversal (after reloading script, isinstance is not working)
def __init__(self, name: str, extension: Dict[str, Any], required: bool = True):
self.name = name
self.extension = extension

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@ -449,7 +449,8 @@ class MUV_OT_TextureProjection_Project(bpy.types.Operator):
# assign image
if compat.check_version(2, 80, 0) >= 0:
node_tree = obj.active_material.node_tree
output_node = node_tree.nodes["Material Output"]
output_node = next(n for n in node_tree.nodes
if n.type == "OUTPUT_MATERIAL")
nodes = common.find_texture_nodes_from_material(
obj.active_material)

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@ -447,7 +447,8 @@ class MUV_OT_UVInspection_PaintUVIsland(bpy.types.Operator):
"MagicUV_PaintUVMaterial_{}".format(i))
if compat.check_version(2, 80, 0) >= 0:
target_mtrl.use_nodes = True
output_node = target_mtrl.node_tree.nodes["Material Output"]
output_node = next(n for n in target_mtrl.node_tree.nodes
if n.type == "OUTPUT_MATERIAL")
nodes_to_remove = [n for n in target_mtrl.node_tree.nodes
if n != output_node]
for n in nodes_to_remove:

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@ -2,7 +2,7 @@
bl_info = {
"name": "Rigify",
"version": (0, 6, 6),
"version": (0, 6, 7),
"author": "Nathan Vegdahl, Lucio Rossi, Ivan Cappiello, Alexander Gavrilov", # noqa
"blender": (3, 0, 0),
"description": "Automatic rigging from building-block components",

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@ -720,17 +720,17 @@ class MESH_MT_CopyFaceSettings(Menu):
layout = self.layout
op = layout.operator(mesh.copy_face_settings, text="Copy Material")
op = layout.operator("mesh.copy_face_settings", text="Copy Material")
op['layer'] = ''
op['mode'] = 'MAT'
if mesh.uv_layers.active:
op = layout.operator(mesh.copy_face_settings, text="Copy Active UV Coords")
op = layout.operator("mesh.copy_face_settings", text="Copy Active UV Coords")
op['layer'] = ''
op['mode'] = 'UV'
if mesh.vertex_colors.active:
op = layout.operator(mesh.copy_face_settings, text="Copy Active Vertex Colors")
op = layout.operator("mesh.copy_face_settings", text="Copy Active Vertex Colors")
op['layer'] = ''
op['mode'] = 'VCOL'
@ -783,7 +783,7 @@ def _buildmenu(self, mesh, mode, icon):
layers = mesh.uv_layers
for layer in layers:
if not layer.active:
op = layout.operator(mesh.copy_face_settings,
op = layout.operator("mesh.copy_face_settings",
text=layer.name, icon=icon)
op['layer'] = layer.name
op['mode'] = mode

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@ -16,7 +16,7 @@
bl_info = {
"name": "Sun Position",
"author": "Michael Martin",
"version": (3, 2, 0),
"version": (3, 2, 2),
"blender": (3, 0, 0),
"location": "World > Sun Position",
"description": "Show sun position with objects and/or sky texture",

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@ -11,14 +11,23 @@ if bpy.app.background: # ignore north line in background mode
def north_update(self, context):
pass
else:
vertex_shader = '''
uniform mat4 u_ViewProjectionMatrix;
shader_interface = gpu.types.GPUStageInterfaceInfo("my_interface")
shader_interface.flat('VEC2', "v_StartPos")
shader_interface.smooth('VEC4', "v_VertPos")
in vec3 position;
flat out vec2 v_StartPos;
out vec4 v_VertPos;
shader_info = gpu.types.GPUShaderCreateInfo()
shader_info.push_constant('MAT4', "u_ViewProjectionMatrix")
shader_info.push_constant('VEC4', "u_Color")
shader_info.push_constant('VEC2', "u_Resolution")
shader_info.vertex_in(0, 'VEC3', "position")
shader_info.vertex_out(shader_interface)
shader_info.vertex_source(
# uniform mat4 u_ViewProjectionMatrix;
# in vec3 position;
# flat out vec2 v_StartPos;
# out vec4 v_VertPos;
'''
void main()
{
vec4 pos = u_ViewProjectionMatrix * vec4(position, 1.0f);
@ -26,17 +35,17 @@ else:
v_StartPos = (pos / pos.w).xy;
v_VertPos = pos;
}
'''
fragment_shader = '''
uniform vec4 u_Color;
flat in vec2 v_StartPos;
in vec4 v_VertPos;
out vec4 FragColor;
uniform vec2 u_Resolution;
'''
)
shader_info.fragment_out(0, 'VEC4', "FragColor")
shader_info.fragment_source(
# uniform vec4 u_Color;
# uniform vec2 u_Resolution;
# flat in vec2 v_StartPos;
# in vec4 v_VertPos;
# out vec4 FragColor;
'''
void main()
{
vec4 vertPos_2d = v_VertPos / v_VertPos.w;
@ -47,9 +56,12 @@ else:
FragColor = u_Color;
}
'''
'''
)
shader = gpu.types.GPUShader(vertex_shader, fragment_shader)
shader = gpu.shader.create_from_info(shader_info)
del shader_info
del shader_interface
def draw_north_callback():
"""
@ -77,7 +89,6 @@ else:
batch.draw(shader)
gpu.state.line_width_set(width)
_north_handle = None
def north_update(self, context):