merge with trunk/2.5 at r24378

This commit is contained in:
2009-11-07 23:10:18 +00:00
364 changed files with 53209 additions and 25151 deletions

View File

@@ -76,6 +76,11 @@ MACRO(SETUP_LIBDIRS)
IF(WITH_FFTW3)
LINK_DIRECTORIES(${FFTW3_LIBPATH})
ENDIF(WITH_FFTW3)
IF(WITH_OPENCOLLADA)
LINK_DIRECTORIES(${OPENCOLLADA_LIBPATH})
LINK_DIRECTORIES(${PCRE_LIBPATH})
LINK_DIRECTORIES(${EXPAT_LIBPATH})
ENDIF(WITH_OPENCOLLADA)
IF(WIN32)
LINK_DIRECTORIES(${PTHREADS_LIBPATH})
@@ -135,6 +140,11 @@ MACRO(SETUP_LIBLINKS
IF(WITH_FFMPEG)
TARGET_LINK_LIBRARIES(${target} ${FFMPEG_LIB})
ENDIF(WITH_FFMPEG)
IF(WITH_OPENCOLLADA)
TARGET_LINK_LIBRARIES(${target} ${OPENCOLLADA_LIB})
TARGET_LINK_LIBRARIES(${target} ${PCRE_LIB})
TARGET_LINK_LIBRARIES(${target} ${EXPAT_LIB})
ENDIF(WITH_OPENCOLLADA)
IF(WIN32)
TARGET_LINK_LIBRARIES(${target} ${PTHREADS_LIB})
ENDIF(WIN32)

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@@ -80,6 +80,7 @@ OPTION(WITH_LZMA "Enable best LZMA compression, used for pointcache" ON
OPTION(WITH_CXX_GUARDEDALLOC "Enable GuardedAlloc for C++ memory allocation" OFF)
OPTION(WITH_BUILDINFO "Include extra build details" ON)
OPTION(WITH_INSTALL "Install accompanying scripts and language files needed to run blender" ON)
OPTION(WITH_OPENCOLLADA "Enable OpenCollada Support (http://www.opencollada.org/)" OFF)
IF (APPLE)
OPTION(WITH_COCOA "Use Cocoa framework instead of deprecated Carbon" ON)
@@ -90,6 +91,18 @@ IF(NOT WITH_GAMEENGINE AND WITH_PLAYER)
MESSAGE("WARNING: WITH_PLAYER needs WITH_GAMEENGINE")
ENDIF(NOT WITH_GAMEENGINE AND WITH_PLAYER)
IF (WITH_OPENCOLLADA AND NOT APPLE)
SET(OPENCOLLADA /usr/local/opencollada CACHE FILEPATH "OpenCollada Directory")
SET(OPENCOLLADA_LIBPATH ${OPENCOLLADA})
SET(OPENCOLLADA_LIB OpenCollada)
SET(PCRE /usr CACHE FILEPATH "PCRE Directory")
SET(PCRE_LIBPATH ${PCRE}/lib)
SET(PCRE_LIB pcre)
SET(EXPAT /usr CACHE FILEPATH "Expat Directory")
SET(EXPAT_LIBPATH ${EXPAT}/lib)
SET(EXPAT_LIB expat)
ENDIF (WITH_OPENCOLLADA AND NOT APPLE)
# For alternate Python locations the commandline can be used to override detected/default cache settings, e.g:
# On Unix:
# cmake -D PYTHON_LIB=/usr/local/lib/python2.3/config/libpython2.3.so -D PYTHON_INC=/usr/local/include/python2.3 -D PYTHON_BINARY=/usr/local/bin/python2.3 -G "Unix Makefiles" ../blender
@@ -503,12 +516,28 @@ IF(APPLE)
SET(PLATFORM_CFLAGS "-pipe -fPIC -funsigned-char -fno-strict-aliasing")
SET(PLATFORM_LINKFLAGS "-fexceptions -framework CoreServices -framework Foundation -framework IOKit -framework AppKit -framework Carbon -framework AGL -framework AudioUnit -framework AudioToolbox -framework CoreAudio -framework QuickTime")
ENDIF (WITH_COCOA)
IF(WITH_OPENMP)
SET(LLIBS "${LLIBS} -lgomp ")
SET(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -fopenmp ")
SET(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -fopenmp ")
SET(LLIBS "${LLIBS} -lgomp")
SET(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -fopenmp")
SET(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -fopenmp")
ENDIF(WITH_OPENMP)
IF (WITH_OPENCOLLADA)
SET(OPENCOLLADA ${LIBDIR}/opencollada)
SET(OPENCOLLADA_INC ${OPENCOLLADA}/include)
SET(OPENCOLLADA_LIBPATH ${OPENCOLLADA}/lib)
SET(OPENCOLLADA_LIB "OpenCOLLADASaxFrameworkLoader -lOpenCOLLADAFramework -lOpenCOLLADABaseUtils -lOpenCOLLADAStreamWriter -lMathMLSolver -lGeneratedSaxParser -lUTF -lxml2" )
#pcre is bundled with openCollada
#SET(PCRE ${LIBDIR}/pcre)
#SET(PCRE_LIBPATH ${PCRE}/lib)
SET(PCRE_LIB pcre)
#native OSX libxml2 is used
#SET(EXPAT ${LIBDIR}/expat)
#SET(EXPAT_LIBPATH ${EXPAT}/lib)
#SET(EXPAT_LIB expat)
ENDIF (WITH_OPENCOLLADA)
SET(SDL ${LIBDIR}/sdl)
SET(SDL_INCLUDE_DIR ${SDL}/include)
SET(SDL_LIBRARY SDL)
@@ -526,6 +555,16 @@ IF(APPLE)
SET(TIFF_INC ${TIFF}/include)
SET(EXETYPE MACOSX_BUNDLE)
IF(CMAKE_OSX_ARCHITECTURES MATCHES "i386")
SET(CMAKE_CXX_FLAGS_RELEASE "-O3 -ftree-vectorize -msse -msse2 -fvariable-expansion-in-unroller")
SET(CMAKE_C_FLAGS_RELEASE "-O3 -ftree-vectorize -msse -msse2 -fvariable-expansion-in-unroller")
ELSEIF(CMAKE_OSX_ARCHITECTURES MATCHES "x86_64")
SET(CMAKE_CXX_FLAGS_RELEASE "-O3 -ftree-vectorize -msse -msse2 -msse3 -mssse3 -fvariable-expansion-in-unroller")
SET(CMAKE_C_FLAGS_RELEASE "-O3 -ftree-vectorize -msse -msse2 -msse3 -mssse3 -fvariable-expansion-in-unroller")
ENDIF(CMAKE_OSX_ARCHITECTURES MATCHES "i386")
ENDIF(APPLE)
IF(CMAKE_SYSTEM_NAME MATCHES "Linux")
@@ -540,13 +579,19 @@ IF(WITH_BUILDINFO)
IF(UNIX)
EXEC_PROGRAM("date \"+%Y-%m-%d\"" OUTPUT_VARIABLE BUILD_DATE)
EXEC_PROGRAM("date \"+%H:%M:%S\"" OUTPUT_VARIABLE BUILD_TIME)
EXEC_PROGRAM("svnversion ${CMAKE_SOURCE_DIR}" OUTPUT_VARIABLE BUILD_REV)
EXEC_PROGRAM("svnversion ${CMAKE_SOURCE_DIR}" OUTPUT_VARIABLE BUILD_REV RETURN_VALUE BUILD_REV_RETURN)
IF(BUILD_REV_RETURN)
SET(BUILD_REV "unknown")
ENDIF(BUILD_REV_RETURN)
ENDIF(UNIX)
IF(WIN32)
EXEC_PROGRAM("cmd /c date /t" OUTPUT_VARIABLE BUILD_DATE)
EXEC_PROGRAM("cmd /c time /t" OUTPUT_VARIABLE BUILD_TIME)
EXEC_PROGRAM("svnversion ${CMAKE_SOURCE_DIR}" OUTPUT_VARIABLE BUILD_REV)
EXEC_PROGRAM("svnversion ${CMAKE_SOURCE_DIR}" OUTPUT_VARIABLE BUILD_REV RETURN_VALUE BUILD_REV_RETURN)
IF(BUILD_REV_RETURN)
SET(BUILD_REV "unknown")
ENDIF(BUILD_REV_RETURN)
ENDIF(WIN32)
ENDIF(WITH_BUILDINFO)

View File

@@ -124,7 +124,10 @@ if toolset:
#if env:
# btools.SetupSpawn(env)
else:
env = BlenderEnvironment(ENV = os.environ)
if bitness==64 and platform=='win32':
env = BlenderEnvironment(ENV = os.environ, MSVS_ARCH='amd64')
else:
env = BlenderEnvironment(ENV = os.environ)
if not env:
print "Could not create a build environment"
@@ -217,6 +220,11 @@ if env['WITH_BF_OPENMP'] == 1:
env.Append(CPPFLAGS=['-fopenmp'])
env.Append(CXXFLAGS=['-fopenmp'])
if env['WITH_GHOST_COCOA'] == True:
env.Append(CFLAGS=['-DGHOST_COCOA'])
env.Append(CXXFLAGS=['-DGHOST_COCOA'])
env.Append(CPPFLAGS=['-DGHOST_COCOA'])
#check for additional debug libnames
if env.has_key('BF_DEBUG_LIBS'):

View File

@@ -1,8 +1,23 @@
#
# Note : if you want to alter this file
# copy it as a whole in the upper folder
# as user-config.py
# dont create a new file with only some
# vars changed.
import commands
# IMPORTANT NOTE : OFFICIAL BUILDS SHOULD BE DONE WITH SDKs
USE_SDK=True
#############################################################################
################### Cocoa & architecture settings ##################
#############################################################################
WITH_GHOST_COCOA=True
MACOSX_ARCHITECTURE = 'i386' # valid archs: ppc, i386, ppc64, x86_64
cmd = 'uname -p'
MAC_PROC=commands.getoutput(cmd)
cmd = 'uname -r'
@@ -11,28 +26,42 @@ if cmd_res[0]=='7':
MAC_CUR_VER='10.3'
elif cmd_res[0]=='8':
MAC_CUR_VER='10.4'
else:
elif cmd_res[0]=='9':
MAC_CUR_VER='10.5'
elif cmd_res[0]=='10':
MAC_CUR_VER='10.6'
if MAC_PROC == 'powerpc':
LCGDIR = '#../lib/darwin-6.1-powerpc'
else :
LCGDIR = '#../lib/darwin-8.x.i386'
LCGDIR = '#../lib/darwin-9.x.universal'
LIBDIR = '${LCGDIR}'
BF_PYTHON_VERSION = '3.1'
if MAC_PROC== 'powerpc' and BF_PYTHON_VERSION == '2.3':
if MAC_PROC == 'powerpc' and BF_PYTHON_VERSION == '2.3':
MAC_MIN_VERS = '10.3'
MACOSX_SDK='/Developer/SDKs/MacOSX10.3.9.sdk'
else:
CC = 'gcc'
CXX = 'g++'
elif MACOSX_ARCHITECTURE == 'i386' or MACOSX_ARCHITECTURE == 'ppc':
MAC_MIN_VERS = '10.4'
MACOSX_SDK='/Developer/SDKs/MacOSX10.4u.sdk'
CC = 'gcc-4.0'
CXX = 'g++-4.0'
else :
MAC_MIN_VERS = '10.5'
MACOSX_SDK='/Developer/SDKs/MacOSX10.5.sdk'
CC = 'gcc-4.2'
CXX = 'g++-4.2'
#############################################################################
################### Dependency settings ##################
#############################################################################
# enable ffmpeg support
WITH_BF_FFMPEG = True # -DWITH_FFMPEG
FFMPEG_PRECOMPILED = False
FFMPEG_PRECOMPILED = True
if FFMPEG_PRECOMPILED:
# use precompiled ffmpeg in /lib
BF_FFMPEG = LIBDIR + '/ffmpeg'
@@ -45,8 +74,8 @@ else:
BF_FFMPEG_INC = '${BF_FFMPEG}'
if USE_SDK==True:
BF_FFMPEG_EXTRA = '-isysroot '+MACOSX_SDK+' -mmacosx-version-min='+MAC_MIN_VERS
BF_XVIDCORE_CONFIG = '--disable-assembly' # currently causes errors, even with yasm installed
BF_X264_CONFIG = '--disable-pthread'
BF_XVIDCORE_CONFIG = '--disable-assembly --disable-mmx' # currently causes errors, even with yasm installed
BF_X264_CONFIG = '--disable-pthread --disable-asm'
if BF_PYTHON_VERSION=='3.1':
# python 3.1 uses precompiled libraries in bf svn /lib by default
@@ -76,9 +105,10 @@ else:
if MAC_CUR_VER=='10.3' or MAC_CUR_VER=='10.4':
BF_PYTHON_LINKFLAGS = ['-u', '__dummy']+BF_PYTHON_LINKFLAGS
BF_QUIET = '1'
WITH_BF_OPENMP = '0'
WITH_BF_OPENMP = '0' # multithreading for fluids, cloth and smoke ( only works with ICC atm )
WITH_BF_OPENAL = True
#different lib must be used following version of gcc
# for gcc 3.3
#BF_OPENAL = LIBDIR + '/openal'
@@ -89,11 +119,11 @@ else :
BF_OPENAL = LIBDIR + '/openal'
WITH_BF_STATICOPENAL = False
BF_OPENAL_INC = '${BF_OPENAL}/include'
BF_OPENAL_LIB = 'openal'
BF_OPENAL_LIBPATH = '${BF_OPENAL}/lib'
BF_OPENAL_INC = '${BF_OPENAL}/include' # only headers from libdir needed for proper use of framework !!!!
#BF_OPENAL_LIB = 'openal'
#BF_OPENAL_LIBPATH = '${BF_OPENAL}/lib'
# Warning, this static lib configuration is untested! users of this OS please confirm.
BF_OPENAL_LIB_STATIC = '${BF_OPENAL}/lib/libopenal.a'
#BF_OPENAL_LIB_STATIC = '${BF_OPENAL}/lib/libopenal.a'
# Warning, this static lib configuration is untested! users of this OS please confirm.
BF_CXX = '/usr'
@@ -199,10 +229,13 @@ BF_FREETYPE_INC = '${BF_FREETYPE}/include ${BF_FREETYPE}/include/freetype2'
BF_FREETYPE_LIB = 'freetype'
BF_FREETYPE_LIBPATH = '${BF_FREETYPE}/lib'
WITH_BF_QUICKTIME = True # -DWITH_QUICKTIME
if MACOSX_ARCHITECTURE == 'x86_64' or MACOSX_ARCHITECTURE == 'ppc64':
WITH_BF_QUICKTIME = False # -DWITH_QUICKTIME ( disable for 64bit atm )
else:
WITH_BF_QUICKTIME = True
WITH_BF_ICONV = True
BF_ICONV = LIBDIR + "/iconv"
BF_ICONV = '/usr'
BF_ICONV_INC = '${BF_ICONV}/include'
BF_ICONV_LIB = 'iconv'
#BF_ICONV_LIBPATH = '${BF_ICONV}/lib'
@@ -213,12 +246,33 @@ BF_OPENGL_LIB = 'GL GLU'
BF_OPENGL_LIBPATH = '/System/Library/Frameworks/OpenGL.framework/Libraries'
BF_OPENGL_LINKFLAGS = ['-framework', 'OpenGL']
CFLAGS = ['-pipe','-fPIC','-funsigned-char']
#OpenCollada flags
WITH_BF_COLLADA = False
CPPFLAGS = ['-fpascal-strings']
CCFLAGS = ['-pipe','-fPIC','-funsigned-char','-fpascal-strings']
CXXFLAGS = [ '-pipe','-fPIC','-funsigned-char', '-fpascal-strings']
PLATFORM_LINKFLAGS = ['-fexceptions','-framework','CoreServices','-framework','Foundation','-framework','IOKit','-framework','AppKit','-framework','Carbon','-framework','AGL','-framework','AudioUnit','-framework','AudioToolbox','-framework','CoreAudio','-framework','QuickTime']
#############################################################################
################### various compile settings and flags ##################
#############################################################################
BF_QUIET = '1' # suppress verbose output
if MACOSX_ARCHITECTURE == 'x86_64' or MACOSX_ARCHITECTURE == 'ppc64':
ARCH_FLAGS = ['-m64']
else:
ARCH_FLAGS = ['-m32']
CFLAGS = ['-pipe','-funsigned-char']+ARCH_FLAGS
CPPFLAGS = ['-fpascal-strings']+ARCH_FLAGS
CCFLAGS = ['-pipe','-funsigned-char','-fpascal-strings']+ARCH_FLAGS
CXXFLAGS = ['-pipe','-funsigned-char', '-fpascal-strings']+ARCH_FLAGS
if WITH_GHOST_COCOA==True:
PLATFORM_LINKFLAGS = ['-fexceptions','-framework','CoreServices','-framework','Foundation','-framework','IOKit','-framework','AppKit','-framework','Cocoa','-framework','Carbon','-framework','AudioUnit','-framework','AudioToolbox','-framework','CoreAudio','-framework','OpenAL']+ARCH_FLAGS
else:
PLATFORM_LINKFLAGS = ['-fexceptions','-framework','CoreServices','-framework','Foundation','-framework','IOKit','-framework','AppKit','-framework','Carbon','-framework','AGL','-framework','AudioUnit','-framework','AudioToolbox','-framework','CoreAudio','-framework','OpenAL']+ARCH_FLAGS
if WITH_BF_QUICKTIME == True:
PLATFORM_LINKFLAGS = PLATFORM_LINKFLAGS+['-framework','QuickTime']
#note to build succesfully on 10.3.9 SDK you need to patch 10.3.9 by adding the SystemStubs.a lib from 10.4
LLIBS = ['stdc++', 'SystemStubs']
@@ -232,33 +286,34 @@ if MAC_MIN_VERS == '10.3':
if USE_SDK==True:
SDK_FLAGS=['-isysroot', MACOSX_SDK,'-mmacosx-version-min='+MAC_MIN_VERS]
PLATFORM_LINKFLAGS = ['-mmacosx-version-min='+MAC_MIN_VERS, '-Wl,-syslibroot,' + MACOSX_SDK]+PLATFORM_LINKFLAGS
PLATFORM_LINKFLAGS = ['-mmacosx-version-min='+MAC_MIN_VERS,'-Wl','-syslibroot '+MACOSX_SDK]+PLATFORM_LINKFLAGS
CCFLAGS=SDK_FLAGS+CCFLAGS
CXXFLAGS=SDK_FLAGS+CXXFLAGS
# you can add -mssse3 if gcc >= 4.2
if MAC_PROC == 'i386':
if MACOSX_ARCHITECTURE == 'i386' or MACOSX_ARCHITECTURE == 'x86_64':
REL_CFLAGS = ['-O2','-ftree-vectorize','-msse','-msse2','-msse3']
REL_CCFLAGS = ['-O2','-ftree-vectorize','-msse','-msse2','-msse3']
else:
CFLAGS = CFLAGS+['-fno-strict-aliasing']
CCFLAGS = CCFLAGS+['-fno-strict-aliasing']
CXXFLAGS = CXXFLAGS+['-fno-strict-aliasing']
REL_CFLAGS = ['-O2']
REL_CCFLAGS = ['-O2']
# add -mssse3 for intel 64bit archs
if MACOSX_ARCHITECTURE == 'x86_64':
REL_CFLAGS = REL_CFLAGS+['-mssse3']
REL_CCFLAGS = REL_CCFLAGS+['-mssse3']
##BF_DEPEND = True
##
##AR = ar
##ARFLAGS = ruv
##ARFLAGSQUIET = ru
##
CC = 'gcc'
CXX = 'g++'
C_WARN = ['-Wdeclaration-after-statement']
#C_WARN = ['-Wdeclaration-after-statement']
CC_WARN = ['-Wall', '-Wno-long-double']
CC_WARN = ['-Wall']
##FIX_STUBS_WARNINGS = -Wno-unused
@@ -272,5 +327,9 @@ BF_PROFILE = False
BF_DEBUG = False
BF_DEBUG_CCFLAGS = ['-g']
#############################################################################
################### Output directories ##################
#############################################################################
BF_BUILDDIR='../build/darwin'
BF_INSTALLDIR='../install/darwin'

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@@ -151,6 +151,20 @@ BF_OPENGL_LIB = 'GL GLU X11 Xi'
BF_OPENGL_LIBPATH = '/usr/X11R6/lib'
BF_OPENGL_LIB_STATIC = '${BF_OPENGL_LIBPATH}/libGL.a ${BF_OPENGL_LIBPATH}/libGLU.a ${BF_OPENGL_LIBPATH}/libXxf86vm.a ${BF_OPENGL_LIBPATH}/libX11.a ${BF_OPENGL_LIBPATH}/libXi.a ${BF_OPENGL_LIBPATH}/libXext.a ${BF_OPENGL_LIBPATH}/libXxf86vm.a'
WITH_BF_COLLADA = False
BF_COLLADA = '#source/blender/collada'
BF_COLLADA_INC = '${BF_COLLADA}'
BF_COLLADA_LIB = 'bf_collada'
BF_OPENCOLLADA = ''
BF_OPENCOLLADA_LIB = 'OpenCollada'
BF_OPENCOLLADA_LIBPATH = '/usr/lib'
BF_PCRE = ''
BF_PCRE_LIB = 'pcre'
BF_PCRE_LIBPATH = '/usr/lib'
BF_EXPAT = '/usr'
BF_EXPAT_LIB = 'expat'
BF_EXPAT_LIBPATH = '/usr/lib'
##
CC = 'gcc'
CXX = 'g++'

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@@ -126,6 +126,10 @@ BF_OPENGL_LIB = 'opengl32 glu32'
BF_OPENGL_LIB_STATIC = [ '${BF_OPENGL}/lib/libGL.a', '${BF_OPENGL}/lib/libGLU.a',
'${BF_OPENGL}/lib/libXmu.a', '${BF_OPENGL}/lib/libXext.a',
'${BF_OPENGL}/lib/libX11.a', '${BF_OPENGL}/lib/libXi.a' ]
# Disable Collada by default
WITH_BF_COLLADA = False
##
CC = 'gcc'
CXX = 'g++'

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@@ -138,6 +138,16 @@ BF_FFTW3_LIBPATH = '${BF_FFTW3}/lib'
WITH_BF_REDCODE = False
BF_REDCODE_INC = '#extern'
WITH_BF_COLLADA = False
BF_COLLADA = '#source/blender/collada'
BF_COLLADA_INC = '${BF_COLLADA}'
BF_COLLADA_LIB = 'bf_collada'
BF_OPENCOLLADA = LIBDIR + '/opencollada'
BF_OPENCOLLADA_INC = '${BF_OPENCOLLADA}/include'
BF_OPENCOLLADA_LIB = 'OpenCOLLADAStreamWriter OpenCOLLADASaxFrameworkLoader OpenCOLLADAFramework OpenCOLLADABaseUtils GeneratedSaxParser UTF MathMLSolver xml2 pcre'
BF_OPENCOLLADA_LIBPATH = '${BF_OPENCOLLADA}/lib'
WITH_BF_STATICOPENGL = False
BF_OPENGL_INC = '${BF_OPENGL}/include'
BF_OPENGL_LIBINC = '${BF_OPENGL}/lib'

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@@ -151,6 +151,16 @@ BF_FFTW3_LIBPATH = '${BF_FFTW3}/lib'
WITH_BF_REDCODE = False
BF_REDCODE_INC = '#extern'
WITH_BF_COLLADA = False
BF_COLLADA = '#source/blender/collada'
BF_COLLADA_INC = '${BF_COLLADA}'
BF_COLLADA_LIB = 'bf_collada'
BF_OPENCOLLADA = LIBDIR + '/opencollada'
BF_OPENCOLLADA_INC = '${BF_OPENCOLLADA}/include'
BF_OPENCOLLADA_LIB = 'OpenCOLLADAStreamWriter OpenCOLLADASaxFrameworkLoader OpenCOLLADAFramework OpenCOLLADABaseUtils GeneratedSaxParser UTF MathMLSolver xml2 pcre'
BF_OPENCOLLADA_LIBPATH = '${BF_OPENCOLLADA}/lib'
WITH_BF_STATICOPENGL = False
BF_OPENGL_INC = '${BF_OPENGL}/include'
BF_OPENGL_LIBINC = '${BF_OPENGL}/lib'

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@@ -202,7 +202,6 @@ void btConvexConvexAlgorithm ::processCollision (btCollisionObject* body0,btColl
input.m_maximumDistanceSquared*= input.m_maximumDistanceSquared;
}
input.m_stackAlloc = dispatchInfo.m_stackAllocator;
input.m_transformA = body0->getWorldTransform();
input.m_transformB = body1->getWorldTransform();

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@@ -33,7 +33,7 @@ public:
const btConvexShape* convexA,const btConvexShape* convexB,
const btTransform& transA,const btTransform& transB,
btVector3& v, btVector3& pa, btVector3& pb,
class btIDebugDraw* debugDraw,btStackAlloc* stackAlloc
class btIDebugDraw* debugDraw
) = 0;

View File

@@ -41,15 +41,13 @@ struct btDiscreteCollisionDetectorInterface
struct ClosestPointInput
{
ClosestPointInput()
:m_maximumDistanceSquared(btScalar(1e30)),
m_stackAlloc(0)
:m_maximumDistanceSquared(btScalar(1e30))
{
}
btTransform m_transformA;
btTransform m_transformB;
btScalar m_maximumDistanceSquared;
btStackAlloc* m_stackAlloc;
};
virtual ~btDiscreteCollisionDetectorInterface() {};

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@@ -25,7 +25,7 @@ bool btGjkEpaPenetrationDepthSolver::calcPenDepth( btSimplexSolverInterface& sim
const btConvexShape* pConvexA, const btConvexShape* pConvexB,
const btTransform& transformA, const btTransform& transformB,
btVector3& v, btVector3& wWitnessOnA, btVector3& wWitnessOnB,
class btIDebugDraw* debugDraw, btStackAlloc* stackAlloc )
class btIDebugDraw* debugDraw )
{
(void)debugDraw;

View File

@@ -29,7 +29,7 @@ class btGjkEpaPenetrationDepthSolver : public btConvexPenetrationDepthSolver
const btConvexShape* pConvexA, const btConvexShape* pConvexB,
const btTransform& transformA, const btTransform& transformB,
btVector3& v, btVector3& wWitnessOnA, btVector3& wWitnessOnB,
class btIDebugDraw* debugDraw,btStackAlloc* stackAlloc );
class btIDebugDraw* debugDraw );
private :

View File

@@ -293,7 +293,7 @@ void btGjkPairDetector::getClosestPoints(const ClosestPointInput& input,Result&
m_minkowskiA,m_minkowskiB,
localTransA,localTransB,
m_cachedSeparatingAxis, tmpPointOnA, tmpPointOnB,
debugDraw,input.m_stackAlloc
debugDraw
);
if (isValid2)

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@@ -71,11 +71,10 @@ bool btMinkowskiPenetrationDepthSolver::calcPenDepth(btSimplexSolverInterface& s
const btConvexShape* convexA,const btConvexShape* convexB,
const btTransform& transA,const btTransform& transB,
btVector3& v, btVector3& pa, btVector3& pb,
class btIDebugDraw* debugDraw,btStackAlloc* stackAlloc
class btIDebugDraw* debugDraw
)
{
(void)stackAlloc;
(void)v;

View File

@@ -28,7 +28,7 @@ public:
const btConvexShape* convexA,const btConvexShape* convexB,
const btTransform& transA,const btTransform& transB,
btVector3& v, btVector3& pa, btVector3& pb,
class btIDebugDraw* debugDraw,btStackAlloc* stackAlloc
class btIDebugDraw* debugDraw
);
};

View File

@@ -365,10 +365,6 @@ double plNearestPoints(float p1[3], float p2[3], float p3[3], float q1[3], float
btPointCollector gjkOutput;
btGjkPairDetector::ClosestPointInput input;
btStackAlloc gStackAlloc(1024*1024*2);
input.m_stackAlloc = &gStackAlloc;
btTransform tr;
tr.setIdentity();

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@@ -208,7 +208,7 @@ extern "C" {
#ifndef GL_VERSION_1_1
#define GL_VERSION_1_1 1
#if defined(__APPLE__)
#if defined(__APPLE__) && !defined(__LP64__)
typedef unsigned long GLenum;
typedef unsigned long GLbitfield;
typedef unsigned long GLuint;

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@@ -5,8 +5,5 @@ sources = env.Glob('intern/*.cpp')
incs = 'intern ../container ../moto/include ../memutil'
if (env['OURPLATFORM'] == 'win32-mingw'):
env.BlenderLib ('blender_BSP', sources, Split(incs), [], libtype='core', priority=26 )
else:
env.BlenderLib ('blender_BSP', sources, Split(incs), [], libtype='core', priority=20 )
env.BlenderLib ('blender_BSP', sources, Split(incs), [], libtype='core', priority=200 )

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@@ -5,4 +5,4 @@ sources = env.Glob('intern/*.cpp')
incs = '. ../moto/include ../container ../memutil'
env.BlenderLib ('bf_decimation', sources, Split(incs) , [], libtype=['core'], priority = [10] )
env.BlenderLib ('bf_decimation', sources, Split(incs) , [], libtype=['core'], priority = [200] )

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@@ -7,6 +7,9 @@ Import ('env')
window_system = env['OURPLATFORM']
sources = env.Glob('intern/*.cpp')
if window_system == 'darwin':
sources += env.Glob('intern/*.mm')
pf = ['GHOST_DisplayManager', 'GHOST_System', 'GHOST_Window']
@@ -19,9 +22,17 @@ elif window_system in ('win32-vc', 'win32-mingw', 'cygwin', 'linuxcross', 'win64
sources.remove('intern' + os.sep + f + 'X11.cpp')
sources.remove('intern' + os.sep + f + 'Carbon.cpp')
elif window_system == 'darwin':
for f in pf:
sources.remove('intern' + os.sep + f + 'Win32.cpp')
sources.remove('intern' + os.sep + f + 'X11.cpp')
if env['WITH_GHOST_COCOA']:
for f in pf:
sources.remove('intern' + os.sep + f + 'Win32.cpp')
sources.remove('intern' + os.sep + f + 'X11.cpp')
sources.remove('intern' + os.sep + f + 'Carbon.cpp')
else:
for f in pf:
sources.remove('intern' + os.sep + f + 'Win32.cpp')
sources.remove('intern' + os.sep + f + 'X11.cpp')
sources.remove('intern' + os.sep + f + 'Cocoa.mm')
else:
print "Unknown window system specified."
Exit()
@@ -30,3 +41,4 @@ incs = '. ../string ' + env['BF_OPENGL_INC']
if window_system in ('win32-vc', 'win32-mingw', 'cygwin', 'linuxcross', 'win64-vc'):
incs = env['BF_WINTAB_INC'] + ' ' + incs
env.BlenderLib ('bf_ghost', sources, Split(incs), defines=['_USE_MATH_DEFINES'], libtype=['intern','player'], priority = [40,15] )

View File

@@ -372,133 +372,6 @@ static GHOST_TKey convertKey(int rawCode, unichar recvChar)
return GHOST_kKeyUnknown;
}
/* MacOSX returns a Roman charset with kEventParamKeyMacCharCodes
* as defined here: http://developer.apple.com/documentation/mac/Text/Text-516.html
* I am not sure how international this works...
* For cross-platform convention, we'll use the Latin ascii set instead.
* As defined at: http://www.ramsch.org/martin/uni/fmi-hp/iso8859-1.html
*
*/
static unsigned char convertRomanToLatin(unsigned char ascii)
{
if(ascii<128) return ascii;
switch(ascii) {
case 128: return 142;
case 129: return 143;
case 130: return 128;
case 131: return 201;
case 132: return 209;
case 133: return 214;
case 134: return 220;
case 135: return 225;
case 136: return 224;
case 137: return 226;
case 138: return 228;
case 139: return 227;
case 140: return 229;
case 141: return 231;
case 142: return 233;
case 143: return 232;
case 144: return 234;
case 145: return 235;
case 146: return 237;
case 147: return 236;
case 148: return 238;
case 149: return 239;
case 150: return 241;
case 151: return 243;
case 152: return 242;
case 153: return 244;
case 154: return 246;
case 155: return 245;
case 156: return 250;
case 157: return 249;
case 158: return 251;
case 159: return 252;
case 160: return 0;
case 161: return 176;
case 162: return 162;
case 163: return 163;
case 164: return 167;
case 165: return 183;
case 166: return 182;
case 167: return 223;
case 168: return 174;
case 169: return 169;
case 170: return 174;
case 171: return 180;
case 172: return 168;
case 173: return 0;
case 174: return 198;
case 175: return 216;
case 176: return 0;
case 177: return 177;
case 178: return 0;
case 179: return 0;
case 180: return 165;
case 181: return 181;
case 182: return 0;
case 183: return 0;
case 184: return 215;
case 185: return 0;
case 186: return 0;
case 187: return 170;
case 188: return 186;
case 189: return 0;
case 190: return 230;
case 191: return 248;
case 192: return 191;
case 193: return 161;
case 194: return 172;
case 195: return 0;
case 196: return 0;
case 197: return 0;
case 198: return 0;
case 199: return 171;
case 200: return 187;
case 201: return 201;
case 202: return 0;
case 203: return 192;
case 204: return 195;
case 205: return 213;
case 206: return 0;
case 207: return 0;
case 208: return 0;
case 209: return 0;
case 210: return 0;
case 214: return 247;
case 229: return 194;
case 230: return 202;
case 231: return 193;
case 232: return 203;
case 233: return 200;
case 234: return 205;
case 235: return 206;
case 236: return 207;
case 237: return 204;
case 238: return 211;
case 239: return 212;
case 240: return 0;
case 241: return 210;
case 242: return 218;
case 243: return 219;
case 244: return 217;
case 245: return 0;
case 246: return 0;
case 247: return 0;
case 248: return 0;
case 249: return 0;
case 250: return 0;
default: return 0;
}
}
#define FIRSTFILEBUFLG 512
static bool g_hasFirstFile = false;
@@ -827,7 +700,7 @@ GHOST_TSuccess GHOST_SystemCocoa::setCursorPosition(GHOST_TInt32 x, GHOST_TInt32
//Quartz Display Services uses the old coordinates (top left origin)
yf = screenRect.size.height -yf;
CGDisplayMoveCursorToPoint([[[windowScreen deviceDescription] objectForKey:@"NSScreenNumber"] unsignedIntValue], CGPointMake(xf, yf));
CGDisplayMoveCursorToPoint((CGDirectDisplayID)[[[windowScreen deviceDescription] objectForKey:@"NSScreenNumber"] unsignedIntValue], CGPointMake(xf, yf));
return GHOST_kSuccess;
}
@@ -913,7 +786,7 @@ bool GHOST_SystemCocoa::processEvents(bool waitForEvent)
case NSFlagsChanged:
handleKeyEvent(event);
/* Support system-wide keyboard shortcuts, like Exposé, ...) =>included in always NSApp sendEvent */
/* Support system-wide keyboard shortcuts, like Exposé, ...) =>included in always NSApp sendEvent */
/* if (([event modifierFlags] & NSCommandKeyMask) || [event type] == NSFlagsChanged) {
[NSApp sendEvent:event];
}*/
@@ -1018,8 +891,8 @@ GHOST_TUns8 GHOST_SystemCocoa::handleQuitRequest()
//Check open windows if some changes are not saved
if (m_windowManager->getAnyModifiedState())
{
int shouldQuit = NSRunAlertPanel(@"Exit Blender", @"Some changes have not been saved. Do you really want to quit ?",
@"Cancel", @"Quit anyway", nil);
int shouldQuit = NSRunAlertPanel(@"Exit Blender", @"Some changes have not been saved.\nDo you really want to quit ?",
@"Cancel", @"Quit Anyway", nil);
if (shouldQuit == NSAlertAlternateReturn)
{
pushEvent( new GHOST_Event(getMilliSeconds(), GHOST_kEventQuit, NULL) );
@@ -1255,8 +1128,10 @@ GHOST_TSuccess GHOST_SystemCocoa::handleKeyEvent(void *eventPtr)
GHOST_IWindow* window = m_windowManager->getActiveWindow();
unsigned int modifiers;
NSString *characters;
NSData *convertedCharacters;
GHOST_TKey keyCode;
unsigned char ascii;
NSString* charsIgnoringModifiers;
/* Can happen, very rarely - seems to only be when command-H makes
* the window go away and we still get an HKey up.
@@ -1269,17 +1144,26 @@ GHOST_TSuccess GHOST_SystemCocoa::handleKeyEvent(void *eventPtr)
switch ([event type]) {
case NSKeyDown:
case NSKeyUp:
characters = [event characters];
if ([characters length]) { //Check for dead keys
charsIgnoringModifiers = [event charactersIgnoringModifiers];
if ([charsIgnoringModifiers length]>0)
keyCode = convertKey([event keyCode],
[[event charactersIgnoringModifiers] characterAtIndex:0]);
ascii= convertRomanToLatin((char)[characters characterAtIndex:0]);
} else {
[charsIgnoringModifiers characterAtIndex:0]);
else
keyCode = convertKey([event keyCode],0);
ascii= 0;
}
characters = [event characters];
if ([characters length]>0) { //Check for dead keys
//Convert characters to iso latin 1 encoding
convertedCharacters = [characters dataUsingEncoding:NSISOLatin1StringEncoding];
if ([convertedCharacters length]>0)
ascii =((char*)[convertedCharacters bytes])[0];
else
ascii = 0; //Character not available in iso latin 1 encoding
}
else
ascii= 0;
if ((keyCode == GHOST_kKeyQ) && (m_modifierMask & NSCommandKeyMask))
break; //Cmd-Q is directly handled by Cocoa

View File

@@ -132,8 +132,8 @@
GHOST_SystemWin32::GHOST_SystemWin32()
: m_hasPerformanceCounter(false), m_freq(0), m_start(0),
m_seperateLeftRight(false),
m_seperateLeftRightInitialized(false)
m_separateLeftRight(false),
m_separateLeftRightInitialized(false)
{
m_displayManager = new GHOST_DisplayManagerWin32 ();
GHOST_ASSERT(m_displayManager, "GHOST_SystemWin32::GHOST_SystemWin32(): m_displayManager==0\n");
@@ -274,7 +274,7 @@ GHOST_TSuccess GHOST_SystemWin32::getModifierKeys(GHOST_ModifierKeys& keys) cons
It didn't work all that well on some newer hardware, and worked less
well with the passage of time, so it was fully disabled in ME.
*/
if (m_seperateLeftRight && m_seperateLeftRightInitialized) {
if (m_separateLeftRight && m_separateLeftRightInitialized) {
bool down = HIBYTE(::GetKeyState(VK_LSHIFT)) != 0;
keys.set(GHOST_kModifierKeyLeftShift, down);
down = HIBYTE(::GetKeyState(VK_RSHIFT)) != 0;
@@ -581,29 +581,29 @@ LRESULT WINAPI GHOST_SystemWin32::s_wndProc(HWND hwnd, UINT msg, WPARAM wParam,
case VK_SHIFT:
case VK_CONTROL:
case VK_MENU:
if (!system->m_seperateLeftRightInitialized) {
if (!system->m_separateLeftRightInitialized) {
// Check whether this system supports seperate left and right keys
switch (wParam) {
case VK_SHIFT:
system->m_seperateLeftRight =
system->m_separateLeftRight =
(HIBYTE(::GetKeyState(VK_LSHIFT)) != 0) ||
(HIBYTE(::GetKeyState(VK_RSHIFT)) != 0) ?
true : false;
break;
case VK_CONTROL:
system->m_seperateLeftRight =
system->m_separateLeftRight =
(HIBYTE(::GetKeyState(VK_LCONTROL)) != 0) ||
(HIBYTE(::GetKeyState(VK_RCONTROL)) != 0) ?
true : false;
break;
case VK_MENU:
system->m_seperateLeftRight =
system->m_separateLeftRight =
(HIBYTE(::GetKeyState(VK_LMENU)) != 0) ||
(HIBYTE(::GetKeyState(VK_RMENU)) != 0) ?
true : false;
break;
}
system->m_seperateLeftRightInitialized = true;
system->m_separateLeftRightInitialized = true;
}
system->processModifierKeys(window);
// Bypass call to DefWindowProc

View File

@@ -283,9 +283,9 @@ protected:
/** High frequency timer variable. */
__int64 m_start;
/** Stores the capability of this system to distinguish left and right modifier keys. */
bool m_seperateLeftRight;
bool m_separateLeftRight;
/** Stores the initialization state of the member m_leftRightDistinguishable. */
bool m_seperateLeftRightInitialized;
bool m_separateLeftRightInitialized;
};

View File

@@ -43,16 +43,6 @@
#include "GHOST_Debug.h"
// Pixel Format Attributes for the windowed NSOpenGLContext
static NSOpenGLPixelFormatAttribute pixelFormatAttrsWindow[] =
{
NSOpenGLPFADoubleBuffer,
NSOpenGLPFAAccelerated,
//NSOpenGLPFAAllowOfflineRenderers, // Removed to allow 10.4 builds, and 2 GPUs rendering is not used anyway
NSOpenGLPFADepthSize, (NSOpenGLPixelFormatAttribute) 32,
(NSOpenGLPixelFormatAttribute) 0
};
#pragma mark Cocoa window delegate object
/* live resize ugly patch
extern "C" {
@@ -78,7 +68,7 @@ extern "C" {
- (void)windowWillClose:(NSNotification *)notification;
- (void)windowDidBecomeKey:(NSNotification *)notification;
- (void)windowDidResignKey:(NSNotification *)notification;
- (void)windowDidUpdate:(NSNotification *)notification;
- (void)windowDidExpose:(NSNotification *)notification;
- (void)windowDidResize:(NSNotification *)notification;
@end
@@ -101,13 +91,10 @@ extern "C" {
- (void)windowDidResignKey:(NSNotification *)notification
{
//The window is no more key when its own view becomes fullscreen
//but ghost doesn't know the view/window difference, so hide this fact
if (associatedWindow->getState() != GHOST_kWindowStateFullScreen)
systemCocoa->handleWindowEvent(GHOST_kEventWindowDeactivate, associatedWindow);
}
- (void)windowDidUpdate:(NSNotification *)notification
- (void)windowDidExpose:(NSNotification *)notification
{
systemCocoa->handleWindowEvent(GHOST_kEventWindowUpdate, associatedWindow);
}
@@ -191,9 +178,12 @@ GHOST_WindowCocoa::GHOST_WindowCocoa(
GHOST_TDrawingContextType type,
const bool stereoVisual
) :
GHOST_Window(title, left, top, width, height, state, GHOST_kDrawingContextTypeNone),
GHOST_Window(title, left, top, width, height, state, GHOST_kDrawingContextTypeNone, stereoVisual),
m_customCursor(0)
{
NSOpenGLPixelFormatAttribute pixelFormatAttrsWindow[40];
int i;
m_systemCocoa = systemCocoa;
m_fullScreen = false;
@@ -225,6 +215,20 @@ GHOST_WindowCocoa::GHOST_WindowCocoa(
setTitle(title);
// Pixel Format Attributes for the windowed NSOpenGLContext
i=0;
pixelFormatAttrsWindow[i++] = NSOpenGLPFADoubleBuffer;
pixelFormatAttrsWindow[i++] = NSOpenGLPFAAccelerated;
//pixelFormatAttrsWindow[i++] = NSOpenGLPFAAllowOfflineRenderers,; // Removed to allow 10.4 builds, and 2 GPUs rendering is not used anyway
pixelFormatAttrsWindow[i++] = NSOpenGLPFADepthSize;
pixelFormatAttrsWindow[i++] = (NSOpenGLPixelFormatAttribute) 32;
if (stereoVisual) pixelFormatAttrsWindow[i++] = NSOpenGLPFAStereo;
pixelFormatAttrsWindow[i] = (NSOpenGLPixelFormatAttribute) 0;
//Creates the OpenGL View inside the window
NSOpenGLPixelFormat *pixelFormat =
[[NSOpenGLPixelFormat alloc] initWithAttributes:pixelFormatAttrsWindow];
@@ -615,6 +619,7 @@ GHOST_TSuccess GHOST_WindowCocoa::setState(GHOST_TWindowState state)
//Make window normal and resize it
[m_window setStyleMask:(NSTitledWindowMask | NSClosableWindowMask | NSMiniaturizableWindowMask | NSResizableWindowMask)];
[m_window setFrame:[[m_window screen] visibleFrame] display:YES];
//TODO for 10.6 only : window title is forgotten after the style change
[m_window makeFirstResponder:m_openGLView];
#else
//With 10.5, we need to create a new window to change its style to borderless

View File

@@ -76,7 +76,7 @@ abort();
#endif /* breakpoint */
#if defined(WIN32) && !defined(__GNUC__)
#if defined(_WIN32) && !defined(__GNUC__)
#define MT_assert(predicate) assert(predicate)
#else

View File

@@ -7,6 +7,7 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "blender", "blender.vcproj",
{6E24BF09-9653-4166-A871-F65CC9E98A9B} = {6E24BF09-9653-4166-A871-F65CC9E98A9B}
{A90C4918-4B21-4277-93BD-AF65F30951D9} = {A90C4918-4B21-4277-93BD-AF65F30951D9}
{FB88301F-F725-401B-ACD7-D2ABBF333B71} = {FB88301F-F725-401B-ACD7-D2ABBF333B71}
{76D3102B-7DD2-8BA1-034A-8B19FE2897C2} = {76D3102B-7DD2-8BA1-034A-8B19FE2897C2}
{BAAE3F2B-BCF8-4E84-B8BA-CFB2D64945FE} = {BAAE3F2B-BCF8-4E84-B8BA-CFB2D64945FE}
{C66F722C-46BE-40C9-ABAE-2EAC7A697EB8} = {C66F722C-46BE-40C9-ABAE-2EAC7A697EB8}
{884D8731-654C-4C7F-9A75-8F37A305BE1E} = {884D8731-654C-4C7F-9A75-8F37A305BE1E}
@@ -293,6 +294,7 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "INT_build_install_all", "..
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "WM_windowmanager", "windowmanager\windowmanager.vcproj", "{884D8731-654C-4C7F-9A75-8F37A305BE1E}"
ProjectSection(ProjectDependencies) = postProject
{76D3102B-7DD2-8BA1-034A-8B19FE2897C2} = {76D3102B-7DD2-8BA1-034A-8B19FE2897C2}
{DFE7F3E3-E62A-4677-B666-DF0DDF70C359} = {DFE7F3E3-E62A-4677-B666-DF0DDF70C359}
EndProjectSection
EndProject
@@ -365,6 +367,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "EXT_lzo", "..\..\extern\lzo
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "BRE_raytrace", "render\BRE_raytrace.vcproj", "{37DB6A34-2E91-4ADB-BC1A-02F6D0A5E2F1}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "BF_collada", "collada\BF_collada.vcproj", "{76D3102B-7DD2-8BA1-034A-8B19FE2897C2}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
3D Plugin Debug|Win32 = 3D Plugin Debug|Win32
@@ -1602,6 +1606,26 @@ Global
{37DB6A34-2E91-4ADB-BC1A-02F6D0A5E2F1}.Debug|Win32.Build.0 = Blender Debug|Win32
{37DB6A34-2E91-4ADB-BC1A-02F6D0A5E2F1}.Release|Win32.ActiveCfg = Blender Release|Win32
{37DB6A34-2E91-4ADB-BC1A-02F6D0A5E2F1}.Release|Win32.Build.0 = Blender Release|Win32
{76D3102B-7DD2-8BA1-034A-8B19FE2897C2}.3D Plugin Debug|Win32.ActiveCfg = Blender Release|Win32
{76D3102B-7DD2-8BA1-034A-8B19FE2897C2}.3D Plugin Debug|Win32.Build.0 = Blender Release|Win32
{76D3102B-7DD2-8BA1-034A-8B19FE2897C2}.3D Plugin Release|Win32.ActiveCfg = Blender Release|Win32
{76D3102B-7DD2-8BA1-034A-8B19FE2897C2}.3D Plugin Release|Win32.Build.0 = Blender Release|Win32
{76D3102B-7DD2-8BA1-034A-8B19FE2897C2}.3DPlugin Debug|Win32.ActiveCfg = Blender Release|Win32
{76D3102B-7DD2-8BA1-034A-8B19FE2897C2}.3DPlugin Debug|Win32.Build.0 = Blender Release|Win32
{76D3102B-7DD2-8BA1-034A-8B19FE2897C2}.3DPlugin Release|Win32.ActiveCfg = Blender Release|Win32
{76D3102B-7DD2-8BA1-034A-8B19FE2897C2}.3DPlugin Release|Win32.Build.0 = Blender Release|Win32
{76D3102B-7DD2-8BA1-034A-8B19FE2897C2}.Blender Debug|Win32.ActiveCfg = Blender Debug|Win32
{76D3102B-7DD2-8BA1-034A-8B19FE2897C2}.Blender Debug|Win32.Build.0 = Blender Debug|Win32
{76D3102B-7DD2-8BA1-034A-8B19FE2897C2}.Blender Release|Win32.ActiveCfg = Blender Release|Win32
{76D3102B-7DD2-8BA1-034A-8B19FE2897C2}.Blender Release|Win32.Build.0 = Blender Release|Win32
{76D3102B-7DD2-8BA1-034A-8B19FE2897C2}.BlenderPlayer Debug|Win32.ActiveCfg = Blender Release|Win32
{76D3102B-7DD2-8BA1-034A-8B19FE2897C2}.BlenderPlayer Debug|Win32.Build.0 = Blender Release|Win32
{76D3102B-7DD2-8BA1-034A-8B19FE2897C2}.BlenderPlayer Release|Win32.ActiveCfg = Blender Release|Win32
{76D3102B-7DD2-8BA1-034A-8B19FE2897C2}.BlenderPlayer Release|Win32.Build.0 = Blender Release|Win32
{76D3102B-7DD2-8BA1-034A-8B19FE2897C2}.Debug|Win32.ActiveCfg = Blender Debug|Win32
{76D3102B-7DD2-8BA1-034A-8B19FE2897C2}.Debug|Win32.Build.0 = Blender Debug|Win32
{76D3102B-7DD2-8BA1-034A-8B19FE2897C2}.Release|Win32.ActiveCfg = Blender Release|Win32
{76D3102B-7DD2-8BA1-034A-8B19FE2897C2}.Release|Win32.Build.0 = Blender Release|Win32
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE

View File

@@ -74,12 +74,12 @@
<Tool
Name="VCLinkerTool"
AdditionalOptions="/MACHINE:I386"
AdditionalDependencies="libsamplerate.lib SDL.lib freetype2ST.lib gnu_gettext.lib qtmlClient.lib OpenAL32.lib wrap_oal.lib ws2_32.lib dxguid.lib opengl32.lib libjpeg.lib glu32.lib vfw32.lib winmm.lib libpng_st.lib zlib.lib python31.lib pthreadVSE2.lib pthreadVC2.lib libtiff.lib Half.lib Iex.lib IlmImf.lib Imath.lib IlmThread.lib avcodec-52.lib avformat-52.lib avutil-50.lib swscale-0.lib avdevice-52.lib libsndfile-1.lib"
AdditionalDependencies="libsamplerate.lib SDL.lib freetype2ST.lib gnu_gettext.lib qtmlClient.lib OpenAL32.lib wrap_oal.lib ws2_32.lib dxguid.lib opengl32.lib libjpeg.lib glu32.lib vfw32.lib winmm.lib libpng_st.lib zlib.lib python31.lib pthreadVSE2.lib pthreadVC2.lib libtiff.lib Half.lib Iex.lib IlmImf.lib Imath.lib IlmThread.lib avcodec-52.lib avformat-52.lib avutil-50.lib swscale-0.lib avdevice-52.lib libsndfile-1.lib OpenCOLLADABaseUtils.lib OpenCOLLADAFramework.lib OpenCOLLADAStreamWriter.lib OpenCOLLADASaxFrameworkLoader.lib pcre.lib UTF.lib GeneratedSaxParser.lib MathMLSolver.lib xml2.lib"
ShowProgress="0"
OutputFile="..\..\..\install\msvc_9\blender.exe"
LinkIncremental="1"
SuppressStartupBanner="true"
AdditionalLibraryDirectories="..\..\..\lib\windows\sdl\lib;..\..\..\lib\windows\ode\lib;..\..\..\lib\windows\zlib\lib;..\..\..\lib\windows\png\lib;..\..\..\lib\windows\jpeg\lib;..\..\..\lib\windows\gettext\lib;..\..\..\lib\windows\python\lib;..\..\..\lib\windows\freetype\lib;..\..\..\lib\windows\tiff\lib;..\..\..\lib\windows\pthreads\lib;..\..\..\lib\windows\openal\lib;..\..\..\lib\windows\openexr\lib_vs2008;..\..\..\lib\windows\QTDevWin\Libraries;..\..\..\build\msvc_9\libs\intern;..\..\..\build\msvc_9\libs\extern;..\..\..\lib\windows\ffmpeg\lib;..\..\..\lib\windows\samplerate\lib;..\..\..\lib\windows\sndfile\lib"
AdditionalLibraryDirectories="..\..\..\lib\windows\sdl\lib;..\..\..\lib\windows\ode\lib;..\..\..\lib\windows\zlib\lib;..\..\..\lib\windows\png\lib;..\..\..\lib\windows\jpeg\lib;..\..\..\lib\windows\gettext\lib;..\..\..\lib\windows\python\lib;..\..\..\lib\windows\freetype\lib;..\..\..\lib\windows\tiff\lib;..\..\..\lib\windows\pthreads\lib;..\..\..\lib\windows\openal\lib;..\..\..\lib\windows\openexr\lib_vs2008;..\..\..\lib\windows\QTDevWin\Libraries;..\..\..\build\msvc_9\libs\intern;..\..\..\build\msvc_9\libs\extern;..\..\..\lib\windows\ffmpeg\lib;..\..\..\lib\windows\samplerate\lib;..\..\..\lib\windows\sndfile\lib;..\..\..\lib\windows\opencollada\lib"
IgnoreAllDefaultLibraries="false"
IgnoreDefaultLibraryNames="msvcprt.lib;glut32.lib;libc.lib;libcd.lib;libcpd.lib;libcp.lib;libcmtd.lib;odbc32.lib;odbccp32.lib"
GenerateDebugInformation="true"
@@ -169,12 +169,12 @@
<Tool
Name="VCLinkerTool"
AdditionalOptions="/MACHINE:I386&#x0D;&#x0A;"
AdditionalDependencies="libsamplerate.lib SDL.lib freetype2ST.lib gnu_gettext.lib qtmlClient.lib OpenAL32.lib wrap_oal.lib ws2_32.lib dxguid.lib opengl32.lib libjpeg.lib glu32.lib vfw32.lib winmm.lib libpng_st.lib zlib.lib python31_d.lib pthreadVSE2.lib pthreadVC2.lib libtiff.lib Half_d.lib Iex_d.lib Imath_d.lib IlmImf_d.lib IlmThread_d.lib avcodec-52.lib avformat-52.lib avdevice-52.lib avutil-50.lib swscale-0.lib libsndfile-1.lib"
AdditionalDependencies="libsamplerate.lib SDL.lib freetype2ST.lib gnu_gettext.lib qtmlClient.lib OpenAL32.lib wrap_oal.lib ws2_32.lib dxguid.lib opengl32.lib libjpeg.lib glu32.lib vfw32.lib winmm.lib libpng_st.lib zlib.lib python31_d.lib pthreadVSE2.lib pthreadVC2.lib libtiff.lib Half_d.lib Iex_d.lib Imath_d.lib IlmImf_d.lib IlmThread_d.lib avcodec-52.lib avformat-52.lib avdevice-52.lib avutil-50.lib swscale-0.lib libsndfile-1.lib OpenCOLLADABaseUtils.lib OpenCOLLADAFramework.lib OpenCOLLADAStreamWriter.lib OpenCOLLADASaxFrameworkLoader.lib pcre.lib UTF.lib GeneratedSaxParser.lib MathMLSolver.lib xml2.lib"
ShowProgress="0"
OutputFile="..\..\..\install\msvc_9d\blender.exe"
LinkIncremental="2"
SuppressStartupBanner="true"
AdditionalLibraryDirectories="..\..\..\lib\windows\sdl\lib;..\..\..\lib\windows\ode\lib;..\..\..\lib\windows\zlib\lib;..\..\..\lib\windows\png\lib;..\..\..\lib\windows\jpeg\lib;..\..\..\lib\windows\pthreads\lib;..\..\..\lib\windows\tiff\lib;..\..\..\lib\windows\gettext\lib;..\..\..\lib\windows\freetype\lib;..\..\..\lib\windows\python\lib;..\..\..\lib\windows\openal\lib;..\..\..\lib\windows\openexr\lib_vs2008;..\..\..\lib\windows\QTDevWin\Libraries;..\..\..\lib\windows\ffmpeg\lib;..\..\..\build\msvc_9\libs\intern\debug;..\..\..\build\msvc_9\libs\extern\debug;..\..\..\lib\windows\samplerate\lib;..\..\..\lib\windows\sndfile\lib"
AdditionalLibraryDirectories="..\..\..\lib\windows\sdl\lib;..\..\..\lib\windows\ode\lib;..\..\..\lib\windows\zlib\lib;..\..\..\lib\windows\png\lib;..\..\..\lib\windows\jpeg\lib;..\..\..\lib\windows\pthreads\lib;..\..\..\lib\windows\tiff\lib;..\..\..\lib\windows\gettext\lib;..\..\..\lib\windows\freetype\lib;..\..\..\lib\windows\python\lib;..\..\..\lib\windows\openal\lib;..\..\..\lib\windows\openexr\lib_vs2008;..\..\..\lib\windows\QTDevWin\Libraries;..\..\..\lib\windows\ffmpeg\lib;..\..\..\build\msvc_9\libs\intern\debug;..\..\..\build\msvc_9\libs\extern\debug;..\..\..\lib\windows\samplerate\lib;..\..\..\lib\windows\sndfile\lib;..\..\..\lib\windows\opencollada\lib"
IgnoreDefaultLibraryNames="libc.lib, libcmt.lib, msvcrt.lib, libcd.lib, odbc32.lib, odbccp32.lib"
GenerateDebugInformation="true"
ProgramDatabaseFile="..\..\..\build\msvc_9\libs\debug\blender.pdb"

View File

@@ -0,0 +1,214 @@
<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioProject
ProjectType="Visual C++"
Version="9,00"
Name="BF_collada"
ProjectGUID="{76D3102B-7DD2-8BA1-034A-8B19FE2897C2}"
RootNamespace="BF_collada"
TargetFrameworkVersion="131072"
>
<Platforms>
<Platform
Name="Win32"
/>
</Platforms>
<ToolFiles>
</ToolFiles>
<Configurations>
<Configuration
Name="Blender Debug|Win32"
OutputDirectory="..\..\..\..\build\msvc_9\source\blender\collada\debug"
IntermediateDirectory="..\..\..\..\build\msvc_9\source\blender\collada\debug"
ConfigurationType="4"
InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC71.vsprops"
UseOfMFC="0"
ATLMinimizesCRunTimeLibraryUsage="false"
CharacterSet="2"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
/>
<Tool
Name="VCCLCompilerTool"
Optimization="0"
AdditionalIncludeDirectories="..\..\..\source\blender\blenlib;..\..\..\source\blender\blenkernel;..\..\..\source\blender\windowmanager;..\..\..\source\blender\makesdna;..\..\..\source\blender\makesrna;..\..\..\source\blender\editors\include;..\..\..\..\build\msvc_9\intern\guardedalloc\include;..\..\..\..\lib\windows\opencollada\include\COLLADAStreamWriter\include;..\..\..\..\lib\windows\opencollada\include\COLLADABaseUtils\include;..\..\..\..\lib\windows\opencollada\include\COLLADAFramework\include;..\..\..\..\lib\windows\opencollada\include\COLLADASaxFrameworkLoader\include"
PreprocessorDefinitions="WIN32,_DEBUG,_LIB"
BasicRuntimeChecks="3"
RuntimeLibrary="1"
DefaultCharIsUnsigned="true"
UsePrecompiledHeader="0"
PrecompiledHeaderFile="..\..\..\..\build\msvc_9\source\blender\collada\debug\BF_collada.pch"
AssemblerListingLocation="..\..\..\..\build\msvc_9\source\blender\collada\debug\"
ObjectFile="..\..\..\..\build\msvc_9\source\blender\collada\debug\"
ProgramDataBaseFileName="..\..\..\..\build\msvc_9\source\blender\collada\debug\"
WarningLevel="2"
SuppressStartupBanner="true"
DebugInformationFormat="3"
CompileAs="0"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
PreprocessorDefinitions="_DEBUG"
Culture="1043"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLibrarianTool"
OutputFile="..\..\..\..\build\msvc_9\libs\debug\BF_collada.lib"
SuppressStartupBanner="true"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
<Configuration
Name="Blender Release|Win32"
OutputDirectory="..\..\..\..\build\msvc_9\source\blender\collada"
IntermediateDirectory="..\..\..\..\build\msvc_9\source\blender\collada"
ConfigurationType="4"
InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC71.vsprops"
UseOfMFC="0"
ATLMinimizesCRunTimeLibraryUsage="false"
CharacterSet="2"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
/>
<Tool
Name="VCCLCompilerTool"
Optimization="2"
InlineFunctionExpansion="1"
AdditionalIncludeDirectories="..\..\..\source\blender\blenlib;..\..\..\source\blender\blenkernel;..\..\..\source\blender\windowmanager;..\..\..\source\blender\makesdna;..\..\..\source\blender\makesrna;..\..\..\source\blender\editors\include;..\..\..\..\build\msvc_9\intern\guardedalloc\include;..\..\..\..\lib\windows\opencollada\include\COLLADAStreamWriter\include;..\..\..\..\lib\windows\opencollada\include\COLLADABaseUtils\include;..\..\..\..\lib\windows\opencollada\include\COLLADAFramework\include;..\..\..\..\lib\windows\opencollada\include\COLLADASaxFrameworkLoader\include"
PreprocessorDefinitions="WIN32,NDEBUG,_LIB"
StringPooling="true"
RuntimeLibrary="0"
EnableFunctionLevelLinking="true"
DefaultCharIsUnsigned="true"
UsePrecompiledHeader="0"
PrecompiledHeaderFile="..\..\..\..\build\msvc_9\source\blender\yafray\BF_collada.pch"
AssemblerListingLocation="..\..\..\..\build\msvc_9\source\blender\collada\"
ObjectFile="..\..\..\..\build\msvc_9\source\blender\collada\"
ProgramDataBaseFileName="..\..\..\..\build\msvc_9\source\blender\collada\"
WarningLevel="2"
SuppressStartupBanner="true"
CompileAs="0"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
PreprocessorDefinitions="NDEBUG"
Culture="1043"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLibrarianTool"
OutputFile="..\..\..\..\build\msvc_9\libs\BF_collada.lib"
SuppressStartupBanner="true"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
</Configurations>
<References>
</References>
<Files>
<Filter
Name="Source Files"
Filter="cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
>
<File
RelativePath="..\..\..\source\blender\collada\collada.cpp"
>
</File>
<File
RelativePath="..\..\..\source\blender\collada\DocumentExporter.cpp"
>
</File>
<File
RelativePath="..\..\..\source\blender\collada\DocumentImporter.cpp"
>
</File>
</Filter>
<Filter
Name="Header Files"
Filter="h;hpp;hxx;hm;inl"
>
<File
RelativePath="..\..\..\source\blender\collada\collada.h"
>
</File>
<File
RelativePath="..\..\..\source\blender\collada\collada_internal.h"
>
</File>
<File
RelativePath="..\..\..\source\blender\collada\DocumentExporter.h"
>
</File>
<File
RelativePath="..\..\..\source\blender\collada\DocumentImporter.h"
>
</File>
</Filter>
</Files>
<Globals>
</Globals>
</VisualStudioProject>

View File

@@ -43,8 +43,8 @@
<Tool
Name="VCCLCompilerTool"
Optimization="0"
AdditionalIncludeDirectories="..\..\..\..\lib\windows\pthreads\include;..\..\..\..\build\msvc_9\extern\glew\include;..\..\..\..\build\msvc_9\intern\guardedalloc\include;..\..\..\..\build\msvc_9\intern\ghost\include;..\..\..\..\build\msvc_9\intern\memutil\include;..\..\..\source\blender\blenlib;..\..\..\source\blender\imbuf;..\..\..\source\blender\python;..\..\..\source\blender\blenkernel;..\..\..\source\blender\blenfont;..\..\..\source\blender\blenloader;..\..\..\source\blender\gpu;..\..\..\source\blender\makesdna;..\..\..\source\blender\makesrna;..\..\..\source\kernel\gen_system;..\..\..\source\kernel\gen_messaging;..\..\..\source\blender\windowmanager;..\..\..\source\blender\editors\include;..\..\..\..\build\msvc_9\intern\bmfont\include;..\..\..\source\blender\render\extern\include;..\..\..\source\blender\radiosity\extern\include"
PreprocessorDefinitions="WIN32;_DEBUG;_LIB;_CRT_SECURE_NO_WARNINGS"
AdditionalIncludeDirectories="..\..\..\..\lib\windows\pthreads\include;..\..\..\..\build\msvc_9\extern\glew\include;..\..\..\..\build\msvc_9\intern\guardedalloc\include;..\..\..\..\build\msvc_9\intern\ghost\include;..\..\..\..\build\msvc_9\intern\memutil\include;..\..\..\source\blender\blenlib;..\..\..\source\blender\imbuf;..\..\..\source\blender\python;..\..\..\source\blender\blenkernel;..\..\..\source\blender\blenfont;..\..\..\source\blender\blenloader;..\..\..\source\blender\gpu;..\..\..\source\blender\makesdna;..\..\..\source\blender\makesrna;..\..\..\source\kernel\gen_system;..\..\..\source\kernel\gen_messaging;..\..\..\source\blender\windowmanager;..\..\..\source\blender\editors\include;..\..\..\..\build\msvc_9\intern\bmfont\include;..\..\..\source\blender\render\extern\include;..\..\..\source\blender\radiosity\extern\include;..\..\..\source\blender\collada"
PreprocessorDefinitions="WIN32;_DEBUG;_LIB;_CRT_SECURE_NO_WARNINGS;WITH_COLLADA"
MinimalRebuild="true"
BasicRuntimeChecks="3"
RuntimeLibrary="1"
@@ -113,8 +113,8 @@
Name="VCCLCompilerTool"
Optimization="2"
EnableIntrinsicFunctions="true"
AdditionalIncludeDirectories="..\..\..\..\lib\windows\pthreads\include;..\..\..\..\build\msvc_9\extern\glew\include;..\..\..\..\build\msvc_9\intern\guardedalloc\include;..\..\..\..\build\msvc_9\intern\ghost\include;..\..\..\..\build\msvc_9\intern\memutil\include;..\..\..\source\blender\blenlib;..\..\..\source\blender\imbuf;..\..\..\source\blender\python;..\..\..\source\blender\blenkernel;..\..\..\source\blender\blenfont;..\..\..\source\blender\blenloader;..\..\..\source\blender\gpu;..\..\..\source\blender\makesdna;..\..\..\source\blender\makesrna;..\..\..\source\kernel\gen_system;..\..\..\source\kernel\gen_messaging;..\..\..\source\blender\windowmanager;..\..\..\source\blender\editors\include;..\..\..\..\build\msvc_9\intern\bmfont\include;..\..\..\source\blender\render\extern\include;..\..\..\source\blender\radiosity\extern\include"
PreprocessorDefinitions="WIN32;NDEBUG;_LIB;_CRT_SECURE_NO_WARNINGS"
AdditionalIncludeDirectories="..\..\..\..\lib\windows\pthreads\include;..\..\..\..\build\msvc_9\extern\glew\include;..\..\..\..\build\msvc_9\intern\guardedalloc\include;..\..\..\..\build\msvc_9\intern\ghost\include;..\..\..\..\build\msvc_9\intern\memutil\include;..\..\..\source\blender\blenlib;..\..\..\source\blender\imbuf;..\..\..\source\blender\python;..\..\..\source\blender\blenkernel;..\..\..\source\blender\blenfont;..\..\..\source\blender\blenloader;..\..\..\source\blender\gpu;..\..\..\source\blender\makesdna;..\..\..\source\blender\makesrna;..\..\..\source\kernel\gen_system;..\..\..\source\kernel\gen_messaging;..\..\..\source\blender\windowmanager;..\..\..\source\blender\editors\include;..\..\..\..\build\msvc_9\intern\bmfont\include;..\..\..\source\blender\render\extern\include;..\..\..\source\blender\radiosity\extern\include;..\..\..\source\blender\collada"
PreprocessorDefinitions="WIN32;NDEBUG;_LIB;_CRT_SECURE_NO_WARNINGS;WITH_COLLADA"
MinimalRebuild="true"
RuntimeLibrary="0"
EnableFunctionLevelLinking="false"

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View File

@@ -1,3 +1,21 @@
# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# ##### END GPL LICENSE BLOCK #####
import bpy
from math import atan, pi, degrees
@@ -697,8 +715,8 @@ IntProperty( attr="pov_radio_recursion_limit",
class PovrayRender(bpy.types.RenderEngine):
__idname__ = 'POVRAY_RENDER'
__label__ = "Povray"
bl_idname = 'POVRAY_RENDER'
bl_label = "Povray"
DELAY = 0.02
def _export(self, scene):
@@ -826,33 +844,33 @@ class PovrayRender(bpy.types.RenderEngine):
bpy.types.register(PovrayRender)
# Use some of the existing buttons.
import buttons_render
buttons_render.RENDER_PT_render.COMPAT_ENGINES.add('POVRAY_RENDER')
buttons_render.RENDER_PT_dimensions.COMPAT_ENGINES.add('POVRAY_RENDER')
buttons_render.RENDER_PT_antialiasing.COMPAT_ENGINES.add('POVRAY_RENDER')
buttons_render.RENDER_PT_output.COMPAT_ENGINES.add('POVRAY_RENDER')
del buttons_render
import properties_render
properties_render.RENDER_PT_render.COMPAT_ENGINES.add('POVRAY_RENDER')
properties_render.RENDER_PT_dimensions.COMPAT_ENGINES.add('POVRAY_RENDER')
properties_render.RENDER_PT_antialiasing.COMPAT_ENGINES.add('POVRAY_RENDER')
properties_render.RENDER_PT_output.COMPAT_ENGINES.add('POVRAY_RENDER')
del properties_render
# Use only a subset of the world panels
import buttons_world
buttons_world.WORLD_PT_preview.COMPAT_ENGINES.add('POVRAY_RENDER')
buttons_world.WORLD_PT_context_world.COMPAT_ENGINES.add('POVRAY_RENDER')
buttons_world.WORLD_PT_world.COMPAT_ENGINES.add('POVRAY_RENDER')
buttons_world.WORLD_PT_mist.COMPAT_ENGINES.add('POVRAY_RENDER')
del buttons_world
import properties_world
properties_world.WORLD_PT_preview.COMPAT_ENGINES.add('POVRAY_RENDER')
properties_world.WORLD_PT_context_world.COMPAT_ENGINES.add('POVRAY_RENDER')
properties_world.WORLD_PT_world.COMPAT_ENGINES.add('POVRAY_RENDER')
properties_world.WORLD_PT_mist.COMPAT_ENGINES.add('POVRAY_RENDER')
del properties_world
# Example of wrapping every class 'as is'
import buttons_material
for member in dir(buttons_material):
subclass = getattr(buttons_material, member)
import properties_material
for member in dir(properties_material):
subclass = getattr(properties_material, member)
try: subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
except: pass
del buttons_material
del properties_material
class RenderButtonsPanel(bpy.types.Panel):
__space_type__ = 'PROPERTIES'
__region_type__ = 'WINDOW'
__context__ = "render"
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "render"
# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
def poll(self, context):
@@ -860,7 +878,7 @@ class RenderButtonsPanel(bpy.types.Panel):
return (rd.use_game_engine==False) and (rd.engine in self.COMPAT_ENGINES)
class RENDER_PT_povray_radiosity(RenderButtonsPanel):
__label__ = "Radiosity"
bl_label = "Radiosity"
COMPAT_ENGINES = set(['POVRAY_RENDER'])
def draw_header(self, context):

View File

@@ -1,4 +1,22 @@
# coding: utf-8
# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# ##### END GPL LICENSE BLOCK #####
__author__ = ["Campbell Barton", "Bob Holcomb", "Richard Lärkäng", "Damien McGinnes", "Mark Stijnman"]
__url__ = ("blenderartists.org", "www.blender.org", "www.gametutorials.com", "lib3ds.sourceforge.net/")
__version__ = "0.90a"
@@ -1090,19 +1108,19 @@ def save_3ds(filename, context):
# else:
# Blender.Draw.PupMenu("Error%t|This script requires a full python installation")
# # save_3ds('/test_b.3ds')
class EXPORT_OT_3ds(bpy.types.Operator):
from bpy.props import *
class Export3DS(bpy.types.Operator):
'''Export to 3DS file format (.3ds).'''
__idname__ = "export.3ds"
__label__ = 'Export 3DS'
bl_idname = "export.autodesk_3ds"
bl_label = 'Export 3DS'
# List of operator properties, the attributes will be assigned
# to the class instance from the operator settings before calling.
__props__ = [
# bpy.props.StringProperty(attr="filename", name="File Name", description="File name used for exporting the 3DS file", maxlen= 1024, default= ""),
bpy.props.StringProperty(attr="path", name="File Path", description="File path used for exporting the 3DS file", maxlen= 1024, default= ""),
]
# filename = StringProperty(name="File Name", description="File name used for exporting the 3DS file", maxlen= 1024, default= ""),
path = StringProperty(name="File Path", description="File path used for exporting the 3DS file", maxlen= 1024, default= "")
def execute(self, context):
save_3ds(self.path, context)
@@ -1110,16 +1128,20 @@ class EXPORT_OT_3ds(bpy.types.Operator):
def invoke(self, context, event):
wm = context.manager
wm.add_fileselect(self.__operator__)
wm.add_fileselect(self)
return ('RUNNING_MODAL',)
def poll(self, context): # Poll isnt working yet
print("Poll")
return context.active_object != None
bpy.ops.add(EXPORT_OT_3ds)
bpy.ops.add(Export3DS)
# Add to a menu
import dynamic_menu
menu_func = lambda self, context: self.layout.itemO("export.3ds", text="Autodesk 3DS...")
def menu_func(self, context):
default_path = bpy.data.filename.replace(".blend", ".3ds")
self.layout.item_stringO(Export3DS.bl_idname, "path", default_path, text="Autodesk 3DS...")
menu_item = dynamic_menu.add(bpy.types.INFO_MT_file_export, menu_func)

View File

@@ -1,3 +1,21 @@
# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# ##### END GPL LICENSE BLOCK #####
__author__ = "Campbell Barton"
__url__ = ['www.blender.org', 'blenderartists.org']
__version__ = "1.2"
@@ -219,14 +237,14 @@ def sane_groupname(data): return sane_name(data, sane_name_mapping_group)
# FORCE_CWD - dont use the basepath, just add a ./ to the filename.
# use when we know the file will be in the basepath.
# '''
# fname = bpy.sys.expandpath(fname_orig)
# fname = bpy.utils.expandpath(fname_orig)
# # fname = Blender.sys.expandpath(fname_orig)
# fname_strip = os.path.basename(fname)
# # fname_strip = strip_path(fname)
# if FORCE_CWD:
# fname_rel = '.' + os.sep + fname_strip
# else:
# fname_rel = bpy.sys.relpath(fname, basepath)
# fname_rel = bpy.utils.relpath(fname, basepath)
# # fname_rel = Blender.sys.relpath(fname, basepath)
# if fname_rel.startswith('//'): fname_rel = '.' + os.sep + fname_rel[2:]
# return fname, fname_strip, fname_rel
@@ -331,7 +349,7 @@ def write(filename, batch_objects = None, \
fbxpath = filename
# get the path component of filename
tmp_exists = bpy.sys.exists(fbxpath)
tmp_exists = bpy.utils.exists(fbxpath)
# tmp_exists = Blender.sys.exists(fbxpath)
if tmp_exists != 2: # a file, we want a path
@@ -345,7 +363,7 @@ def write(filename, batch_objects = None, \
# Draw.PupMenu('Error%t|Directory does not exist!')
return
tmp_exists = bpy.sys.exists(fbxpath)
tmp_exists = bpy.utils.exists(fbxpath)
# tmp_exists = Blender.sys.exists(fbxpath)
if tmp_exists != 2:
@@ -380,7 +398,7 @@ def write(filename, batch_objects = None, \
# path may alredy exist
# TODO - might exist but be a file. unlikely but should probably account for it.
if bpy.sys.exists(new_fbxpath) == 0:
if bpy.utils.exists(new_fbxpath) == 0:
# if Blender.sys.exists(new_fbxpath) == 0:
os.mkdir(new_fbxpath)
@@ -3332,44 +3350,44 @@ def write_ui():
# GLOBALS.clear()
class EXPORT_OT_fbx(bpy.types.Operator):
from bpy.props import *
class ExportFBX(bpy.types.Operator):
'''Selection to an ASCII Autodesk FBX'''
__idname__ = "export.fbx"
__label__ = "Export FBX"
bl_idname = "export.fbx"
bl_label = "Export FBX"
# List of operator properties, the attributes will be assigned
# to the class instance from the operator settings before calling.
__props__ = [
bpy.props.StringProperty(attr="path", name="File Path", description="File path used for exporting the FBX file", maxlen= 1024, default= ""),
bpy.props.BoolProperty(attr="EXP_OBS_SELECTED", name="Selected Objects", description="Export selected objects on visible layers", default=True),
# bpy.props.BoolProperty(attr="EXP_OBS_SCENE", name="Scene Objects", description="Export all objects in this scene", default=True),
bpy.props.FloatProperty(attr="_SCALE", name="Scale", description="Scale all data, (Note! some imports dont support scaled armatures)", min=0.01, max=1000.0, soft_min=0.01, soft_max=1000.0, default=1.0),
bpy.props.BoolProperty(attr="_XROT90", name="Rot X90", description="Rotate all objects 90 degrese about the X axis", default=True),
bpy.props.BoolProperty(attr="_YROT90", name="Rot Y90", description="Rotate all objects 90 degrese about the Y axis", default=False),
bpy.props.BoolProperty(attr="_ZROT90", name="Rot Z90", description="Rotate all objects 90 degrese about the Z axis", default=False),
bpy.props.BoolProperty(attr="EXP_EMPTY", name="Empties", description="Export empty objects", default=True),
bpy.props.BoolProperty(attr="EXP_CAMERA", name="Cameras", description="Export camera objects", default=True),
bpy.props.BoolProperty(attr="EXP_LAMP", name="Lamps", description="Export lamp objects", default=True),
bpy.props.BoolProperty(attr="EXP_ARMATURE", name="Armatures", description="Export armature objects", default=True),
bpy.props.BoolProperty(attr="EXP_MESH", name="Meshes", description="Export mesh objects", default=True),
bpy.props.BoolProperty(attr="EXP_MESH_APPLY_MOD", name="Modifiers", description="Apply modifiers to mesh objects", default=True),
bpy.props.BoolProperty(attr="EXP_MESH_HQ_NORMALS", name="HQ Normals", description="Generate high quality normals", default=True),
bpy.props.BoolProperty(attr="EXP_IMAGE_COPY", name="Copy Image Files", description="Copy image files to the destination path", default=False),
# armature animation
bpy.props.BoolProperty(attr="ANIM_ENABLE", name="Enable Animation", description="Export keyframe animation", default=True),
bpy.props.BoolProperty(attr="ANIM_OPTIMIZE", name="Optimize Keyframes", description="Remove double keyframes", default=True),
bpy.props.FloatProperty(attr="ANIM_OPTIMIZE_PRECISSION", name="Precision", description="Tolerence for comparing double keyframes (higher for greater accuracy)", min=1, max=16, soft_min=1, soft_max=16, default=6.0),
# bpy.props.BoolProperty(attr="ANIM_ACTION_ALL", name="Current Action", description="Use actions currently applied to the armatures (use scene start/end frame)", default=True),
bpy.props.BoolProperty(attr="ANIM_ACTION_ALL", name="All Actions", description="Use all actions for armatures, if false, use current action", default=False),
# batch
bpy.props.BoolProperty(attr="BATCH_ENABLE", name="Enable Batch", description="Automate exporting multiple scenes or groups to files", default=False),
bpy.props.BoolProperty(attr="BATCH_GROUP", name="Group > File", description="Export each group as an FBX file, if false, export each scene as an FBX file", default=False),
bpy.props.BoolProperty(attr="BATCH_OWN_DIR", name="Own Dir", description="Create a dir for each exported file", default=True),
bpy.props.StringProperty(attr="BATCH_FILE_PREFIX", name="Prefix", description="Prefix each file with this name", maxlen= 1024, default=""),
]
path = StringProperty(name="File Path", description="File path used for exporting the FBX file", maxlen= 1024, default= "")
EXP_OBS_SELECTED = BoolProperty(name="Selected Objects", description="Export selected objects on visible layers", default=True)
# EXP_OBS_SCENE = BoolProperty(name="Scene Objects", description="Export all objects in this scene", default=True)
_SCALE = FloatProperty(name="Scale", description="Scale all data, (Note! some imports dont support scaled armatures)", min=0.01, max=1000.0, soft_min=0.01, soft_max=1000.0, default=1.0)
_XROT90 = BoolProperty(name="Rot X90", description="Rotate all objects 90 degrese about the X axis", default=True)
_YROT90 = BoolProperty(name="Rot Y90", description="Rotate all objects 90 degrese about the Y axis", default=False)
_ZROT90 = BoolProperty(name="Rot Z90", description="Rotate all objects 90 degrese about the Z axis", default=False)
EXP_EMPTY = BoolProperty(name="Empties", description="Export empty objects", default=True)
EXP_CAMERA = BoolProperty(name="Cameras", description="Export camera objects", default=True)
EXP_LAMP = BoolProperty(name="Lamps", description="Export lamp objects", default=True)
EXP_ARMATURE = BoolProperty(name="Armatures", description="Export armature objects", default=True)
EXP_MESH = BoolProperty(name="Meshes", description="Export mesh objects", default=True)
EXP_MESH_APPLY_MOD = BoolProperty(name="Modifiers", description="Apply modifiers to mesh objects", default=True)
EXP_MESH_HQ_NORMALS = BoolProperty(name="HQ Normals", description="Generate high quality normals", default=True)
EXP_IMAGE_COPY = BoolProperty(name="Copy Image Files", description="Copy image files to the destination path", default=False)
# armature animation
ANIM_ENABLE = BoolProperty(name="Enable Animation", description="Export keyframe animation", default=True)
ANIM_OPTIMIZE = BoolProperty(name="Optimize Keyframes", description="Remove double keyframes", default=True)
ANIM_OPTIMIZE_PRECISSION = FloatProperty(name="Precision", description="Tolerence for comparing double keyframes (higher for greater accuracy)", min=1, max=16, soft_min=1, soft_max=16, default=6.0)
# ANIM_ACTION_ALL = BoolProperty(name="Current Action", description="Use actions currently applied to the armatures (use scene start/end frame)", default=True)
ANIM_ACTION_ALL = BoolProperty(name="All Actions", description="Use all actions for armatures, if false, use current action", default=False)
# batch
BATCH_ENABLE = BoolProperty(name="Enable Batch", description="Automate exporting multiple scenes or groups to files", default=False)
BATCH_GROUP = BoolProperty(name="Group > File", description="Export each group as an FBX file, if false, export each scene as an FBX file", default=False)
BATCH_OWN_DIR = BoolProperty(name="Own Dir", description="Create a dir for each exported file", default=True)
BATCH_FILE_PREFIX = StringProperty(name="Prefix", description="Prefix each file with this name", maxlen= 1024, default="")
def poll(self, context):
print("Poll")
@@ -3411,11 +3429,11 @@ class EXPORT_OT_fbx(bpy.types.Operator):
def invoke(self, context, event):
wm = context.manager
wm.add_fileselect(self.__operator__)
wm.add_fileselect(self)
return ('RUNNING_MODAL',)
bpy.ops.add(EXPORT_OT_fbx)
bpy.ops.add(ExportFBX)
# if __name__ == "__main__":
# bpy.ops.EXPORT_OT_ply(filename="/tmp/test.ply")
@@ -3438,7 +3456,7 @@ bpy.ops.add(EXPORT_OT_fbx)
# - bpy.data.remove_scene: line 366
# - bpy.sys.time move to bpy.sys.util?
# - new scene creation, activation: lines 327-342, 368
# - uses bpy.sys.expandpath, *.relpath - replace at least relpath
# - uses bpy.utils.expandpath, *.relpath - replace at least relpath
# SMALL or COSMETICAL
# - find a way to get blender version, and put it in bpy.util?, old was Blender.Get('version')
@@ -3446,6 +3464,10 @@ bpy.ops.add(EXPORT_OT_fbx)
# Add to a menu
import dynamic_menu
menu_func = lambda self, context: self.layout.itemO("export.fbx", text="Autodesk FBX...")
def menu_func(self, context):
default_path = bpy.data.filename.replace(".blend", ".fbx")
self.layout.item_stringO(ExportFBX.bl_idname, "path", default_path, text="Autodesk FBX...")
menu_item = dynamic_menu.add(bpy.types.INFO_MT_file_export, menu_func)

View File

@@ -1,3 +1,20 @@
# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# ##### END GPL LICENSE BLOCK #####
__author__ = "Bill L.Nieuwendorp"
__bpydoc__ = """\
@@ -37,148 +54,148 @@ import os
#from Blender import *
#import BPyMessages
try:
from struct import pack
from struct import pack
except:
pack = None
pack = None
def zero_file(filepath):
'''
If a file fails, this replaces it with 1 char, better not remove it?
'''
file = open(filepath, 'w')
file.write('\n') # apparently macosx needs some data in a blank file?
file.close()
'''
If a file fails, this replaces it with 1 char, better not remove it?
'''
file = open(filepath, 'w')
file.write('\n') # apparently macosx needs some data in a blank file?
file.close()
def check_vertcount(mesh,vertcount):
'''
check and make sure the vertcount is consistent throughout the frame range
'''
if len(mesh.verts) != vertcount:
raise Exception('Error, number of verts has changed during animation, cannot export')
f.close()
zero_file(filepath)
return
'''
check and make sure the vertcount is consistent throughout the frame range
'''
if len(mesh.verts) != vertcount:
raise Exception('Error, number of verts has changed during animation, cannot export')
f.close()
zero_file(filepath)
return
def write(filename, sce, ob, PREF_STARTFRAME, PREF_ENDFRAME, PREF_FPS):
if not pack:
raise Exception('Error, this script requires the "pack" module')
"""
Blender.Window.WaitCursor(1)
if ob.type != 'MESH':
raise Exception('Error, active object is not a mesh')
"""
Window.EditMode(0)
Blender.Window.WaitCursor(1)
mesh_orig = Mesh.New()
mesh_orig.getFromObject(ob.name)
"""
mesh_orig = Mesh.New()
mesh_orig.getFromObject(ob.name)
"""
orig_frame = sce.current_frame
sce.set_frame(PREF_STARTFRAME)
me = ob.create_mesh(True, 'PREVIEW')
bpy.ops.object.mode_set(mode='OBJECT')
#Flip y and z
mat_flip= Mathutils.Matrix(\
[1.0, 0.0, 0.0, 0.0],\
[0.0, 0.0, 1.0, 0.0],\
[0.0, 1.0, 0.0, 0.0],\
[0.0, 0.0, 0.0, 1.0],\
)
orig_frame = sce.current_frame
sce.set_frame(PREF_STARTFRAME)
me = ob.create_mesh(True, 'PREVIEW')
numverts = len(me.verts)
#Flip y and z
mat_flip= Mathutils.Matrix(\
[1.0, 0.0, 0.0, 0.0],\
[0.0, 0.0, 1.0, 0.0],\
[0.0, 1.0, 0.0, 0.0],\
[0.0, 0.0, 0.0, 1.0],\
)
numframes = PREF_ENDFRAME-PREF_STARTFRAME+1
PREF_FPS= float(PREF_FPS)
f = open(filename, 'wb') #no Errors yet:Safe to create file
numverts = len(me.verts)
# Write the header
f.write(pack(">2i", numframes, numverts))
numframes = PREF_ENDFRAME-PREF_STARTFRAME+1
PREF_FPS= float(PREF_FPS)
f = open(filename, 'wb') #no Errors yet:Safe to create file
# Write the frame times (should we use the time IPO??)
f.write( pack(">%df" % (numframes), *[frame/PREF_FPS for frame in range(numframes)]) ) # seconds
# Write the header
f.write(pack(">2i", numframes, numverts))
#rest frame needed to keep frames in sync
"""
Blender.Set('curframe', PREF_STARTFRAME)
me_tmp.getFromObject(ob.name)
"""
# Write the frame times (should we use the time IPO??)
f.write( pack(">%df" % (numframes), *[frame/PREF_FPS for frame in range(numframes)]) ) # seconds
check_vertcount(me,numverts)
me.transform(mat_flip * ob.matrix)
f.write(pack(">%df" % (numverts*3), *[axis for v in me.verts for axis in v.co]))
#rest frame needed to keep frames in sync
"""
Blender.Set('curframe', PREF_STARTFRAME)
me_tmp.getFromObject(ob.name)
"""
for frame in range(PREF_STARTFRAME,PREF_ENDFRAME+1):#in order to start at desired frame
"""
Blender.Set('curframe', frame)
me_tmp.getFromObject(ob.name)
"""
check_vertcount(me,numverts)
me.transform(mat_flip * ob.matrix)
f.write(pack(">%df" % (numverts*3), *[axis for v in me.verts for axis in v.co]))
sce.set_frame(frame)
me = ob.create_mesh(True, 'PREVIEW')
check_vertcount(me,numverts)
me.transform(mat_flip * ob.matrix)
for frame in range(PREF_STARTFRAME,PREF_ENDFRAME+1):#in order to start at desired frame
"""
Blender.Set('curframe', frame)
me_tmp.getFromObject(ob.name)
"""
# Write the vertex data
f.write(pack(">%df" % (numverts*3), *[axis for v in me.verts for axis in v.co]))
sce.set_frame(frame)
me = ob.create_mesh(True, 'PREVIEW')
check_vertcount(me,numverts)
me.transform(mat_flip * ob.matrix)
"""
me_tmp.verts= None
"""
f.close()
# Write the vertex data
f.write(pack(">%df" % (numverts*3), *[axis for v in me.verts for axis in v.co]))
print ('MDD Exported: %s frames:%d\n'% (filename, numframes-1))
"""
Blender.Window.WaitCursor(0)
Blender.Set('curframe', orig_frame)
"""
sce.set_frame(orig_frame)
"""
me_tmp.verts= None
"""
f.close()
class EXPORT_OT_mdd(bpy.types.Operator):
'''Animated mesh to MDD vertex keyframe file.'''
__idname__ = "export.mdd"
__label__ = "Export MDD"
print ('MDD Exported: %s frames:%d\n'% (filename, numframes-1))
"""
Blender.Window.WaitCursor(0)
Blender.Set('curframe', orig_frame)
"""
sce.set_frame(orig_frame)
# get first scene to get min and max properties for frames, fps
from bpy.props import *
sce = bpy.data.scenes[bpy.data.scenes.keys()[0]]
minframe = sce.rna_type.properties["current_frame"].soft_min
maxframe = sce.rna_type.properties["current_frame"].soft_max
minfps = sce.render_data.rna_type.properties["fps"].soft_min
maxfps = sce.render_data.rna_type.properties["fps"].soft_max
class ExportMDD(bpy.types.Operator):
'''Animated mesh to MDD vertex keyframe file.'''
bl_idname = "export.mdd"
bl_label = "Export MDD"
# List of operator properties, the attributes will be assigned
# to the class instance from the operator settings before calling.
__props__ = [
bpy.props.StringProperty(attr="path", name="File Path", description="File path used for exporting the MDD file", maxlen= 1024, default= "tmp.mdd"),
bpy.props.IntProperty(attr="fps", name="Frames Per Second", description="Number of frames/second", min=minfps, max=maxfps, default= 25),
bpy.props.IntProperty(attr="start_frame", name="Start Frame", description="Start frame for baking", min=minframe,max=maxframe,default=1),
bpy.props.IntProperty(attr="end_frame", name="End Frame", description="End frame for baking", min=minframe, max=maxframe, default= 250),
]
# get first scene to get min and max properties for frames, fps
def poll(self, context):
return context.active_object != None
sce = bpy.data.scenes[bpy.data.scenes.keys()[0]]
minframe = sce.rna_type.properties["current_frame"].soft_min
maxframe = sce.rna_type.properties["current_frame"].soft_max
minfps = sce.render_data.rna_type.properties["fps"].soft_min
maxfps = sce.render_data.rna_type.properties["fps"].soft_max
def execute(self, context):
if not self.path:
raise Exception("filename not set")
write(self.path, context.scene, context.active_object,
self.start_frame, self.end_frame, self.fps )
return ('FINISHED',)
# List of operator properties, the attributes will be assigned
# to the class instance from the operator settings before calling.
path = StringProperty(name="File Path", description="File path used for exporting the MDD file", maxlen= 1024, default= "tmp.mdd")
fps = IntProperty(name="Frames Per Second", description="Number of frames/second", min=minfps, max=maxfps, default= 25)
start_frame = IntProperty(name="Start Frame", description="Start frame for baking", min=minframe,max=maxframe,default=1)
end_frame = IntProperty(name="End Frame", description="End frame for baking", min=minframe, max=maxframe, default= 250)
def invoke(self, context, event):
wm = context.manager
wm.add_fileselect(self.__operator__)
return ('RUNNING_MODAL',)
def poll(self, context):
ob = context.active_object
return (ob and ob.type=='MESH')
bpy.ops.add(EXPORT_OT_mdd)
def execute(self, context):
if not self.path:
raise Exception("filename not set")
write(self.path, context.scene, context.active_object,
self.start_frame, self.end_frame, self.fps )
return ('FINISHED',)
def invoke(self, context, event):
wm = context.manager
wm.add_fileselect(self)
return ('RUNNING_MODAL',)
bpy.ops.add(ExportMDD)
# Add to a menu
import dynamic_menu
menu_func = lambda self, context: self.layout.itemO("export.mdd", text="Vertex Keyframe Animation (.mdd)...")
def menu_func(self, context):
default_path = bpy.data.filename.replace(".blend", ".mdd")
self.layout.item_stringO(ExportMDD.bl_idname, "path", default_path, text="Vertex Keyframe Animation (.mdd)...")
menu_item = dynamic_menu.add(bpy.types.INFO_MT_file_export, menu_func)
if __name__=='__main__':
#if not pack:
# Draw.PupMenu('Error%t|This script requires a full python install')
#Blender.Window.FileSelector(mdd_export_ui, 'EXPORT MDD', sys.makename(ext='.mdd'))
bpy.ops.EXPORT_OT_mdd(path="/tmp/test.mdd")
#Blender.Window.FileSelector(mdd_export_ui, 'EXPORT MDD', sys.makename(ext='.mdd'))
bpy.ops.EXPORT_OT_mdd(path="/tmp/test.mdd")

View File

@@ -1,4 +1,20 @@
#!BPY
# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# ##### END GPL LICENSE BLOCK #####
"""
Name: 'Wavefront (.obj)...'
@@ -207,11 +223,11 @@ def copy_images(dest_dir):
copyCount = 0
# for bImage in uniqueImages.values():
# image_path = bpy.sys.expandpath(bImage.filename)
# image_path = bpy.utils.expandpath(bImage.filename)
# if bpy.sys.exists(image_path):
# # Make a name for the target path.
# dest_image_path = dest_dir + image_path.split('\\')[-1].split('/')[-1]
# if not bpy.sys.exists(dest_image_path): # Image isnt alredy there
# if not bpy.utils.exists(dest_image_path): # Image isnt alredy there
# print('\tCopying "%s" > "%s"' % (image_path, dest_image_path))
# copy_file(image_path, dest_image_path)
# copyCount+=1
@@ -913,44 +929,46 @@ Currently the exporter lacks these features:
* multiple scene export (only active scene is written)
* particles
'''
class EXPORT_OT_obj(bpy.types.Operator):
from bpy.props import *
class ExportOBJ(bpy.types.Operator):
'''Save a Wavefront OBJ File'''
__idname__ = "export.obj"
__label__ = 'Export OBJ'
bl_idname = "export.obj"
bl_label = 'Export OBJ'
# List of operator properties, the attributes will be assigned
# to the class instance from the operator settings before calling.
__props__ = [
bpy.props.StringProperty(attr="path", name="File Path", description="File path used for exporting the OBJ file", maxlen= 1024, default= ""),
path = StringProperty(name="File Path", description="File path used for exporting the OBJ file", maxlen= 1024, default= "")
# context group
bpy.props.BoolProperty(attr="use_selection", name="Selection Only", description="", default= False),
bpy.props.BoolProperty(attr="use_all_scenes", name="All Scenes", description="", default= False),
bpy.props.BoolProperty(attr="use_animation", name="All Animation", description="", default= False),
# context group
use_selection = BoolProperty(name="Selection Only", description="", default= False)
use_all_scenes = BoolProperty(name="All Scenes", description="", default= False)
use_animation = BoolProperty(name="All Animation", description="", default= False)
# object group
bpy.props.BoolProperty(attr="use_modifiers", name="Apply Modifiers", description="", default= True),
bpy.props.BoolProperty(attr="use_rotate90", name="Rotate X90", description="", default= True),
# object group
use_modifiers = BoolProperty(name="Apply Modifiers", description="", default= True)
use_rotate90 = BoolProperty(name="Rotate X90", description="", default= True)
# extra data group
bpy.props.BoolProperty(attr="use_edges", name="Edges", description="", default= True),
bpy.props.BoolProperty(attr="use_normals", name="Normals", description="", default= False),
bpy.props.BoolProperty(attr="use_hq_normals", name="High Quality Normals", description="", default= True),
bpy.props.BoolProperty(attr="use_uvs", name="UVs", description="", default= True),
bpy.props.BoolProperty(attr="use_materials", name="Materials", description="", default= True),
bpy.props.BoolProperty(attr="copy_images", name="Copy Images", description="", default= False),
bpy.props.BoolProperty(attr="use_triangles", name="Triangulate", description="", default= False),
bpy.props.BoolProperty(attr="use_vertex_groups", name="Polygroups", description="", default= False),
bpy.props.BoolProperty(attr="use_nurbs", name="Nurbs", description="", default= False),
# extra data group
use_edges = BoolProperty(name="Edges", description="", default= True)
use_normals = BoolProperty(name="Normals", description="", default= False)
use_hq_normals = BoolProperty(name="High Quality Normals", description="", default= True)
use_uvs = BoolProperty(name="UVs", description="", default= True)
use_materials = BoolProperty(name="Materials", description="", default= True)
copy_images = BoolProperty(name="Copy Images", description="", default= False)
use_triangles = BoolProperty(name="Triangulate", description="", default= False)
use_vertex_groups = BoolProperty(name="Polygroups", description="", default= False)
use_nurbs = BoolProperty(name="Nurbs", description="", default= False)
# grouping group
use_blen_objects = BoolProperty(name="Objects as OBJ Objects", description="", default= True)
group_by_object = BoolProperty(name="Objects as OBJ Groups ", description="", default= False)
group_by_material = BoolProperty(name="Material Groups", description="", default= False)
keep_vertex_order = BoolProperty(name="Keep Vertex Order", description="", default= False)
# grouping group
bpy.props.BoolProperty(attr="use_blen_objects", name="Objects as OBJ Objects", description="", default= True),
bpy.props.BoolProperty(attr="group_by_object", name="Objects as OBJ Groups ", description="", default= False),
bpy.props.BoolProperty(attr="group_by_material", name="Material Groups", description="", default= False),
bpy.props.BoolProperty(attr="keep_vertex_order", name="Keep Vertex Order", description="", default= False)
]
def execute(self, context):
@@ -977,17 +995,21 @@ class EXPORT_OT_obj(bpy.types.Operator):
def invoke(self, context, event):
wm = context.manager
wm.add_fileselect(self.__operator__)
wm.add_fileselect(self)
return ('RUNNING_MODAL',)
def poll(self, context): # Poll isnt working yet
print("Poll")
return context.active_object != None
bpy.ops.add(EXPORT_OT_obj)
bpy.ops.add(ExportOBJ)
import dynamic_menu
menu_func = lambda self, context: self.layout.itemO("export.obj", text="Wavefront (.obj)...")
def menu_func(self, context):
default_path = bpy.data.filename.replace(".blend", ".obj")
self.layout.item_stringO(ExportOBJ.bl_idname, "path", default_path, text="Wavefront (.obj)...")
menu_item = dynamic_menu.add(bpy.types.INFO_MT_file_export, menu_func)
if __name__ == "__main__":

View File

@@ -1,3 +1,21 @@
# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# ##### END GPL LICENSE BLOCK #####
import bpy
__author__ = "Bruce Merry"
@@ -231,21 +249,24 @@ def write(filename, scene, ob, \
Blender.Window.EditMode(1, '', 0)
"""
class EXPORT_OT_ply(bpy.types.Operator):
from bpy.props import *
class ExportPLY(bpy.types.Operator):
'''Export a single object as a stanford PLY with normals, colours and texture coordinates.'''
__idname__ = "export.ply"
__label__ = "Export PLY"
bl_idname = "export.ply"
bl_label = "Export PLY"
# List of operator properties, the attributes will be assigned
# to the class instance from the operator settings before calling.
__props__ = [
bpy.props.StringProperty(attr="path", name="File Path", description="File path used for exporting the PLY file", maxlen= 1024, default= ""),
bpy.props.BoolProperty(attr="use_modifiers", name="Apply Modifiers", description="Apply Modifiers to the exported mesh", default= True),
bpy.props.BoolProperty(attr="use_normals", name="Export Normals", description="Export Normals for smooth and hard shaded faces", default= True),
bpy.props.BoolProperty(attr="use_uvs", name="Export UVs", description="Exort the active UV layer", default= True),
bpy.props.BoolProperty(attr="use_colors", name="Export Vertex Colors", description="Exort the active vertex color layer", default= True)
]
path = StringProperty(name="File Path", description="File path used for exporting the PLY file", maxlen= 1024, default= "")
use_modifiers = BoolProperty(name="Apply Modifiers", description="Apply Modifiers to the exported mesh", default= True)
use_normals = BoolProperty(name="Export Normals", description="Export Normals for smooth and hard shaded faces", default= True)
use_uvs = BoolProperty(name="Export UVs", description="Exort the active UV layer", default= True)
use_colors = BoolProperty(name="Export Vertex Colors", description="Exort the active vertex color layer", default= True)
def poll(self, context):
return context.active_object != None
@@ -267,15 +288,19 @@ class EXPORT_OT_ply(bpy.types.Operator):
def invoke(self, context, event):
wm = context.manager
wm.add_fileselect(self.__operator__)
wm.add_fileselect(self)
return ('RUNNING_MODAL',)
bpy.ops.add(EXPORT_OT_ply)
bpy.ops.add(ExportPLY)
import dynamic_menu
menu_func = lambda self, context: self.layout.itemO("export.ply", text="Stanford (.ply)...")
def menu_func(self, context):
default_path = bpy.data.filename.replace(".blend", ".ply")
self.layout.item_stringO(ExportPLY.bl_idname, "path", default_path, text="Stanford (.ply)...")
menu_item = dynamic_menu.add(bpy.types.INFO_MT_file_export, menu_func)
if __name__ == "__main__":
bpy.ops.EXPORT_OT_ply(path="/tmp/test.ply")
bpy.ops.export.ply(path="/tmp/test.ply")

View File

@@ -1,3 +1,20 @@
# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# ##### END GPL LICENSE BLOCK #####
__author__ = ("Bart", "Campbell Barton")
__email__ = ["Bart, bart:neeneenee*de"]
@@ -1196,21 +1213,21 @@ def x3d_export_ui(filename):
# if __name__ == '__main__':
# Blender.Window.FileSelector(x3d_export_ui,"Export X3D", Blender.Get('filename').replace('.blend', '.x3d'))
class EXPORT_OT_x3d(bpy.types.Operator):
from bpy.props import *
class ExportX3D(bpy.types.Operator):
'''Export selection to Extensible 3D file (.x3d)'''
__idname__ = "export.x3d"
__label__ = 'Export X3D'
bl_idname = "export.x3d"
bl_label = 'Export X3D'
# List of operator properties, the attributes will be assigned
# to the class instance from the operator settings before calling.
path = StringProperty(name="File Path", description="File path used for exporting the X3D file", maxlen= 1024, default= "")
__props__ = [
bpy.props.StringProperty(attr="path", name="File Path", description="File path used for exporting the X3D file", maxlen= 1024, default= ""),
apply_modifiers = BoolProperty(name="Apply Modifiers", description="Use transformed mesh data from each object.", default=True)
triangulate = BoolProperty(name="Triangulate", description="Triangulate quads.", default=False)
compress = BoolProperty(name="Compress", description="GZip the resulting file, requires a full python install.", default=False)
bpy.props.BoolProperty(attr="apply_modifiers", name="Apply Modifiers", description="Use transformed mesh data from each object.", default=True),
bpy.props.BoolProperty(attr="triangulate", name="Triangulate", description="Triangulate quads.", default=False),
bpy.props.BoolProperty(attr="compress", name="Compress", description="GZip the resulting file, requires a full python install.", default=False),
]
def execute(self, context):
x3d_export(self.path, context, self.apply_modifiers, self.triangulate, self.compress)
@@ -1218,13 +1235,17 @@ class EXPORT_OT_x3d(bpy.types.Operator):
def invoke(self, context, event):
wm = context.manager
wm.add_fileselect(self.__operator__)
wm.add_fileselect(self)
return ('RUNNING_MODAL',)
bpy.ops.add(EXPORT_OT_x3d)
bpy.ops.add(ExportX3D)
import dynamic_menu
menu_func = lambda self, context: self.layout.itemO("export.x3d", text="X3D Extensible 3D (.x3d)...")
def menu_func(self, context):
default_path = bpy.data.filename.replace(".blend", ".x3d")
self.layout.item_stringO(ExportX3D.bl_idname, "path", default_path, text="X3D Extensible 3D (.x3d)...")
menu_item = dynamic_menu.add(bpy.types.INFO_MT_file_export, menu_func)
# NOTES

View File

@@ -0,0 +1,881 @@
import math
# import Blender
import bpy
# import BPyMessages
import Mathutils
Vector= Mathutils.Vector
Euler= Mathutils.Euler
Matrix= Mathutils.Matrix
RotationMatrix= Mathutils.RotationMatrix
TranslationMatrix= Mathutils.TranslationMatrix
# NASTY GLOBAL
ROT_STYLE = 'QUAT'
DEG2RAD = 0.017453292519943295
class bvh_node_class(object):
__slots__=(\
'name',# bvh joint name
'parent',# bvh_node_class type or None for no parent
'children',# a list of children of this type.
'rest_head_world',# worldspace rest location for the head of this node
'rest_head_local',# localspace rest location for the head of this node
'rest_tail_world',# # worldspace rest location for the tail of this node
'rest_tail_local',# # worldspace rest location for the tail of this node
'channels',# list of 6 ints, -1 for an unused channel, otherwise an index for the BVH motion data lines, lock triple then rot triple
'rot_order',# a triple of indicies as to the order rotation is applied. [0,1,2] is x/y/z - [None, None, None] if no rotation.
'anim_data',# a list one tuple's one for each frame. (locx, locy, locz, rotx, roty, rotz)
'has_loc',# Conveinience function, bool, same as (channels[0]!=-1 or channels[1]!=-1 channels[2]!=-1)
'has_rot',# Conveinience function, bool, same as (channels[3]!=-1 or channels[4]!=-1 channels[5]!=-1)
'temp')# use this for whatever you want
def __init__(self, name, rest_head_world, rest_head_local, parent, channels, rot_order):
self.name= name
self.rest_head_world= rest_head_world
self.rest_head_local= rest_head_local
self.rest_tail_world= None
self.rest_tail_local= None
self.parent= parent
self.channels= channels
self.rot_order= rot_order
# convenience functions
self.has_loc= channels[0] != -1 or channels[1] != -1 or channels[2] != -1
self.has_rot= channels[3] != -1 or channels[4] != -1 or channels[5] != -1
self.children= []
# list of 6 length tuples: (lx,ly,lz, rx,ry,rz)
# even if the channels arnt used they will just be zero
#
self.anim_data= [(0,0,0,0,0,0)]
def __repr__(self):
return 'BVH name:"%s", rest_loc:(%.3f,%.3f,%.3f), rest_tail:(%.3f,%.3f,%.3f)' %\
(self.name,\
self.rest_head_world.x, self.rest_head_world.y, self.rest_head_world.z,\
self.rest_head_world.x, self.rest_head_world.y, self.rest_head_world.z)
# Change the order rotation is applied.
MATRIX_IDENTITY_3x3 = Matrix([1,0,0],[0,1,0],[0,0,1])
MATRIX_IDENTITY_4x4 = Matrix([1,0,0,0],[0,1,0,0],[0,0,1,0],[0,0,0,1])
def eulerRotate(x,y,z, rot_order):
# Clamp all values between 0 and 360, values outside this raise an error.
mats=[RotationMatrix(math.radians(x%360),3,'x'), RotationMatrix(math.radians(y%360),3,'y'), RotationMatrix(math.radians(z%360),3,'z')]
# print rot_order
# Standard BVH multiplication order, apply the rotation in the order Z,X,Y
#XXX, order changes???
#eul = (mats[rot_order[2]]*(mats[rot_order[1]]* (mats[rot_order[0]]* MATRIX_IDENTITY_3x3))).toEuler()
eul = (MATRIX_IDENTITY_3x3*mats[rot_order[0]]*(mats[rot_order[1]]* (mats[rot_order[2]]))).toEuler()
eul = math.degrees(eul.x), math.degrees(eul.y), math.degrees(eul.z)
return eul
def read_bvh(context, file_path, GLOBAL_SCALE=1.0):
# File loading stuff
# Open the file for importing
file = open(file_path, 'rU')
# Seperate into a list of lists, each line a list of words.
file_lines = file.readlines()
# Non standard carrage returns?
if len(file_lines) == 1:
file_lines = file_lines[0].split('\r')
# Split by whitespace.
file_lines =[ll for ll in [ l.split() for l in file_lines] if ll]
# Create Hirachy as empties
if file_lines[0][0].lower() == 'hierarchy':
#print 'Importing the BVH Hierarchy for:', file_path
pass
else:
raise 'ERROR: This is not a BVH file'
bvh_nodes= {None:None}
bvh_nodes_serial = [None]
channelIndex = -1
lineIdx = 0 # An index for the file.
while lineIdx < len(file_lines) -1:
#...
if file_lines[lineIdx][0].lower() == 'root' or file_lines[lineIdx][0].lower() == 'joint':
# Join spaces into 1 word with underscores joining it.
if len(file_lines[lineIdx]) > 2:
file_lines[lineIdx][1] = '_'.join(file_lines[lineIdx][1:])
file_lines[lineIdx] = file_lines[lineIdx][:2]
# MAY NEED TO SUPPORT MULTIPLE ROOT's HERE!!!, Still unsure weather multiple roots are possible.??
# Make sure the names are unique- Object names will match joint names exactly and both will be unique.
name = file_lines[lineIdx][1]
#print '%snode: %s, parent: %s' % (len(bvh_nodes_serial) * ' ', name, bvh_nodes_serial[-1])
lineIdx += 2 # Incriment to the next line (Offset)
rest_head_local = Vector( GLOBAL_SCALE*float(file_lines[lineIdx][1]), GLOBAL_SCALE*float(file_lines[lineIdx][2]), GLOBAL_SCALE*float(file_lines[lineIdx][3]) )
lineIdx += 1 # Incriment to the next line (Channels)
# newChannel[Xposition, Yposition, Zposition, Xrotation, Yrotation, Zrotation]
# newChannel references indecies to the motiondata,
# if not assigned then -1 refers to the last value that will be added on loading at a value of zero, this is appended
# We'll add a zero value onto the end of the MotionDATA so this is always refers to a value.
my_channel = [-1, -1, -1, -1, -1, -1]
my_rot_order= [None, None, None]
rot_count= 0
for channel in file_lines[lineIdx][2:]:
channel= channel.lower()
channelIndex += 1 # So the index points to the right channel
if channel == 'xposition': my_channel[0] = channelIndex
elif channel == 'yposition': my_channel[1] = channelIndex
elif channel == 'zposition': my_channel[2] = channelIndex
elif channel == 'xrotation':
my_channel[3] = channelIndex
my_rot_order[rot_count]= 0
rot_count+=1
elif channel == 'yrotation':
my_channel[4] = channelIndex
my_rot_order[rot_count]= 1
rot_count+=1
elif channel == 'zrotation':
my_channel[5] = channelIndex
my_rot_order[rot_count]= 2
rot_count+=1
channels = file_lines[lineIdx][2:]
my_parent= bvh_nodes_serial[-1] # account for none
# Apply the parents offset accumletivly
if my_parent==None:
rest_head_world= Vector(rest_head_local)
else:
rest_head_world= my_parent.rest_head_world + rest_head_local
bvh_node= bvh_nodes[name]= bvh_node_class(name, rest_head_world, rest_head_local, my_parent, my_channel, my_rot_order)
# If we have another child then we can call ourselves a parent, else
bvh_nodes_serial.append(bvh_node)
# Account for an end node
if file_lines[lineIdx][0].lower() == 'end' and file_lines[lineIdx][1].lower() == 'site': # There is somtimes a name after 'End Site' but we will ignore it.
lineIdx += 2 # Incriment to the next line (Offset)
rest_tail = Vector( GLOBAL_SCALE*float(file_lines[lineIdx][1]), GLOBAL_SCALE*float(file_lines[lineIdx][2]), GLOBAL_SCALE*float(file_lines[lineIdx][3]) )
bvh_nodes_serial[-1].rest_tail_world= bvh_nodes_serial[-1].rest_head_world + rest_tail
bvh_nodes_serial[-1].rest_tail_local= rest_tail
# Just so we can remove the Parents in a uniform way- End end never has kids
# so this is a placeholder
bvh_nodes_serial.append(None)
if len(file_lines[lineIdx]) == 1 and file_lines[lineIdx][0] == '}': # == ['}']
bvh_nodes_serial.pop() # Remove the last item
if len(file_lines[lineIdx]) == 1 and file_lines[lineIdx][0].lower() == 'motion':
#print '\nImporting motion data'
lineIdx += 3 # Set the cursor to the first frame
break
lineIdx += 1
# Remove the None value used for easy parent reference
del bvh_nodes[None]
# Dont use anymore
del bvh_nodes_serial
bvh_nodes_list= bvh_nodes.values()
while lineIdx < len(file_lines):
line= file_lines[lineIdx]
for bvh_node in bvh_nodes_list:
#for bvh_node in bvh_nodes_serial:
lx= ly= lz= rx= ry= rz= 0.0
channels= bvh_node.channels
anim_data= bvh_node.anim_data
if channels[0] != -1:
lx= GLOBAL_SCALE * float( line[channels[0]] )
if channels[1] != -1:
ly= GLOBAL_SCALE * float( line[channels[1]] )
if channels[2] != -1:
lz= GLOBAL_SCALE * float( line[channels[2]] )
if channels[3] != -1 or channels[4] != -1 or channels[5] != -1:
rx, ry, rz = float( line[channels[3]] ), float( line[channels[4]] ), float( line[channels[5]] )
if ROT_STYLE != 'NATIVE':
rx, ry, rz = eulerRotate(rx, ry, rz, bvh_node.rot_order)
#x,y,z = x/10.0, y/10.0, z/10.0 # For IPO's 36 is 360d
# Make interpolation not cross between 180d, thjis fixes sub frame interpolation and time scaling.
# Will go from (355d to 365d) rather then to (355d to 5d) - inbetween these 2 there will now be a correct interpolation.
while anim_data[-1][3] - rx > 180: rx+=360
while anim_data[-1][3] - rx < -180: rx-=360
while anim_data[-1][4] - ry > 180: ry+=360
while anim_data[-1][4] - ry < -180: ry-=360
while anim_data[-1][5] - rz > 180: rz+=360
while anim_data[-1][5] - rz < -180: rz-=360
# Done importing motion data #
anim_data.append( (lx, ly, lz, rx, ry, rz) )
lineIdx += 1
# Assign children
for bvh_node in bvh_nodes.values():
bvh_node_parent= bvh_node.parent
if bvh_node_parent:
bvh_node_parent.children.append(bvh_node)
# Now set the tip of each bvh_node
for bvh_node in bvh_nodes.values():
if not bvh_node.rest_tail_world:
if len(bvh_node.children)==0:
# could just fail here, but rare BVH files have childless nodes
bvh_node.rest_tail_world = Vector(bvh_node.rest_head_world)
bvh_node.rest_tail_local = Vector(bvh_node.rest_head_local)
elif len(bvh_node.children)==1:
bvh_node.rest_tail_world= Vector(bvh_node.children[0].rest_head_world)
bvh_node.rest_tail_local= Vector(bvh_node.children[0].rest_head_local)
else:
# allow this, see above
#if not bvh_node.children:
# raise 'error, bvh node has no end and no children. bad file'
# Removed temp for now
rest_tail_world= Vector(0,0,0)
rest_tail_local= Vector(0,0,0)
for bvh_node_child in bvh_node.children:
rest_tail_world += bvh_node_child.rest_head_world
rest_tail_local += bvh_node_child.rest_head_local
bvh_node.rest_tail_world= rest_tail_world * (1.0/len(bvh_node.children))
bvh_node.rest_tail_local= rest_tail_local * (1.0/len(bvh_node.children))
# Make sure tail isnt the same location as the head.
if (bvh_node.rest_tail_local-bvh_node.rest_head_local).length <= 0.001*GLOBAL_SCALE:
bvh_node.rest_tail_local.y= bvh_node.rest_tail_local.y + GLOBAL_SCALE/10
bvh_node.rest_tail_world.y= bvh_node.rest_tail_world.y + GLOBAL_SCALE/10
return bvh_nodes
def bvh_node_dict2objects(context, bvh_nodes, IMPORT_START_FRAME= 1, IMPORT_LOOP= False):
if IMPORT_START_FRAME<1:
IMPORT_START_FRAME= 1
scn= context.scene
scn.objects.selected = []
objects= []
def add_ob(name):
ob = scn.objects.new('Empty')
objects.append(ob)
return ob
# Add objects
for name, bvh_node in bvh_nodes.items():
bvh_node.temp= add_ob(name)
# Parent the objects
for bvh_node in bvh_nodes.values():
bvh_node.temp.makeParent([ bvh_node_child.temp for bvh_node_child in bvh_node.children ], 1, 0) # ojbs, noninverse, 1 = not fast.
# Offset
for bvh_node in bvh_nodes.values():
# Make relative to parents offset
bvh_node.temp.loc= bvh_node.rest_head_local
# Add tail objects
for name, bvh_node in bvh_nodes.items():
if not bvh_node.children:
ob_end= add_ob(name + '_end')
bvh_node.temp.makeParent([ob_end], 1, 0) # ojbs, noninverse, 1 = not fast.
ob_end.loc= bvh_node.rest_tail_local
# Animate the data, the last used bvh_node will do since they all have the same number of frames
for current_frame in range(len(bvh_node.anim_data)):
Blender.Set('curframe', current_frame+IMPORT_START_FRAME)
for bvh_node in bvh_nodes.values():
lx,ly,lz,rx,ry,rz= bvh_node.anim_data[current_frame]
rest_head_local= bvh_node.rest_head_local
bvh_node.temp.loc= rest_head_local.x+lx, rest_head_local.y+ly, rest_head_local.z+lz
bvh_node.temp.rot= rx*DEG2RAD,ry*DEG2RAD,rz*DEG2RAD
bvh_node.temp.insertIpoKey(Blender.Object.IpoKeyTypes.LOCROT)
scn.update(1)
return objects
def bvh_node_dict2armature(context, bvh_nodes, IMPORT_START_FRAME= 1, IMPORT_LOOP= False):
if IMPORT_START_FRAME<1:
IMPORT_START_FRAME= 1
# Add the new armature,
scn = context.scene
#XXX scn.objects.selected = []
for ob in scn.objects:
ob.selected = False
#XXX arm_data= bpy.data.armatures.new()
#XXX arm_ob = scn.objects.new(arm_data)
bpy.ops.object.armature_add()
arm_ob= scn.objects[-1]
arm_data= arm_ob.data
#XXX scn.objects.context = [arm_ob]
#XXX scn.objects.active = arm_ob
arm_ob.selected= True
scn.objects.active= arm_ob
print(scn.objects.active)
# Put us into editmode
#XXX arm_data.makeEditable()
bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
bpy.ops.object.mode_set(mode='EDIT', toggle=False)
# Get the average bone length for zero length bones, we may not use this.
average_bone_length= 0.0
nonzero_count= 0
for bvh_node in bvh_nodes.values():
l= (bvh_node.rest_head_local-bvh_node.rest_tail_local).length
if l:
average_bone_length+= l
nonzero_count+=1
# Very rare cases all bones couldbe zero length???
if not average_bone_length:
average_bone_length = 0.1
else:
# Normal operation
average_bone_length = average_bone_length/nonzero_count
#XXX - sloppy operator code
bpy.ops.armature.delete()
bpy.ops.armature.select_all_toggle()
bpy.ops.armature.delete()
ZERO_AREA_BONES= []
for name, bvh_node in bvh_nodes.items():
# New editbone
bpy.ops.armature.bone_primitive_add(name="Bone")
#XXX bone= bvh_node.temp= Blender.Armature.Editbone()
bone= bvh_node.temp= arm_data.edit_bones[-1]
bone.name= name
# arm_data.bones[name]= bone
bone.head= bvh_node.rest_head_world
bone.tail= bvh_node.rest_tail_world
# ZERO AREA BONES.
if (bone.head-bone.tail).length < 0.001:
if bvh_node.parent:
ofs= bvh_node.parent.rest_head_local- bvh_node.parent.rest_tail_local
if ofs.length: # is our parent zero length also?? unlikely
bone.tail= bone.tail+ofs
else:
bone.tail.y= bone.tail.y+average_bone_length
else:
bone.tail.y= bone.tail.y+average_bone_length
ZERO_AREA_BONES.append(bone.name)
for bvh_node in bvh_nodes.values():
if bvh_node.parent:
# bvh_node.temp is the Editbone
# Set the bone parent
bvh_node.temp.parent= bvh_node.parent.temp
# Set the connection state
if not bvh_node.has_loc and\
bvh_node.parent and\
bvh_node.parent.temp.name not in ZERO_AREA_BONES and\
bvh_node.parent.rest_tail_local == bvh_node.rest_head_local:
bvh_node.temp.connected= True
# Replace the editbone with the editbone name,
# to avoid memory errors accessing the editbone outside editmode
for bvh_node in bvh_nodes.values():
bvh_node.temp= bvh_node.temp.name
#XXX arm_data.update()
# Now Apply the animation to the armature
# Get armature animation data
bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
bpy.ops.object.mode_set(mode='POSE', toggle=False)
pose= arm_ob.pose
pose_bones= pose.pose_channels
if ROT_STYLE=='NATIVE':
eul_order_lookup = {\
(0,1,2):'XYZ',
(0,2,1):'XZY',
(1,0,2):'YXZ',
(1,2,0):'YZX',
(2,0,1):'ZXY',
(2,1,0):'ZYZ'
}
for bvh_node in bvh_nodes.values():
bone_name= bvh_node.temp # may not be the same name as the bvh_node, could have been shortened.
pose_bone= pose_bones[bone_name]
pose_bone.rotation_mode = eul_order_lookup[tuple(bvh_node.rot_order)]
elif ROT_STYLE=='XYZ':
for pose_bone in pose_bones:
pose_bone.rotation_mode = 'XYZ'
else:
# Quats default
pass
bpy.ops.pose.select_all_toggle() # set
bpy.ops.anim.insert_keyframe_menu(type=-4) # XXX - -4 ???
#for p in pose_bones:
# print(p)
#XXX action = Blender.Armature.NLA.NewAction("Action")
#XXX action.setActive(arm_ob)
#bpy.ops.act.new()
#action = bpy.data.actions[-1]
# arm_ob.animation_data.action = action
action = arm_ob.animation_data.action
#xformConstants= [ Blender.Object.Pose.LOC, Blender.Object.Pose.ROT ]
# Replace the bvh_node.temp (currently an editbone)
# With a tuple (pose_bone, armature_bone, bone_rest_matrix, bone_rest_matrix_inv)
for bvh_node in bvh_nodes.values():
bone_name= bvh_node.temp # may not be the same name as the bvh_node, could have been shortened.
pose_bone= pose_bones[bone_name]
rest_bone= arm_data.bones[bone_name]
#XXX bone_rest_matrix = rest_bone.matrix['ARMATURESPACE'].rotationPart()
bone_rest_matrix = rest_bone.matrix.rotationPart()
bone_rest_matrix_inv= Matrix(bone_rest_matrix)
bone_rest_matrix_inv.invert()
bone_rest_matrix_inv.resize4x4()
bone_rest_matrix.resize4x4()
bvh_node.temp= (pose_bone, bone, bone_rest_matrix, bone_rest_matrix_inv)
# Make a dict for fast access without rebuilding a list all the time.
'''
xformConstants_dict={
(True,True): [Blender.Object.Pose.LOC, Blender.Object.Pose.ROT],\
(False,True): [Blender.Object.Pose.ROT],\
(True,False): [Blender.Object.Pose.LOC],\
(False,False): [],\
}
'''
# KEYFRAME METHOD, SLOW, USE IPOS DIRECT
# Animate the data, the last used bvh_node will do since they all have the same number of frames
for current_frame in range(len(bvh_node.anim_data)-1): # skip the first frame (rest frame)
# print current_frame
#if current_frame==150: # debugging
# break
# Dont neet to set the current frame
for bvh_node in bvh_nodes.values():
pose_bone, bone, bone_rest_matrix, bone_rest_matrix_inv= bvh_node.temp
lx,ly,lz,rx,ry,rz= bvh_node.anim_data[current_frame+1]
if bvh_node.has_rot:
if ROT_STYLE=='QUAT':
# Set the rotation, not so simple
bone_rotation_matrix= Euler(math.radians(rx), math.radians(ry), math.radians(rz)).toMatrix()
bone_rotation_matrix.resize4x4()
#XXX ORDER CHANGE???
#pose_bone.rotation_quaternion= (bone_rest_matrix * bone_rotation_matrix * bone_rest_matrix_inv).toQuat() # ORIGINAL
# pose_bone.rotation_quaternion= (bone_rest_matrix_inv * bone_rotation_matrix * bone_rest_matrix).toQuat()
# pose_bone.rotation_quaternion= (bone_rotation_matrix * bone_rest_matrix).toQuat() # BAD
# pose_bone.rotation_quaternion= bone_rotation_matrix.toQuat() # NOT GOOD
# pose_bone.rotation_quaternion= bone_rotation_matrix.toQuat() # NOT GOOD
#pose_bone.rotation_quaternion= (bone_rotation_matrix * bone_rest_matrix_inv * bone_rest_matrix).toQuat()
#pose_bone.rotation_quaternion= (bone_rest_matrix_inv * bone_rest_matrix * bone_rotation_matrix).toQuat()
#pose_bone.rotation_quaternion= (bone_rest_matrix * bone_rotation_matrix * bone_rest_matrix_inv).toQuat()
#pose_bone.rotation_quaternion= ( bone_rest_matrix* bone_rest_matrix_inv * bone_rotation_matrix).toQuat()
#pose_bone.rotation_quaternion= (bone_rotation_matrix * bone_rest_matrix * bone_rest_matrix_inv).toQuat()
#pose_bone.rotation_quaternion= (bone_rest_matrix_inv * bone_rotation_matrix * bone_rest_matrix ).toQuat()
pose_bone.rotation_quaternion= (bone_rest_matrix_inv * bone_rotation_matrix * bone_rest_matrix).toQuat()
else:
bone_rotation_matrix= Euler(math.radians(rx), math.radians(ry), math.radians(rz)).toMatrix()
bone_rotation_matrix.resize4x4()
eul= (bone_rest_matrix * bone_rotation_matrix * bone_rest_matrix_inv).toEuler()
#pose_bone.rotation_euler = math.radians(rx), math.radians(ry), math.radians(rz)
pose_bone.rotation_euler = eul
print("ROTATION" + str(Euler(math.radians(rx), math.radians(ry), math.radians(rz))))
if bvh_node.has_loc:
# Set the Location, simple too
#XXX ORDER CHANGE
# pose_bone.location= (TranslationMatrix(Vector(lx, ly, lz) - bvh_node.rest_head_local ) * bone_rest_matrix_inv).translationPart() # WHY * 10? - just how pose works
# pose_bone.location= (bone_rest_matrix_inv * TranslationMatrix(Vector(lx, ly, lz) - bvh_node.rest_head_local )).translationPart()
# pose_bone.location= lx, ly, lz
pose_bone.location= Vector(lx, ly, lz) - bvh_node.rest_head_local
#XXX # TODO- add in 2.5
if 0:
# Get the transform
xformConstants= xformConstants_dict[bvh_node.has_loc, bvh_node.has_rot]
if xformConstants:
# Insert the keyframe from the loc/quat
pose_bone.insertKey(arm_ob, current_frame+IMPORT_START_FRAME, xformConstants, True )
else:
if bvh_node.has_loc:
pose_bone.keyframe_insert("location")
if bvh_node.has_rot:
if ROT_STYLE=='QUAT':
pose_bone.keyframe_insert("rotation_quaternion")
else:
pose_bone.keyframe_insert("rotation_euler")
# bpy.ops.anim.insert_keyframe_menu(type=-4) # XXX - -4 ???
bpy.ops.screen.frame_offset(delta=1)
# First time, set the IPO's to linear
#XXX #TODO
if 0:
if current_frame==0:
for ipo in action.getAllChannelIpos().values():
if ipo:
for cur in ipo:
cur.interpolation = Blender.IpoCurve.InterpTypes.LINEAR
if IMPORT_LOOP:
cur.extend = Blender.IpoCurve.ExtendTypes.CYCLIC
else:
for cu in action.fcurves:
for bez in cu.keyframe_points:
bez.interpolation = 'CONSTANT'
# END KEYFRAME METHOD
"""
# IPO KEYFRAME SETTING
# Add in the IPOs by adding keyframes, AFAIK theres no way to add IPOs to an action so I do this :/
for bvh_node in bvh_nodes.values():
pose_bone, bone, bone_rest_matrix, bone_rest_matrix_inv= bvh_node.temp
# Get the transform
xformConstants= xformConstants_dict[bvh_node.has_loc, bvh_node.has_rot]
if xformConstants:
pose_bone.loc[:]= 0,0,0
pose_bone.quat[:]= 0,0,1,0
# Insert the keyframe from the loc/quat
pose_bone.insertKey(arm_ob, IMPORT_START_FRAME, xformConstants)
action_ipos= action.getAllChannelIpos()
for bvh_node in bvh_nodes.values():
has_loc= bvh_node.has_loc
has_rot= bvh_node.has_rot
if not has_rot and not has_loc:
# No animation data
continue
ipo= action_ipos[bvh_node.temp[0].name] # posebones name as key
if has_loc:
curve_xloc= ipo[Blender.Ipo.PO_LOCX]
curve_yloc= ipo[Blender.Ipo.PO_LOCY]
curve_zloc= ipo[Blender.Ipo.PO_LOCZ]
curve_xloc.interpolation= \
curve_yloc.interpolation= \
curve_zloc.interpolation= \
Blender.IpoCurve.InterpTypes.LINEAR
if has_rot:
curve_wquat= ipo[Blender.Ipo.PO_QUATW]
curve_xquat= ipo[Blender.Ipo.PO_QUATX]
curve_yquat= ipo[Blender.Ipo.PO_QUATY]
curve_zquat= ipo[Blender.Ipo.PO_QUATZ]
curve_wquat.interpolation= \
curve_xquat.interpolation= \
curve_yquat.interpolation= \
curve_zquat.interpolation= \
Blender.IpoCurve.InterpTypes.LINEAR
# Get the bone
pose_bone, bone, bone_rest_matrix, bone_rest_matrix_inv= bvh_node.temp
def pose_rot(anim_data):
bone_rotation_matrix= Euler(anim_data[3], anim_data[4], anim_data[5]).toMatrix()
bone_rotation_matrix.resize4x4()
return tuple((bone_rest_matrix * bone_rotation_matrix * bone_rest_matrix_inv).toQuat()) # qw,qx,qy,qz
def pose_loc(anim_data):
return tuple((TranslationMatrix(Vector(anim_data[0], anim_data[1], anim_data[2])) * bone_rest_matrix_inv).translationPart())
last_frame= len(bvh_node.anim_data)+IMPORT_START_FRAME-1
if has_loc:
pose_locations= [pose_loc(anim_key) for anim_key in bvh_node.anim_data]
# Add the start at the end, we know the start is just 0,0,0 anyway
curve_xloc.append((last_frame, pose_locations[-1][0]))
curve_yloc.append((last_frame, pose_locations[-1][1]))
curve_zloc.append((last_frame, pose_locations[-1][2]))
if len(pose_locations) > 1:
ox,oy,oz= pose_locations[0]
x,y,z= pose_locations[1]
for i in range(1, len(pose_locations)-1): # from second frame to second last frame
nx,ny,nz= pose_locations[i+1]
xset= yset= zset= True # we set all these by default
if abs((ox+nx)/2 - x) < 0.00001: xset= False
if abs((oy+ny)/2 - y) < 0.00001: yset= False
if abs((oz+nz)/2 - z) < 0.00001: zset= False
if xset: curve_xloc.append((i+IMPORT_START_FRAME, x))
if yset: curve_yloc.append((i+IMPORT_START_FRAME, y))
if zset: curve_zloc.append((i+IMPORT_START_FRAME, z))
# Set the old and use the new
ox,oy,oz= x,y,z
x,y,z= nx,ny,nz
if has_rot:
pose_rotations= [pose_rot(anim_key) for anim_key in bvh_node.anim_data]
# Add the start at the end, we know the start is just 0,0,0 anyway
curve_wquat.append((last_frame, pose_rotations[-1][0]))
curve_xquat.append((last_frame, pose_rotations[-1][1]))
curve_yquat.append((last_frame, pose_rotations[-1][2]))
curve_zquat.append((last_frame, pose_rotations[-1][3]))
if len(pose_rotations) > 1:
ow,ox,oy,oz= pose_rotations[0]
w,x,y,z= pose_rotations[1]
for i in range(1, len(pose_rotations)-1): # from second frame to second last frame
nw, nx,ny,nz= pose_rotations[i+1]
wset= xset= yset= zset= True # we set all these by default
if abs((ow+nw)/2 - w) < 0.00001: wset= False
if abs((ox+nx)/2 - x) < 0.00001: xset= False
if abs((oy+ny)/2 - y) < 0.00001: yset= False
if abs((oz+nz)/2 - z) < 0.00001: zset= False
if wset: curve_wquat.append((i+IMPORT_START_FRAME, w))
if xset: curve_xquat.append((i+IMPORT_START_FRAME, x))
if yset: curve_yquat.append((i+IMPORT_START_FRAME, y))
if zset: curve_zquat.append((i+IMPORT_START_FRAME, z))
# Set the old and use the new
ow,ox,oy,oz= w,x,y,z
w,x,y,z= nw,nx,ny,nz
# IPO KEYFRAME SETTING
"""
# XXX NOT NEEDED NOW?
# pose.update()
return arm_ob
#=============#
# TESTING #
#=============#
#('/metavr/mocap/bvh/boxer.bvh')
#('/d/staggered_walk.bvh')
#('/metavr/mocap/bvh/dg-306-g.bvh') # Incompleate EOF
#('/metavr/mocap/bvh/wa8lk.bvh') # duplicate joint names, \r line endings.
#('/metavr/mocap/bvh/walk4.bvh') # 0 channels
'''
import os
DIR = '/metavr/mocap/bvh/'
for f in ('/d/staggered_walk.bvh',):
#for f in os.listdir(DIR)[5:6]:
#for f in os.listdir(DIR):
if f.endswith('.bvh'):
s = Blender.Scene.New(f)
s.makeCurrent()
#file= DIR + f
file= f
print f
bvh_nodes= read_bvh(file, 1.0)
bvh_node_dict2armature(bvh_nodes, 1)
'''
def load_bvh_ui(context, file, PREF_UI= False):
#XXX if BPyMessages.Error_NoFile(file):
#XXX return
#XXX Draw= Blender.Draw
IMPORT_SCALE = 0.1
IMPORT_START_FRAME = 1
IMPORT_AS_ARMATURE = 1
IMPORT_AS_EMPTIES = 0
IMPORT_LOOP = 0
# Get USER Options
if PREF_UI:
pup_block = [\
('As Armature', IMPORT_AS_ARMATURE, 'Imports the BVH as an armature'),\
('As Empties', IMPORT_AS_EMPTIES, 'Imports the BVH as empties'),\
('Scale: ', IMPORT_SCALE, 0.001, 100.0, 'Scale the BVH, Use 0.01 when 1.0 is 1 metre'),\
('Start Frame: ', IMPORT_START_FRAME, 1, 30000, 'Frame to start BVH motion'),\
('Loop Animation', IMPORT_LOOP, 'Enable cyclic IPOs'),\
]
#XXX if not Draw.PupBlock('BVH Import...', pup_block):
#XXX return
# print('Attempting import BVH', file)
if not IMPORT_AS_ARMATURE and not IMPORT_AS_EMPTIES:
raise('No import option selected')
#XXX Blender.Window.WaitCursor(1)
# Get the BVH data and act on it.
import time
t1= time.time()
print('\tparsing bvh...', end= "")
bvh_nodes= read_bvh(context, file, IMPORT_SCALE)
print('%.4f' % (time.time()-t1))
t1= time.time()
print('\timporting to blender...', end="")
if IMPORT_AS_ARMATURE: bvh_node_dict2armature(context, bvh_nodes, IMPORT_START_FRAME, IMPORT_LOOP)
if IMPORT_AS_EMPTIES: bvh_node_dict2objects(context, bvh_nodes, IMPORT_START_FRAME, IMPORT_LOOP)
print('Done in %.4f\n' % (time.time()-t1))
#XXX Blender.Window.WaitCursor(0)
def main():
Blender.Window.FileSelector(load_bvh_ui, 'Import BVH', '*.bvh')
from bpy.props import *
class BvhImporter(bpy.types.Operator):
'''Load a Wavefront OBJ File.'''
bl_idname = "import_anim.bvh"
bl_label = "Import BVH"
path = StringProperty(name="File Path", description="File path used for importing the OBJ file", maxlen= 1024, default= "")
def execute(self, context):
# print("Selected: " + context.active_object.name)
read_bvh(context, self.path)
return ('FINISHED',)
def invoke(self, context, event):
wm = context.manager
wm.add_fileselect(self)
return ('RUNNING_MODAL',)
bpy.ops.add(BvhImporter)
import dynamic_menu
menu_func = lambda self, context: self.layout.itemO(BvhImporter.bl_idname, text="Motion Capture (.bvh)...")
menu_item = dynamic_menu.add(bpy.types.INFO_MT_file_import, menu_func)

View File

@@ -1,3 +1,20 @@
# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# ##### END GPL LICENSE BLOCK #####
__author__= ['Bob Holcomb', 'Richard L?rk?ng', 'Damien McGinnes', 'Campbell Barton', 'Mario Lapin']
__url__ = ("blenderartists.org", "www.blender.org", "www.gametutorials.com", "lib3ds.sourceforge.net/")
@@ -122,7 +139,7 @@ import os
import time
import struct
from import_obj import unpack_face_list, load_image
from import_scene_obj import unpack_face_list, load_image
import bpy
import Mathutils
@@ -1121,22 +1138,22 @@ else:
print 'TOTAL TIME: %.6f' % (Blender.sys.time() - TIME)
'''
from bpy.props import *
class IMPORT_OT_3ds(bpy.types.Operator):
class IMPORT_OT_autodesk_3ds(bpy.types.Operator):
'''Import from 3DS file format (.3ds)'''
__idname__ = "import.3ds"
__label__ = 'Import 3DS'
bl_idname = "import_scene.autodesk_3ds"
bl_label = 'Import 3DS'
# List of operator properties, the attributes will be assigned
# to the class instance from the operator settings before calling.
__props__ = [
bpy.props.StringProperty(attr="path", name="File Path", description="File path used for importing the 3DS file", maxlen= 1024, default= ""),
path = StringProperty(name="File Path", description="File path used for importing the 3DS file", maxlen= 1024, default= ""),
# bpy.props.FloatProperty(attr="size_constraint", name="Size Constraint", description="Scale the model by 10 until it reacehs the size constraint. Zero Disables.", min=0.0, max=1000.0, soft_min=0.0, soft_max=1000.0, default=10.0),
# bpy.props.BoolProperty(attr="search_images", name="Image Search", description="Search subdirectories for any assosiated images (Warning, may be slow)", default=True),
# bpy.props.BoolProperty(attr="apply_matrix", name="Transform Fix", description="Workaround for object transformations importing incorrectly", default=False),
]
# size_constraint = FloatProperty(name="Size Constraint", description="Scale the model by 10 until it reacehs the size constraint. Zero Disables.", min=0.0, max=1000.0, soft_min=0.0, soft_max=1000.0, default=10.0),
# search_images = BoolProperty(name="Image Search", description="Search subdirectories for any assosiated images (Warning, may be slow)", default=True),
# apply_matrix = BoolProperty(name="Transform Fix", description="Workaround for object transformations importing incorrectly", default=False),
def execute(self, context):
load_3ds(self.path, context, 0.0, False, False)
@@ -1144,13 +1161,13 @@ class IMPORT_OT_3ds(bpy.types.Operator):
def invoke(self, context, event):
wm = context.manager
wm.add_fileselect(self.__operator__)
wm.add_fileselect(self)
return ('RUNNING_MODAL',)
bpy.ops.add(IMPORT_OT_3ds)
bpy.ops.add(IMPORT_OT_autodesk_3ds)
import dynamic_menu
menu_func = lambda self, context: self.layout.itemO("import.3ds", text="3D Studio (.3ds)...")
menu_func = lambda self, context: self.layout.itemO(IMPORT_OT_autodesk_3ds.bl_idname, text="3D Studio (.3ds)...")
menu_item = dynamic_menu.add(bpy.types.INFO_MT_file_import, menu_func)
# NOTES:

View File

@@ -1,3 +1,20 @@
# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# ##### END GPL LICENSE BLOCK #####
__author__= "Campbell Barton", "Jiri Hnidek", "Paolo Ciccone"
__url__= ['http://wiki.blender.org/index.php/Scripts/Manual/Import/wavefront_obj', 'blender.org', 'blenderartists.org']
@@ -1553,31 +1570,33 @@ else:
print 'TOTAL TIME: %.6f' % (sys.time() - TIME)
'''
from bpy.props import *
class IMPORT_OT_obj(bpy.types.Operator):
'''Load a Wavefront OBJ File.'''
__idname__ = "import.obj"
__label__ = "Import OBJ"
bl_idname = "import_scene.obj"
bl_label = "Import OBJ"
# List of operator properties, the attributes will be assigned
# to the class instance from the operator settings before calling.
__props__ = [
bpy.props.StringProperty(attr="path", name="File Path", description="File path used for importing the OBJ file", maxlen= 1024, default= ""),
bpy.props.BoolProperty(attr="CREATE_SMOOTH_GROUPS", name="Smooth Groups", description="Surround smooth groups by sharp edges", default= True),
bpy.props.BoolProperty(attr="CREATE_FGONS", name="NGons as FGons", description="Import faces with more then 4 verts as fgons", default= True),
bpy.props.BoolProperty(attr="CREATE_EDGES", name="Lines as Edges", description="Import lines and faces with 2 verts as edge", default= True),
bpy.props.BoolProperty(attr="SPLIT_OBJECTS", name="Object", description="Import OBJ Objects into Blender Objects", default= True),
bpy.props.BoolProperty(attr="SPLIT_GROUPS", name="Group", description="Import OBJ Groups into Blender Objects", default= True),
bpy.props.BoolProperty(attr="SPLIT_MATERIALS", name="Material", description="Import each material into a seperate mesh (Avoids > 16 per mesh error)", default= True),
# old comment: only used for user feedback
# disabled this option because in old code a handler for it disabled SPLIT* params, it's not passed to load_obj
# bpy.props.BoolProperty(attr="KEEP_VERT_ORDER", name="Keep Vert Order", description="Keep vert and face order, disables split options, enable for morph targets", default= True),
bpy.props.BoolProperty(attr="ROTATE_X90", name="-X90", description="Rotate X 90.", default= True),
bpy.props.FloatProperty(attr="CLAMP_SIZE", name="Clamp Scale", description="Clamp the size to this maximum (Zero to Disable)", min=0.01, max=1000.0, soft_min=0.0, soft_max=1000.0, default=0.0),
bpy.props.BoolProperty(attr="POLYGROUPS", name="Poly Groups", description="Import OBJ groups as vertex groups.", default= True),
bpy.props.BoolProperty(attr="IMAGE_SEARCH", name="Image Search", description="Search subdirs for any assosiated images (Warning, may be slow)", default= True),
]
path = StringProperty(name="File Path", description="File path used for importing the OBJ file", maxlen= 1024, default= "")
CREATE_SMOOTH_GROUPS = BoolProperty(name="Smooth Groups", description="Surround smooth groups by sharp edges", default= True)
CREATE_FGONS = BoolProperty(name="NGons as FGons", description="Import faces with more then 4 verts as fgons", default= True)
CREATE_EDGES = BoolProperty(name="Lines as Edges", description="Import lines and faces with 2 verts as edge", default= True)
SPLIT_OBJECTS = BoolProperty(name="Object", description="Import OBJ Objects into Blender Objects", default= True)
SPLIT_GROUPS = BoolProperty(name="Group", description="Import OBJ Groups into Blender Objects", default= True)
SPLIT_MATERIALS = BoolProperty(name="Material", description="Import each material into a seperate mesh (Avoids > 16 per mesh error)", default= True)
# old comment: only used for user feedback
# disabled this option because in old code a handler for it disabled SPLIT* params, it's not passed to load_obj
# KEEP_VERT_ORDER = BoolProperty(name="Keep Vert Order", description="Keep vert and face order, disables split options, enable for morph targets", default= True)
ROTATE_X90 = BoolProperty(name="-X90", description="Rotate X 90.", default= True)
CLAMP_SIZE = FloatProperty(name="Clamp Scale", description="Clamp the size to this maximum (Zero to Disable)", min=0.01, max=1000.0, soft_min=0.0, soft_max=1000.0, default=0.0)
POLYGROUPS = BoolProperty(name="Poly Groups", description="Import OBJ groups as vertex groups.", default= True)
IMAGE_SEARCH = BoolProperty(name="Image Search", description="Search subdirs for any assosiated images (Warning, may be slow)", default= True)
def execute(self, context):
# print("Selected: " + context.active_object.name)
@@ -1599,7 +1618,7 @@ class IMPORT_OT_obj(bpy.types.Operator):
def invoke(self, context, event):
wm = context.manager
wm.add_fileselect(self.__operator__)
wm.add_fileselect(self)
return ('RUNNING_MODAL',)
@@ -1607,7 +1626,7 @@ bpy.ops.add(IMPORT_OT_obj)
import dynamic_menu
menu_func = lambda self, context: self.layout.itemO("import.obj", text="Wavefront (.obj)...")
menu_func = lambda self, context: self.layout.itemO(IMPORT_OT_obj.bl_idname, text="Wavefront (.obj)...")
menu_item = dynamic_menu.add(bpy.types.INFO_MT_file_import, menu_func)

View File

@@ -1,3 +1,21 @@
# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# ##### END GPL LICENSE BLOCK #####
# This directory is a Python package.
import model
@@ -14,6 +32,7 @@ import ui
import bpy
bpy.data.netrender_jobs = []
bpy.data.netrender_slaves = []
bpy.data.netrender_blacklist = []
bpy.netrender_jobs = []
bpy.netrender_slaves = []
bpy.netrender_blacklist = []

View File

@@ -1,3 +1,21 @@
# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# ##### END GPL LICENSE BLOCK #####
import time
from netrender.utils import *

View File

@@ -1,3 +1,21 @@
# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# ##### END GPL LICENSE BLOCK #####
import bpy
import sys, os, re
import http, http.client, http.server, urllib
@@ -28,7 +46,7 @@ def addPointCache(job, ob, point_cache, default_path):
if name == "":
name = "".join(["%02X" % ord(c) for c in ob.name])
cache_path = bpy.sys.expandpath(point_cache.filepath) if point_cache.external else default_path
cache_path = bpy.utils.expandpath(point_cache.filepath) if point_cache.external else default_path
index = "%02i" % point_cache.index
@@ -93,14 +111,14 @@ def clientSendJob(conn, scene, anim = False):
# LIBRARIES
###########################
for lib in bpy.data.libraries:
job.addFile(bpy.sys.expandpath(lib_path))
job.addFile(bpy.utils.expandpath(lib_path))
###########################
# IMAGES
###########################
for image in bpy.data.images:
if image.source == "FILE" and not image.packed_file:
job.addFile(bpy.sys.expandpath(image.filename))
job.addFile(bpy.utils.expandpath(image.filename))
###########################
# FLUID + POINT CACHE
@@ -111,7 +129,7 @@ def clientSendJob(conn, scene, anim = False):
for object in bpy.data.objects:
for modifier in object.modifiers:
if modifier.type == 'FLUID_SIMULATION' and modifier.settings.type == "DOMAIN":
addFluidFiles(job, bpy.sys.expandpath(modifier.settings.path))
addFluidFiles(job, bpy.utils.expandpath(modifier.settings.path))
elif modifier.type == "CLOTH":
addPointCache(job, object, modifier.point_cache, default_path)
elif modifier.type == "SOFT_BODY":
@@ -159,8 +177,8 @@ def requestResult(conn, job_id, frame):
@rnaType
class NetworkRenderEngine(bpy.types.RenderEngine):
__idname__ = 'NET_RENDER'
__label__ = "Network Render"
bl_idname = 'NET_RENDER'
bl_label = "Network Render"
def render(self, scene):
if scene.network_render.mode == "RENDER_CLIENT":
self.render_client(scene)
@@ -235,3 +253,15 @@ class NetworkRenderEngine(bpy.types.RenderEngine):
conn.close()
def compatible(module):
exec("import " + module)
module = eval(module)
for member in dir(module):
subclass = getattr(module, member)
try: subclass.COMPAT_ENGINES.add('NET_RENDER')
except: pass
del module
compatible("properties_render")
compatible("properties_world")
compatible("properties_material")

View File

@@ -1,3 +1,21 @@
# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# ##### END GPL LICENSE BLOCK #####
import sys, os
import http, http.client, http.server, urllib, socket
import subprocess, shutil, time, hashlib

View File

@@ -1,3 +1,21 @@
# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# ##### END GPL LICENSE BLOCK #####
import re
from netrender.utils import *

View File

@@ -1,3 +1,21 @@
# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# ##### END GPL LICENSE BLOCK #####
import sys, os
import http, http.client, http.server, urllib
import subprocess, shutil, time, hashlib

View File

@@ -1,3 +1,21 @@
# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# ##### END GPL LICENSE BLOCK #####
import bpy
import sys, os
import http, http.client, http.server, urllib, socket
@@ -10,13 +28,8 @@ import netrender.model
@rnaOperator
class RENDER_OT_netclientanim(bpy.types.Operator):
'''Start rendering an animation on network'''
__idname__ = "render.netclientanim"
__label__ = "Animation on network"
# List of operator properties, the attributes will be assigned
# to the class instance from the operator settings before calling.
__props__ = []
bl_idname = "render.netclientanim"
bl_label = "Animation on network"
def poll(self, context):
return True
@@ -41,13 +54,8 @@ class RENDER_OT_netclientanim(bpy.types.Operator):
@rnaOperator
class RENDER_OT_netclientsend(bpy.types.Operator):
'''Send Render Job to the Network'''
__idname__ = "render.netclientsend"
__label__ = "Send job"
# List of operator properties, the attributes will be assigned
# to the class instance from the operator settings before calling.
__props__ = []
bl_idname = "render.netclientsend"
bl_label = "Send job"
def poll(self, context):
return True
@@ -70,13 +78,8 @@ class RENDER_OT_netclientsend(bpy.types.Operator):
@rnaOperator
class RENDER_OT_netclientstatus(bpy.types.Operator):
'''Refresh the status of the current jobs'''
__idname__ = "render.netclientstatus"
__label__ = "Client Status"
# List of operator properties, the attributes will be assigned
# to the class instance from the operator settings before calling.
__props__ = []
bl_idname = "render.netclientstatus"
bl_label = "Client Status"
def poll(self, context):
return True
@@ -96,10 +99,10 @@ class RENDER_OT_netclientstatus(bpy.types.Operator):
while(len(netsettings.jobs) > 0):
netsettings.jobs.remove(0)
bpy.data.netrender_jobs = []
bpy.netrender_jobs = []
for j in jobs:
bpy.data.netrender_jobs.append(j)
bpy.netrender_jobs.append(j)
netsettings.jobs.add()
job = netsettings.jobs[-1]
@@ -115,13 +118,8 @@ class RENDER_OT_netclientstatus(bpy.types.Operator):
@rnaOperator
class RENDER_OT_netclientblacklistslave(bpy.types.Operator):
'''Operator documentation text, will be used for the operator tooltip and python docs.'''
__idname__ = "render.netclientblacklistslave"
__label__ = "Client Blacklist Slave"
# List of operator properties, the attributes will be assigned
# to the class instance from the operator settings before calling.
__props__ = []
bl_idname = "render.netclientblacklistslave"
bl_label = "Client Blacklist Slave"
def poll(self, context):
return True
@@ -132,8 +130,8 @@ class RENDER_OT_netclientblacklistslave(bpy.types.Operator):
if netsettings.active_slave_index >= 0:
# deal with data
slave = bpy.data.netrender_slaves.pop(netsettings.active_slave_index)
bpy.data.netrender_blacklist.append(slave)
slave = bpy.netrender_slaves.pop(netsettings.active_slave_index)
bpy.netrender_blacklist.append(slave)
# deal with rna
netsettings.slaves_blacklist.add()
@@ -150,13 +148,8 @@ class RENDER_OT_netclientblacklistslave(bpy.types.Operator):
@rnaOperator
class RENDER_OT_netclientwhitelistslave(bpy.types.Operator):
'''Operator documentation text, will be used for the operator tooltip and python docs.'''
__idname__ = "render.netclientwhitelistslave"
__label__ = "Client Whitelist Slave"
# List of operator properties, the attributes will be assigned
# to the class instance from the operator settings before calling.
__props__ = []
bl_idname = "render.netclientwhitelistslave"
bl_label = "Client Whitelist Slave"
def poll(self, context):
return True
@@ -167,8 +160,8 @@ class RENDER_OT_netclientwhitelistslave(bpy.types.Operator):
if netsettings.active_blacklisted_slave_index >= 0:
# deal with data
slave = bpy.data.netrender_blacklist.pop(netsettings.active_blacklisted_slave_index)
bpy.data.netrender_slaves.append(slave)
slave = bpy.netrender_blacklist.pop(netsettings.active_blacklisted_slave_index)
bpy.netrender_slaves.append(slave)
# deal with rna
netsettings.slaves.add()
@@ -186,13 +179,8 @@ class RENDER_OT_netclientwhitelistslave(bpy.types.Operator):
@rnaOperator
class RENDER_OT_netclientslaves(bpy.types.Operator):
'''Refresh status about available Render slaves'''
__idname__ = "render.netclientslaves"
__label__ = "Client Slaves"
# List of operator properties, the attributes will be assigned
# to the class instance from the operator settings before calling.
__props__ = []
bl_idname = "render.netclientslaves"
bl_label = "Client Slaves"
def poll(self, context):
return True
@@ -212,17 +200,17 @@ class RENDER_OT_netclientslaves(bpy.types.Operator):
while(len(netsettings.slaves) > 0):
netsettings.slaves.remove(0)
bpy.data.netrender_slaves = []
bpy.netrender_slaves = []
for s in slaves:
for i in range(len(bpy.data.netrender_blacklist)):
slave = bpy.data.netrender_blacklist[i]
for i in range(len(bpy.netrender_blacklist)):
slave = bpy.netrender_blacklist[i]
if slave.id == s.id:
bpy.data.netrender_blacklist[i] = s
bpy.netrender_blacklist[i] = s
netsettings.slaves_blacklist[i].name = s.name
break
else:
bpy.data.netrender_slaves.append(s)
bpy.netrender_slaves.append(s)
netsettings.slaves.add()
slave = netsettings.slaves[-1]
@@ -236,13 +224,8 @@ class RENDER_OT_netclientslaves(bpy.types.Operator):
@rnaOperator
class RENDER_OT_netclientcancel(bpy.types.Operator):
'''Cancel the selected network rendering job.'''
__idname__ = "render.netclientcancel"
__label__ = "Client Cancel"
# List of operator properties, the attributes will be assigned
# to the class instance from the operator settings before calling.
__props__ = []
bl_idname = "render.netclientcancel"
bl_label = "Client Cancel"
def poll(self, context):
netsettings = context.scene.network_render
@@ -253,7 +236,7 @@ class RENDER_OT_netclientcancel(bpy.types.Operator):
conn = clientConnection(context.scene)
if conn:
job = bpy.data.netrender_jobs[netsettings.active_job_index]
job = bpy.netrender_jobs[netsettings.active_job_index]
conn.request("POST", "/cancel", headers={"job-id":job.id})
@@ -270,13 +253,8 @@ class RENDER_OT_netclientcancel(bpy.types.Operator):
@rnaOperator
class RENDER_OT_netclientcancelall(bpy.types.Operator):
'''Cancel all running network rendering jobs.'''
__idname__ = "render.netclientcancelall"
__label__ = "Client Cancel All"
# List of operator properties, the attributes will be assigned
# to the class instance from the operator settings before calling.
__props__ = []
bl_idname = "render.netclientcancelall"
bl_label = "Client Cancel All"
def poll(self, context):
return True
@@ -302,13 +280,8 @@ class RENDER_OT_netclientcancelall(bpy.types.Operator):
@rnaOperator
class netclientdownload(bpy.types.Operator):
'''Download render results from the network'''
__idname__ = "render.netclientdownload"
__label__ = "Client Download"
# List of operator properties, the attributes will be assigned
# to the class instance from the operator settings before calling.
__props__ = []
bl_idname = "render.netclientdownload"
bl_label = "Client Download"
def poll(self, context):
netsettings = context.scene.network_render
@@ -321,7 +294,7 @@ class netclientdownload(bpy.types.Operator):
conn = clientConnection(context.scene)
if conn:
job = bpy.data.netrender_jobs[netsettings.active_job_index]
job = bpy.netrender_jobs[netsettings.active_job_index]
for frame in job.frames:
client.requestResult(conn, job.id, frame.number)
@@ -352,13 +325,8 @@ class netclientdownload(bpy.types.Operator):
@rnaOperator
class netclientscan(bpy.types.Operator):
'''Operator documentation text, will be used for the operator tooltip and python docs.'''
__idname__ = "render.netclientscan"
__label__ = "Client Scan"
# List of operator properties, the attributes will be assigned
# to the class instance from the operator settings before calling.
__props__ = []
bl_idname = "render.netclientscan"
bl_label = "Client Scan"
def poll(self, context):
return True
@@ -390,13 +358,8 @@ class netclientscan(bpy.types.Operator):
@rnaOperator
class netclientweb(bpy.types.Operator):
'''Open new window with information about running rendering jobs'''
__idname__ = "render.netclientweb"
__label__ = "Open Master Monitor"
# List of operator properties, the attributes will be assigned
# to the class instance from the operator settings before calling.
__props__ = []
bl_idname = "render.netclientweb"
bl_label = "Open Master Monitor"
def poll(self, context):
return True

View File

@@ -1,3 +1,21 @@
# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# ##### END GPL LICENSE BLOCK #####
import sys, os, platform
import http, http.client, http.server, urllib
import subprocess, time

View File

@@ -1,3 +1,21 @@
# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# ##### END GPL LICENSE BLOCK #####
import bpy
import sys, os
import http, http.client, http.server, urllib
@@ -18,9 +36,9 @@ DONE = 2
ERROR = 3
class RenderButtonsPanel(bpy.types.Panel):
__space_type__ = "PROPERTIES"
__region_type__ = "WINDOW"
__context__ = "render"
bl_space_type = "PROPERTIES"
bl_region_type = "WINDOW"
bl_context = "render"
# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
def poll(self, context):
@@ -30,7 +48,7 @@ class RenderButtonsPanel(bpy.types.Panel):
# Setting panel, use in the scene for now.
@rnaType
class RENDER_PT_network_settings(RenderButtonsPanel):
__label__ = "Network Settings"
bl_label = "Network Settings"
COMPAT_ENGINES = set(['NET_RENDER'])
def draw(self, context):
@@ -56,7 +74,7 @@ class RENDER_PT_network_settings(RenderButtonsPanel):
@rnaType
class RENDER_PT_network_job(RenderButtonsPanel):
__label__ = "Job Settings"
bl_label = "Job Settings"
COMPAT_ENGINES = set(['NET_RENDER'])
def poll(self, context):
@@ -84,7 +102,7 @@ class RENDER_PT_network_job(RenderButtonsPanel):
@rnaType
class RENDER_PT_network_slaves(RenderButtonsPanel):
__label__ = "Slaves Status"
bl_label = "Slaves Status"
COMPAT_ENGINES = set(['NET_RENDER'])
def poll(self, context):
@@ -104,14 +122,14 @@ class RENDER_PT_network_slaves(RenderButtonsPanel):
sub.itemO("render.netclientslaves", icon="ICON_FILE_REFRESH", text="")
sub.itemO("render.netclientblacklistslave", icon="ICON_ZOOMOUT", text="")
if len(bpy.data.netrender_slaves) == 0 and len(netsettings.slaves) > 0:
if len(bpy.netrender_slaves) == 0 and len(netsettings.slaves) > 0:
while(len(netsettings.slaves) > 0):
netsettings.slaves.remove(0)
if netsettings.active_slave_index >= 0 and len(netsettings.slaves) > 0:
layout.itemS()
slave = bpy.data.netrender_slaves[netsettings.active_slave_index]
slave = bpy.netrender_slaves[netsettings.active_slave_index]
layout.itemL(text="Name: " + slave.name)
layout.itemL(text="Address: " + slave.address[0])
@@ -120,7 +138,7 @@ class RENDER_PT_network_slaves(RenderButtonsPanel):
@rnaType
class RENDER_PT_network_slaves_blacklist(RenderButtonsPanel):
__label__ = "Slaves Blacklist"
bl_label = "Slaves Blacklist"
COMPAT_ENGINES = set(['NET_RENDER'])
def poll(self, context):
@@ -139,14 +157,14 @@ class RENDER_PT_network_slaves_blacklist(RenderButtonsPanel):
sub = row.column(align=True)
sub.itemO("render.netclientwhitelistslave", icon="ICON_ZOOMOUT", text="")
if len(bpy.data.netrender_blacklist) == 0 and len(netsettings.slaves_blacklist) > 0:
if len(bpy.netrender_blacklist) == 0 and len(netsettings.slaves_blacklist) > 0:
while(len(netsettings.slaves_blacklist) > 0):
netsettings.slaves_blacklist.remove(0)
if netsettings.active_blacklisted_slave_index >= 0 and len(netsettings.slaves_blacklist) > 0:
layout.itemS()
slave = bpy.data.netrender_blacklist[netsettings.active_blacklisted_slave_index]
slave = bpy.netrender_blacklist[netsettings.active_blacklisted_slave_index]
layout.itemL(text="Name: " + slave.name)
layout.itemL(text="Address: " + slave.address[0])
@@ -155,7 +173,7 @@ class RENDER_PT_network_slaves_blacklist(RenderButtonsPanel):
@rnaType
class RENDER_PT_network_jobs(RenderButtonsPanel):
__label__ = "Jobs"
bl_label = "Jobs"
COMPAT_ENGINES = set(['NET_RENDER'])
def poll(self, context):
@@ -177,14 +195,14 @@ class RENDER_PT_network_jobs(RenderButtonsPanel):
sub.itemO("render.netclientcancelall", icon="ICON_PANEL_CLOSE", text="")
sub.itemO("render.netclientdownload", icon='ICON_RENDER_ANIMATION', text="")
if len(bpy.data.netrender_jobs) == 0 and len(netsettings.jobs) > 0:
if len(bpy.netrender_jobs) == 0 and len(netsettings.jobs) > 0:
while(len(netsettings.jobs) > 0):
netsettings.jobs.remove(0)
if netsettings.active_job_index >= 0 and len(netsettings.jobs) > 0:
layout.itemS()
job = bpy.data.netrender_jobs[netsettings.active_job_index]
job = bpy.netrender_jobs[netsettings.active_job_index]
layout.itemL(text="Name: %s" % job.name)
layout.itemL(text="Length: %04i" % len(job))

View File

@@ -1,3 +1,21 @@
# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# ##### END GPL LICENSE BLOCK #####
import bpy
import sys, os
import re

View File

@@ -1,211 +0,0 @@
def execute(bcon):
'''
This function has been taken from a BGE console autocomp I wrote a while ago
the dictionaty bcon is not needed but it means I can copy and paste from the old func
which works ok for now.
'bcon' dictionary keys, set by the caller
* 'cursor' - index of the editing character (int)
* 'edit_text' - text string for editing (string)
* 'scrollback' - text to add to the scrollback, options are added here. (text)
* 'namespace' - namespace, (dictionary)
'''
def is_delimiter(ch):
'''
For skipping words
'''
if ch == '_':
return False
if ch.isalnum():
return False
return True
def is_delimiter_autocomp(ch):
'''
When autocompleteing will earch back and
'''
if ch in '._[] "\'':
return False
if ch.isalnum():
return False
return True
def do_autocomp(autocomp_prefix, autocomp_members):
'''
return text to insert and a list of options
'''
autocomp_members = [v for v in autocomp_members if v.startswith(autocomp_prefix)]
print("AUTO: '%s'" % autocomp_prefix)
print("MEMBERS: '%s'" % str(autocomp_members))
if not autocomp_prefix:
return '', autocomp_members
elif len(autocomp_members) > 1:
# find a common string between all members after the prefix
# 'ge' [getA, getB, getC] --> 'get'
# get the shortest member
min_len = min([len(v) for v in autocomp_members])
autocomp_prefix_ret = ''
for i in range(len(autocomp_prefix), min_len):
char_soup = set()
for v in autocomp_members:
char_soup.add(v[i])
if len(char_soup) > 1:
break
else:
autocomp_prefix_ret += char_soup.pop()
return autocomp_prefix_ret, autocomp_members
elif len(autocomp_members) == 1:
if autocomp_prefix == autocomp_members[0]:
# the variable matched the prefix exactly
# add a '.' so you can quickly continue.
# Could try add [] or other possible extensions rather then '.' too if we had the variable.
return '.', []
else:
# finish off the of the word word
return autocomp_members[0][len(autocomp_prefix):], []
else:
return '', []
def BCon_PrevChar(bcon):
cursor = bcon['cursor']-1
if cursor<0:
return None
try:
return bcon['edit_text'][cursor]
except:
return None
def BCon_NextChar(bcon):
try:
return bcon['edit_text'][bcon['cursor']]
except:
return None
def BCon_cursorLeft(bcon):
bcon['cursor'] -= 1
if bcon['cursor'] < 0:
bcon['cursor'] = 0
def BCon_cursorRight(bcon):
bcon['cursor'] += 1
if bcon['cursor'] > len(bcon['edit_text']):
bcon['cursor'] = len(bcon['edit_text'])
def BCon_AddScrollback(bcon, text):
bcon['scrollback'] = bcon['scrollback'] + text
def BCon_cursorInsertChar(bcon, ch):
if bcon['cursor']==0:
bcon['edit_text'] = ch + bcon['edit_text']
elif bcon['cursor']==len(bcon['edit_text']):
bcon['edit_text'] = bcon['edit_text'] + ch
else:
bcon['edit_text'] = bcon['edit_text'][:bcon['cursor']] + ch + bcon['edit_text'][bcon['cursor']:]
bcon['cursor']
if bcon['cursor'] > len(bcon['edit_text']):
bcon['cursor'] = len(bcon['edit_text'])
BCon_cursorRight(bcon)
TEMP_NAME = '___tempname___'
cursor_orig = bcon['cursor']
ch = BCon_PrevChar(bcon)
while ch != None and (not is_delimiter(ch)):
ch = BCon_PrevChar(bcon)
BCon_cursorLeft(bcon)
if ch != None:
BCon_cursorRight(bcon)
#print (cursor_orig, bcon['cursor'])
cursor_base = bcon['cursor']
autocomp_prefix = bcon['edit_text'][cursor_base:cursor_orig]
print("PREFIX:'%s'" % autocomp_prefix)
# Get the previous word
if BCon_PrevChar(bcon)=='.':
BCon_cursorLeft(bcon)
ch = BCon_PrevChar(bcon)
while ch != None and is_delimiter_autocomp(ch)==False:
ch = BCon_PrevChar(bcon)
BCon_cursorLeft(bcon)
cursor_new = bcon['cursor']
if ch != None:
cursor_new+=1
pytxt = bcon['edit_text'][cursor_new:cursor_base-1].strip()
print("AUTOCOMP EVAL: '%s'" % pytxt)
#try:
if pytxt:
bcon['console'].runsource(TEMP_NAME + '=' + pytxt, '<input>', 'single')
# print val
else: ##except:
val = None
try:
val = bcon['namespace'][TEMP_NAME]
del bcon['namespace'][TEMP_NAME]
except:
val = None
if val:
autocomp_members = dir(val)
autocomp_prefix_ret, autocomp_members = do_autocomp(autocomp_prefix, autocomp_members)
bcon['cursor'] = cursor_orig
for v in autocomp_prefix_ret:
BCon_cursorInsertChar(bcon, v)
cursor_orig = bcon['cursor']
if autocomp_members:
BCon_AddScrollback(bcon, ', '.join(autocomp_members))
del val
else:
# Autocomp global namespace
autocomp_members = bcon['namespace'].keys()
if autocomp_prefix:
autocomp_members = [v for v in autocomp_members if v.startswith(autocomp_prefix)]
autocomp_prefix_ret, autocomp_members = do_autocomp(autocomp_prefix, autocomp_members)
bcon['cursor'] = cursor_orig
for v in autocomp_prefix_ret:
BCon_cursorInsertChar(bcon, v)
cursor_orig = bcon['cursor']
if autocomp_members:
BCon_AddScrollback(bcon, ', '.join(autocomp_members))
bcon['cursor'] = cursor_orig

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@@ -0,0 +1,72 @@
# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# ##### END GPL LICENSE BLOCK #####
def ord_ind(i1,i2):
if i1<i2: return i1,i2
return i2,i1
def edge_key(ed):
v1, v2 = tuple(ed.verts)
return ord_ind(v1, v2)
def face_edge_keys(face):
verts = tuple(face.verts)
if len(verts)==3:
return ord_ind(verts[0], verts[1]), ord_ind(verts[1], verts[2]), ord_ind(verts[2], verts[0])
return ord_ind(verts[0], verts[1]), ord_ind(verts[1], verts[2]), ord_ind(verts[2], verts[3]), ord_ind(verts[3], verts[0])
def mesh_edge_keys(mesh):
return [edge_key for face in mesh.faces for edge_key in face.edge_keys()]
def mesh_edge_face_count_dict(mesh, face_edge_keys=None):
# Optional speedup
if face_edge_keys==None:
face_edge_keys = [face.edge_keys() for face in face_list]
face_edge_count = {}
for face_keys in face_edge_keys:
for key in face_keys:
try:
face_edge_count[key] += 1
except:
face_edge_count[key] = 1
return face_edge_count
def mesh_edge_face_count(mesh, face_edge_keys=None):
edge_face_count_dict = mesh.edge_face_count_dict(face_edge_keys)
return [edge_face_count_dict.get(ed.key(), 0) for ed in mesh.edges]
import bpy
# * Edge *
class_obj = bpy.types.MeshEdge
class_obj.key = edge_key
# * Face *
class_obj = bpy.types.MeshFace
class_obj.edge_keys = face_edge_keys
# * Mesh *
class_obj = bpy.types.Mesh
class_obj.edge_keys = mesh_edge_keys
class_obj.edge_face_count = mesh_edge_face_count
class_obj.edge_face_count_dict = mesh_edge_face_count_dict

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@@ -0,0 +1,22 @@
# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# ##### END GPL LICENSE BLOCK #####
import bpy
class_obj = bpy.types.Object
class_obj.getChildren = lambda self: [child for child in bpy.data.objects if child.parent == self]

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@@ -0,0 +1,20 @@
# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# ##### END GPL LICENSE BLOCK #####
import bpy_ext.Object
import bpy_ext.Mesh

View File

@@ -1,326 +1,194 @@
# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8-80 compliant>
# for slightly faster access
from bpy.__ops__ import add as op_add
from bpy.__ops__ import remove as op_remove
from bpy.__ops__ import dir as op_dir
from bpy.__ops__ import call as op_call
from bpy.__ops__ import as_string as op_as_string
from bpy.__ops__ import get_rna as op_get_rna
from bpy.__ops__ import add as op_add
from bpy.__ops__ import remove as op_remove
from bpy.__ops__ import dir as op_dir
from bpy.__ops__ import call as op_call
from bpy.__ops__ import as_string as op_as_string
from bpy.__ops__ import get_rna as op_get_rna
# Keep in sync with WM_types.h
context_dict = {
'INVOKE_DEFAULT':0,
'INVOKE_REGION_WIN':1,
'INVOKE_AREA':2,
'INVOKE_SCREEN':3,
'EXEC_DEFAULT':4,
'EXEC_REGION_WIN':5,
'EXEC_AREA':6,
'EXEC_SCREEN':7,
'INVOKE_DEFAULT': 0,
'INVOKE_REGION_WIN': 1,
'INVOKE_AREA': 2,
'INVOKE_SCREEN': 3,
'EXEC_DEFAULT': 4,
'EXEC_REGION_WIN': 5,
'EXEC_AREA': 6,
'EXEC_SCREEN': 7,
}
class bpy_ops(object):
'''
Fake module like class.
'''
Fake module like class.
bpy.ops
'''
def add(self, pyop):
op_add(pyop)
bpy.ops
'''
def remove(self, pyop):
op_remove(pyop)
def __getattr__(self, module):
'''
gets a bpy.ops submodule
'''
if module.startswith('__'):
raise AttributeError(module)
return bpy_ops_submodule(module)
def __getattr__(self, module):
'''
gets a bpy.ops submodule
'''
return bpy_ops_submodule(module)
def add(self, pyop):
op_add(pyop)
def __dir__(self):
def remove(self, pyop):
op_remove(pyop)
submodules = set()
def __dir__(self):
# add this classes functions
for id_name in dir(self.__class__):
if not id_name.startswith('__'):
submodules.add(id_name)
submodules = set()
for id_name in op_dir():
id_split = id_name.split('_OT_', 1)
# add this classes functions
for id_name in dir(self.__class__):
if not id_name.startswith('__'):
submodules.add(id_name)
if len(id_split) == 2:
submodules.add(id_split[0].lower())
else:
submodules.add(id_split[0])
for id_name in op_dir():
id_split = id_name.split('_OT_', 1)
return list(submodules)
if len(id_split) == 2:
submodules.add(id_split[0].lower())
else:
submodules.add(id_split[0])
def __repr__(self):
return "<module like class 'bpy.ops'>"
return list(submodules)
def __repr__(self):
return "<module like class 'bpy.ops'>"
class bpy_ops_submodule(object):
'''
Utility class to fake submodules.
'''
Utility class to fake submodules.
eg. bpy.ops.object
'''
__keys__ = ('module',)
eg. bpy.ops.object
'''
__keys__ = ('module',)
def __init__(self, module):
self.module = module
def __init__(self, module):
self.module = module
def __getattr__(self, func):
'''
gets a bpy.ops.submodule function
'''
return bpy_ops_submodule_op(self.module, func)
def __getattr__(self, func):
'''
gets a bpy.ops.submodule function
'''
if func.startswith('__'):
raise AttributeError(func)
return bpy_ops_submodule_op(self.module, func)
def __dir__(self):
def __dir__(self):
functions = set()
functions = set()
module_upper = self.module.upper()
module_upper = self.module.upper()
for id_name in op_dir():
id_split = id_name.split('_OT_', 1)
if len(id_split) == 2 and module_upper == id_split[0]:
functions.add(id_split[1])
for id_name in op_dir():
id_split = id_name.split('_OT_', 1)
if len(id_split) == 2 and module_upper == id_split[0]:
functions.add(id_split[1])
return list(functions)
return list(functions)
def __repr__(self):
return "<module like class 'bpy.ops.%s'>" % self.module
def __repr__(self):
return "<module like class 'bpy.ops.%s'>" % self.module
class bpy_ops_submodule_op(object):
'''
Utility class to fake submodule operators.
'''
Utility class to fake submodule operators.
eg. bpy.ops.object.somefunc
'''
__keys__ = ('module', 'func')
def __init__(self, module, func):
self.module = module
self.func = func
eg. bpy.ops.object.somefunc
'''
def idname(self):
# submod.foo -> SUBMOD_OT_foo
return self.module.upper() + '_OT_' + self.func
def __call__(self, *args, **kw):
# Get the operator from blender
if len(args) > 1:
raise ValueError("only one argument for the execution context is supported ")
if args:
try:
context = context_dict[args[0]]
except:
raise ValueError("Expected a single context argument in: " + str(list(context_dict.keys())))
return op_call(self.idname(), kw, context)
else:
return op_call(self.idname(), kw)
def get_rna(self):
'''
currently only used for '__rna__'
'''
return op_get_rna(self.idname())
__keys__ = ('module', 'func')
def __repr__(self): # useful display, repr(op)
return op_as_string(self.idname())
def _get_doc(self):
return op_as_string(self.idname())
def __str__(self): # used for print(...)
return "<function bpy.ops.%s.%s at 0x%x'>" % (self.module, self.func, id(self))
__doc__ = property(_get_doc)
def __init__(self, module, func):
self.module = module
self.func = func
def idname(self):
# submod.foo -> SUBMOD_OT_foo
return self.module.upper() + '_OT_' + self.func
def __call__(self, *args, **kw):
# Get the operator from blender
if len(args) > 2:
raise ValueError("1 or 2 args execution context is supported")
C_dict = None
if args:
C_exec = 'EXEC_DEFAULT'
if len(args) == 2:
C_exec = args[0]
C_dict = args[1]
else:
if type(args[0]) != str:
C_dict = args[0]
else:
C_exec = args[0]
try:
context = context_dict[C_exec]
except:
raise ValueError("Expected a single context argument in: " + \
str(list(context_dict.keys())))
if len(args) == 2:
C_dict = args[1]
return op_call(self.idname(), C_dict, kw, context)
else:
return op_call(self.idname(), C_dict, kw)
def get_rna(self):
'''
currently only used for 'bl_rna'
'''
return op_get_rna(self.idname())
def __repr__(self): # useful display, repr(op)
return op_as_string(self.idname())
def __str__(self): # used for print(...)
return "<function bpy.ops.%s.%s at 0x%x'>" % \
(self.module, self.func, id(self))
import bpy
bpy.ops = bpy_ops()
# TODO, C macro's cant define settings :|
class MESH_OT_delete_edgeloop(bpy.types.Operator):
'''Export a single object as a stanford PLY with normals, colours and texture coordinates.'''
__idname__ = "mesh.delete_edgeloop"
__label__ = "Delete Edge Loop"
def execute(self, context):
bpy.ops.tfm.edge_slide(value=1.0)
bpy.ops.mesh.select_more()
bpy.ops.mesh.remove_doubles()
return ('FINISHED',)
rna_path_prop = bpy.props.StringProperty(attr="path", name="Context Attributes", description="rna context string", maxlen= 1024, default= "")
rna_reverse_prop = bpy.props.BoolProperty(attr="reverse", name="Reverse", description="Cycle backwards", default= False)
class NullPathMember:
pass
def context_path_validate(context, path):
import sys
try:
value = eval("context.%s" % path)
except AttributeError:
if "'NoneType'" in str(sys.exc_info()[1]):
# One of the items in the rna path is None, just ignore this
value = NullPathMember
else:
# We have a real error in the rna path, dont ignore that
raise
return value
def execute_context_assign(self, context):
if context_path_validate(context, self.path) == NullPathMember:
return ('PASS_THROUGH',)
exec("context.%s=self.value" % self.path)
return ('FINISHED',)
class WM_OT_context_set_boolean(bpy.types.Operator):
'''Set a context value.'''
__idname__ = "wm.context_set_boolean"
__label__ = "Context Set"
__props__ = [rna_path_prop, bpy.props.BoolProperty(attr="value", name="Value", description="Assignment value", default= True)]
execute = execute_context_assign
class WM_OT_context_set_int(bpy.types.Operator): # same as enum
'''Set a context value.'''
__idname__ = "wm.context_set_int"
__label__ = "Context Set"
__props__ = [rna_path_prop, bpy.props.IntProperty(attr="value", name="Value", description="Assignment value", default= 0)]
execute = execute_context_assign
class WM_OT_context_set_float(bpy.types.Operator): # same as enum
'''Set a context value.'''
__idname__ = "wm.context_set_int"
__label__ = "Context Set"
__props__ = [rna_path_prop, bpy.props.FloatProperty(attr="value", name="Value", description="Assignment value", default= 0.0)]
execute = execute_context_assign
class WM_OT_context_set_string(bpy.types.Operator): # same as enum
'''Set a context value.'''
__idname__ = "wm.context_set_string"
__label__ = "Context Set"
__props__ = [rna_path_prop, bpy.props.StringProperty(attr="value", name="Value", description="Assignment value", maxlen= 1024, default= "")]
execute = execute_context_assign
class WM_OT_context_set_enum(bpy.types.Operator):
'''Set a context value.'''
__idname__ = "wm.context_set_enum"
__label__ = "Context Set"
__props__ = [rna_path_prop, bpy.props.StringProperty(attr="value", name="Value", description="Assignment value (as a string)", maxlen= 1024, default= "")]
execute = execute_context_assign
class WM_OT_context_toggle(bpy.types.Operator):
'''Toggle a context value.'''
__idname__ = "wm.context_toggle"
__label__ = "Context Toggle"
__props__ = [rna_path_prop]
def execute(self, context):
if context_path_validate(context, self.path) == NullPathMember:
return ('PASS_THROUGH',)
exec("context.%s=not (context.%s)" % (self.path, self.path)) # security nuts will complain.
return ('FINISHED',)
class WM_OT_context_toggle_enum(bpy.types.Operator):
'''Toggle a context value.'''
__idname__ = "wm.context_toggle_enum"
__label__ = "Context Toggle Values"
__props__ = [
rna_path_prop,
bpy.props.StringProperty(attr="value_1", name="Value", description="Toggle enum", maxlen= 1024, default= ""),
bpy.props.StringProperty(attr="value_2", name="Value", description="Toggle enum", maxlen= 1024, default= "")
]
def execute(self, context):
if context_path_validate(context, self.path) == NullPathMember:
return ('PASS_THROUGH',)
exec("context.%s = ['%s', '%s'][context.%s!='%s']" % (self.path, self.value_1, self.value_2, self.path, self.value_2)) # security nuts will complain.
return ('FINISHED',)
class WM_OT_context_cycle_int(bpy.types.Operator):
'''Set a context value. Useful for cycling active material, vertex keys, groups' etc.'''
__idname__ = "wm.context_cycle_int"
__label__ = "Context Int Cycle"
__props__ = [rna_path_prop, rna_reverse_prop]
def execute(self, context):
value = context_path_validate(context, self.path)
if value == NullPathMember:
return ('PASS_THROUGH',)
self.value = value
if self.reverse: self.value -= 1
else: self.value += 1
execute_context_assign(self, context)
if self.value != eval("context.%s" % self.path):
# relies on rna clamping int's out of the range
if self.reverse: self.value = (1<<32)
else: self.value = -(1<<32)
execute_context_assign(self, context)
return ('FINISHED',)
class WM_OT_context_cycle_enum(bpy.types.Operator):
'''Toggle a context value.'''
__idname__ = "wm.context_cycle_enum"
__label__ = "Context Enum Cycle"
__props__ = [rna_path_prop, rna_reverse_prop]
def execute(self, context):
value = context_path_validate(context, self.path)
if value == NullPathMember:
return ('PASS_THROUGH',)
orig_value = value
# Have to get rna enum values
rna_struct_str, rna_prop_str = self.path.rsplit('.', 1)
i = rna_prop_str.find('[')
if i != -1: rna_prop_str = rna_prop_str[0:i] # just incse we get "context.foo.bar[0]"
rna_struct = eval("context.%s.rna_type" % rna_struct_str)
rna_prop = rna_struct.properties[rna_prop_str]
if type(rna_prop) != bpy.types.EnumProperty:
raise Exception("expected an enum property")
enums = rna_struct.properties[rna_prop_str].items.keys()
orig_index = enums.index(orig_value)
# Have the info we need, advance to the next item
if self.reverse:
if orig_index==0: advance_enum = enums[-1]
else: advance_enum = enums[orig_index-1]
else:
if orig_index==len(enums)-1: advance_enum = enums[0]
else: advance_enum = enums[orig_index+1]
# set the new value
exec("context.%s=advance_enum" % self.path)
return ('FINISHED',)
bpy.ops.add(MESH_OT_delete_edgeloop)
bpy.ops.add(WM_OT_context_set_boolean)
bpy.ops.add(WM_OT_context_set_int)
bpy.ops.add(WM_OT_context_set_float)
bpy.ops.add(WM_OT_context_set_string)
bpy.ops.add(WM_OT_context_set_enum)
bpy.ops.add(WM_OT_context_toggle)
bpy.ops.add(WM_OT_context_toggle_enum)
bpy.ops.add(WM_OT_context_cycle_enum)
bpy.ops.add(WM_OT_context_cycle_int)

View File

@@ -1,12 +0,0 @@
import bpy
import os
def expandpath(path):
if path.startswith("//"):
return os.path.join(os.path.dirname(bpy.data.filename), path[2:])
return path
import types
bpy.sys = types.ModuleType("bpy.sys")
bpy.sys.expandpath = expandpath

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@@ -0,0 +1,30 @@
# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# ##### END GPL LICENSE BLOCK #####
import bpy
import os
def expandpath(path):
if path.startswith("//"):
return os.path.join(os.path.dirname(bpy.data.filename), path[2:])
return path
import types
bpy.utils = types.ModuleType("bpy.utils")
bpy.utils.expandpath = expandpath

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@@ -0,0 +1,16 @@
# Copyright (c) 2009 www.stani.be (GPL license)
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU Lesser General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU Lesser General Public License for more details.
#
# You should have received a copy of the GNU Lesser General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
"""Package for console specific modules."""

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@@ -0,0 +1,180 @@
# Copyright (c) 2009 Fernando Perez, www.stani.be (GPL license)
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU Lesser General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU Lesser General Public License for more details.
#
# You should have received a copy of the GNU Lesser General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
# Original copyright (see docstring):
#*****************************************************************************
# Copyright (C) 2001-2006 Fernando Perez <fperez@colorado.edu>
#
# Distributed under the terms of the BSD License. The full license is in
# the file COPYING, distributed as part of this software.
#*****************************************************************************
"""Completer for import statements
Original code was from IPython/Extensions/ipy_completers.py. The following
changes have been made:
- ported to python3
- pep8 polishing
- limit list of modules to prefix in case of "from w"
- sorted modules
- added sphinx documentation
"""
import os
import sys
TIMEOUT_STORAGE = 3 # Time in secs after which the rootmodules will be stored
TIMEOUT_GIVEUP = 20 # Time in secs after which we give up
ROOT_MODULES = None
def get_root_modules():
"""
Returns a list containing the names of all the modules available in the
folders of the pythonpath.
:returns: modules
:rtype: list
"""
global ROOT_MODULES
modules = []
if not(ROOT_MODULES is None):
return ROOT_MODULES
from time import time
t = time()
store = False
for path in sys.path:
modules += module_list(path)
if time() - t >= TIMEOUT_STORAGE and not store:
# Caching the list of root modules, please wait!
store = True
if time() - t > TIMEOUT_GIVEUP:
# This is taking too long, we give up.
ROOT_MODULES = []
return []
modules += sys.builtin_module_names
modules = list(set(modules))
if '__init__' in modules:
modules.remove('__init__')
modules = sorted(set(modules))
if store:
ROOT_MODULES = modules
return modules
def module_list(path):
"""
Return the list containing the names of the modules available in
the given folder.
:param path: folder path
:type path: str
:returns: modules
:rtype: list
"""
if os.path.isdir(path):
folder_list = os.listdir(path)
elif path.endswith('.egg'):
from zipimport import zipimporter
try:
folder_list = [f for f in zipimporter(path)._files]
except:
folder_list = []
else:
folder_list = []
#folder_list = glob.glob(os.path.join(path,'*'))
folder_list = [p for p in folder_list \
if os.path.exists(os.path.join(path, p, '__init__.py'))\
or p[-3:] in ('.py', '.so')\
or p[-4:] in ('.pyc', '.pyo', '.pyd')]
folder_list = [os.path.basename(p).split('.')[0] for p in folder_list]
return folder_list
def complete(line):
"""
Returns a list containing the completion possibilities for an import line.
:param line:
incomplete line which contains an import statement::
import xml.d
from xml.dom import
:type line: str
:returns: list of completion possibilities
:rtype: list
>>> complete('import weak')
['weakref']
>>> complete('from weakref import C')
['CallableProxyType']
"""
import inspect
def try_import(mod, only_modules=False):
def is_importable(module, attr):
if only_modules:
return inspect.ismodule(getattr(module, attr))
else:
return not(attr[:2] == '__' and attr[-2:] == '__')
try:
m = __import__(mod)
except:
return []
mods = mod.split('.')
for module in mods[1:]:
m = getattr(m, module)
if (not hasattr(m, '__file__')) or (not only_modules) or\
(hasattr(m, '__file__') and '__init__' in m.__file__):
completion_list = [attr for attr in dir(m)
if is_importable(m, attr)]
else:
completion_list = []
completion_list.extend(getattr(m, '__all__', []))
if hasattr(m, '__file__') and '__init__' in m.__file__:
completion_list.extend(module_list(os.path.dirname(m.__file__)))
completion_list = list(set(completion_list))
if '__init__' in completion_list:
completion_list.remove('__init__')
return completion_list
def filter_prefix(names, prefix):
return [name for name in names if name.startswith(prefix)]
words = line.split(' ')
if len(words) == 3 and words[0] == 'from':
return ['import ']
if len(words) < 3 and (words[0] in ['import', 'from']):
if len(words) == 1:
return get_root_modules()
mod = words[1].split('.')
if len(mod) < 2:
return filter_prefix(get_root_modules(), words[-1])
completion_list = try_import('.'.join(mod[:-1]), True)
completion_list = ['.'.join(mod[:-1] + [el]) for el in completion_list]
return filter_prefix(completion_list, words[-1])
if len(words) >= 3 and words[0] == 'from':
mod = words[1]
return filter_prefix(try_import(mod), words[-1])

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@@ -0,0 +1,186 @@
# Copyright (c) 2009 www.stani.be (GPL license)
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU Lesser General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU Lesser General Public License for more details.
#
# You should have received a copy of the GNU Lesser General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
"""Autocomplete with the standard library"""
import re
import rlcompleter
RE_INCOMPLETE_INDEX = re.compile('(.*?)\[[^\]]+$')
TEMP = '__tEmP__' # only \w characters are allowed!
TEMP_N = len(TEMP)
def is_dict(obj):
"""Returns whether obj is a dictionary"""
return hasattr(obj, 'keys') and hasattr(getattr(obj, 'keys'), '__call__')
def complete_names(word, namespace):
"""Complete variable names or attributes
:param word: word to be completed
:type word: str
:param namespace: namespace
:type namespace: dict
:returns: completion matches
:rtype: list of str
>>> complete_names('fo', {'foo': 'bar'})
['foo', 'for', 'format(']
"""
# start completer
completer = rlcompleter.Completer(namespace)
# find matches with std library (don't try to implement this yourself)
completer.complete(word, 0)
return sorted(set(completer.matches))
def complete_indices(word, namespace, obj=None, base=None):
"""Complete a list or dictionary with its indices:
* integer numbers for list
* any keys for dictionary
:param word: word to be completed
:type word: str
:param namespace: namespace
:type namespace: dict
:param obj: object evaluated from base
:param base: substring which can be evaluated into an object
:type base: str
:returns: completion matches
:rtype: list of str
>>> complete_indices('foo', {'foo': range(5)})
['foo[0]', 'foo[1]', 'foo[2]', 'foo[3]', 'foo[4]']
>>> complete_indices('foo', {'foo': {'bar':0, 1:2}})
['foo[1]', "foo['bar']"]
>>> complete_indices("foo['b", {'foo': {'bar':0, 1:2}}, base='foo')
["foo['bar']"]
"""
#FIXME: 'foo["b'
if base is None:
base = word
if obj is None:
try:
obj = eval(base, namespace)
except Exception:
return []
if not hasattr(obj, '__getitem__'):
# obj is not a list or dictionary
return []
if is_dict(obj):
# dictionary type
matches = ['%s[%r]' % (base, key) for key in sorted(obj.keys())]
else:
# list type
matches = ['%s[%d]' % (base, idx) for idx in range(len(obj))]
if word != base:
matches = [match for match in matches if match.startswith(word)]
return matches
def complete(word, namespace, private=True):
"""Complete word within a namespace with the standard rlcompleter
module. Also supports index or key access [].
:param word: word to be completed
:type word: str
:param namespace: namespace
:type namespace: dict
:param private: whether private attribute/methods should be returned
:type private: bool
:returns: completion matches
:rtype: list of str
>>> complete('foo[1', {'foo': range(14)})
['foo[1]', 'foo[10]', 'foo[11]', 'foo[12]', 'foo[13]']
>>> complete('foo[0]', {'foo': [range(5)]})
['foo[0][0]', 'foo[0][1]', 'foo[0][2]', 'foo[0][3]', 'foo[0][4]']
>>> complete('foo[0].i', {'foo': [range(5)]})
['foo[0].index(', 'foo[0].insert(']
>>> complete('rlcompleter', {'rlcompleter': rlcompleter})
['rlcompleter.']
"""
#
# if word is empty -> nothing to complete
if not word:
return []
re_incomplete_index = RE_INCOMPLETE_INDEX.search(word)
if re_incomplete_index:
# ignore incomplete index at the end, e.g 'a[1' -> 'a'
matches = complete_indices(word, namespace,
base=re_incomplete_index.group(1))
elif not('[' in word):
matches = complete_names(word, namespace)
elif word[-1] == ']':
matches = [word]
elif '.' in word:
# brackets are normally not allowed -> work around
# remove brackets by using a temp var without brackets
obj, attr = word.rsplit('.', 1)
try:
# do not run the obj expression in the console
namespace[TEMP] = eval(obj, namespace)
except Exception:
return []
matches = complete_names(TEMP + '.' + attr, namespace)
matches = [obj + match[TEMP_N:] for match in matches]
del namespace[TEMP]
else:
# safety net, but when would this occur?
return []
if not matches:
return []
# add '.', '(' or '[' if no match has been found
elif len(matches) == 1 and matches[0] == word:
# try to retrieve the object
try:
obj = eval(word, namespace)
except Exception:
return []
# ignore basic types
if type(obj) in (bool, float, int, str):
return []
# an extra char '[', '(' or '.' will be added
if hasattr(obj, '__getitem__'):
# list or dictionary
matches = complete_indices(word, namespace, obj)
elif hasattr(obj, '__call__'):
# callables
matches = [word + '(']
else:
# any other type
matches = [word + '.']
# separate public from private
public_matches = [match for match in matches if not('._' in match)]
if private:
private_matches = [match for match in matches if '._' in match]
return public_matches + private_matches
else:
return public_matches

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@@ -0,0 +1,130 @@
# Copyright (c) 2009 www.stani.be (GPL license)
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU Lesser General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU Lesser General Public License for more details.
#
# You should have received a copy of the GNU Lesser General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
"""This module provides intellisense features such as:
* autocompletion
* calltips
It unifies all completion plugins and only loads them on demand.
"""
# TODO: file complete if startswith quotes
import os
import re
# regular expressions to find out which completer we need
# line which starts with an import statement
RE_MODULE = re.compile('^import|from.+')
# The following regular expression means an 'unquoted' word
RE_UNQUOTED_WORD = re.compile(
# don't start with a quote
'''(?:^|[^"'a-zA-Z0-9_])'''
# start with a \w = [a-zA-Z0-9_]
'''((?:\w+'''
# allow also dots and closed bracket pairs []
'''(?:\w|[.]|\[.+?\])*'''
# allow empty string
'''|)'''
# allow an unfinished index at the end (including quotes)
'''(?:\[[^\]]*$)?)$''',
# allow unicode as theoretically this is possible
re.UNICODE)
def complete(line, cursor, namespace, private=True):
"""Returns a list of possible completions:
* name completion
* attribute completion (obj.attr)
* index completion for lists and dictionaries
* module completion (from/import)
:param line: incomplete text line
:type line: str
:param cursor: current character position
:type cursor: int
:param namespace: namespace
:type namespace: dict
:param private: whether private variables should be listed
:type private: bool
:returns: list of completions, word
:rtype: list, str
>>> complete('re.sr', 5, {'re': re})
(['re.sre_compile', 're.sre_parse'], 're.sr')
"""
re_unquoted_word = RE_UNQUOTED_WORD.search(line[:cursor])
if re_unquoted_word:
# unquoted word -> module or attribute completion
word = re_unquoted_word.group(1)
if RE_MODULE.match(line):
import complete_import
matches = complete_import.complete(line)
else:
import complete_namespace
matches = complete_namespace.complete(word, namespace, private)
else:
# for now we don't have completers for strings
# TODO: add file auto completer for strings
word = ''
matches = []
return matches, word
def expand(line, cursor, namespace, private=True):
"""This method is invoked when the user asks autocompletion,
e.g. when Ctrl+Space is clicked.
:param line: incomplete text line
:type line: str
:param cursor: current character position
:type cursor: int
:param namespace: namespace
:type namespace: dict
:param private: whether private variables should be listed
:type private: bool
:returns:
current expanded line, updated cursor position and scrollback
:rtype: str, int, str
>>> expand('os.path.isdir(', 14, {'os': os})[-1]
'isdir(s)\\nReturn true if the pathname refers to an existing directory.'
>>> expand('abs(', 4, {})[-1]
'abs(number) -> number\\nReturn the absolute value of the argument.'
"""
if line[:cursor].strip().endswith('('):
import complete_calltip
matches, word, scrollback = complete_calltip.complete(line,
cursor, namespace)
no_calltip = False
else:
matches, word = complete(line, cursor, namespace, private)
if len(matches) == 1:
scrollback = ''
else:
scrollback = ' '.join([m.split('.')[-1] for m in matches])
no_calltip = True
prefix = os.path.commonprefix(matches)[len(word):]
if prefix:
line = line[:cursor] + prefix + line[cursor:]
cursor += len(prefix)
if no_calltip and prefix.endswith('('):
return expand(line, cursor, namespace, private)
return line, cursor, scrollback

View File

@@ -1,86 +1,104 @@
# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# ##### END GPL LICENSE BLOCK #####
import bpy
def collect_baseclasses(_class, bases):
if _class is type or _class is object:
return bases
if _class is type or _class is object:
return bases
bases.append(_class)
for _superclass in _class.__bases__:
collect_baseclasses(_superclass, bases)
bases.append(_class)
for _superclass in _class.__bases__:
collect_baseclasses(_superclass, bases)
return bases
return bases
def collect_subclasses(_class, subs):
if _class is type or _class is object:
return subs
if _class is type or _class is object:
return subs
subs.append(_class)
for _subclass in _class.__subclasses__():
collect_subclasses(_subclass, subs)
subs.append(_class)
for _subclass in _class.__subclasses__():
collect_subclasses(_subclass, subs)
return subs
return subs
class DynMenu(bpy.types.Menu):
def draw(self, context):
'''
This is a draw function that is used to call all subclasses draw functions
starting from the registered classes draw function and working down.
def draw(self, context):
'''
This is a draw function that is used to call all subclasses draw functions
starting from the registered classes draw function and working down.
DynMenu.setup() must be called first.
DynMenu.setup() must be called first.
Sort/group classes could be nice
'''
Sort/group classes could be nice
'''
subclass_ls = []
collect_subclasses(self.__class__, subclass_ls)
# print(subclass_ls)
subclass_ls = []
collect_subclasses(self.__class__, subclass_ls)
# print(subclass_ls)
for subclass in subclass_ls:
# print("drawwing", subclass) # , dir(subclass))
subclass.internal_draw(self, context)
# print("subclass.internal_draw", subclass.internal_draw)
for subclass in subclass_ls:
# print("drawwing", subclass) # , dir(subclass))
subclass.internal_draw(self, context)
# print("subclass.internal_draw", subclass.internal_draw)
def setup(menu_class):
'''
Setup subclasses (not needed when self.add() is used)
'''
bases = collect_baseclasses(menu_class, [])
'''
Setup subclasses (not needed when self.add() is used)
'''
bases = collect_baseclasses(menu_class, [])
# Incase 'DynMenu' isnt last
while bases[-1] is not DynMenu:
bases.pop()
bases.pop() # remove 'DynMenu'
# Incase 'DynMenu' isnt last
while bases[-1] is not DynMenu:
bases.pop()
bases.pop() # remove 'DynMenu'
root_class = bases[-1] # this is the registered class
root_class = bases[-1] # this is the registered class
for subclass in collect_subclasses(root_class, []):
#print(subclass)
for subclass in collect_subclasses(root_class, []):
#print(subclass)
draw = getattr(subclass, 'draw', None)
if draw and not hasattr(subclass, 'internal_draw'):
# print("replace", subclass, draw)
try:
del subclass.draw
except:
pass
subclass.internal_draw = draw
draw = getattr(subclass, 'draw', None)
if draw and not hasattr(subclass, 'internal_draw'):
# print("replace", subclass, draw)
try:
del subclass.draw
except:
pass
subclass.internal_draw = draw
root_class.draw = DynMenu.draw
root_class.draw = DynMenu.draw
def add(menu_class, func):
'''
Add a single function directly without having to make a class
'''
Add a single function directly without having to make a class
important that the returned value should be stored in the module that called it.
'''
important that the returned value should be stored in the module that called it.
'''
newclass = type('<menuclass>', (menu_class,), {})
newclass.internal_draw = func
setup(menu_class)
return newclass
newclass = type('<menuclass>', (menu_class,), {})
newclass.internal_draw = func
setup(menu_class)
return newclass
'''
# so we dont need to import this module

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@@ -0,0 +1,139 @@
# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8-80 compliant>
import bpy
import Mathutils
from math import cos, sin, pi
def add_torus(major_rad, minor_rad, major_seg, minor_seg):
Vector = Mathutils.Vector
Quaternion = Mathutils.Quaternion
PI_2 = pi * 2
z_axis = (0, 0, 1)
verts = []
faces = []
i1 = 0
tot_verts = major_seg * minor_seg
for major_index in range(major_seg):
quat = Quaternion(z_axis, (major_index / major_seg) * PI_2)
for minor_index in range(minor_seg):
angle = 2 * pi * minor_index / minor_seg
vec = Vector(major_rad + (cos(angle) * minor_rad), 0.0,
(sin(angle) * minor_rad)) * quat
verts.extend([vec.x, vec.y, vec.z])
if minor_index + 1 == minor_seg:
i2 = (major_index) * minor_seg
i3 = i1 + minor_seg
i4 = i2 + minor_seg
else:
i2 = i1 + 1
i3 = i1 + minor_seg
i4 = i3 + 1
if i2 >= tot_verts:
i2 = i2 - tot_verts
if i3 >= tot_verts:
i3 = i3 - tot_verts
if i4 >= tot_verts:
i4 = i4 - tot_verts
# stupid eekadoodle
if i2:
faces.extend([i1, i3, i4, i2])
else:
faces.extend([i2, i1, i3, i4])
i1 += 1
return verts, faces
from bpy.props import *
class AddTorus(bpy.types.Operator):
'''Add a torus mesh.'''
bl_idname = "mesh.primitive_torus_add"
bl_label = "Add Torus"
bl_register = True
bl_undo = True
major_radius = FloatProperty(name="Major Radius",
description="Number of segments for the main ring of the torus",
default=1.0, min=0.01, max=100.0)
minor_radius = FloatProperty(name="Minor Radius",
description="Number of segments for the minor ring of the torus",
default=0.25, min=0.01, max=100.0)
major_segments = IntProperty(name="Major Segments",
description="Number of segments for the main ring of the torus",
default=48, min=3, max=256)
minor_segments = IntProperty(name="Minor Segments",
description="Number of segments for the minor ring of the torus",
default=16, min=3, max=256)
def execute(self, context):
verts_loc, faces = add_torus(self.major_radius,
self.minor_radius,
self.major_segments,
self.minor_segments)
mesh = bpy.data.add_mesh("Torus")
mesh.add_geometry(int(len(verts_loc) / 3), 0, int(len(faces) / 4))
mesh.verts.foreach_set("co", verts_loc)
mesh.faces.foreach_set("verts_raw", faces)
scene = context.scene
# ugh
for ob in scene.objects:
ob.selected = False
mesh.update()
ob_new = bpy.data.add_object('MESH', "Torus")
ob_new.data = mesh
scene.add_object(ob_new)
scene.objects.active = ob_new
ob_new.selected = True
ob_new.location = tuple(context.scene.cursor_location)
return ('FINISHED',)
# Register the operator
bpy.ops.add(AddTorus)
# Add to a menu
import dynamic_menu
menu_func = (lambda self, context: self.layout.itemO(AddTorus.bl_idname,
text="Torus", icon='ICON_MESH_DONUT'))
menu_item = dynamic_menu.add(bpy.types.INFO_MT_mesh_add, menu_func)
if __name__ == "__main__":
bpy.ops.mesh.primitive_torus_add()

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@@ -0,0 +1,71 @@
# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# ##### END GPL LICENSE BLOCK #####
import bpy
def main(context):
ob = context.active_object
bpy.ops.mesh.selection_type(type='FACE')
is_editmode = (ob.mode=='EDIT')
if is_editmode:
bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
mesh = ob.data
face_list = [face for face in mesh.faces]
face_edge_keys = [face.edge_keys() for face in face_list]
edge_face_count = mesh.edge_face_count_dict(face_edge_keys)
def test_interior(index):
for key in face_edge_keys[index]:
if edge_face_count[key] < 3:
return False
return True
for index, face in enumerate(face_list):
if(test_interior(index)):
face.selected = True
else:
face.selected = False
if is_editmode:
bpy.ops.object.mode_set(mode='EDIT', toggle=False)
class MeshSelectInteriorFaces(bpy.types.Operator):
'''Select faces where all edges have more then 2 face users.'''
bl_idname = "mesh.faces_select_interior"
bl_label = "Select Interior Faces"
bl_register = True
bl_undo = True
def poll(self, context):
ob = context.active_object
return (ob and ob.type == 'MESH')
def execute(self, context):
main(context)
return ('FINISHED',)
# Register the operator
bpy.ops.add(MeshSelectInteriorFaces)
if __name__ == "__main__":
bpy.ops.mesh.faces_select_interior()

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@@ -0,0 +1,648 @@
# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# ##### END GPL LICENSE BLOCK #####
# import Blender
import time, functools
import bpy
# from Blender import Window
from Mathutils import MidpointVecs, Vector
from Mathutils import AngleBetweenVecs as _AngleBetweenVecs_
# import BPyMessages
# from Blender.Draw import PupMenu
BIG_NUM = 1<<30
global CULL_METHOD
CULL_METHOD = 0
def AngleBetweenVecs(a1,a2):
import math
try:
return math.degrees(_AngleBetweenVecs_(a1,a2))
except:
return 180.0
class edge(object):
__slots__ = 'v1', 'v2', 'co1', 'co2', 'length', 'removed', 'match', 'cent', 'angle', 'next', 'prev', 'normal', 'fake'
def __init__(self, v1,v2):
self.v1 = v1
self.v2 = v2
co1, co2= v1.co, v2.co
self.co1= co1
self.co2= co2
# uv1 uv2 vcol1 vcol2 # Add later
self.length = (co1 - co2).length
self.removed = 0 # Have we been culled from the eloop
self.match = None # The other edge were making a face with
self.cent= MidpointVecs(co1, co2)
self.angle= 0.0
self.fake= False
class edgeLoop(object):
__slots__ = 'centre', 'edges', 'normal', 'closed', 'backup_edges'
def __init__(self, loop, me, closed): # Vert loop
# Use next and prev, nextDist, prevDist
# Get Loops centre.
fac= len(loop)
verts = me.verts
self.centre= functools.reduce(lambda a,b: a+verts[b].co/fac, loop, Vector())
# Convert Vert loop to Edges.
self.edges = [edge(verts[loop[vIdx-1]], verts[loop[vIdx]]) for vIdx in range(len(loop))]
if not closed:
self.edges[0].fake = True # fake edge option
self.closed = closed
# Assign linked list
for eIdx in range(len(self.edges)-1):
self.edges[eIdx].next = self.edges[eIdx+1]
self.edges[eIdx].prev = self.edges[eIdx-1]
# Now last
self.edges[-1].next = self.edges[0]
self.edges[-1].prev = self.edges[-2]
# GENERATE AN AVERAGE NORMAL FOR THE WHOLE LOOP.
self.normal = Vector()
for e in self.edges:
n = (self.centre-e.co1).cross(self.centre-e.co2)
# Do we realy need tot normalize?
n.normalize()
self.normal += n
# Generate the angle
va= e.cent - e.prev.cent
vb= e.next.cent - e.cent
e.angle= AngleBetweenVecs(va, vb)
# Blur the angles
#for e in self.edges:
# e.angle= (e.angle+e.next.angle)/2
# Blur the angles
#for e in self.edges:
# e.angle= (e.angle+e.prev.angle)/2
self.normal.normalize()
# Generate a normal for each edge.
for e in self.edges:
n1 = e.co1
n2 = e.co2
n3 = e.prev.co1
a = n1-n2
b = n1-n3
normal1 = a.cross(b)
normal1.normalize()
n1 = e.co2
n3 = e.next.co2
n2 = e.co1
a = n1-n2
b = n1-n3
normal2 = a.cross(b)
normal2.normalize()
# Reuse normal1 var
normal1 += normal1 + normal2
normal1.normalize()
e.normal = normal1
#print e.normal
def backup(self):
# Keep a backup of the edges
self.backup_edges = self.edges[:]
def restore(self):
self.edges = self.backup_edges[:]
for e in self.edges:
e.removed = 0
def reverse(self):
self.edges.reverse()
self.normal.negate()
for e in self.edges:
e.normal.negate()
e.v1, e.v2 = e.v2, e.v1
e.co1, e.co2 = e.co2, e.co1
e.next, e.prev = e.prev, e.next
def removeSmallest(self, cullNum, otherLoopLen):
'''
Removes N Smallest edges and backs up the loop,
this is so we can loop between 2 loops as if they are the same length,
backing up and restoring incase the loop needs to be skinned with another loop of a different length.
'''
global CULL_METHOD
if CULL_METHOD == 1: # Shortest edge
eloopCopy = self.edges[:]
# Length sort, smallest first
try: eloopCopy.sort(key = lambda e1: e1.length)
except: eloopCopy.sort(lambda e1, e2: cmp(e1.length, e2.length ))
# Dont use atm
#eloopCopy.sort(lambda e1, e2: cmp(e1.angle*e1.length, e2.angle*e2.length)) # Length sort, smallest first
#eloopCopy.sort(lambda e1, e2: cmp(e1.angle, e2.angle)) # Length sort, smallest first
remNum = 0
for i, e in enumerate(eloopCopy):
if not e.fake:
e.removed = 1
self.edges.remove( e ) # Remove from own list, still in linked list.
remNum += 1
if not remNum < cullNum:
break
else: # CULL METHOD is even
culled = 0
step = int(otherLoopLen / float(cullNum)) * 2
currentEdge = self.edges[0]
while culled < cullNum:
# Get the shortest face in the next STEP
step_count= 0
bestAng= 360.0
smallestEdge= None
while step_count<=step or smallestEdge==None:
step_count+=1
if not currentEdge.removed: # 0 or -1 will not be accepted
if currentEdge.angle<bestAng and not currentEdge.fake:
smallestEdge= currentEdge
bestAng= currentEdge.angle
currentEdge = currentEdge.next
# In that stepping length we have the smallest edge.remove it
smallestEdge.removed = 1
self.edges.remove(smallestEdge)
# Start scanning from the edge we found? - result is over fanning- no good.
#currentEdge= smallestEdge.next
culled+=1
# Returns face edges.
# face must have edge data.
def mesh_faces_extend(me, faces, mat_idx = 0):
orig_facetot = len(me.faces)
new_facetot = len(faces)
me.add_geometry(0, 0, new_facetot)
tot = orig_facetot+new_facetot
me_faces = me.faces
i= 0
while i < new_facetot:
f = [v.index for v in faces[i]]
if len(f)==4 and f[3]==0:
f = f[1], f[2], f[3], f[0]
mf = me_faces[orig_facetot+i]
mf.verts_raw = f
mf.material_index = mat_idx
i+=1
# end utils
def getSelectedEdges(context, me, ob):
MESH_MODE= context.scene.tool_settings.mesh_selection_mode
if MESH_MODE in ('EDGE', 'VERTEX'):
context.scene.tool_settings.mesh_selection_mode = 'EDGE'
edges= [ ed for ed in me.edges if ed.selected ]
# print len(edges), len(me.edges)
context.scene.tool_settings.mesh_selection_mode = MESH_MODE
return edges
if MESH_MODE == 'FACE':
context.scene.tool_settings.mesh_selection_mode = 'EDGE'
# value is [edge, face_sel_user_in]
edge_dict= dict((ed.key(), [ed, 0]) for ed in me.edges)
for f in me.faces:
if f.selected:
for edkey in f.edge_keys():
edge_dict[edkey][1] += 1
context.scene.tool_settings.mesh_selection_mode = MESH_MODE
return [ ed_data[0] for ed_data in edge_dict.values() if ed_data[1] == 1 ]
def getVertLoops(selEdges, me):
'''
return a list of vert loops, closed and open [(loop, closed)...]
'''
mainVertLoops = []
# second method
tot = len(me.verts)
vert_siblings = [[] for i in range(tot)]
vert_used = [False] * tot
for ed in selEdges:
i1, i2 = ed.key()
vert_siblings[i1].append(i2)
vert_siblings[i2].append(i1)
# find the first used vert and keep looping.
for i in range(tot):
if vert_siblings[i] and not vert_used[i]:
sbl = vert_siblings[i] # siblings
if len(sbl) > 2:
return None
vert_used[i] = True
# do an edgeloop seek
if len(sbl) == 2:
contextVertLoop= [sbl[0], i, sbl[1]] # start the vert loop
vert_used[contextVertLoop[ 0]] = True
vert_used[contextVertLoop[-1]] = True
else:
contextVertLoop= [i, sbl[0]]
vert_used[contextVertLoop[ 1]] = True
# Always seek up
ok = True
while ok:
ok = False
closed = False
sbl = vert_siblings[contextVertLoop[-1]]
if len(sbl) == 2:
next = sbl[not sbl.index( contextVertLoop[-2] )]
if vert_used[next]:
closed = True
# break
else:
contextVertLoop.append( next ) # get the vert that isnt the second last
vert_used[next] = True
ok = True
# Seek down as long as the starting vert was not at the edge.
if not closed and len(vert_siblings[i]) == 2:
ok = True
while ok:
ok = False
sbl = vert_siblings[contextVertLoop[0]]
if len(sbl) == 2:
next = sbl[not sbl.index( contextVertLoop[1] )]
if vert_used[next]:
closed = True
else:
contextVertLoop.insert(0, next) # get the vert that isnt the second last
vert_used[next] = True
ok = True
mainVertLoops.append((contextVertLoop, closed))
verts = me.verts
# convert from indicies to verts
# mainVertLoops = [([verts[i] for i in contextVertLoop], closed) for contextVertLoop, closed in mainVertLoops]
# print len(mainVertLoops)
return mainVertLoops
def skin2EdgeLoops(eloop1, eloop2, me, ob, MODE):
new_faces= [] #
# Make sure e1 loops is bigger then e2
if len(eloop1.edges) != len(eloop2.edges):
if len(eloop1.edges) < len(eloop2.edges):
eloop1, eloop2 = eloop2, eloop1
eloop1.backup() # were about to cull faces
CULL_FACES = len(eloop1.edges) - len(eloop2.edges)
eloop1.removeSmallest(CULL_FACES, len(eloop1.edges))
else:
CULL_FACES = 0
# First make sure poly vert loops are in sync with eachother.
# The vector allong which we are skinning.
skinVector = eloop1.centre - eloop2.centre
loopDist = skinVector.length
# IS THE LOOP FLIPPED, IF SO FLIP BACK. we keep it flipped, its ok,
if eloop1.closed or eloop2.closed:
angleBetweenLoopNormals = AngleBetweenVecs(eloop1.normal, eloop2.normal)
if angleBetweenLoopNormals > 90:
eloop2.reverse()
DIR= eloop1.centre - eloop2.centre
# if eloop2.closed:
bestEloopDist = BIG_NUM
bestOffset = 0
# Loop rotation offset to test.1
eLoopIdxs = list(range(len(eloop1.edges)))
for offset in range(len(eloop1.edges)):
totEloopDist = 0 # Measure this total distance for thsi loop.
offsetIndexLs = eLoopIdxs[offset:] + eLoopIdxs[:offset] # Make offset index list
# e1Idx is always from 0uu to N, e2Idx is offset.
for e1Idx, e2Idx in enumerate(offsetIndexLs):
e1= eloop1.edges[e1Idx]
e2= eloop2.edges[e2Idx]
# Include fan connections in the measurement.
OK= True
while OK or e1.removed:
OK= False
# Measure the vloop distance ===============
diff= ((e1.cent - e2.cent).length) #/ nangle1
ed_dir= e1.cent-e2.cent
a_diff= AngleBetweenVecs(DIR, ed_dir)/18 # 0 t0 18
totEloopDist += (diff * (1+a_diff)) / (1+loopDist)
# Premeture break if where no better off
if totEloopDist > bestEloopDist:
break
e1=e1.next
if totEloopDist < bestEloopDist:
bestOffset = offset
bestEloopDist = totEloopDist
# Modify V2 LS for Best offset
eloop2.edges = eloop2.edges[bestOffset:] + eloop2.edges[:bestOffset]
else:
# Both are open loops, easier to calculate.
# Make sure the fake edges are at the start.
for i, edloop in enumerate((eloop1, eloop2)):
# print "LOOPO"
if edloop.edges[0].fake:
# alredy at the start
#print "A"
pass
elif edloop.edges[-1].fake:
# put the end at the start
edloop.edges.insert(0, edloop.edges.pop())
#print "B"
else:
for j, ed in enumerate(edloop.edges):
if ed.fake:
#print "C"
edloop.edges = edloop.edges = edloop.edges[j:] + edloop.edges[:j]
break
# print "DONE"
ed1, ed2 = eloop1.edges[0], eloop2.edges[0]
if not ed1.fake or not ed2.fake:
raise "Error"
# Find the join that isnt flipped (juts like detecting a bow-tie face)
a1 = (ed1.co1 - ed2.co1).length + (ed1.co2 - ed2.co2).length
a2 = (ed1.co1 - ed2.co2).length + (ed1.co2 - ed2.co1).length
if a1 > a2:
eloop2.reverse()
# make the first edge the start edge still
eloop2.edges.insert(0, eloop2.edges.pop())
for loopIdx in range(len(eloop2.edges)):
e1 = eloop1.edges[loopIdx]
e2 = eloop2.edges[loopIdx]
# Remember the pairs for fan filling culled edges.
e1.match = e2; e2.match = e1
if not (e1.fake or e2.fake):
new_faces.append([e1.v1, e1.v2, e2.v2, e2.v1])
# FAN FILL MISSING FACES.
if CULL_FACES:
# Culled edges will be in eloop1.
FAN_FILLED_FACES = 0
contextEdge = eloop1.edges[0] # The larger of teh 2
while FAN_FILLED_FACES < CULL_FACES:
while contextEdge.next.removed == 0:
contextEdge = contextEdge.next
vertFanPivot = contextEdge.match.v2
while contextEdge.next.removed == 1:
#if not contextEdge.next.fake:
new_faces.append([contextEdge.next.v1, contextEdge.next.v2, vertFanPivot])
# Should we use another var?, this will work for now.
contextEdge.next.removed = 1
contextEdge = contextEdge.next
FAN_FILLED_FACES += 1
# may need to fan fill backwards 1 for non closed loops.
eloop1.restore() # Add culled back into the list.
return new_faces
def main(context):
global CULL_METHOD
ob = context.object
is_editmode = (ob.mode=='EDIT')
if is_editmode: bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
if ob == None or ob.type != 'MESH':
raise Exception("BPyMessages.Error_NoMeshActive()")
return
me = ob.data
time1 = time.time()
selEdges = getSelectedEdges(context, me, ob)
vertLoops = getVertLoops(selEdges, me) # list of lists of edges.
if vertLoops == None:
raise Exception('Error%t|Selection includes verts that are a part of more then 1 loop')
if is_editmode: bpy.ops.object.mode_set(mode='EDIT', toggle=False)
return
# print len(vertLoops)
if len(vertLoops) > 2:
choice = PupMenu('Loft '+str(len(vertLoops))+' edge loops%t|loop|segment')
if choice == -1:
if is_editmode: bpy.ops.object.mode_set(mode='EDIT', toggle=False)
return
elif len(vertLoops) < 2:
raise Exception('Error%t|No Vertloops found!')
if is_editmode: bpy.ops.object.mode_set(mode='EDIT', toggle=False)
return
else:
choice = 2
# The line below checks if any of the vert loops are differenyt in length.
if False in [len(v[0]) == len(vertLoops[0][0]) for v in vertLoops]:
CULL_METHOD = PupMenu('Small to large edge loop distrobution method%t|remove edges evenly|remove smallest edges')
if CULL_METHOD == -1:
if is_editmode: Window.EditMode(1)
return
if CULL_METHOD ==1: # RESET CULL_METHOD
CULL_METHOD = 0 # shortest
else:
CULL_METHOD = 1 # even
time1 = time.time()
# Convert to special edge data.
edgeLoops = []
for vloop, closed in vertLoops:
edgeLoops.append(edgeLoop(vloop, me, closed))
# VERT LOOP ORDERING CODE
# "Build a worm" list - grow from Both ends
edgeOrderedList = [edgeLoops.pop()]
# Find the closest.
bestSoFar = BIG_NUM
bestIdxSoFar = None
for edLoopIdx, edLoop in enumerate(edgeLoops):
l =(edgeOrderedList[-1].centre - edLoop.centre).length
if l < bestSoFar:
bestIdxSoFar = edLoopIdx
bestSoFar = l
edgeOrderedList.append( edgeLoops.pop(bestIdxSoFar) )
# Now we have the 2 closest, append to either end-
# Find the closest.
while edgeLoops:
bestSoFar = BIG_NUM
bestIdxSoFar = None
first_or_last = 0 # Zero is first
for edLoopIdx, edLoop in enumerate(edgeLoops):
l1 =(edgeOrderedList[-1].centre - edLoop.centre).length
if l1 < bestSoFar:
bestIdxSoFar = edLoopIdx
bestSoFar = l1
first_or_last = 1 # last
l2 =(edgeOrderedList[0].centre - edLoop.centre).length
if l2 < bestSoFar:
bestIdxSoFar = edLoopIdx
bestSoFar = l2
first_or_last = 0 # last
if first_or_last: # add closest Last
edgeOrderedList.append( edgeLoops.pop(bestIdxSoFar) )
else: # Add closest First
edgeOrderedList.insert(0, edgeLoops.pop(bestIdxSoFar) ) # First
faces = []
for i in range(len(edgeOrderedList)-1):
faces.extend( skin2EdgeLoops(edgeOrderedList[i], edgeOrderedList[i+1], me, ob, 0) )
if choice == 1 and len(edgeOrderedList) > 2: # Loop
faces.extend( skin2EdgeLoops(edgeOrderedList[0], edgeOrderedList[-1], me, ob, 0) )
# REMOVE SELECTED FACES.
MESH_MODE= ob.mode
if MESH_MODE == 'EDGE' or MESH_MODE == 'VERTEX': pass
elif MESH_MODE == 'FACE':
try: me.faces.delete(1, [ f for f in me.faces if f.sel ])
except: pass
if 1: # 2.5
mesh_faces_extend(me, faces, ob.active_material_index)
me.update(calc_edges=True)
else:
me.faces.extend(faces, smooth = True)
print('\nSkin done in %.4f sec.' % (time.time()-time1))
if is_editmode: bpy.ops.object.mode_set(mode='EDIT', toggle=False)
class MESH_OT_skin(bpy.types.Operator):
'''Bridge face loops.'''
bl_idname = "mesh.skin"
bl_label = "Add Torus"
bl_register = True
bl_undo = True
'''
loft_method = EnumProperty(attr="loft_method", items=[(), ()], description="", default= True)
'''
def execute(self, context):
main(context)
return ('FINISHED',)
# Register the operator
bpy.ops.add(MESH_OT_skin)
# Add to a menu
import dynamic_menu
menu_item = dynamic_menu.add(bpy.types.VIEW3D_MT_edit_mesh_faces, (lambda self, context: self.layout.itemO("mesh.skin", text="Bridge Faces")) )
if __name__ == "__main__":
bpy.ops.mesh.skin()

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# ***** BEGIN GPL LICENSE BLOCK *****
#
# Script copyright (C) Campbell J Barton
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# ***** END GPL LICENCE BLOCK *****
# --------------------------------------------------------------------------
# History
#
# Originally written by Campbell Barton aka ideasman42
#
# 2009-11-01: * 2.5 port by Keith "Wahooney" Boshoff
# * Replaced old method with my own, speed is similar (about 0.001 sec on Suzanne)
# but results are far more accurate
#
import bpy
import Mathutils
import math
import time
from Mathutils import Vector
from bpy.props import *
def applyVertexDirt(me, blur_iterations, blur_strength, clamp_dirt, clamp_clean, dirt_only):
## Window.WaitCursor(1)
#BPyMesh.meshCalcNormals(me)
vert_tone = [0.0] * len(me.verts)
min_tone =180.0
max_tone =0.0
# create lookup table for each vertex's connected vertices (via edges)
con = []
con = [[] for i in range(len(me.verts))]
# add connected verts
for e in me.edges:
con[e.verts[0]].append(e.verts[1])
con[e.verts[1]].append(e.verts[0])
for v in me.verts:
vec = Vector()
no = v.normal
co = v.co
# get the direction of the vectors between the vertex and it's connected vertices
for c in con[v.index]:
vec += Vector(me.verts[c].co - co).normalize()
# normalize the vector by dividing by the number of connected verts
vec /= len(con[v.index])
# angle is the acos of the dot product between vert and connected verts normals
ang = math.acos(no.dot(vec))
# enforce min/max
ang = max(clamp_dirt, ang)
if not dirt_only:
ang = min(clamp_clean, ang)
vert_tone[v.index] = ang
# blur tones
for i in range(blur_iterations):
# backup the original tones
orig_vert_tone = list(vert_tone)
# use connected verts look up for blurring
for j, c in enumerate(con):
for v in c:
vert_tone[j] += blur_strength * orig_vert_tone[v]
vert_tone[j] /= len(c) * blur_strength + 1
min_tone = min(vert_tone)
max_tone = max(vert_tone)
# debug information
# print(min_tone * 2 * math.pi)
# print(max_tone * 2 * math.pi)
# print(clamp_clean)
# print(clamp_dirt)
tone_range = max_tone-min_tone
if not tone_range:
return
active_col_layer = None
if len(me.vertex_colors):
for lay in me.vertex_colors:
if lay.active:
active_col_layer = lay.data
else:
bpy.ops.mesh.vertex_color_add()
me.vertex_colors[0].active = True
active_col_layer = me.vertex_colors[0].data
if not active_col_layer:
return("CANCELLED", )
for i, f in enumerate(me.faces):
if not me.use_paint_mask or f.selected:
f_col = active_col_layer[i]
f_col = [f_col.color1, f_col.color2, f_col.color3, f_col.color4]
for j, v in enumerate(f.verts):
col = f_col[j]
tone = vert_tone[me.verts[v].index]
tone = (tone-min_tone)/tone_range
if dirt_only:
tone = min(tone, 0.5)
tone *= 2
col[0] = tone*col[0]
col[1] = tone*col[1]
col[2] = tone*col[2]
## Window.WaitCursor(0)
class VertexPaintDirt(bpy.types.Operator):
bl_idname = "mesh.vertex_paint_dirt"
bl_label = "Dirty Vertex Colors"
bl_register = True
bl_undo = True
blur_strength = FloatProperty(name = "Blur Strength", description = "Blur strength per iteration", default = 1.0, min = 0.01, max = 1.0)
blur_iterations = IntProperty(name = "Blur Iterations", description = "Number times to blur the colors. (higher blurs more)", default = 1, min = 0, max = 40)
clean_angle = FloatProperty(name = "Highlight Angle", description = "Less then 90 limits the angle used in the tonal range", default = 180.0, min = 0.0, max = 180.0)
dirt_angle = FloatProperty(name = "Dirt Angle", description = "Less then 90 limits the angle used in the tonal range", default = 0.0, min = 0.0, max = 180.0)
dirt_only = BoolProperty(name= "Dirt Only", description = "Dont calculate cleans for convex areas", default = False)
def execute(self, context):
sce = context.scene
ob = context.object
if not ob or ob.type != 'MESH':
print('Error, no active mesh object, aborting.')
return('CANCELLED',)
me = ob.data
t = time.time()
applyVertexDirt(me, self.blur_iterations, self.blur_strength, math.radians(self.dirt_angle), math.radians(self.clean_angle), self.dirt_only)
print('Dirt calculated in %.6f' % (time.time()-t))
return('FINISHED',)
bpy.ops.add(VertexPaintDirt)
if __name__ == "__main__":
bpy.ops.mesh.vertex_paint_dirt()

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# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8-80 compliant>
import bpy
from bpy.props import *
class MESH_OT_delete_edgeloop(bpy.types.Operator):
'''Export a single object as a stanford PLY with normals,
colours and texture coordinates.'''
bl_idname = "mesh.delete_edgeloop"
bl_label = "Delete Edge Loop"
def execute(self, context):
bpy.ops.tfm.edge_slide(value=1.0)
bpy.ops.mesh.select_more()
bpy.ops.mesh.remove_doubles()
return ('FINISHED',)
rna_path_prop = StringProperty(name="Context Attributes",
description="rna context string", maxlen=1024, default="")
rna_reverse_prop = BoolProperty(name="Reverse",
description="Cycle backwards", default=False)
class NullPathMember:
pass
def context_path_validate(context, path):
import sys
try:
value = eval("context.%s" % path)
except AttributeError:
if "'NoneType'" in str(sys.exc_info()[1]):
# One of the items in the rna path is None, just ignore this
value = NullPathMember
else:
# We have a real error in the rna path, dont ignore that
raise
return value
def execute_context_assign(self, context):
if context_path_validate(context, self.path) == NullPathMember:
return ('PASS_THROUGH',)
exec("context.%s=self.value" % self.path)
return ('FINISHED',)
class WM_OT_context_set_boolean(bpy.types.Operator):
'''Set a context value.'''
bl_idname = "wm.context_set_boolean"
bl_label = "Context Set"
path = rna_path_prop
value = BoolProperty(name="Value",
description="Assignment value", default=True)
execute = execute_context_assign
class WM_OT_context_set_int(bpy.types.Operator): # same as enum
'''Set a context value.'''
bl_idname = "wm.context_set_int"
bl_label = "Context Set"
path = rna_path_prop
value = IntProperty(name="Value", description="Assign value", default=0)
execute = execute_context_assign
class WM_OT_context_set_float(bpy.types.Operator): # same as enum
'''Set a context value.'''
bl_idname = "wm.context_set_int"
bl_label = "Context Set"
path = rna_path_prop
value = FloatProperty(name="Value",
description="Assignment value", default=0.0)
execute = execute_context_assign
class WM_OT_context_set_string(bpy.types.Operator): # same as enum
'''Set a context value.'''
bl_idname = "wm.context_set_string"
bl_label = "Context Set"
path = rna_path_prop
value = StringProperty(name="Value",
description="Assign value", maxlen=1024, default="")
execute = execute_context_assign
class WM_OT_context_set_enum(bpy.types.Operator):
'''Set a context value.'''
bl_idname = "wm.context_set_enum"
bl_label = "Context Set"
path = rna_path_prop
value = StringProperty(name="Value",
description="Assignment value (as a string)",
maxlen=1024, default="")
execute = execute_context_assign
class WM_OT_context_toggle(bpy.types.Operator):
'''Toggle a context value.'''
bl_idname = "wm.context_toggle"
bl_label = "Context Toggle"
path = rna_path_prop
def execute(self, context):
if context_path_validate(context, self.path) == NullPathMember:
return ('PASS_THROUGH',)
exec("context.%s=not (context.%s)" % (self.path, self.path))
return ('FINISHED',)
class WM_OT_context_toggle_enum(bpy.types.Operator):
'''Toggle a context value.'''
bl_idname = "wm.context_toggle_enum"
bl_label = "Context Toggle Values"
path = rna_path_prop
value_1 = StringProperty(name="Value", \
description="Toggle enum", maxlen=1024, default="")
value_2 = StringProperty(name="Value", \
description="Toggle enum", maxlen=1024, default="")
def execute(self, context):
if context_path_validate(context, self.path) == NullPathMember:
return ('PASS_THROUGH',)
exec("context.%s = ['%s', '%s'][context.%s!='%s']" % \
(self.path, self.value_1, self.value_2, self.path, self.value_2))
return ('FINISHED',)
class WM_OT_context_cycle_int(bpy.types.Operator):
'''Set a context value. Useful for cycling active material,
vertex keys, groups' etc.'''
bl_idname = "wm.context_cycle_int"
bl_label = "Context Int Cycle"
path = rna_path_prop
reverse = rna_reverse_prop
def execute(self, context):
value = context_path_validate(context, self.path)
if value == NullPathMember:
return ('PASS_THROUGH',)
self.value = value
if self.reverse:
self.value -= 1
else:
self.value += 1
execute_context_assign(self, context)
if self.value != eval("context.%s" % self.path):
# relies on rna clamping int's out of the range
if self.reverse:
self.value = (1 << 32)
else:
self.value = - (1 << 32)
execute_context_assign(self, context)
return ('FINISHED',)
class WM_OT_context_cycle_enum(bpy.types.Operator):
'''Toggle a context value.'''
bl_idname = "wm.context_cycle_enum"
bl_label = "Context Enum Cycle"
path = rna_path_prop
reverse = rna_reverse_prop
def execute(self, context):
value = context_path_validate(context, self.path)
if value == NullPathMember:
return ('PASS_THROUGH',)
orig_value = value
# Have to get rna enum values
rna_struct_str, rna_prop_str = self.path.rsplit('.', 1)
i = rna_prop_str.find('[')
# just incse we get "context.foo.bar[0]"
if i != -1:
rna_prop_str = rna_prop_str[0:i]
rna_struct = eval("context.%s.rna_type" % rna_struct_str)
rna_prop = rna_struct.properties[rna_prop_str]
if type(rna_prop) != bpy.types.EnumProperty:
raise Exception("expected an enum property")
enums = rna_struct.properties[rna_prop_str].items.keys()
orig_index = enums.index(orig_value)
# Have the info we need, advance to the next item
if self.reverse:
if orig_index == 0:
advance_enum = enums[-1]
else:
advance_enum = enums[orig_index-1]
else:
if orig_index == len(enums) - 1:
advance_enum = enums[0]
else:
advance_enum = enums[orig_index + 1]
# set the new value
exec("context.%s=advance_enum" % self.path)
return ('FINISHED',)
doc_id = StringProperty(name="Doc ID",
description="ID for the documentation", maxlen=1024, default="")
doc_new = StringProperty(name="Doc New",
description="", maxlen=1024, default="")
class WM_OT_doc_view(bpy.types.Operator):
'''Load online reference docs'''
bl_idname = "wm.doc_view"
bl_label = "View Documentation"
doc_id = doc_id
_prefix = 'http://www.blender.org/documentation/250PythonDoc'
def _nested_class_string(self, class_string):
ls = []
class_obj = getattr(bpy.types, class_string, None).bl_rna
while class_obj:
ls.insert(0, class_obj)
class_obj = class_obj.nested
return '.'.join([class_obj.identifier for class_obj in ls])
def execute(self, context):
id_split = self.doc_id.split('.')
if len(id_split) == 1: # rna, class
url = '%s/bpy.types.%s-class.html' % (self._prefix, id_split[0])
elif len(id_split) == 2: # rna, class.prop
class_name, class_prop = id_split
if hasattr(bpy.types, class_name.upper() + '_OT_' + class_prop):
url = '%s/bpy.ops.%s-module.html#%s' % \
(self._prefix, class_name, class_prop)
else:
# It so happens that epydoc nests these
class_name_full = self._nested_class_string(class_name)
url = '%s/bpy.types.%s-class.html#%s' % \
(self._prefix, class_name_full, class_prop)
else:
return ('PASS_THROUGH',)
import webbrowser
webbrowser.open(url)
return ('FINISHED',)
class WM_OT_doc_edit(bpy.types.Operator):
'''Load online reference docs'''
bl_idname = "wm.doc_edit"
bl_label = "Edit Documentation"
doc_id = doc_id
doc_new = doc_new
_url = "http://www.mindrones.com/blender/svn/xmlrpc.php"
def _send_xmlrpc(self, data_dict):
print("sending data:", data_dict)
import xmlrpc.client
user = 'blenderuser'
pwd = 'blender>user'
docblog = xmlrpc.client.ServerProxy(self._url)
docblog.metaWeblog.newPost(1, user, pwd, data_dict, 1)
def execute(self, context):
class_name, class_prop = self.doc_id.split('.')
if not self.doc_new:
return ('RUNNING_MODAL',)
# check if this is an operator
op_name = class_name.upper() + '_OT_' + class_prop
op_class = getattr(bpy.types, op_name, None)
# Upload this to the web server
upload = {}
if op_class:
rna = op_class.bl_rna
doc_orig = rna.description
if doc_orig == self.doc_new:
return ('RUNNING_MODAL',)
print("op - old:'%s' -> new:'%s'" % (doc_orig, self.doc_new))
upload["title"] = 'OPERATOR %s:%s' % (self.doc_id, doc_orig)
upload["description"] = self.doc_new
self._send_xmlrpc(upload)
else:
rna = getattr(bpy.types, class_name).bl_rna
doc_orig = rna.properties[class_prop].description
if doc_orig == self.doc_new:
return ('RUNNING_MODAL',)
print("rna - old:'%s' -> new:'%s'" % (doc_orig, self.doc_new))
upload["title"] = 'RNA %s:%s' % (self.doc_id, doc_orig)
upload["description"] = self.doc_new
self._send_xmlrpc(upload)
return ('FINISHED',)
def invoke(self, context, event):
wm = context.manager
wm.invoke_props_popup(self, event)
return ('RUNNING_MODAL',)
bpy.ops.add(MESH_OT_delete_edgeloop)
bpy.ops.add(WM_OT_context_set_boolean)
bpy.ops.add(WM_OT_context_set_int)
bpy.ops.add(WM_OT_context_set_float)
bpy.ops.add(WM_OT_context_set_string)
bpy.ops.add(WM_OT_context_set_enum)
bpy.ops.add(WM_OT_context_toggle)
bpy.ops.add(WM_OT_context_toggle_enum)
bpy.ops.add(WM_OT_context_cycle_enum)
bpy.ops.add(WM_OT_context_cycle_int)
bpy.ops.add(WM_OT_doc_view)
bpy.ops.add(WM_OT_doc_edit)

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@@ -0,0 +1,96 @@
# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# ##### END GPL LICENSE BLOCK #####
# This script must be assigned to a python controller
# where it can access the object that owns it and the sensors/actuators that it connects to.
# GameLogic has been added to the global namespace no need to import
# for keyboard event comparison
# import GameKeys
# support for Vector(), Matrix() types and advanced functions like AngleBetweenVecs(v1,v2) and RotationMatrix(...)
# import Mathutils
# for functions like getWindowWidth(), getWindowHeight()
# import Rasterizer
def main():
cont = GameLogic.getCurrentController()
# The KX_GameObject that owns this controller.
own = cont.owner
# for scripts that deal with spacial logic
own_pos = own.worldPosition
# Some example functions, remove to write your own script.
# check for a positive sensor, will run on any object without errors.
print 'Logic info for KX_GameObject', own.name
input = False
for sens in cont.sensors:
# The sensor can be on another object, we may want to use it
own_sens = sens.owner
print ' sensor:', sens.name,
if sens.positive:
print '(true)'
input = True
else:
print '(false)'
for actu in cont.actuators:
# The actuator can be on another object, we may want to use it
own_actu = actu.owner
print ' actuator:', actu.name
# This runs the actuator or turns it off
# note that actuators will continue to run unless explicitly turned off.
if input:
cont.activate(actu)
else:
cont.deactivate(actu)
# Its also good practice to get sensors and actuators by name
# rather then index so any changes to their order wont break the script.
# sens_key = cont.sensors['key_sensor']
# actu_motion = cont.actuators['motion']
# Loop through all other objects in the scene
sce = GameLogic.getCurrentScene()
print 'Scene Objects:', sce.name
for ob in sce.objects:
print ' ', ob.name, ob.worldPosition
# Example where collision objects are checked for their properties
# adding to our objects "life" property
"""
actu_collide = cont.sensors['collision_sens']
for ob in actu_collide.objectHitList:
# Check to see the object has this property
if ob.has_key('life'):
own['life'] += ob['life']
ob['life'] = 0
print own['life']
"""
main()

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@@ -0,0 +1,32 @@
# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# ##### END GPL LICENSE BLOCK #####
def main():
cont = GameLogic.getCurrentController()
own = cont.owner
sens = cont.sensors['mySensor']
actu = cont.actuators['myActuator']
if sens.positive:
cont.activate(actu)
else:
cont.deactivate(actu)
main()

View File

@@ -0,0 +1,44 @@
# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# ##### END GPL LICENSE BLOCK #####
# This module can be accessed by a python controller with
# its execution method set to 'Module'
# * Set the module string to "gamelogic_module.main" (without quotes)
# * When renaming the script it MUST have a .py extension
# * External text modules are supported as long as they are at
# the same location as the blendfile or one of its libraries.
import GameLogic
# variables defined here will only be set once when the
# module is first imported. Set object spesific vars
# inside the function if you intend to use the module
# with multiple objects.
def main(cont):
own = cont.owner
sens = cont.sensors['mySensor']
actu = cont.actuators['myActuator']
if sens.positive:
cont.activate(actu)
else:
cont.deactivate(actu)
# dont call main(GameLogic.getCurrentController()), the py controller will

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@@ -0,0 +1,76 @@
# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# ##### END GPL LICENSE BLOCK #####
import bpy
def write_some_data(context, path, use_some_setting):
print("running write_some_data...")
pass
from bpy.props import *
class ExportSomeData(bpy.types.Operator):
'''This appiers in the tooltip of the operator and in the generated docs.'''
bl_idname = "export.some_data" # this is important since its how bpy.ops.export.some_data is constructed
bl_label = "Export Some Data"
# List of operator properties, the attributes will be assigned
# to the class instance from the operator settings before calling.
# TODO, add better example props
path = StringProperty(name="File Path", description="File path used for exporting the PLY file", maxlen= 1024, default= "")
use_setting = BoolProperty(name="Example Boolean", description="Example Tooltip", default= True)
def poll(self, context):
return context.active_object != None
def execute(self, context):
# # Bug, currently isnt working
#if not self.is_property_set("path"):
# raise Exception("filename not set")
write_some_data(self.path, context, self.use_setting)
return ('FINISHED',)
def invoke(self, context, event):
wm = context.manager
if True:
# File selector
wm.add_fileselect(self) # will run self.execute()
return ('RUNNING_MODAL',)
elif 0:
# Redo popup
wm.invoke_props_popup(self, event) #
return ('RUNNING_MODAL',)
elif 0:
return self.execute(context)
bpy.ops.add(ExportSomeData)
# Only needed if you want to add into a dynamic menu
import dynamic_menu
menu_func = lambda self, context: self.layout.itemO("export.some_data", text="Example Exporter...")
menu_item = dynamic_menu.add(bpy.types.INFO_MT_file_export, menu_func)
# Use for running this script directly
if __name__ == "__main__":
bpy.ops.export.some_data(path="/tmp/test.ply")

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@@ -0,0 +1,38 @@
# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# ##### END GPL LICENSE BLOCK #####
def main(context):
for ob in context.scene.objects:
print(ob)
class SimpleOperator(bpy.types.Operator):
''''''
bl_idname = "object.simple_operator"
bl_label = "Simple Object Operator"
def poll(self, context):
return context.active_object != None
def execute(self, context):
main(context)
return ('FINISHED',)
bpy.ops.add(SimpleOperator)
if __name__ == "__main__":
bpy.ops.object.simple_operator()

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@@ -1,183 +0,0 @@
import bpy
class DataButtonsPanel(bpy.types.Panel):
__space_type__ = 'PROPERTIES'
__region_type__ = 'WINDOW'
__context__ = "data"
def poll(self, context):
return context.armature
class DATA_PT_context_arm(DataButtonsPanel):
__show_header__ = False
def draw(self, context):
layout = self.layout
ob = context.object
arm = context.armature
space = context.space_data
split = layout.split(percentage=0.65)
if ob:
split.template_ID(ob, "data")
split.itemS()
elif arm:
split.template_ID(space, "pin_id")
split.itemS()
class DATA_PT_skeleton(DataButtonsPanel):
__label__ = "Skeleton"
def draw(self, context):
layout = self.layout
ob = context.object
arm = context.armature
space = context.space_data
layout.itemR(arm, "pose_position", expand=True)
split = layout.split()
col = split.column()
col.itemL(text="Layers:")
col.itemR(arm, "layer", text="")
col.itemL(text="Protected Layers:")
col.itemR(arm, "layer_protection", text="")
col = split.column()
col.itemL(text="Deform:")
col.itemR(arm, "deform_vertexgroups", text="Vertex Groups")
col.itemR(arm, "deform_envelope", text="Envelopes")
col.itemR(arm, "deform_quaternion", text="Quaternion")
col.itemR(arm, "deform_bbone_rest", text="B-Bones Rest")
class DATA_PT_display(DataButtonsPanel):
__label__ = "Display"
def draw(self, context):
layout = self.layout
arm = context.armature
layout.row().itemR(arm, "drawtype", expand=True)
flow = layout.column_flow()
flow.itemR(arm, "draw_names", text="Names")
flow.itemR(arm, "draw_axes", text="Axes")
flow.itemR(arm, "draw_custom_bone_shapes", text="Shapes")
flow.itemR(arm, "draw_group_colors", text="Colors")
flow.itemR(arm, "delay_deform", text="Delay Refresh")
class DATA_PT_bone_groups(DataButtonsPanel):
__label__ = "Bone Groups"
def poll(self, context):
return (context.object and context.object.type=='ARMATURE' and context.object.pose)
def draw(self, context):
layout = self.layout
ob = context.object
pose = ob.pose
row = layout.row()
row.template_list(pose, "bone_groups", pose, "active_bone_group_index", rows=2)
col = row.column(align=True)
col.active = (ob.proxy == None)
col.itemO("pose.group_add", icon='ICON_ZOOMIN', text="")
col.itemO("pose.group_remove", icon='ICON_ZOOMOUT', text="")
group = pose.active_bone_group
if group:
col = layout.column()
col.active= (ob.proxy == None)
col.itemR(group, "name")
split = layout.split(0.5)
split.active= (ob.proxy == None)
split.itemR(group, "color_set")
if group.color_set:
split.template_triColorSet(group, "colors")
row = layout.row(align=True)
row.active = (ob.proxy == None)
row.itemO("pose.group_assign", text="Assign")
row.itemO("pose.group_remove", text="Remove") #row.itemO("pose.bone_group_remove_from", text="Remove")
#row.itemO("object.bone_group_select", text="Select")
#row.itemO("object.bone_group_deselect", text="Deselect")
class DATA_PT_paths(DataButtonsPanel):
__label__ = "Paths"
def draw(self, context):
layout = self.layout
arm = context.armature
layout.itemR(arm, "paths_type", expand=True)
split = layout.split()
col = split.column()
sub = col.column(align=True)
if (arm.paths_type == 'CURRENT_FRAME'):
sub.itemR(arm, "path_before_current", text="Before")
sub.itemR(arm, "path_after_current", text="After")
elif (arm.paths_type == 'RANGE'):
sub.itemR(arm, "path_start_frame", text="Start")
sub.itemR(arm, "path_end_frame", text="End")
sub.itemR(arm, "path_size", text="Step")
col.row().itemR(arm, "paths_location", expand=True)
col = split.column()
col.itemL(text="Display:")
col.itemR(arm, "paths_show_frame_numbers", text="Frame Numbers")
col.itemR(arm, "paths_highlight_keyframes", text="Keyframes")
col.itemR(arm, "paths_show_keyframe_numbers", text="Keyframe Numbers")
layout.itemS()
row = layout.row()
row.itemO("pose.paths_calculate", text="Calculate Paths")
row.itemO("pose.paths_clear", text="Clear Paths")
class DATA_PT_ghost(DataButtonsPanel):
__label__ = "Ghost"
def draw(self, context):
layout = self.layout
arm = context.armature
layout.itemR(arm, "ghost_type", expand=True)
split = layout.split()
col = split.column()
sub = col.column(align=True)
if arm.ghost_type == 'RANGE':
sub.itemR(arm, "ghost_start_frame", text="Start")
sub.itemR(arm, "ghost_end_frame", text="End")
sub.itemR(arm, "ghost_size", text="Step")
elif arm.ghost_type == 'CURRENT_FRAME':
sub.itemR(arm, "ghost_step", text="Range")
sub.itemR(arm, "ghost_size", text="Step")
col = split.column()
col.itemL(text="Display:")
col.itemR(arm, "ghost_only_selected", text="Selected Only")
bpy.types.register(DATA_PT_context_arm)
bpy.types.register(DATA_PT_skeleton)
bpy.types.register(DATA_PT_display)
bpy.types.register(DATA_PT_bone_groups)
bpy.types.register(DATA_PT_paths)
bpy.types.register(DATA_PT_ghost)

View File

@@ -1,233 +0,0 @@
import bpy
class BoneButtonsPanel(bpy.types.Panel):
__space_type__ = 'PROPERTIES'
__region_type__ = 'WINDOW'
__context__ = "bone"
def poll(self, context):
return (context.bone or context.edit_bone)
class BONE_PT_context_bone(BoneButtonsPanel):
__show_header__ = False
def draw(self, context):
layout = self.layout
bone = context.bone
if not bone:
bone = context.edit_bone
row = layout.row()
row.itemL(text="", icon='ICON_BONE_DATA')
row.itemR(bone, "name", text="")
class BONE_PT_transform(BoneButtonsPanel):
__label__ = "Transform"
def draw(self, context):
layout = self.layout
ob = context.object
bone = context.bone
if not bone:
bone = context.edit_bone
row = layout.row()
row.column().itemR(bone, "head")
row.column().itemR(bone, "tail")
col = row.column()
sub = col.column(align=True)
sub.itemL(text="Roll:")
sub.itemR(bone, "roll", text="")
sub.itemL()
sub.itemR(bone, "locked")
else:
pchan = ob.pose.pose_channels[context.bone.name]
row = layout.row()
col = row.column()
col.itemR(pchan, "location")
col.active = not (bone.parent and bone.connected)
col = row.column()
if pchan.rotation_mode == 'QUATERNION':
col.itemR(pchan, "rotation_quaternion", text="Rotation")
elif pchan.rotation_mode == 'AXIS_ANGLE':
#col.itemL(text="Rotation")
#col.itemR(pchan, "rotation_angle", text="Angle")
#col.itemR(pchan, "rotation_axis", text="Axis")
col.itemR(pchan, "rotation_axis_angle", text="Rotation")
else:
col.itemR(pchan, "rotation_euler", text="Rotation")
row.column().itemR(pchan, "scale")
layout.itemR(pchan, "rotation_mode")
class BONE_PT_transform_locks(BoneButtonsPanel):
__label__ = "Transform Locks"
__default_closed__ = True
def poll(self, context):
return context.bone
def draw(self, context):
layout = self.layout
ob = context.object
bone = context.bone
pchan = ob.pose.pose_channels[context.bone.name]
row = layout.row()
col = row.column()
col.itemR(pchan, "lock_location")
col.active = not (bone.parent and bone.connected)
col = row.column()
if pchan.rotation_mode in ('QUATERNION', 'AXIS_ANGLE'):
col.itemR(pchan, "lock_rotations_4d", text="Lock Rotation")
if pchan.lock_rotations_4d:
col.itemR(pchan, "lock_rotation_w", text="W")
col.itemR(pchan, "lock_rotation", text="")
else:
col.itemR(pchan, "lock_rotation", text="Rotation")
row.column().itemR(pchan, "lock_scale")
class BONE_PT_relations(BoneButtonsPanel):
__label__ = "Relations"
def draw(self, context):
layout = self.layout
ob = context.object
bone = context.bone
arm = context.armature
if not bone:
bone = context.edit_bone
pchan = None
else:
pchan = ob.pose.pose_channels[context.bone.name]
split = layout.split()
col = split.column()
col.itemL(text="Layers:")
col.itemR(bone, "layer", text="")
col.itemS()
if ob and pchan:
col.itemL(text="Bone Group:")
col.item_pointerR(pchan, "bone_group", ob.pose, "bone_groups", text="")
col = split.column()
col.itemL(text="Parent:")
if context.bone:
col.itemR(bone, "parent", text="")
else:
col.item_pointerR(bone, "parent", arm, "edit_bones", text="")
sub = col.column()
sub.active = bone.parent != None
sub.itemR(bone, "connected")
sub.itemR(bone, "hinge", text="Inherit Rotation")
sub.itemR(bone, "inherit_scale", text="Inherit Scale")
class BONE_PT_display(BoneButtonsPanel):
__label__ = "Display"
def poll(self, context):
return context.bone
def draw(self, context):
layout = self.layout
ob = context.object
bone = context.bone
arm = context.armature
if not bone:
bone = context.edit_bone
pchan = None
else:
pchan = ob.pose.pose_channels[context.bone.name]
if ob and pchan:
split = layout.split()
col = split.column()
col.itemR(bone, "draw_wire", text="Wireframe")
col.itemR(bone, "hidden", text="Hide")
col = split.column()
col.itemL(text="Custom Shape:")
col.itemR(pchan, "custom_shape", text="")
class BONE_PT_deform(BoneButtonsPanel):
__label__ = "Deform"
__default_closed__ = True
def draw_header(self, context):
bone = context.bone
if not bone:
bone = context.edit_bone
self.layout.itemR(bone, "deform", text="")
def draw(self, context):
layout = self.layout
bone = context.bone
if not bone:
bone = context.edit_bone
layout.active = bone.deform
split = layout.split()
col = split.column()
col.itemL(text="Envelope:")
sub = col.column(align=True)
sub.itemR(bone, "envelope_distance", text="Distance")
sub.itemR(bone, "envelope_weight", text="Weight")
col.itemR(bone, "multiply_vertexgroup_with_envelope", text="Multiply")
sub = col.column(align=True)
sub.itemL(text="Radius:")
sub.itemR(bone, "head_radius", text="Head")
sub.itemR(bone, "tail_radius", text="Tail")
col = split.column()
col.itemL(text="Curved Bones:")
sub = col.column(align=True)
sub.itemR(bone, "bbone_segments", text="Segments")
sub.itemR(bone, "bbone_in", text="Ease In")
sub.itemR(bone, "bbone_out", text="Ease Out")
col.itemL(text="Offset:")
col.itemR(bone, "cyclic_offset")
bpy.types.register(BONE_PT_context_bone)
bpy.types.register(BONE_PT_transform)
bpy.types.register(BONE_PT_transform_locks)
bpy.types.register(BONE_PT_relations)
bpy.types.register(BONE_PT_display)
bpy.types.register(BONE_PT_deform)

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@@ -1,98 +0,0 @@
import bpy
class DataButtonsPanel(bpy.types.Panel):
__space_type__ = 'PROPERTIES'
__region_type__ = 'WINDOW'
__context__ = "data"
def poll(self, context):
return context.camera
class DATA_PT_context_camera(DataButtonsPanel):
__show_header__ = False
def draw(self, context):
layout = self.layout
ob = context.object
cam = context.camera
space = context.space_data
split = layout.split(percentage=0.65)
if ob:
split.template_ID(ob, "data")
split.itemS()
elif cam:
split.template_ID(space, "pin_id")
split.itemS()
class DATA_PT_camera(DataButtonsPanel):
__label__ = "Lens"
def draw(self, context):
layout = self.layout
cam = context.camera
layout.itemR(cam, "type", expand=True)
row = layout.row()
if cam.type == 'PERSP':
if cam.lens_unit == 'MILLIMETERS':
row.itemR(cam, "lens", text="Angle")
elif cam.lens_unit == 'DEGREES':
row.itemR(cam, "angle")
row.itemR(cam, "lens_unit", text="")
elif cam.type == 'ORTHO':
row.itemR(cam, "ortho_scale")
layout.itemR(cam, "panorama")
split = layout.split()
col = split.column(align=True)
col.itemL(text="Shift:")
col.itemR(cam, "shift_x", text="X")
col.itemR(cam, "shift_y", text="Y")
col = split.column(align=True)
col.itemL(text="Clipping:")
col.itemR(cam, "clip_start", text="Start")
col.itemR(cam, "clip_end", text="End")
layout.itemL(text="Depth of Field:")
row = layout.row()
row.itemR(cam, "dof_object", text="")
row.itemR(cam, "dof_distance", text="Distance")
class DATA_PT_camera_display(DataButtonsPanel):
__label__ = "Display"
def draw(self, context):
layout = self.layout
cam = context.camera
split = layout.split()
col = split.column()
col.itemR(cam, "show_limits", text="Limits")
col.itemR(cam, "show_mist", text="Mist")
col.itemR(cam, "show_title_safe", text="Title Safe")
col.itemR(cam, "show_name", text="Name")
col = split.column()
col.itemR(cam, "draw_size", text="Size")
col.itemS()
col.itemR(cam, "show_passepartout", text="Passepartout")
sub = col.column()
sub.active = cam.show_passepartout
sub.itemR(cam, "passepartout_alpha", text="Alpha", slider=True)
bpy.types.register(DATA_PT_context_camera)
bpy.types.register(DATA_PT_camera)
bpy.types.register(DATA_PT_camera_display)

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@@ -1,227 +0,0 @@
import bpy
class DataButtonsPanel(bpy.types.Panel):
__space_type__ = 'PROPERTIES'
__region_type__ = 'WINDOW'
__context__ = "data"
def poll(self, context):
return (context.object and context.object.type in ('CURVE', 'SURFACE') and context.curve)
class DataButtonsPanelCurve(DataButtonsPanel):
'''
Same as above but for curves only
'''
def poll(self, context):
return (context.object and context.object.type == 'CURVE' and context.curve)
class DataButtonsPanelActive(DataButtonsPanel):
'''
Same as above but for curves only
'''
def poll(self, context):
curve = context.curve
return (curve and curve.active_spline)
class DATA_PT_context_curve(DataButtonsPanel):
__show_header__ = False
def draw(self, context):
layout = self.layout
ob = context.object
curve = context.curve
space = context.space_data
split = layout.split(percentage=0.65)
if ob:
split.template_ID(ob, "data")
split.itemS()
elif curve:
split.template_ID(space, "pin_id")
split.itemS()
class DATA_PT_shape_curve(DataButtonsPanel):
__label__ = "Shape"
def draw(self, context):
layout = self.layout
ob = context.object
curve = context.curve
space = context.space_data
is_surf = (ob.type == 'SURFACE')
if not is_surf:
row = layout.row()
row.itemR(curve, "dimensions", expand=True)
split = layout.split()
col = split.column()
if not is_surf:
sub = col.column()
sub.active = (curve.dimensions=='2D')
sub.itemL(text="Caps:")
row = sub.row()
row.itemR(curve, "front")
row.itemR(curve, "back")
col.itemL(text="Textures:")
# col.itemR(curve, "uv_orco")
col.itemR(curve, "auto_texspace")
col = split.column()
col.itemL(text="Resolution:")
sub = col.column(align=True)
sub.itemR(curve, "resolution_u", text="Preview U")
sub.itemR(curve, "render_resolution_u", text="Render U")
if is_surf:
sub = col.column(align=True)
sub.itemR(curve, "resolution_v", text="Preview V")
sub.itemR(curve, "render_resolution_v", text="Render V")
# XXX - put somewhere nicer.
row= layout.row()
row.itemR(curve, "twist_mode")
row.itemR(curve, "twist_smooth") # XXX - may not be kept
# col.itemL(text="Display:")
# col.itemL(text="HANDLES")
# col.itemL(text="NORMALS")
# col.itemR(curve, "vertex_normal_flip")
class DATA_PT_geometry_curve(DataButtonsPanel):
__label__ = "Geometry"
def draw(self, context):
layout = self.layout
curve = context.curve
split = layout.split()
col = split.column()
col.itemL(text="Modification:")
col.itemR(curve, "width")
col.itemR(curve, "extrude")
col.itemL(text="Taper Object:")
col.itemR(curve, "taper_object", text="")
col = split.column()
col.itemL(text="Bevel:")
col.itemR(curve, "bevel_depth", text="Depth")
col.itemR(curve, "bevel_resolution", text="Resolution")
col.itemL(text="Bevel Object:")
col.itemR(curve, "bevel_object", text="")
class DATA_PT_pathanim(DataButtonsPanelCurve):
__label__ = "Path Animation"
def draw_header(self, context):
curve = context.curve
self.layout.itemR(curve, "use_path", text="")
def draw(self, context):
layout = self.layout
curve = context.curve
layout.active = curve.use_path
split = layout.split()
col = split.column()
col.itemR(curve, "path_length", text="Frames")
col.itemR(curve, "use_path_follow")
col = split.column()
col.itemR(curve, "use_stretch")
col.itemR(curve, "use_radius")
col.itemR(curve, "use_time_offset", text="Offset Children")
class DATA_PT_active_spline(DataButtonsPanelActive):
__label__ = "Active Spline"
def draw(self, context):
layout = self.layout
ob = context.object
curve = context.curve
act_spline = curve.active_spline
is_surf = (ob.type == 'SURFACE')
is_poly = (act_spline.type == 'POLY')
split = layout.split()
if is_poly:
# These settings are below but its easier to have
# poly's set aside since they use so few settings
col = split.column()
col.itemL(text="Cyclic:")
col.itemR(act_spline, "smooth")
col = split.column()
col.itemR(act_spline, "cyclic_u", text="U")
else:
col = split.column()
col.itemL(text="Cyclic:")
if act_spline.type == 'NURBS':
col.itemL(text="Bezier:")
col.itemL(text="Endpoint:")
col.itemL(text="Order:")
col.itemL(text="Resolution:")
col = split.column()
col.itemR(act_spline, "cyclic_u", text="U")
if act_spline.type == 'NURBS':
sub = col.column()
# sub.active = (not act_spline.cyclic_u)
sub.itemR(act_spline, "bezier_u", text="U")
sub.itemR(act_spline, "endpoint_u", text="U")
sub = col.column()
sub.itemR(act_spline, "order_u", text="U")
col.itemR(act_spline, "resolution_u", text="U")
if is_surf:
col = split.column()
col.itemR(act_spline, "cyclic_v", text="V")
# its a surface, assume its a nurb.
sub = col.column()
sub.active = (not act_spline.cyclic_v)
sub.itemR(act_spline, "bezier_v", text="V")
sub.itemR(act_spline, "endpoint_v", text="V")
sub = col.column()
sub.itemR(act_spline, "order_v", text="V")
sub.itemR(act_spline, "resolution_v", text="V")
if not is_surf:
split = layout.split()
col = split.column()
col.active = (curve.dimensions=='3D')
col.itemL(text="Interpolation:")
col.itemR(act_spline, "tilt_interpolation", text="Tilt")
col.itemR(act_spline, "radius_interpolation", text="Radius")
split = layout.split()
col = split.column()
col.itemR(act_spline, "smooth")
bpy.types.register(DATA_PT_context_curve)
bpy.types.register(DATA_PT_shape_curve)
bpy.types.register(DATA_PT_geometry_curve)
bpy.types.register(DATA_PT_pathanim)
bpy.types.register(DATA_PT_active_spline)

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@@ -1,23 +0,0 @@
import bpy
class DataButtonsPanel(bpy.types.Panel):
__space_type__ = 'PROPERTIES'
__region_type__ = 'WINDOW'
__context__ = "data"
def poll(self, context):
return (context.object and context.object.type == 'EMPTY')
class DATA_PT_empty(DataButtonsPanel):
__label__ = "Empty"
def draw(self, context):
layout = self.layout
ob = context.object
layout.itemR(ob, "empty_draw_type", text="Display")
layout.itemR(ob, "empty_draw_size", text="Size")
bpy.types.register(DATA_PT_empty)

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@@ -1,312 +0,0 @@
import bpy
class DataButtonsPanel(bpy.types.Panel):
__space_type__ = 'PROPERTIES'
__region_type__ = 'WINDOW'
__context__ = "data"
def poll(self, context):
return context.lamp
class DATA_PT_preview(DataButtonsPanel):
__label__ = "Preview"
def draw(self, context):
self.layout.template_preview(context.lamp)
class DATA_PT_context_lamp(DataButtonsPanel):
__show_header__ = False
def draw(self, context):
layout = self.layout
ob = context.object
lamp = context.lamp
space = context.space_data
split = layout.split(percentage=0.65)
if ob:
split.template_ID(ob, "data")
split.itemS()
elif lamp:
split.template_ID(space, "pin_id")
split.itemS()
class DATA_PT_lamp(DataButtonsPanel):
__label__ = "Lamp"
def draw(self, context):
layout = self.layout
lamp = context.lamp
layout.itemR(lamp, "type", expand=True)
split = layout.split()
col = split.column()
sub = col.column()
sub.itemR(lamp, "color", text="")
sub.itemR(lamp, "energy")
if lamp.type in ('POINT', 'SPOT'):
sub.itemL(text="Falloff:")
sub.itemR(lamp, "falloff_type", text="")
sub.itemR(lamp, "distance")
if lamp.falloff_type == 'LINEAR_QUADRATIC_WEIGHTED':
col.itemL(text="Attenuation Factors:")
sub = col.column(align=True)
sub.itemR(lamp, "linear_attenuation", slider=True, text="Linear")
sub.itemR(lamp, "quadratic_attenuation", slider=True, text="Quadratic")
col.itemR(lamp, "sphere")
if lamp.type == 'AREA':
col.itemR(lamp, "distance")
col.itemR(lamp, "gamma")
col = split.column()
col.itemR(lamp, "negative")
col.itemR(lamp, "layer", text="This Layer Only")
col.itemR(lamp, "specular")
col.itemR(lamp, "diffuse")
class DATA_PT_sunsky(DataButtonsPanel):
__label__ = "Sky & Atmosphere"
def poll(self, context):
lamp = context.lamp
return (lamp and lamp.type == 'SUN')
def draw(self, context):
layout = self.layout
lamp = context.lamp.sky
layout.itemR(lamp, "sky")
row = layout.row()
row.active = lamp.sky or lamp.atmosphere
row.itemR(lamp, "atmosphere_turbidity", text="Turbidity")
split = layout.split()
col = split.column()
col.active = lamp.sky
col.itemL(text="Blending:")
sub = col.column()
sub.itemR(lamp, "sky_blend_type", text="")
sub.itemR(lamp, "sky_blend", text="Factor")
col.itemL(text="Color Space:")
sub = col.column()
sub.row().itemR(lamp, "sky_color_space", expand=True)
sub.itemR(lamp, "sky_exposure", text="Exposure")
col = split.column()
col.active = lamp.sky
col.itemL(text="Horizon:")
sub = col.column()
sub.itemR(lamp, "horizon_brightness", text="Brightness")
sub.itemR(lamp, "spread", text="Spread")
col.itemL(text="Sun:")
sub = col.column()
sub.itemR(lamp, "sun_brightness", text="Brightness")
sub.itemR(lamp, "sun_size", text="Size")
sub.itemR(lamp, "backscattered_light", slider=True,text="Back Light")
layout.itemS()
layout.itemR(lamp, "atmosphere")
split = layout.split()
col = split.column()
col.active = lamp.atmosphere
col.itemL(text="Intensity:")
col.itemR(lamp, "sun_intensity", text="Sun")
col.itemR(lamp, "atmosphere_distance_factor", text="Distance")
col = split.column()
col.active = lamp.atmosphere
col.itemL(text="Scattering:")
sub = col.column(align=True)
sub.itemR(lamp, "atmosphere_inscattering", slider=True, text="Inscattering")
sub.itemR(lamp, "atmosphere_extinction", slider=True ,text="Extinction")
class DATA_PT_shadow(DataButtonsPanel):
__label__ = "Shadow"
def poll(self, context):
lamp = context.lamp
return (lamp and lamp.type in ('POINT','SUN', 'SPOT', 'AREA'))
def draw(self, context):
layout = self.layout
lamp = context.lamp
layout.itemR(lamp, "shadow_method", expand=True)
if lamp.shadow_method != 'NOSHADOW':
split = layout.split()
col = split.column()
col.itemR(lamp, "shadow_color", text="")
col = split.column()
col.itemR(lamp, "shadow_layer", text="This Layer Only")
col.itemR(lamp, "only_shadow")
if lamp.shadow_method == 'RAY_SHADOW':
col = layout.column()
col.itemL(text="Sampling:")
col.row().itemR(lamp, "shadow_ray_sampling_method", expand=True)
if lamp.type in ('POINT', 'SUN', 'SPOT'):
split = layout.split()
col = split.column()
col.itemR(lamp, "shadow_soft_size", text="Soft Size")
col.itemR(lamp, "shadow_ray_samples", text="Samples")
if lamp.shadow_ray_sampling_method == 'ADAPTIVE_QMC':
col.itemR(lamp, "shadow_adaptive_threshold", text="Threshold")
col = split.column()
elif lamp.type == 'AREA':
split = layout.split()
col = split.column()
sub = split.column(align=True)
if lamp.shape == 'SQUARE':
col.itemR(lamp, "shadow_ray_samples_x", text="Samples")
elif lamp.shape == 'RECTANGLE':
col.itemR(lamp, "shadow_ray_samples_x", text="Samples X")
col.itemR(lamp, "shadow_ray_samples_y", text="Samples Y")
if lamp.shadow_ray_sampling_method == 'ADAPTIVE_QMC':
col.itemR(lamp, "shadow_adaptive_threshold", text="Threshold")
elif lamp.shadow_ray_sampling_method == 'CONSTANT_JITTERED':
sub.itemR(lamp, "umbra")
sub.itemR(lamp, "dither")
sub.itemR(lamp, "jitter")
elif lamp.shadow_method == 'BUFFER_SHADOW':
col = layout.column()
col.itemL(text="Buffer Type:")
col.row().itemR(lamp, "shadow_buffer_type", expand=True)
if lamp.shadow_buffer_type in ('REGULAR', 'HALFWAY', 'DEEP'):
split = layout.split()
col = split.column()
col.itemL(text="Filter Type:")
col.itemR(lamp, "shadow_filter_type", text="")
sub = col.column(align=True)
sub.itemR(lamp, "shadow_buffer_soft", text="Soft")
sub.itemR(lamp, "shadow_buffer_bias", text="Bias")
col = split.column()
col.itemL(text="Sample Buffers:")
col.itemR(lamp, "shadow_sample_buffers", text="")
sub = col.column(align=True)
sub.itemR(lamp, "shadow_buffer_size", text="Size")
sub.itemR(lamp, "shadow_buffer_samples", text="Samples")
if lamp.shadow_buffer_type == 'DEEP':
col.itemR(lamp, "compression_threshold")
elif lamp.shadow_buffer_type == 'IRREGULAR':
layout.itemR(lamp, "shadow_buffer_bias", text="Bias")
row = layout.row()
row.itemR(lamp, "auto_clip_start", text="Autoclip Start")
sub = row.row()
sub.active = not lamp.auto_clip_start
sub.itemR(lamp, "shadow_buffer_clip_start", text="Clip Start")
row = layout.row()
row.itemR(lamp, "auto_clip_end", text="Autoclip End")
sub = row.row()
sub.active = not lamp.auto_clip_end
sub.itemR(lamp, "shadow_buffer_clip_end", text=" Clip End")
class DATA_PT_area(DataButtonsPanel):
__label__ = "Area Shape"
def poll(self, context):
lamp = context.lamp
return (lamp and lamp.type == 'AREA')
def draw(self, context):
layout = self.layout
lamp = context.lamp
split = layout.split()
col = split.column()
col.row().itemR(lamp, "shape", expand=True)
sub = col.column(align=True)
if (lamp.shape == 'SQUARE'):
sub.itemR(lamp, "size")
elif (lamp.shape == 'RECTANGLE'):
sub.itemR(lamp, "size", text="Size X")
sub.itemR(lamp, "size_y", text="Size Y")
class DATA_PT_spot(DataButtonsPanel):
__label__ = "Spot Shape"
def poll(self, context):
lamp = context.lamp
return (lamp and lamp.type == 'SPOT')
def draw(self, context):
layout = self.layout
lamp = context.lamp
split = layout.split()
col = split.column()
sub = col.column()
sub.itemR(lamp, "spot_size", text="Size")
sub.itemR(lamp, "spot_blend", text="Blend", slider=True)
col.itemR(lamp, "square")
col = split.column()
col.itemR(lamp, "halo")
sub = col.column(align=True)
sub.active = lamp.halo
sub.itemR(lamp, "halo_intensity", text="Intensity")
if lamp.shadow_method == 'BUFFER_SHADOW':
sub.itemR(lamp, "halo_step", text="Step")
class DATA_PT_falloff_curve(DataButtonsPanel):
__label__ = "Falloff Curve"
__default_closed__ = True
def poll(self, context):
lamp = context.lamp
return (lamp and lamp.type in ('POINT', 'SPOT') and lamp.falloff_type == 'CUSTOM_CURVE')
def draw(self, context):
lamp = context.lamp
self.layout.template_curve_mapping(lamp, "falloff_curve")
bpy.types.register(DATA_PT_context_lamp)
bpy.types.register(DATA_PT_preview)
bpy.types.register(DATA_PT_lamp)
bpy.types.register(DATA_PT_falloff_curve)
bpy.types.register(DATA_PT_area)
bpy.types.register(DATA_PT_spot)
bpy.types.register(DATA_PT_shadow)
bpy.types.register(DATA_PT_sunsky)

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@@ -1,56 +0,0 @@
import bpy
class DataButtonsPanel(bpy.types.Panel):
__space_type__ = 'PROPERTIES'
__region_type__ = 'WINDOW'
__context__ = "data"
def poll(self, context):
return context.lattice
class DATA_PT_context_lattice(DataButtonsPanel):
__show_header__ = False
def draw(self, context):
layout = self.layout
ob = context.object
lat = context.lattice
space = context.space_data
split = layout.split(percentage=0.65)
if ob:
split.template_ID(ob, "data")
split.itemS()
elif lat:
split.template_ID(space, "pin_id")
split.itemS()
class DATA_PT_lattice(DataButtonsPanel):
__label__ = "Lattice"
def draw(self, context):
layout = self.layout
lat = context.lattice
row = layout.row()
row.itemR(lat, "points_u")
row.itemR(lat, "interpolation_type_u", expand=True)
row = layout.row()
row.itemR(lat, "points_v")
row.itemR(lat, "interpolation_type_v", expand=True)
row = layout.row()
row.itemR(lat, "points_w")
row.itemR(lat, "interpolation_type_w", expand=True)
row = layout.row()
row.itemO("lattice.make_regular")
row.itemR(lat, "outside")
bpy.types.register(DATA_PT_context_lattice)
bpy.types.register(DATA_PT_lattice)

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@@ -1,242 +0,0 @@
import bpy
class DataButtonsPanel(bpy.types.Panel):
__space_type__ = 'PROPERTIES'
__region_type__ = 'WINDOW'
__context__ = "data"
def poll(self, context):
return context.mesh
class DATA_PT_context_mesh(DataButtonsPanel):
__show_header__ = False
def draw(self, context):
layout = self.layout
ob = context.object
mesh = context.mesh
space = context.space_data
split = layout.split(percentage=0.65)
if ob:
split.template_ID(ob, "data")
split.itemS()
elif mesh:
split.template_ID(space, "pin_id")
split.itemS()
class DATA_PT_normals(DataButtonsPanel):
__label__ = "Normals"
def draw(self, context):
layout = self.layout
mesh = context.mesh
split = layout.split()
col = split.column()
col.itemR(mesh, "autosmooth")
sub = col.column()
sub.active = mesh.autosmooth
sub.itemR(mesh, "autosmooth_angle", text="Angle")
col = split.column()
col.itemR(mesh, "vertex_normal_flip")
col.itemR(mesh, "double_sided")
class DATA_PT_settings(DataButtonsPanel):
__label__ = "Settings"
def draw(self, context):
layout = self.layout
mesh = context.mesh
split = layout.split()
col = split.column()
col.itemR(mesh, "texture_mesh")
class DATA_PT_vertex_groups(DataButtonsPanel):
__label__ = "Vertex Groups"
def poll(self, context):
return (context.object and context.object.type in ('MESH', 'LATTICE'))
def draw(self, context):
layout = self.layout
ob = context.object
group = ob.active_vertex_group
rows = 2
if group:
rows= 5
row = layout.row()
row.template_list(ob, "vertex_groups", ob, "active_vertex_group_index", rows=rows)
col = row.column(align=True)
col.itemO("object.vertex_group_add", icon='ICON_ZOOMIN', text="")
col.itemO("object.vertex_group_remove", icon='ICON_ZOOMOUT', text="")
col.itemO("object.vertex_group_copy", icon='ICON_COPY_ID', text="")
if ob.data.users > 1:
col.itemO("object.vertex_group_copy_to_linked", icon='ICON_LINK_AREA', text="")
if group:
row = layout.row()
row.itemR(group, "name")
if ob.mode == 'EDIT' and len(ob.vertex_groups) > 0:
row = layout.row()
sub = row.row(align=True)
sub.itemO("object.vertex_group_assign", text="Assign")
sub.itemO("object.vertex_group_remove_from", text="Remove")
sub = row.row(align=True)
sub.itemO("object.vertex_group_select", text="Select")
sub.itemO("object.vertex_group_deselect", text="Deselect")
layout.itemR(context.tool_settings, "vertex_group_weight", text="Weight")
class DATA_PT_shape_keys(DataButtonsPanel):
__label__ = "Shape Keys"
def poll(self, context):
return (context.object and context.object.type in ('MESH', 'LATTICE', 'CURVE', 'SURFACE'))
def draw(self, context):
layout = self.layout
ob = context.object
key = ob.data.shape_keys
kb = ob.active_shape_key
enable_edit = ob.mode != 'EDIT'
enable_edit_value = False
if ob.shape_key_lock == False:
if enable_edit or (ob.type == 'MESH' and ob.shape_key_edit_mode):
enable_edit_value = True
row = layout.row()
rows = 2
if kb:
rows= 5
row.template_list(key, "keys", ob, "active_shape_key_index", rows=rows)
col = row.column()
subcol = col.column(align=True)
subcol.itemO("object.shape_key_add", icon='ICON_ZOOMIN', text="")
subcol.itemO("object.shape_key_remove", icon='ICON_ZOOMOUT', text="")
if kb:
col.itemS()
subcol = col.column(align=True)
subcol.item_enumO("object.shape_key_move", "type", 'UP', icon='ICON_TRIA_UP', text="")
subcol.item_enumO("object.shape_key_move", "type", 'DOWN', icon='ICON_TRIA_DOWN', text="")
split = layout.split(percentage=0.4)
sub = split.row()
sub.enabled = enable_edit
sub.itemR(key, "relative")
sub = split.row()
sub.alignment = 'RIGHT'
subrow = sub.row(align=True)
subrow.active= enable_edit_value
subrow.itemR(ob, "shape_key_lock", icon='ICON_UNPINNED', text="")
subrow.itemR(kb, "mute", icon='ICON_MUTE_IPO_OFF', text="")
subrow.itemO("object.shape_key_clear", icon='ICON_X', text="")
sub.itemO("object.shape_key_mirror", icon='ICON_MOD_MIRROR', text="")
sub.itemR(ob, "shape_key_edit_mode", text="")
row = layout.row()
row.itemR(kb, "name")
if key.relative:
if ob.active_shape_key_index != 0:
row = layout.row()
row.active = enable_edit_value
row.itemR(kb, "value")
split = layout.split()
sub = split.column(align=True)
sub.active = enable_edit_value
sub.itemL(text="Range:")
sub.itemR(kb, "slider_min", text="Min")
sub.itemR(kb, "slider_max", text="Max")
sub = split.column(align=True)
sub.active = enable_edit_value
sub.itemL(text="Blend:")
sub.item_pointerR(kb, "vertex_group", ob, "vertex_groups", text="")
sub.item_pointerR(kb, "relative_key", key, "keys", text="")
else:
row = layout.row()
row.active = enable_edit_value
row.itemR(key, "slurph")
class DATA_PT_uv_texture(DataButtonsPanel):
__label__ = "UV Texture"
def draw(self, context):
layout = self.layout
me = context.mesh
row = layout.row()
col = row.column()
col.template_list(me, "uv_textures", me, "active_uv_texture_index", rows=2)
col = row.column(align=True)
col.itemO("mesh.uv_texture_add", icon='ICON_ZOOMIN', text="")
col.itemO("mesh.uv_texture_remove", icon='ICON_ZOOMOUT', text="")
lay = me.active_uv_texture
if lay:
layout.itemR(lay, "name")
class DATA_PT_vertex_colors(DataButtonsPanel):
__label__ = "Vertex Colors"
def draw(self, context):
layout = self.layout
me = context.mesh
row = layout.row()
col = row.column()
col.template_list(me, "vertex_colors", me, "active_vertex_color_index", rows=2)
col = row.column(align=True)
col.itemO("mesh.vertex_color_add", icon='ICON_ZOOMIN', text="")
col.itemO("mesh.vertex_color_remove", icon='ICON_ZOOMOUT', text="")
lay = me.active_vertex_color
if lay:
layout.itemR(lay, "name")
bpy.types.register(DATA_PT_context_mesh)
bpy.types.register(DATA_PT_normals)
bpy.types.register(DATA_PT_settings)
bpy.types.register(DATA_PT_vertex_groups)
bpy.types.register(DATA_PT_shape_keys)
bpy.types.register(DATA_PT_uv_texture)
bpy.types.register(DATA_PT_vertex_colors)

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@@ -1,106 +0,0 @@
import bpy
class DataButtonsPanel(bpy.types.Panel):
__space_type__ = 'PROPERTIES'
__region_type__ = 'WINDOW'
__context__ = "data"
def poll(self, context):
return context.meta_ball
class DATA_PT_context_metaball(DataButtonsPanel):
__show_header__ = False
def draw(self, context):
layout = self.layout
ob = context.object
mball = context.meta_ball
space = context.space_data
split = layout.split(percentage=0.65)
if ob:
split.template_ID(ob, "data")
split.itemS()
elif mball:
split.template_ID(space, "pin_id")
split.itemS()
class DATA_PT_metaball(DataButtonsPanel):
__label__ = "Metaball"
def draw(self, context):
layout = self.layout
mball = context.meta_ball
split = layout.split()
col = split.column()
col.itemL(text="Resolution:")
sub = col.column(align=True)
sub.itemR(mball, "wire_size", text="View")
sub.itemR(mball, "render_size", text="Render")
col = split.column()
col.itemL(text="Settings:")
col.itemR(mball, "threshold", text="Threshold")
layout.itemL(text="Update:")
layout.itemR(mball, "flag", expand=True)
class DATA_PT_metaball_element(DataButtonsPanel):
__label__ = "Active Element"
def poll(self, context):
return (context.meta_ball and context.meta_ball.active_element)
def draw(self, context):
layout = self.layout
metaelem = context.meta_ball.active_element
split = layout.split(percentage=0.3)
split.itemL(text="Type:")
split.itemR(metaelem, "type", text="")
split = layout.split()
col = split.column()
col.itemL(text="Settings:")
col.itemR(metaelem, "stiffness", text="Stiffness")
col.itemR(metaelem, "negative", text="Negative")
col.itemR(metaelem, "hide", text="Hide")
if metaelem.type == 'BALL':
col = split.column(align=True)
elif metaelem.type == 'CUBE':
col = split.column(align=True)
col.itemL(text="Size:")
col.itemR(metaelem, "size_x", text="X")
col.itemR(metaelem, "size_y", text="Y")
col.itemR(metaelem, "size_z", text="Z")
elif metaelem.type == 'TUBE':
col = split.column(align=True)
col.itemL(text="Size:")
col.itemR(metaelem, "size_x", text="X")
elif metaelem.type == 'PLANE':
col = split.column(align=True)
col.itemL(text="Size:")
col.itemR(metaelem, "size_x", text="X")
col.itemR(metaelem, "size_y", text="Y")
elif metaelem.type == 'ELLIPSOID':
col = split.column(align=True)
col.itemL(text="Size:")
col.itemR(metaelem, "size_x", text="X")
col.itemR(metaelem, "size_y", text="Y")
col.itemR(metaelem, "size_z", text="Z")
bpy.types.register(DATA_PT_context_metaball)
bpy.types.register(DATA_PT_metaball)
bpy.types.register(DATA_PT_metaball_element)

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@@ -1,449 +0,0 @@
import bpy
class DataButtonsPanel(bpy.types.Panel):
__space_type__ = 'PROPERTIES'
__region_type__ = 'WINDOW'
__context__ = "modifier"
class DATA_PT_modifiers(DataButtonsPanel):
__label__ = "Modifiers"
def draw(self, context):
layout = self.layout
ob = context.object
row = layout.row()
row.item_menu_enumO("object.modifier_add", "type")
row.itemL()
for md in ob.modifiers:
box = layout.template_modifier(md)
if box:
# match enum type to our functions, avoids a lookup table.
getattr(self, md.type)(box, ob, md)
# the mt.type enum is (ab)used for a lookup on function names
# ...to avoid lengthy if statements
# so each type must have a function here.
def ARMATURE(self, layout, ob, md):
layout.itemR(md, "object")
split = layout.split(percentage=0.5)
split.itemL(text="Vertex Group:")
sub = split.split(percentage=0.7)
sub.item_pointerR(md, "vertex_group", ob, "vertex_groups", text="")
subsub = sub.row()
subsub.active = md.vertex_group
subsub.itemR(md, "invert")
layout.itemS()
split = layout.split()
col = split.column()
col.itemL(text="Bind To:")
col.itemR(md, "use_vertex_groups", text="Vertex Groups")
col.itemR(md, "use_bone_envelopes", text="Bone Envelopes")
col = split.column()
col.itemL(text="Deformation:")
col.itemR(md, "quaternion")
col.itemR(md, "multi_modifier")
def ARRAY(self, layout, ob, md):
layout.itemR(md, "fit_type")
if md.fit_type == 'FIXED_COUNT':
layout.itemR(md, "count")
elif md.fit_type == 'FIT_LENGTH':
layout.itemR(md, "length")
elif md.fit_type == 'FIT_CURVE':
layout.itemR(md, "curve")
layout.itemS()
split = layout.split()
col = split.column()
col.itemR(md, "constant_offset")
sub = col.column()
sub.active = md.constant_offset
sub.itemR(md, "constant_offset_displacement", text="")
col.itemS()
col.itemR(md, "merge_adjacent_vertices", text="Merge")
sub = col.column()
sub.active = md.merge_adjacent_vertices
sub.itemR(md, "merge_end_vertices", text="First Last")
sub.itemR(md, "merge_distance", text="Distance")
col = split.column()
col.itemR(md, "relative_offset")
sub = col.column()
sub.active = md.relative_offset
sub.itemR(md, "relative_offset_displacement", text="")
col.itemS()
col.itemR(md, "add_offset_object")
sub = col.column()
sub.active = md.add_offset_object
sub.itemR(md, "offset_object", text="")
layout.itemS()
col = layout.column()
col.itemR(md, "start_cap")
col.itemR(md, "end_cap")
def BEVEL(self, layout, ob, md):
row = layout.row()
row.itemR(md, "width")
row.itemR(md, "only_vertices")
layout.itemL(text="Limit Method:")
layout.row().itemR(md, "limit_method", expand=True)
if md.limit_method == 'ANGLE':
layout.itemR(md, "angle")
elif md.limit_method == 'WEIGHT':
layout.row().itemR(md, "edge_weight_method", expand=True)
def BOOLEAN(self, layout, ob, md):
layout.itemR(md, "operation")
layout.itemR(md, "object")
def BUILD(self, layout, ob, md):
split = layout.split()
col = split.column()
col.itemR(md, "start")
col.itemR(md, "length")
col = split.column()
col.itemR(md, "randomize")
sub = col.column()
sub.active = md.randomize
sub.itemR(md, "seed")
def CAST(self, layout, ob, md):
layout.itemR(md, "cast_type")
layout.itemR(md, "object")
if md.object:
layout.itemR(md, "use_transform")
flow = layout.column_flow()
flow.itemR(md, "x")
flow.itemR(md, "y")
flow.itemR(md, "z")
flow.itemR(md, "factor")
flow.itemR(md, "radius")
flow.itemR(md, "size")
layout.itemR(md, "from_radius")
layout.item_pointerR(md, "vertex_group", ob, "vertex_groups")
def CLOTH(self, layout, ob, md):
layout.itemL(text="See Cloth panel.")
def COLLISION(self, layout, ob, md):
layout.itemL(text="See Collision panel.")
def CURVE(self, layout, ob, md):
layout.itemR(md, "object")
layout.item_pointerR(md, "vertex_group", ob, "vertex_groups")
layout.itemR(md, "deform_axis")
def DECIMATE(self, layout, ob, md):
layout.itemR(md, "ratio")
layout.itemR(md, "face_count")
def DISPLACE(self, layout, ob, md):
layout.item_pointerR(md, "vertex_group", ob, "vertex_groups")
layout.itemR(md, "texture")
layout.itemR(md, "midlevel")
layout.itemR(md, "strength")
layout.itemR(md, "direction")
layout.itemR(md, "texture_coordinates")
if md.texture_coordinates == 'OBJECT':
layout.itemR(md, "texture_coordinate_object", text="Object")
elif md.texture_coordinates == 'UV' and ob.type == 'MESH':
layout.item_pointerR(md, "uv_layer", ob.data, "uv_textures")
def EDGE_SPLIT(self, layout, ob, md):
split = layout.split()
col = split.column()
col.itemR(md, "use_edge_angle", text="Edge Angle")
sub = col.column()
sub.active = md.use_edge_angle
sub.itemR(md, "split_angle")
col = split.column()
col.itemR(md, "use_sharp", text="Sharp Edges")
def EXPLODE(self, layout, ob, md):
layout.item_pointerR(md, "vertex_group", ob, "vertex_groups")
layout.itemR(md, "protect")
flow = layout.column_flow(2)
flow.itemR(md, "split_edges")
flow.itemR(md, "unborn")
flow.itemR(md, "alive")
flow.itemR(md, "dead")
layout.itemO("object.explode_refresh", text="Refresh");
def FLUID_SIMULATION(self, layout, ob, md):
layout.itemL(text="See Fluid panel.")
def HOOK(self, layout, ob, md):
col = layout.column()
col.itemR(md, "object")
if md.object and md.object.type == 'ARMATURE':
layout.item_pointerR(md, "subtarget", md.object.data, "bones", text="Bone")
layout.item_pointerR(md, "vertex_group", ob, "vertex_groups")
split = layout.split()
split.itemR(md, "falloff")
split.itemR(md, "force", slider=True)
layout.itemS()
row = layout.row()
row.itemO("object.hook_reset", text="Reset")
row.itemO("object.hook_recenter", text="Recenter")
if ob.mode == 'EDIT':
row = layout.row()
row.itemO("object.hook_select", text="Select")
row.itemO("object.hook_assign", text="Assign")
def LATTICE(self, layout, ob, md):
layout.itemR(md, "object")
layout.item_pointerR(md, "vertex_group", ob, "vertex_groups")
def MASK(self, layout, ob, md):
layout.itemR(md, "mode")
if md.mode == 'ARMATURE':
layout.itemR(md, "armature")
elif md.mode == 'VERTEX_GROUP':
layout.item_pointerR(md, "vertex_group", ob, "vertex_groups")
layout.itemR(md, "inverse")
def MESH_DEFORM(self, layout, ob, md):
layout.itemR(md, "object")
layout.item_pointerR(md, "vertex_group", ob, "vertex_groups")
layout.itemR(md, "invert")
layout.itemS()
if md.is_bound:
layout.itemO("object.meshdeform_bind", text="Unbind")
else:
layout.itemO("object.meshdeform_bind", text="Bind")
row = layout.row()
row.itemR(md, "precision")
row.itemR(md, "dynamic")
def MIRROR(self, layout, ob, md):
layout.itemR(md, "merge_limit")
split = layout.split()
col = split.column()
col.itemR(md, "x")
col.itemR(md, "y")
col.itemR(md, "z")
col = split.column()
col.itemL(text="Textures:")
col.itemR(md, "mirror_u")
col.itemR(md, "mirror_v")
col = split.column()
col.itemR(md, "clip", text="Do Clipping")
col.itemR(md, "mirror_vertex_groups", text="Vertex Group")
layout.itemR(md, "mirror_object")
def MULTIRES(self, layout, ob, md):
layout.itemR(md, "subdivision_type")
row = layout.row()
row.itemO("object.multires_subdivide", text="Subdivide")
row.itemO("object.multires_higher_levels_delete", text="Delete Higher")
layout.itemR(md, "level")
def PARTICLE_INSTANCE(self, layout, ob, md):
layout.itemR(md, "object")
layout.itemR(md, "particle_system_number")
flow = layout.column_flow()
flow.itemR(md, "normal")
flow.itemR(md, "children")
flow.itemR(md, "size")
flow.itemR(md, "path")
if md.path:
flow.itemR(md, "keep_shape")
flow.itemR(md, "unborn")
flow.itemR(md, "alive")
flow.itemR(md, "dead")
flow.itemL(md, "")
if md.path:
flow.itemR(md, "axis", text="")
if md.path:
row = layout.row()
row.itemR(md, "position", slider=True)
row.itemR(md, "random_position", text = "Random", slider=True)
def PARTICLE_SYSTEM(self, layout, ob, md):
layout.itemL(text="See Particle panel.")
def SHRINKWRAP(self, layout, ob, md):
layout.itemR(md, "target")
layout.item_pointerR(md, "vertex_group", ob, "vertex_groups")
layout.itemR(md, "offset")
layout.itemR(md, "subsurf_levels")
layout.itemR(md, "mode")
if md.mode == 'PROJECT':
layout.itemR(md, "subsurf_levels")
layout.itemR(md, "auxiliary_target")
row = layout.row()
row.itemR(md, "x")
row.itemR(md, "y")
row.itemR(md, "z")
flow = layout.column_flow()
flow.itemR(md, "negative")
flow.itemR(md, "positive")
flow.itemR(md, "cull_front_faces")
flow.itemR(md, "cull_back_faces")
elif md.mode == 'NEAREST_SURFACEPOINT':
layout.itemR(md, "keep_above_surface")
def SIMPLE_DEFORM(self, layout, ob, md):
layout.itemR(md, "mode")
layout.item_pointerR(md, "vertex_group", ob, "vertex_groups")
layout.itemR(md, "origin")
layout.itemR(md, "relative")
layout.itemR(md, "factor")
layout.itemR(md, "limits")
if md.mode in ('TAPER', 'STRETCH'):
layout.itemR(md, "lock_x_axis")
layout.itemR(md, "lock_y_axis")
def SMOKE(self, layout, ob, md):
layout.itemL(text="See Smoke panel.")
def SMOOTH(self, layout, ob, md):
split = layout.split()
col = split.column()
col.itemR(md, "x")
col.itemR(md, "y")
col.itemR(md, "z")
col = split.column()
col.itemR(md, "factor")
col.itemR(md, "repeat")
layout.item_pointerR(md, "vertex_group", ob, "vertex_groups")
def SOFT_BODY(self, layout, ob, md):
layout.itemL(text="See Soft Body panel.")
def SUBSURF(self, layout, ob, md):
layout.row().itemR(md, "subdivision_type", expand=True)
flow = layout.column_flow()
flow.itemR(md, "levels", text="Preview")
flow.itemR(md, "render_levels", text="Render")
flow.itemR(md, "optimal_draw", text="Optimal Display")
flow.itemR(md, "subsurf_uv")
def SURFACE(self, layout, ob, md):
layout.itemL(text="See Fields panel.")
def UV_PROJECT(self, layout, ob, md):
if ob.type == 'MESH':
layout.item_pointerR(md, "uv_layer", ob.data, "uv_textures")
layout.itemR(md, "image")
layout.itemR(md, "override_image")
split = layout.split()
col = split.column()
col.itemL(text="Aspect Ratio:")
sub = col.column(align=True)
sub.itemR(md, "horizontal_aspect_ratio", text="Horizontal")
sub.itemR(md, "vertical_aspect_ratio", text="Vertical")
col = split.column()
col.itemL(text="Projectors:")
sub = col.column(align=True)
sub.itemR(md, "num_projectors", text="Number")
for proj in md.projectors:
sub.itemR(proj, "object", text="")
def WAVE(self, layout, ob, md):
split = layout.split()
col = split.column()
col.itemL(text="Motion:")
col.itemR(md, "x")
col.itemR(md, "y")
col.itemR(md, "cyclic")
col = split.column()
col.itemR(md, "normals")
sub = col.column()
sub.active = md.normals
sub.itemR(md, "x_normal", text="X")
sub.itemR(md, "y_normal", text="Y")
sub.itemR(md, "z_normal", text="Z")
split = layout.split()
col = split.column()
col.itemL(text="Time:")
sub = col.column(align=True)
sub.itemR(md, "time_offset", text="Offset")
sub.itemR(md, "lifetime", text="Life")
col.itemR(md, "damping_time", text="Damping")
col = split.column()
col.itemL(text="Position:")
sub = col.column(align=True)
sub.itemR(md, "start_position_x", text="X")
sub.itemR(md, "start_position_y", text="Y")
col.itemR(md, "falloff_radius", text="Falloff")
layout.itemS()
layout.itemR(md, "start_position_object")
layout.item_pointerR(md, "vertex_group", ob, "vertex_groups")
layout.itemR(md, "texture")
layout.itemR(md, "texture_coordinates")
if md.texture_coordinates == 'MAP_UV' and ob.type == 'MESH':
layout.item_pointerR(md, "uv_layer", ob.data, "uv_textures")
elif md.texture_coordinates == 'OBJECT':
layout.itemR(md, "texture_coordinates_object")
layout.itemS()
flow = layout.column_flow()
flow.itemR(md, "speed", slider=True)
flow.itemR(md, "height", slider=True)
flow.itemR(md, "width", slider=True)
flow.itemR(md, "narrowness", slider=True)
bpy.types.register(DATA_PT_modifiers)

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@@ -1,179 +0,0 @@
import bpy
class DataButtonsPanel(bpy.types.Panel):
__space_type__ = 'PROPERTIES'
__region_type__ = 'WINDOW'
__context__ = "data"
def poll(self, context):
return (context.object and context.object.type == 'TEXT' and context.curve)
class DATA_PT_context_text(DataButtonsPanel):
__show_header__ = False
def draw(self, context):
layout = self.layout
ob = context.object
curve = context.curve
space = context.space_data
split = layout.split(percentage=0.65)
if ob:
split.template_ID(ob, "data")
split.itemS()
elif curve:
split.template_ID(space, "pin_id")
split.itemS()
class DATA_PT_shape_text(DataButtonsPanel):
__label__ = "Shape Text"
def draw(self, context):
layout = self.layout
ob = context.object
curve = context.curve
space = context.space_data
split = layout.split()
col = split.column()
col.itemL(text="Caps:")
row = col.row()
row .itemR(curve, "front")
row .itemR(curve, "back")
# col = split.column()
col.itemL(text="Textures:")
col.itemR(curve, "uv_orco")
col.itemR(curve, "auto_texspace")
col = split.column()
col.itemL(text="Resolution:")
sub = col.column(align=True)
sub.itemR(curve, "resolution_u", text="Preview")
sub.itemR(curve, "render_resolution_u", text="Render")
# resolution_v is not used for text
sub = col.column(align=True)
col.itemL(text="Display:")
col.itemR(curve, "fast", text="Fast Editing")
class DATA_PT_geometry_text(DataButtonsPanel):
__label__ = "Geometry"
def draw(self, context):
layout = self.layout
curve = context.curve
split = layout.split()
col = split.column()
col.itemL(text="Modification:")
col.itemR(curve, "width")
col.itemR(curve, "extrude")
col.itemL(text="Taper Object:")
col.itemR(curve, "taper_object", text="")
col = split.column()
col.itemL(text="Bevel:")
col.itemR(curve, "bevel_depth", text="Depth")
col.itemR(curve, "bevel_resolution", text="Resolution")
col.itemL(text="Bevel Object:")
col.itemR(curve, "bevel_object", text="")
class DATA_PT_font(DataButtonsPanel):
__label__ = "Font"
def draw(self, context):
layout = self.layout
text = context.curve
char = context.curve.edit_format
layout.itemR(text, "font")
row = layout.row()
row.itemR(text, "text_size", text="Size")
row.itemR(text, "shear")
split = layout.split()
col = split.column()
col.itemL(text="Object Font:")
col.itemR(text, "family", text="")
col = split.column()
col.itemL(text="Text on Curve:")
col.itemR(text, "text_on_curve", text="")
split = layout.split()
col = split.column()
col.itemL(text="Character:")
col.itemR(char, "bold")
col.itemR(char, "italic")
col.itemR(char, "underline")
# col.itemR(char, "style")
# col.itemR(char, "wrap")
col = split.column(align=True)
col.itemL(text="Underline:")
col.itemR(text, "ul_position", text="Position")
col.itemR(text, "ul_height", text="Thickness")
class DATA_PT_paragraph(DataButtonsPanel):
__label__ = "Paragraph"
def draw(self, context):
layout = self.layout
text = context.curve
layout.itemL(text="Align:")
layout.itemR(text, "spacemode", expand=True)
split = layout.split()
col = split.column(align=True)
col.itemL(text="Spacing:")
col.itemR(text, "spacing", text="Character")
col.itemR(text, "word_spacing", text="Word")
col.itemR(text, "line_dist", text="Line")
col = split.column(align=True)
col.itemL(text="Offset:")
col.itemR(text, "offset_x", text="X")
col.itemR(text, "offset_y", text="Y")
class DATA_PT_textboxes(DataButtonsPanel):
__label__ = "Text Boxes"
def draw(self, context):
layout = self.layout
text = context.curve
for box in text.textboxes:
split = layout.box().split()
col = split.column(align=True)
col.itemL(text="Dimensions:")
col.itemR(box, "width", text="Width")
col.itemR(box, "height", text="Height")
col = split.column(align=True)
col.itemL(text="Offset:")
col.itemR(box, "x", text="X")
col.itemR(box, "y", text="Y")
bpy.types.register(DATA_PT_context_text)
bpy.types.register(DATA_PT_shape_text)
bpy.types.register(DATA_PT_geometry_text)
bpy.types.register(DATA_PT_font)
bpy.types.register(DATA_PT_paragraph)
bpy.types.register(DATA_PT_textboxes)

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@@ -1,416 +0,0 @@
import bpy
class PhysicsButtonsPanel(bpy.types.Panel):
__space_type__ = 'PROPERTIES'
__region_type__ = 'WINDOW'
__context__ = "physics"
def poll(self, context):
ob = context.active_object
rd = context.scene.render_data
return ob and ob.game and (rd.engine == 'BLENDER_GAME')
class PHYSICS_PT_game_physics(PhysicsButtonsPanel):
__label__ = "Physics"
def draw(self, context):
layout = self.layout
ob = context.active_object
game = ob.game
soft = ob.game.soft_body
layout.itemR(game, "physics_type")
layout.itemS()
#if game.physics_type == 'DYNAMIC':
if game.physics_type in ('DYNAMIC', 'RIGID_BODY'):
split = layout.split()
col = split.column()
col.itemR(game, "actor")
col.itemR(game, "ghost")
col.itemR(ob, "restrict_render", text="Invisible") # out of place but useful
col = split.column()
col.itemR(game, "material_physics")
col.itemR(game, "rotate_from_normal")
col.itemR(game, "no_sleeping")
layout.itemS()
split = layout.split()
col = split.column()
col.itemL(text="Attributes:")
col.itemR(game, "mass")
col.itemR(game, "radius")
col.itemR(game, "form_factor")
col = split.column()
sub = col.column()
sub.active = (game.physics_type == 'RIGID_BODY')
sub.itemR(game, "anisotropic_friction")
subsub = sub.column()
subsub.active = game.anisotropic_friction
subsub.itemR(game, "friction_coefficients", text="", slider=True)
split = layout.split()
col = split.column()
col.itemL(text="Velocity:")
sub = col.column(align=True)
sub.itemR(game, "minimum_velocity", text="Minimum")
sub.itemR(game, "maximum_velocity", text="Maximum")
col = split.column()
col.itemL(text="Damping:")
sub = col.column(align=True)
sub.itemR(game, "damping", text="Translation", slider=True)
sub.itemR(game, "rotation_damping", text="Rotation", slider=True)
layout.itemS()
split = layout.split()
col = split.column()
col.itemL(text="Lock Translation:")
col.itemR(game, "lock_x_axis", text="X")
col.itemR(game, "lock_y_axis", text="Y")
col.itemR(game, "lock_z_axis", text="Z")
col = split.column()
col.itemL(text="Lock Rotation:")
col.itemR(game, "lock_x_rot_axis", text="X")
col.itemR(game, "lock_y_rot_axis", text="Y")
col.itemR(game, "lock_z_rot_axis", text="Z")
elif game.physics_type == 'SOFT_BODY':
col = layout.column()
col.itemR(game, "actor")
col.itemR(game, "ghost")
col.itemR(ob, "restrict_render", text="Invisible")
layout.itemS()
split = layout.split()
col = split.column()
col.itemL(text="Attributes:")
col.itemR(game, "mass")
col.itemR(soft, "welding")
col.itemR(soft, "position_iterations")
col.itemR(soft, "linstiff", slider=True)
col.itemR(soft, "dynamic_friction", slider=True)
col.itemR(soft, "margin", slider=True)
col.itemR(soft, "bending_const", text="Bending Constraints")
col = split.column()
col.itemR(soft, "shape_match")
sub = col.column()
sub.active = soft.shape_match
sub.itemR(soft, "threshold", slider=True)
col.itemS()
col.itemL(text="Cluster Collision:")
col.itemR(soft, "cluster_rigid_to_softbody")
col.itemR(soft, "cluster_soft_to_softbody")
sub = col.column()
sub.active = (soft.cluster_rigid_to_softbody or soft.cluster_soft_to_softbody)
sub.itemR(soft, "cluster_iterations", text="Iterations")
elif game.physics_type == 'STATIC':
col = layout.column()
col.itemR(game, "actor")
col.itemR(game, "ghost")
col.itemR(ob, "restrict_render", text="Invisible")
elif game.physics_type in ('SENSOR', 'INVISIBLE', 'NO_COLLISION', 'OCCLUDE'):
layout.itemR(ob, "restrict_render", text="Invisible")
class PHYSICS_PT_game_collision_bounds(PhysicsButtonsPanel):
__label__ = "Collision Bounds"
def poll(self, context):
game = context.object.game
rd = context.scene.render_data
return (game.physics_type in ('DYNAMIC', 'RIGID_BODY', 'SENSOR', 'SOFT_BODY', 'STATIC')) and (rd.engine == 'BLENDER_GAME')
def draw_header(self, context):
game = context.active_object.game
self.layout.itemR(game, "use_collision_bounds", text="")
def draw(self, context):
layout = self.layout
game = context.active_object.game
layout.active = game.use_collision_bounds
layout.itemR(game, "collision_bounds", text="Bounds")
row = layout.row()
row.itemR(game, "collision_compound", text="Compound")
row.itemR(game, "collision_margin", text="Margin", slider=True)
bpy.types.register(PHYSICS_PT_game_physics)
bpy.types.register(PHYSICS_PT_game_collision_bounds)
class RenderButtonsPanel(bpy.types.Panel):
__space_type__ = 'PROPERTIES'
__region_type__ = 'WINDOW'
__context__ = "render"
def poll(self, context):
rd = context.scene.render_data
return (rd.engine == 'BLENDER_GAME')
class RENDER_PT_game(RenderButtonsPanel):
__label__ = "Game"
def draw(self, context):
layout = self.layout
row = layout.row()
row.itemO("view3d.game_start", text="Start")
row.itemL()
class RENDER_PT_game_player(RenderButtonsPanel):
__label__ = "Standalone Player"
def draw(self, context):
layout = self.layout
gs = context.scene.game_data
layout.itemR(gs, "fullscreen")
split = layout.split()
col = split.column()
col.itemL(text="Resolution:")
sub = col.column(align=True)
sub.itemR(gs, "resolution_x", slider=False, text="X")
sub.itemR(gs, "resolution_y", slider=False, text="Y")
col = split.column()
col.itemL(text="Quality:")
sub = col.column(align=True)
sub.itemR(gs, "depth", text="Bit Depth", slider=False)
sub.itemR(gs, "frequency", text="FPS", slider=False)
# framing:
col = layout.column()
col.itemL(text="Framing:")
col.row().itemR(gs, "framing_type", expand=True)
if gs.framing_type == 'LETTERBOX':
col.itemR(gs, "framing_color", text="")
class RENDER_PT_game_stereo(RenderButtonsPanel):
__label__ = "Stereo"
def draw(self, context):
layout = self.layout
gs = context.scene.game_data
stereo_mode = gs.stereo
# stereo options:
layout.itemR(gs, "stereo", expand=True)
# stereo:
if stereo_mode == 'STEREO':
layout.itemR(gs, "stereo_mode")
layout.itemL(text="To do: Focal Length")
layout.itemL(text="To do: Eye Separation")
# dome:
elif stereo_mode == 'DOME':
layout.itemR(gs, "dome_mode", text="Dome Type")
dome_type = gs.dome_mode
split=layout.split()
if dome_type == 'FISHEYE' or \
dome_type == 'TRUNCATED_REAR' or \
dome_type == 'TRUNCATED_FRONT':
col=split.column()
col.itemR(gs, "dome_angle", slider=True)
col.itemR(gs, "dome_tilt")
col=split.column()
col.itemR(gs, "dome_tesselation", text="Tesselation")
col.itemR(gs, "dome_buffer_resolution", text="Resolution", slider=True)
elif dome_type == 'PANORAM_SPH':
col=split.column()
col.itemR(gs, "dome_tesselation", text="Tesselation")
col.itemR(gs, "dome_buffer_resolution", text="Resolution", slider=True)
else: # cube map
col=split.column()
col.itemR(gs, "dome_buffer_resolution", text="Resolution", slider=True)
layout.itemR(gs, "dome_text")
class RENDER_PT_game_shading(RenderButtonsPanel):
__label__ = "Shading"
def draw(self, context):
layout = self.layout
gs = context.scene.game_data
layout.itemR(gs, "material_mode", expand=True)
if gs.material_mode == 'GLSL':
split = layout.split()
col = split.column()
col.itemR(gs, "glsl_lights", text="Lights")
col.itemR(gs, "glsl_shaders", text="Shaders")
col.itemR(gs, "glsl_shadows", text="Shadows")
col = split.column()
col.itemR(gs, "glsl_ramps", text="Ramps")
col.itemR(gs, "glsl_nodes", text="Nodes")
col.itemR(gs, "glsl_extra_textures", text="Extra Textures")
class RENDER_PT_game_performance(RenderButtonsPanel):
__label__ = "Performance"
def draw(self, context):
layout = self.layout
gs = context.scene.game_data
split = layout.split()
col = split.column()
col.itemL(text="Show:")
col.itemR(gs, "show_debug_properties", text="Debug Properties")
col.itemR(gs, "show_framerate_profile", text="Framerate and Profile")
col.itemR(gs, "show_physics_visualization", text="Physics Visualization")
col.itemR(gs, "deprecation_warnings")
col = split.column()
col.itemL(text="Render:")
col.itemR(gs, "all_frames")
col.itemR(gs, "display_lists")
class RENDER_PT_game_sound(RenderButtonsPanel):
__label__ = "Sound"
def draw(self, context):
layout = self.layout
scene = context.scene
layout.itemR(scene, "distance_model")
layout.itemR(scene, "speed_of_sound", text="Speed")
layout.itemR(scene, "doppler_factor")
bpy.types.register(RENDER_PT_game)
bpy.types.register(RENDER_PT_game_player)
bpy.types.register(RENDER_PT_game_stereo)
bpy.types.register(RENDER_PT_game_shading)
bpy.types.register(RENDER_PT_game_performance)
bpy.types.register(RENDER_PT_game_sound)
class WorldButtonsPanel(bpy.types.Panel):
__space_type__ = 'PROPERTIES'
__region_type__ = 'WINDOW'
__context__ = "world"
def poll(self, context):
rd = context.scene.render_data
return (rd.engine == 'BLENDER_GAME')
class WORLD_PT_game_context_world(WorldButtonsPanel):
__show_header__ = False
def poll(self, context):
rd = context.scene.render_data
return (context.scene) and (rd.use_game_engine)
def draw(self, context):
layout = self.layout
scene = context.scene
world = context.world
space = context.space_data
split = layout.split(percentage=0.65)
if scene:
split.template_ID(scene, "world", new="world.new")
elif world:
split.template_ID(space, "pin_id")
class WORLD_PT_game_world(WorldButtonsPanel):
__label__ = "World"
def draw(self, context):
layout = self.layout
world = context.world
row = layout.row()
row.column().itemR(world, "horizon_color")
row.column().itemR(world, "ambient_color")
layout.itemR(world.mist, "enabled", text="Mist")
row = layout.column_flow()
row.active = world.mist.enabled
row.itemR(world.mist, "start")
row.itemR(world.mist, "depth")
class WORLD_PT_game_physics(WorldButtonsPanel):
__label__ = "Physics"
def draw(self, context):
layout = self.layout
gs = context.scene.game_data
layout.itemR(gs, "physics_engine")
if gs.physics_engine != 'NONE':
layout.itemR(gs, "physics_gravity", text="Gravity")
split = layout.split()
col = split.column()
col.itemL(text="Physics Steps:")
sub = col.column(align=True)
sub.itemR(gs, "physics_step_max", text="Max")
sub.itemR(gs, "physics_step_sub", text="Substeps")
col.itemR(gs, "fps", text="FPS")
col = split.column()
col.itemL(text="Logic Steps:")
col.itemR(gs, "logic_step_max", text="Max")
col = layout.column()
col.itemR(gs, "use_occlusion_culling", text="Occlusion Culling")
sub = col.column()
sub.active = gs.use_occlusion_culling
sub.itemR(gs, "occlusion_culling_resolution", text="Resolution")
else:
split = layout.split()
col = split.column()
col.itemL(text="Physics Steps:")
col.itemR(gs, "fps", text="FPS")
col = split.column()
col.itemL(text="Logic Steps:")
col.itemR(gs, "logic_step_max", text="Max")
bpy.types.register(WORLD_PT_game_context_world)
bpy.types.register(WORLD_PT_game_world)
bpy.types.register(WORLD_PT_game_physics)

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@@ -1,750 +0,0 @@
import bpy
def active_node_mat(mat):
# TODO, 2.4x has a pipeline section, for 2.5 we need to communicate
# which settings from node-materials are used
if mat:
mat_node = mat.active_node_material
if mat_node:
return mat_node
else:
return mat
return None
class MaterialButtonsPanel(bpy.types.Panel):
__space_type__ = 'PROPERTIES'
__region_type__ = 'WINDOW'
__context__ = "material"
# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
def poll(self, context):
mat = context.material
engine = context.scene.render_data.engine
return mat and (engine in self.COMPAT_ENGINES)
class MATERIAL_PT_preview(MaterialButtonsPanel):
__label__ = "Preview"
COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME'])
def draw(self, context):
self.layout.template_preview(context.material)
class MATERIAL_PT_context_material(MaterialButtonsPanel):
__show_header__ = False
COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME'])
def poll(self, context):
# An exception, dont call the parent poll func because
# this manages materials for all engine types
engine = context.scene.render_data.engine
return (context.material or context.object) and (engine in self.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
mat = context.material
ob = context.object
slot = context.material_slot
space = context.space_data
if ob:
row = layout.row()
row.template_list(ob, "materials", ob, "active_material_index", rows=2)
col = row.column(align=True)
col.itemO("object.material_slot_add", icon='ICON_ZOOMIN', text="")
col.itemO("object.material_slot_remove", icon='ICON_ZOOMOUT', text="")
col.itemO("object.material_slot_copy", icon='ICON_COPY_ID', text="")
if ob.mode == 'EDIT':
row = layout.row(align=True)
row.itemO("object.material_slot_assign", text="Assign")
row.itemO("object.material_slot_select", text="Select")
row.itemO("object.material_slot_deselect", text="Deselect")
split = layout.split(percentage=0.65)
if ob:
split.template_ID(ob, "active_material", new="material.new")
row = split.row()
if slot:
row.itemR(slot, "link", text="")
else:
row.itemL()
elif mat:
split.template_ID(space, "pin_id")
split.itemS()
if mat:
layout.itemR(mat, "type", expand=True)
class MATERIAL_PT_shading(MaterialButtonsPanel):
__label__ = "Shading"
COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME'])
def poll(self, context):
mat = active_node_mat(context.material)
engine = context.scene.render_data.engine
return mat and (mat.type in ('SURFACE', 'WIRE', 'HALO')) and (engine in self.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
mat = active_node_mat(context.material)
if mat.type in ('SURFACE', 'WIRE'):
split = layout.split()
col = split.column()
sub = col.column()
sub.active = not mat.shadeless
sub.itemR(mat, "emit")
sub.itemR(mat, "ambient")
sub = col.column()
sub.itemR(mat, "translucency")
col = split.column()
col.itemR(mat, "shadeless")
sub = col.column()
sub.active = not mat.shadeless
sub.itemR(mat, "tangent_shading")
sub.itemR(mat, "cubic")
elif mat.type == 'HALO':
layout.itemR(mat, "alpha")
class MATERIAL_PT_strand(MaterialButtonsPanel):
__label__ = "Strand"
__default_closed__ = True
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def poll(self, context):
mat = context.material
engine = context.scene.render_data.engine
return mat and (mat.type in ('SURFACE', 'WIRE', 'HALO')) and (engine in self.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
mat = context.material # dont use node material
tan = mat.strand
split = layout.split()
col = split.column(align=True)
col.itemL(text="Size:")
col.itemR(tan, "root_size", text="Root")
col.itemR(tan, "tip_size", text="Tip")
col.itemR(tan, "min_size", text="Minimum")
col.itemR(tan, "blender_units")
sub = col.column()
sub.active = (not mat.shadeless)
sub.itemR(tan, "tangent_shading")
col.itemR(tan, "shape")
col = split.column()
col.itemL(text="Shading:")
col.itemR(tan, "width_fade")
ob = context.object
if ob and ob.type == 'MESH': col.item_pointerR(tan, "uv_layer", ob.data, "uv_textures", text="")
else: col.itemR(tan, "uv_layer", text="")
col.itemS()
sub = col.column()
sub.active = (not mat.shadeless)
sub.itemR(tan, "surface_diffuse")
sub = col.column()
sub.active = tan.surface_diffuse
sub.itemR(tan, "blend_distance", text="Distance")
class MATERIAL_PT_physics(MaterialButtonsPanel):
__label__ = "Physics"
COMPAT_ENGINES = set(['BLENDER_GAME'])
def draw(self, context):
layout = self.layout
phys = context.material.physics # dont use node material
split = layout.split()
col = split.column()
col.itemR(phys, "distance")
col.itemR(phys, "friction")
col.itemR(phys, "align_to_normal")
col = split.column()
col.itemR(phys, "force", slider=True)
col.itemR(phys, "elasticity", slider=True)
col.itemR(phys, "damp", slider=True)
class MATERIAL_PT_options(MaterialButtonsPanel):
__label__ = "Options"
COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME'])
def poll(self, context):
mat = active_node_mat(context.material)
engine = context.scene.render_data.engine
return mat and (mat.type in ('SURFACE', 'WIRE', 'HALO')) and (engine in self.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
mat = active_node_mat(context.material)
split = layout.split()
col = split.column()
col.itemR(mat, "traceable")
col.itemR(mat, "full_oversampling")
col.itemR(mat, "sky")
col.itemR(mat, "exclude_mist")
col.itemR(mat, "invert_z")
sub = col.row()
sub.itemR(mat, "z_offset")
sub.active = mat.transparency and mat.transparency_method == 'Z_TRANSPARENCY'
sub = col.column(align=True)
sub.itemL(text="Light Group:")
sub.itemR(mat, "light_group", text="")
row = sub.row()
row.active = mat.light_group
row.itemR(mat, "light_group_exclusive", text="Exclusive")
col = split.column()
col.itemR(mat, "face_texture")
sub = col.column()
sub.active = mat.face_texture
sub.itemR(mat, "face_texture_alpha")
col.itemS()
col.itemR(mat, "vertex_color_paint")
col.itemR(mat, "vertex_color_light")
col.itemR(mat, "object_color")
class MATERIAL_PT_shadow(MaterialButtonsPanel):
__label__ = "Shadow"
__default_closed__ = True
COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME'])
def poll(self, context):
mat = active_node_mat(context.material)
engine = context.scene.render_data.engine
return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in self.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
mat = active_node_mat(context.material)
split = layout.split()
col = split.column()
col.itemR(mat, "shadows", text="Receive")
col.itemR(mat, "receive_transparent_shadows", text="Receive Transparent")
col.itemR(mat, "only_shadow", text="Shadows Only")
col.itemR(mat, "cast_shadows_only", text="Cast Only")
col.itemR(mat, "shadow_casting_alpha", text="Casting Alpha")
col = split.column()
col.itemR(mat, "cast_buffer_shadows")
sub = col.column()
sub.active = mat.cast_buffer_shadows
sub.itemR(mat, "shadow_buffer_bias", text="Buffer Bias")
col.itemR(mat, "ray_shadow_bias", text="Auto Ray Bias")
sub = col.column()
sub.active = (not mat.ray_shadow_bias)
sub.itemR(mat, "shadow_ray_bias", text="Ray Bias")
class MATERIAL_PT_diffuse(MaterialButtonsPanel):
__label__ = "Diffuse"
COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME'])
def poll(self, context):
mat = active_node_mat(context.material)
engine = context.scene.render_data.engine
return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in self.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
mat = active_node_mat(context.material)
split = layout.split()
col = split.column()
col.itemR(mat, "diffuse_color", text="")
sub = col.column()
sub.active = (not mat.shadeless)
sub.itemR(mat, "diffuse_intensity", text="Intensity")
col = split.column()
col.active = (not mat.shadeless)
col.itemR(mat, "diffuse_shader", text="")
col.itemR(mat, "use_diffuse_ramp", text="Ramp")
col = layout.column()
col.active = (not mat.shadeless)
if mat.diffuse_shader == 'OREN_NAYAR':
col.itemR(mat, "roughness")
elif mat.diffuse_shader == 'MINNAERT':
col.itemR(mat, "darkness")
elif mat.diffuse_shader == 'TOON':
row = col.row()
row.itemR(mat, "diffuse_toon_size", text="Size")
row.itemR(mat, "diffuse_toon_smooth", text="Smooth")
elif mat.diffuse_shader == 'FRESNEL':
row = col.row()
row.itemR(mat, "diffuse_fresnel", text="Fresnel")
row.itemR(mat, "diffuse_fresnel_factor", text="Factor")
if mat.use_diffuse_ramp:
layout.itemS()
layout.template_color_ramp(mat, "diffuse_ramp", expand=True)
layout.itemS()
row = layout.row()
split = row.split(percentage=0.3)
split.itemL(text="Input:")
split.itemR(mat, "diffuse_ramp_input", text="")
split = row.split(percentage=0.3)
split.itemL(text="Blend:")
split.itemR(mat, "diffuse_ramp_blend", text="")
row = layout.row()
row.itemR(mat, "diffuse_ramp_factor", text="Factor")
class MATERIAL_PT_specular(MaterialButtonsPanel):
__label__ = "Specular"
COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME'])
def poll(self, context):
mat = active_node_mat(context.material)
engine = context.scene.render_data.engine
return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in self.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
mat = active_node_mat(context.material)
layout.active = (not mat.shadeless)
split = layout.split()
col = split.column()
col.itemR(mat, "specular_color", text="")
col.itemR(mat, "specular_intensity", text="Intensity")
col = split.column()
col.itemR(mat, "specular_shader", text="")
col.itemR(mat, "use_specular_ramp", text="Ramp")
col = layout.column()
if mat.specular_shader in ('COOKTORR', 'PHONG'):
col.itemR(mat, "specular_hardness", text="Hardness")
elif mat.specular_shader == 'BLINN':
row = col.row()
row.itemR(mat, "specular_hardness", text="Hardness")
row.itemR(mat, "specular_ior", text="IOR")
elif mat.specular_shader == 'WARDISO':
col.itemR(mat, "specular_slope", text="Slope")
elif mat.specular_shader == 'TOON':
row = col.row()
row.itemR(mat, "specular_toon_size", text="Size")
row.itemR(mat, "specular_toon_smooth", text="Smooth")
if mat.use_specular_ramp:
layout.itemS()
layout.template_color_ramp(mat, "specular_ramp", expand=True)
layout.itemS()
row = layout.row()
split = row.split(percentage=0.3)
split.itemL(text="Input:")
split.itemR(mat, "specular_ramp_input", text="")
split = row.split(percentage=0.3)
split.itemL(text="Blend:")
split.itemR(mat, "specular_ramp_blend", text="")
row = layout.row()
row.itemR(mat, "specular_ramp_factor", text="Factor")
class MATERIAL_PT_sss(MaterialButtonsPanel):
__label__ = "Subsurface Scattering"
__default_closed__ = True
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def poll(self, context):
mat = active_node_mat(context.material)
engine = context.scene.render_data.engine
return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in self.COMPAT_ENGINES)
def draw_header(self, context):
mat = active_node_mat(context.material)
sss = mat.subsurface_scattering
self.layout.active = (not mat.shadeless)
self.layout.itemR(sss, "enabled", text="")
def draw(self, context):
layout = self.layout
mat = active_node_mat(context.material)
sss = mat.subsurface_scattering
layout.active = sss.enabled
split = layout.split()
split.active = (not mat.shadeless)
col = split.column()
col.itemR(sss, "ior")
col.itemR(sss, "scale")
col.itemR(sss, "color", text="")
col.itemR(sss, "radius", text="RGB Radius")
col = split.column()
sub = col.column(align=True)
sub.itemL(text="Blend:")
sub.itemR(sss, "color_factor", text="Color")
sub.itemR(sss, "texture_factor", text="Texture")
sub.itemL(text="Scattering Weight:")
sub.itemR(sss, "front")
sub.itemR(sss, "back")
col.itemS()
col.itemR(sss, "error_tolerance", text="Error")
class MATERIAL_PT_mirror(MaterialButtonsPanel):
__label__ = "Mirror"
__default_closed__ = True
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def poll(self, context):
mat = active_node_mat(context.material)
engine = context.scene.render_data.engine
return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in self.COMPAT_ENGINES)
def draw_header(self, context):
raym = active_node_mat(context.material).raytrace_mirror
self.layout.itemR(raym, "enabled", text="")
def draw(self, context):
layout = self.layout
mat = active_node_mat(context.material)
raym = mat.raytrace_mirror
layout.active = raym.enabled
split = layout.split()
col = split.column()
col.itemR(raym, "reflect_factor")
col.itemR(mat, "mirror_color", text="")
col = split.column()
col.itemR(raym, "fresnel")
sub = col.column()
sub.active = raym.fresnel > 0
sub.itemR(raym, "fresnel_factor", text="Blend")
split = layout.split()
col = split.column()
col.itemS()
col.itemR(raym, "distance", text="Max Dist")
col.itemR(raym, "depth")
col.itemS()
sub = col.split(percentage=0.4)
sub.itemL(text="Fade To:")
sub.itemR(raym, "fade_to", text="")
col = split.column()
col.itemL(text="Gloss:")
col.itemR(raym, "gloss_factor", text="Amount")
sub = col.column()
sub.active = raym.gloss_factor < 1.0
sub.itemR(raym, "gloss_threshold", text="Threshold")
sub.itemR(raym, "gloss_samples", text="Samples")
sub.itemR(raym, "gloss_anisotropic", text="Anisotropic")
class MATERIAL_PT_transp(MaterialButtonsPanel):
__label__= "Transparency"
__default_closed__ = True
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def poll(self, context):
mat = active_node_mat(context.material)
engine = context.scene.render_data.engine
return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in self.COMPAT_ENGINES)
def draw_header(self, context):
mat = active_node_mat(context.material)
self.layout.itemR(mat, "transparency", text="")
def draw(self, context):
layout = self.layout
mat = active_node_mat(context.material)
rayt = mat.raytrace_transparency
row = layout.row()
row.active = mat.transparency and (not mat.shadeless)
row.itemR(mat, "transparency_method", expand=True)
split = layout.split()
col = split.column()
col.itemR(mat, "alpha")
row = col.row()
row.active = mat.transparency and (not mat.shadeless)
row.itemR(mat, "specular_alpha", text="Specular")
col = split.column()
col.active = (not mat.shadeless)
col.itemR(rayt, "fresnel")
sub = col.column()
sub.active = rayt.fresnel > 0
sub.itemR(rayt, "fresnel_factor", text="Blend")
if mat.transparency_method == 'RAYTRACE':
layout.itemS()
split = layout.split()
split.active = mat.transparency
col = split.column()
col.itemR(rayt, "ior")
col.itemR(rayt, "filter")
col.itemR(rayt, "falloff")
col.itemR(rayt, "limit")
col.itemR(rayt, "depth")
col = split.column()
col.itemL(text="Gloss:")
col.itemR(rayt, "gloss_factor", text="Amount")
sub = col.column()
sub.active = rayt.gloss_factor < 1.0
sub.itemR(rayt, "gloss_threshold", text="Threshold")
sub.itemR(rayt, "gloss_samples", text="Samples")
class MATERIAL_PT_halo(MaterialButtonsPanel):
__label__= "Halo"
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def poll(self, context):
mat = context.material
engine = context.scene.render_data.engine
return mat and (mat.type == 'HALO') and (engine in self.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
mat = context.material # dont use node material
halo = mat.halo
split = layout.split()
col = split.column()
col.itemR(mat, "diffuse_color", text="")
col.itemR(halo, "size")
col.itemR(halo, "hardness")
col.itemR(halo, "add")
col.itemL(text="Options:")
col.itemR(halo, "texture")
col.itemR(halo, "vertex_normal")
col.itemR(halo, "xalpha")
col.itemR(halo, "shaded")
col.itemR(halo, "soft")
col = split.column()
col.itemR(halo, "ring")
sub = col.column()
sub.active = halo.ring
sub.itemR(halo, "rings")
sub.itemR(mat, "mirror_color", text="")
col.itemS()
col.itemR(halo, "lines")
sub = col.column()
sub.active = halo.lines
sub.itemR(halo, "line_number", text="Lines")
sub.itemR(mat, "specular_color", text="")
col.itemS()
col.itemR(halo, "star")
sub = col.column()
sub.active = halo.star
sub.itemR(halo, "star_tips")
class MATERIAL_PT_flare(MaterialButtonsPanel):
__label__= "Flare"
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def poll(self, context):
mat = context.material
engine = context.scene.render_data.engine
return mat and (mat.type == 'HALO') and (engine in self.COMPAT_ENGINES)
def draw_header(self, context):
halo = context.material.halo
self.layout.itemR(halo, "flare_mode", text="")
def draw(self, context):
layout = self.layout
mat = context.material # dont use node material
halo = mat.halo
layout.active = halo.flare_mode
split = layout.split()
col = split.column()
col.itemR(halo, "flare_size", text="Size")
col.itemR(halo, "flare_boost", text="Boost")
col.itemR(halo, "flare_seed", text="Seed")
col = split.column()
col.itemR(halo, "flares_sub", text="Subflares")
col.itemR(halo, "flare_subsize", text="Subsize")
bpy.types.register(MATERIAL_PT_context_material)
bpy.types.register(MATERIAL_PT_preview)
bpy.types.register(MATERIAL_PT_diffuse)
bpy.types.register(MATERIAL_PT_specular)
bpy.types.register(MATERIAL_PT_shading)
bpy.types.register(MATERIAL_PT_transp)
bpy.types.register(MATERIAL_PT_mirror)
bpy.types.register(MATERIAL_PT_sss)
bpy.types.register(MATERIAL_PT_halo)
bpy.types.register(MATERIAL_PT_flare)
bpy.types.register(MATERIAL_PT_physics)
bpy.types.register(MATERIAL_PT_strand)
bpy.types.register(MATERIAL_PT_options)
bpy.types.register(MATERIAL_PT_shadow)
# Volumetrics
class VolumeButtonsPanel(bpy.types.Panel):
__space_type__ = 'PROPERTIES'
__region_type__ = 'WINDOW'
__context__ = "material"
def poll(self, context):
mat = context.material
engine = context.scene.render_data.engine
return mat and (mat.type == 'VOLUME') and (engine in self.COMPAT_ENGINES)
class MATERIAL_PT_volume_density(VolumeButtonsPanel):
__label__ = "Density"
__default_closed__ = False
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def draw(self, context):
layout = self.layout
vol = context.material.volume # dont use node material
split = layout.split()
row = split.row()
row.itemR(vol, "density")
row.itemR(vol, "density_scale")
class MATERIAL_PT_volume_shading(VolumeButtonsPanel):
__label__ = "Shading"
__default_closed__ = False
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def draw(self, context):
layout = self.layout
vol = context.material.volume # dont use node material
split = layout.split()
col = split.column()
col.itemR(vol, "scattering")
col.itemR(vol, "asymmetry")
col.itemR(vol, "transmission_color")
col = split.column()
sub = col.column(align=True)
sub.itemR(vol, "emission")
sub.itemR(vol, "emission_color", text="")
sub = col.column(align=True)
sub.itemR(vol, "reflection")
sub.itemR(vol, "reflection_color", text="")
class MATERIAL_PT_volume_lighting(VolumeButtonsPanel):
__label__ = "Lighting"
__default_closed__ = False
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def draw(self, context):
layout = self.layout
vol = context.material.volume # dont use node material
split = layout.split()
col = split.column()
col.itemR(vol, "lighting_mode", text="")
col = split.column()
if vol.lighting_mode == 'SHADED':
col.itemR(vol, "external_shadows")
col.itemR(vol, "light_cache")
sub = col.column()
sub.active = vol.light_cache
sub.itemR(vol, "cache_resolution")
elif vol.lighting_mode in ('MULTIPLE_SCATTERING', 'SHADED_PLUS_MULTIPLE_SCATTERING'):
sub = col.column()
sub.enabled = True
sub.active = False
sub.itemR(vol, "light_cache")
col.itemR(vol, "cache_resolution")
sub = col.column(align=True)
sub.itemR(vol, "ms_diffusion")
sub.itemR(vol, "ms_spread")
sub.itemR(vol, "ms_intensity")
class MATERIAL_PT_volume_transp(VolumeButtonsPanel):
__label__= "Transparency"
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def draw(self, context):
layout = self.layout
mat = context.material # dont use node material
layout.itemR(mat, "transparency_method", expand=True)
class MATERIAL_PT_volume_integration(VolumeButtonsPanel):
__label__ = "Integration"
__default_closed__ = False
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def draw(self, context):
layout = self.layout
vol = context.material.volume # dont use node material
split = layout.split()
col = split.column()
col.itemL(text="Step Calculation:")
col.itemR(vol, "step_calculation", text="")
col = col.column(align=True)
col.itemR(vol, "step_size")
col = split.column()
col.itemL()
col.itemR(vol, "depth_cutoff")
bpy.types.register(MATERIAL_PT_volume_density)
bpy.types.register(MATERIAL_PT_volume_shading)
bpy.types.register(MATERIAL_PT_volume_lighting)
bpy.types.register(MATERIAL_PT_volume_transp)
bpy.types.register(MATERIAL_PT_volume_integration)

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@@ -1,223 +0,0 @@
import bpy
class ObjectButtonsPanel(bpy.types.Panel):
__space_type__ = 'PROPERTIES'
__region_type__ = 'WINDOW'
__context__ = "object"
class OBJECT_PT_context_object(ObjectButtonsPanel):
__show_header__ = False
def draw(self, context):
layout = self.layout
ob = context.object
row = layout.row()
row.itemL(text="", icon='ICON_OBJECT_DATA')
row.itemR(ob, "name", text="")
class OBJECT_PT_transform(ObjectButtonsPanel):
__label__ = "Transform"
def draw(self, context):
layout = self.layout
ob = context.object
row = layout.row()
row.column().itemR(ob, "location")
if ob.rotation_mode == 'QUATERNION':
row.column().itemR(ob, "rotation_quaternion", text="Rotation")
elif ob.rotation_mode == 'AXIS_ANGLE':
#row.column().itemL(text="Rotation")
#row.column().itemR(pchan, "rotation_angle", text="Angle")
#row.column().itemR(pchan, "rotation_axis", text="Axis")
row.column().itemR(ob, "rotation_axis_angle", text="Rotation")
else:
row.column().itemR(ob, "rotation_euler", text="Rotation")
row.column().itemR(ob, "scale")
layout.itemR(ob, "rotation_mode")
class OBJECT_PT_transform_locks(ObjectButtonsPanel):
__label__ = "Transform Locks"
__default_closed__ = True
def draw(self, context):
layout = self.layout
ob = context.object
row = layout.row()
col = row.column()
col.itemR(ob, "lock_location")
col = row.column()
if ob.rotation_mode in ('QUATERNION', 'AXIS_ANGLE'):
col.itemR(ob, "lock_rotations_4d", text="Lock Rotation")
if ob.lock_rotations_4d:
col.itemR(ob, "lock_rotation_w", text="W")
col.itemR(ob, "lock_rotation", text="")
else:
col.itemR(ob, "lock_rotation", text="Rotation")
row.column().itemR(ob, "lock_scale")
class OBJECT_PT_relations(ObjectButtonsPanel):
__label__ = "Relations"
def draw(self, context):
layout = self.layout
ob = context.object
split = layout.split()
col = split.column()
col.itemR(ob, "layers")
col.itemS()
col.itemR(ob, "pass_index")
col = split.column()
col.itemL(text="Parent:")
col.itemR(ob, "parent", text="")
sub = col.column()
split = sub.split(percentage=0.3)
split.itemL(text="Type:")
split.itemR(ob, "parent_type", text="")
parent = ob.parent
if parent and ob.parent_type == 'BONE' and parent.type == 'ARMATURE':
sub.item_pointerR(ob, "parent_bone", parent.data, "bones", text="")
sub.active = parent != None
class OBJECT_PT_groups(ObjectButtonsPanel):
__label__ = "Groups"
def draw(self, context):
layout = self.layout
ob = context.object
split = layout.split()
split.item_menu_enumO("object.group_add", "group", text="Add to Group")
split.itemL()
for group in bpy.data.groups:
if ob.name in group.objects:
col = layout.column(align=True)
col.set_context_pointer("group", group)
row = col.box().row()
row.itemR(group, "name", text="")
row.itemO("object.group_remove", text="", icon='VICON_X')
split = col.box().split()
split.column().itemR(group, "layer", text="Dupli")
split.column().itemR(group, "dupli_offset", text="")
class OBJECT_PT_display(ObjectButtonsPanel):
__label__ = "Display"
def draw(self, context):
layout = self.layout
ob = context.object
split = layout.split()
col = split.column()
col.itemR(ob, "max_draw_type", text="Type")
col = split.column()
row = col.row()
row.itemR(ob, "draw_bounds", text="Bounds")
row.itemR(ob, "draw_bounds_type", text="")
flow = layout.column_flow()
flow.itemR(ob, "draw_name", text="Name")
flow.itemR(ob, "draw_axis", text="Axis")
flow.itemR(ob, "draw_wire", text="Wire")
flow.itemR(ob, "draw_texture_space", text="Texture Space")
flow.itemR(ob, "x_ray", text="X-Ray")
flow.itemR(ob, "draw_transparent", text="Transparency")
class OBJECT_PT_duplication(ObjectButtonsPanel):
__label__ = "Duplication"
def draw(self, context):
layout = self.layout
ob = context.object
layout.itemR(ob, "dupli_type", expand=True)
if ob.dupli_type == 'FRAMES':
split = layout.split()
col = split.column(align=True)
col.itemR(ob, "dupli_frames_start", text="Start")
col.itemR(ob, "dupli_frames_end", text="End")
col = split.column(align=True)
col.itemR(ob, "dupli_frames_on", text="On")
col.itemR(ob, "dupli_frames_off", text="Off")
layout.itemR(ob, "dupli_frames_no_speed", text="No Speed")
elif ob.dupli_type == 'VERTS':
layout.itemR(ob, "dupli_verts_rotation", text="Rotation")
elif ob.dupli_type == 'FACES':
row = layout.row()
row.itemR(ob, "dupli_faces_scale", text="Scale")
row.itemR(ob, "dupli_faces_inherit_scale", text="Inherit Scale")
elif ob.dupli_type == 'GROUP':
layout.itemR(ob, "dupli_group", text="Group")
class OBJECT_PT_animation(ObjectButtonsPanel):
__label__ = "Animation"
def draw(self, context):
layout = self.layout
ob = context.object
split = layout.split()
col = split.column()
col.itemL(text="Time Offset:")
col.itemR(ob, "time_offset_edit", text="Edit")
row = col.row()
row.itemR(ob, "time_offset_particle", text="Particle")
row.active = len(ob.particle_systems) != 0
row = col.row()
row.itemR(ob, "time_offset_parent", text="Parent")
row.active = ob.parent != None
row = col.row()
row.itemR(ob, "slow_parent")
row.active = ob.parent != None
col.itemR(ob, "time_offset", text="Offset")
col = split.column()
col.itemL(text="Track:")
col.itemR(ob, "track", text="")
col.itemR(ob, "track_axis", text="Axis")
col.itemR(ob, "up_axis", text="Up Axis")
row = col.row()
row.itemR(ob, "track_override_parent", text="Override Parent")
row.active = ob.parent != None
bpy.types.register(OBJECT_PT_context_object)
bpy.types.register(OBJECT_PT_transform)
bpy.types.register(OBJECT_PT_transform_locks)
bpy.types.register(OBJECT_PT_relations)
bpy.types.register(OBJECT_PT_groups)
bpy.types.register(OBJECT_PT_display)
bpy.types.register(OBJECT_PT_duplication)
bpy.types.register(OBJECT_PT_animation)

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@@ -1,746 +0,0 @@
import bpy
class ConstraintButtonsPanel(bpy.types.Panel):
__space_type__ = 'PROPERTIES'
__region_type__ = 'WINDOW'
__context__ = "constraint"
def draw_constraint(self, context, con):
layout = self.layout
box = layout.template_constraint(con)
if box:
# match enum type to our functions, avoids a lookup table.
getattr(self, con.type)(context, box, con)
# show/key buttons here are most likely obsolete now, with
# keyframing functionality being part of every button
if con.type not in ('RIGID_BODY_JOINT', 'NULL'):
box.itemR(con, "influence")
def space_template(self, layout, con, target=True, owner=True):
if target or owner:
row = layout.row()
row.itemL(text="Convert:")
if target:
row.itemR(con, "target_space", text="")
if target and owner:
row.itemL(icon='ICON_ARROW_LEFTRIGHT')
if owner:
row.itemR(con, "owner_space", text="")
def target_template(self, layout, con, subtargets=True):
layout.itemR(con, "target") # XXX limiting settings for only 'curves' or some type of object
if con.target and subtargets:
if con.target.type == 'ARMATURE':
layout.item_pointerR(con, "subtarget", con.target.data, "bones", text="Bone")
if con.type == 'COPY_LOCATION':
row = layout.row()
row.itemL(text="Head/Tail:")
row.itemR(con, "head_tail", text="")
elif con.target.type in ('MESH', 'LATTICE'):
layout.item_pointerR(con, "subtarget", con.target, "vertex_groups", text="Vertex Group")
def ik_template(self, layout, con):
# only used for iTaSC
layout.itemR(con, "pole_target")
if con.pole_target and con.pole_target.type == 'ARMATURE':
layout.item_pointerR(con, "pole_subtarget", con.pole_target.data, "bones", text="Bone")
if con.pole_target:
row = layout.row()
row.itemL()
row.itemR(con, "pole_angle")
split = layout.split(percentage=0.33)
col = split.column()
col.itemR(con, "tail")
col.itemR(con, "stretch")
col = split.column()
col.itemR(con, "chain_length")
col.itemR(con, "targetless")
def CHILD_OF(self, context, layout, con):
self.target_template(layout, con)
split = layout.split()
col = split.column()
col.itemL(text="Location:")
col.itemR(con, "locationx", text="X")
col.itemR(con, "locationy", text="Y")
col.itemR(con, "locationz", text="Z")
col = split.column()
col.itemL(text="Rotation:")
col.itemR(con, "rotationx", text="X")
col.itemR(con, "rotationy", text="Y")
col.itemR(con, "rotationz", text="Z")
col = split.column()
col.itemL(text="Scale:")
col.itemR(con, "sizex", text="X")
col.itemR(con, "sizey", text="Y")
col.itemR(con, "sizez", text="Z")
row = layout.row()
row.itemO("constraint.childof_set_inverse")
row.itemO("constraint.childof_clear_inverse")
def TRACK_TO(self, context, layout, con):
self.target_template(layout, con)
row = layout.row()
row.itemL(text="To:")
row.itemR(con, "track", expand=True)
row = layout.row()
#row.itemR(con, "up", text="Up", expand=True) # XXX: up and expand don't play nice together
row.itemR(con, "up", text="Up")
row.itemR(con, "target_z")
self.space_template(layout, con)
def IK(self, context, layout, con):
if context.object.pose.ik_solver == "ITASC":
layout.itemR(con, "ik_type")
getattr(self, "IK_"+con.ik_type)(context, layout, con)
else:
# Legacy IK constraint
self.target_template(layout, con)
layout.itemR(con, "pole_target")
if con.pole_target and con.pole_target.type == 'ARMATURE':
layout.item_pointerR(con, "pole_subtarget", con.pole_target.data, "bones", text="Bone")
if con.pole_target:
row = layout.row()
row.itemL()
row.itemR(con, "pole_angle")
split = layout.split()
col = split.column()
col.itemR(con, "tail")
col.itemR(con, "stretch")
col = split.column()
col.itemR(con, "iterations")
col.itemR(con, "chain_length")
split = layout.split()
col = split.column()
col.itemL()
col.itemR(con, "targetless")
col.itemR(con, "rotation")
col = split.column()
col.itemL(text="Weight:")
col.itemR(con, "weight", text="Position", slider=True)
sub = col.column()
sub.active = con.rotation
sub.itemR(con, "orient_weight", text="Rotation", slider=True)
def IK_COPY_POSE(self, context, layout, con):
self.target_template(layout, con)
self.ik_template(layout, con)
row = layout.row()
row.itemL(text="Axis Ref:")
row.itemR(con, "axis_reference", expand=True)
split = layout.split(percentage=0.33)
split.row().itemR(con, "position")
row = split.row()
row.itemR(con, "weight", text="Weight", slider=True)
row.active = con.position
split = layout.split(percentage=0.33)
row = split.row()
row.itemL(text="Lock:")
row = split.row()
row.itemR(con, "pos_lock_x", text="X")
row.itemR(con, "pos_lock_y", text="Y")
row.itemR(con, "pos_lock_z", text="Z")
split.active = con.position
split = layout.split(percentage=0.33)
split.row().itemR(con, "rotation")
row = split.row()
row.itemR(con, "orient_weight", text="Weight", slider=True)
row.active = con.rotation
split = layout.split(percentage=0.33)
row = split.row()
row.itemL(text="Lock:")
row = split.row()
row.itemR(con, "rot_lock_x", text="X")
row.itemR(con, "rot_lock_y", text="Y")
row.itemR(con, "rot_lock_z", text="Z")
split.active = con.rotation
def IK_DISTANCE(self, context, layout, con):
self.target_template(layout, con)
self.ik_template(layout, con)
layout.itemR(con, "limit_mode")
row = layout.row()
row.itemR(con, "weight", text="Weight", slider=True)
row.itemR(con, "distance", text="Distance", slider=True)
def FOLLOW_PATH(self, context, layout, con):
self.target_template(layout, con)
split = layout.split()
col = split.column()
col.itemR(con, "use_curve_follow")
col.itemR(con, "use_curve_radius")
col = split.column()
col.itemR(con, "use_fixed_position")
if con.use_fixed_position:
col.itemR(con, "offset_factor", text="Offset")
else:
col.itemR(con, "offset")
row = layout.row()
row.itemL(text="Forward:")
row.itemR(con, "forward", expand=True)
row = layout.row()
row.itemR(con, "up", text="Up")
row.itemL()
def LIMIT_ROTATION(self, context, layout, con):
split = layout.split()
col = split.column()
col.itemR(con, "use_limit_x")
sub = col.column()
sub.active = con.use_limit_x
sub.itemR(con, "minimum_x", text="Min")
sub.itemR(con, "maximum_x", text="Max")
col = split.column()
col.itemR(con, "use_limit_y")
sub = col.column()
sub.active = con.use_limit_y
sub.itemR(con, "minimum_y", text="Min")
sub.itemR(con, "maximum_y", text="Max")
col = split.column()
col.itemR(con, "use_limit_z")
sub = col.column()
sub.active = con.use_limit_z
sub.itemR(con, "minimum_z", text="Min")
sub.itemR(con, "maximum_z", text="Max")
row = layout.row()
row.itemR(con, "limit_transform")
row.itemL()
row = layout.row()
row.itemL(text="Convert:")
row.itemR(con, "owner_space", text="")
def LIMIT_LOCATION(self, context, layout, con):
split = layout.split()
col = split.column()
col.itemR(con, "use_minimum_x")
sub = col.column()
sub.active = con.use_minimum_x
sub.itemR(con, "minimum_x", text="")
col.itemR(con, "use_maximum_x")
sub = col.column()
sub.active = con.use_maximum_x
sub.itemR(con, "maximum_x", text="")
col = split.column()
col.itemR(con, "use_minimum_y")
sub = col.column()
sub.active = con.use_minimum_y
sub.itemR(con, "minimum_y", text="")
col.itemR(con, "use_maximum_y")
sub = col.column()
sub.active = con.use_maximum_y
sub.itemR(con, "maximum_y", text="")
col = split.column()
col.itemR(con, "use_minimum_z")
sub = col.column()
sub.active = con.use_minimum_z
sub.itemR(con, "minimum_z", text="")
col.itemR(con, "use_maximum_z")
sub = col.column()
sub.active = con.use_maximum_z
sub.itemR(con, "maximum_z", text="")
row = layout.row()
row.itemR(con, "limit_transform")
row.itemL()
row = layout.row()
row.itemL(text="Convert:")
row.itemR(con, "owner_space", text="")
def LIMIT_SCALE(self, context, layout, con):
split = layout.split()
col = split.column()
col.itemR(con, "use_minimum_x")
sub = col.column()
sub.active = con.use_minimum_x
sub.itemR(con, "minimum_x", text="")
col.itemR(con, "use_maximum_x")
sub = col.column()
sub.active = con.use_maximum_x
sub.itemR(con, "maximum_x", text="")
col = split.column()
col.itemR(con, "use_minimum_y")
sub = col.column()
sub.active = con.use_minimum_y
sub.itemR(con, "minimum_y", text="")
col.itemR(con, "use_maximum_y")
sub = col.column()
sub.active = con.use_maximum_y
sub.itemR(con, "maximum_y", text="")
col = split.column()
col.itemR(con, "use_minimum_z")
sub = col.column()
sub.active = con.use_minimum_z
sub.itemR(con, "minimum_z", text="")
col.itemR(con, "use_maximum_z")
sub = col.column()
sub.active = con.use_maximum_z
sub.itemR(con, "maximum_z", text="")
row = layout.row()
row.itemR(con, "limit_transform")
row.itemL()
row = layout.row()
row.itemL(text="Convert:")
row.itemR(con, "owner_space", text="")
def COPY_ROTATION(self, context, layout, con):
self.target_template(layout, con)
split = layout.split()
col = split.column()
col.itemR(con, "rotate_like_x", text="X")
sub = col.column()
sub.active = con.rotate_like_x
sub.itemR(con, "invert_x", text="Invert")
col = split.column()
col.itemR(con, "rotate_like_y", text="Y")
sub = col.column()
sub.active = con.rotate_like_y
sub.itemR(con, "invert_y", text="Invert")
col = split.column()
col.itemR(con, "rotate_like_z", text="Z")
sub = col.column()
sub.active = con.rotate_like_z
sub.itemR(con, "invert_z", text="Invert")
layout.itemR(con, "offset")
self.space_template(layout, con)
def COPY_LOCATION(self, context, layout, con):
self.target_template(layout, con)
split = layout.split()
col = split.column()
col.itemR(con, "locate_like_x", text="X")
sub = col.column()
sub.active = con.locate_like_x
sub.itemR(con, "invert_x", text="Invert")
col = split.column()
col.itemR(con, "locate_like_y", text="Y")
sub = col.column()
sub.active = con.locate_like_y
sub.itemR(con, "invert_y", text="Invert")
col = split.column()
col.itemR(con, "locate_like_z", text="Z")
sub = col.column()
sub.active = con.locate_like_z
sub.itemR(con, "invert_z", text="Invert")
layout.itemR(con, "offset")
self.space_template(layout, con)
def COPY_SCALE(self, context, layout, con):
self.target_template(layout, con)
row = layout.row(align=True)
row.itemR(con, "size_like_x", text="X")
row.itemR(con, "size_like_y", text="Y")
row.itemR(con, "size_like_z", text="Z")
layout.itemR(con, "offset")
self.space_template(layout, con)
#def SCRIPT(self, context, layout, con):
def ACTION(self, context, layout, con):
self.target_template(layout, con)
layout.itemR(con, "action")
layout.itemR(con, "transform_channel")
split = layout.split()
col = split.column(align=True)
col.itemR(con, "start_frame", text="Start")
col.itemR(con, "end_frame", text="End")
col = split.column(align=True)
col.itemR(con, "minimum", text="Min")
col.itemR(con, "maximum", text="Max")
row = layout.row()
row.itemL(text="Convert:")
row.itemR(con, "owner_space", text="")
def LOCKED_TRACK(self, context, layout, con):
self.target_template(layout, con)
row = layout.row()
row.itemL(text="To:")
row.itemR(con, "track", expand=True)
row = layout.row()
row.itemL(text="Lock:")
row.itemR(con, "locked", expand=True)
def LIMIT_DISTANCE(self, context, layout, con):
self.target_template(layout, con)
col = layout.column(align=True);
col.itemR(con, "distance")
col.itemO("constraint.limitdistance_reset")
row = layout.row()
row.itemL(text="Clamp Region:")
row.itemR(con, "limit_mode", text="")
def STRETCH_TO(self, context, layout, con):
self.target_template(layout, con)
row = layout.row()
row.itemR(con, "original_length", text="Rest Length")
row.itemO("constraint.stretchto_reset", text="Reset")
col = layout.column()
col.itemR(con, "bulge", text="Volume Variation")
row = layout.row()
row.itemL(text="Volume:")
row.itemR(con, "volume", expand=True)
row.itemL(text="Plane:")
row.itemR(con, "keep_axis", expand=True)
def FLOOR(self, context, layout, con):
self.target_template(layout, con)
row = layout.row()
row.itemR(con, "sticky")
row.itemR(con, "use_rotation")
layout.itemR(con, "offset")
row = layout.row()
row.itemL(text="Min/Max:")
row.itemR(con, "floor_location", expand=True)
def RIGID_BODY_JOINT(self, context, layout, con):
self.target_template(layout, con)
layout.itemR(con, "pivot_type")
layout.itemR(con, "child")
row = layout.row()
row.itemR(con, "disable_linked_collision", text="No Collision")
row.itemR(con, "draw_pivot", text="Display Pivot")
split = layout.split()
col = split.column(align=True)
col.itemL(text="Pivot:")
col.itemR(con, "pivot_x", text="X")
col.itemR(con, "pivot_y", text="Y")
col.itemR(con, "pivot_z", text="Z")
col = split.column(align=True)
col.itemL(text="Axis:")
col.itemR(con, "axis_x", text="X")
col.itemR(con, "axis_y", text="Y")
col.itemR(con, "axis_z", text="Z")
#Missing: Limit arrays (not wrapped in RNA yet)
def CLAMP_TO(self, context, layout, con):
self.target_template(layout, con)
row = layout.row()
row.itemL(text="Main Axis:")
row.itemR(con, "main_axis", expand=True)
row = layout.row()
row.itemR(con, "cyclic")
def TRANSFORM(self, context, layout, con):
self.target_template(layout, con)
layout.itemR(con, "extrapolate_motion", text="Extrapolate")
split = layout.split()
col = split.column()
col.itemL(text="Source:")
col.row().itemR(con, "map_from", expand=True)
sub = col.row(align=True)
sub.itemL(text="X:")
sub.itemR(con, "from_min_x", text="")
sub.itemR(con, "from_max_x", text="")
sub = col.row(align=True)
sub.itemL(text="Y:")
sub.itemR(con, "from_min_y", text="")
sub.itemR(con, "from_max_y", text="")
sub = col.row(align=True)
sub.itemL(text="Z:")
sub.itemR(con, "from_min_z", text="")
sub.itemR(con, "from_max_z", text="")
split = layout.split()
col = split.column()
col.itemL(text="Destination:")
col.row().itemR(con, "map_to", expand=True)
sub = col.row(align=True)
sub.itemR(con, "map_to_x_from", text="")
sub.itemR(con, "to_min_x", text="")
sub.itemR(con, "to_max_x", text="")
sub = col.row(align=True)
sub.itemR(con, "map_to_y_from", text="")
sub.itemR(con, "to_min_y", text="")
sub.itemR(con, "to_max_y", text="")
sub = col.row(align=True)
sub.itemR(con, "map_to_z_from", text="")
sub.itemR(con, "to_min_z", text="")
sub.itemR(con, "to_max_z", text="")
self.space_template(layout, con)
def SHRINKWRAP (self, context, layout, con):
self.target_template(layout, con)
layout.itemR(con, "distance")
layout.itemR(con, "shrinkwrap_type")
if con.shrinkwrap_type == 'PROJECT':
row = layout.row(align=True)
row.itemR(con, "axis_x")
row.itemR(con, "axis_y")
row.itemR(con, "axis_z")
class OBJECT_PT_constraints(ConstraintButtonsPanel):
__label__ = "Constraints"
__context__ = "constraint"
def poll(self, context):
return (context.object)
def draw(self, context):
layout = self.layout
ob = context.object
row = layout.row()
row.item_menu_enumO("object.constraint_add", "type")
row.itemL();
for con in ob.constraints:
self.draw_constraint(context, con)
class BONE_PT_inverse_kinematics(ConstraintButtonsPanel):
__label__ = "Inverse Kinematics"
__default_closed__ = True
__context__ = "bone_constraint"
def poll(self, context):
ob = context.object
bone = context.bone
if ob and bone:
pchan = ob.pose.pose_channels[bone.name]
return pchan.has_ik
return False
def draw(self, context):
layout = self.layout
ob = context.object
bone = context.bone
pchan = ob.pose.pose_channels[bone.name]
row = layout.row()
row.itemR(ob.pose, "ik_solver")
split = layout.split(percentage=0.25)
split.itemR(pchan, "ik_dof_x", text="X")
row = split.row()
row.itemR(pchan, "ik_stiffness_x", text="Stiffness", slider=True)
row.active = pchan.ik_dof_x
split = layout.split(percentage=0.25)
row = split.row()
row.itemR(pchan, "ik_limit_x", text="Limit")
row.active = pchan.ik_dof_x
row = split.row(align=True)
row.itemR(pchan, "ik_min_x", text="")
row.itemR(pchan, "ik_max_x", text="")
row.active = pchan.ik_dof_x and pchan.ik_limit_x
split = layout.split(percentage=0.25)
split.itemR(pchan, "ik_dof_y", text="Y")
row = split.row()
row.itemR(pchan, "ik_stiffness_y", text="Stiffness", slider=True)
row.active = pchan.ik_dof_y
split = layout.split(percentage=0.25)
row = split.row()
row.itemR(pchan, "ik_limit_y", text="Limit")
row.active = pchan.ik_dof_y
row = split.row(align=True)
row.itemR(pchan, "ik_min_y", text="")
row.itemR(pchan, "ik_max_y", text="")
row.active = pchan.ik_dof_y and pchan.ik_limit_y
split = layout.split(percentage=0.25)
split.itemR(pchan, "ik_dof_z", text="Z")
row = split.row()
row.itemR(pchan, "ik_stiffness_z", text="Stiffness", slider=True)
row.active = pchan.ik_dof_z
split = layout.split(percentage=0.25)
row = split.row()
row.itemR(pchan, "ik_limit_z", text="Limit")
row.active = pchan.ik_dof_z
row = split.row(align=True)
row.itemR(pchan, "ik_min_z", text="")
row.itemR(pchan, "ik_max_z", text="")
row.active = pchan.ik_dof_z and pchan.ik_limit_z
split = layout.split()
split.itemR(pchan, "ik_stretch", text="Stretch", slider=True)
split.itemL()
if ob.pose.ik_solver == "ITASC":
row = layout.row()
row.itemR(pchan, "ik_rot_control", text="Control Rotation")
row.itemR(pchan, "ik_rot_weight", text="Weight", slider=True)
# not supported yet
#row = layout.row()
#row.itemR(pchan, "ik_lin_control", text="Joint Size")
#row.itemR(pchan, "ik_lin_weight", text="Weight", slider=True)
class BONE_PT_iksolver_itasc(ConstraintButtonsPanel):
__label__ = "iTaSC parameters"
__default_closed__ = True
__context__ = "bone_constraint"
def poll(self, context):
ob = context.object
bone = context.bone
if ob and bone:
pchan = ob.pose.pose_channels[bone.name]
return pchan.has_ik and ob.pose.ik_solver == "ITASC" and ob.pose.ik_param
return False
def draw(self, context):
layout = self.layout
ob = context.object
itasc = ob.pose.ik_param
layout.itemR(itasc, "mode", expand=True)
simulation = itasc.mode == "SIMULATION"
if simulation:
layout.itemL(text="Reiteration:")
layout.itemR(itasc, "reiteration", expand=True)
flow = layout.column_flow()
flow.itemR(itasc, "precision", text="Prec")
flow.itemR(itasc, "num_iter", text="Iter")
flow.active = not simulation or itasc.reiteration != "NEVER"
if simulation:
layout.itemR(itasc, "auto_step")
row = layout.row()
if itasc.auto_step:
row.itemR(itasc, "min_step", text="Min")
row.itemR(itasc, "max_step", text="Max")
else:
row.itemR(itasc, "num_step")
layout.itemR(itasc, "solver")
if simulation:
layout.itemR(itasc, "feedback")
layout.itemR(itasc, "max_velocity")
if itasc.solver == "DLS":
row = layout.row()
row.itemR(itasc, "dampmax", text="Damp", slider=True)
row.itemR(itasc, "dampeps", text="Eps", slider=True)
class BONE_PT_constraints(ConstraintButtonsPanel):
__label__ = "Constraints"
__context__ = "bone_constraint"
def poll(self, context):
ob = context.object
return (ob and ob.type == 'ARMATURE' and context.bone)
def draw(self, context):
layout = self.layout
ob = context.object
pchan = ob.pose.pose_channels[context.bone.name]
row = layout.row()
row.item_menu_enumO("pose.constraint_add", "type")
row.itemL();
for con in pchan.constraints:
self.draw_constraint(context, con)
bpy.types.register(OBJECT_PT_constraints)
bpy.types.register(BONE_PT_iksolver_itasc)
bpy.types.register(BONE_PT_inverse_kinematics)
bpy.types.register(BONE_PT_constraints)

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@@ -1,953 +0,0 @@
import bpy
from buttons_physics_common import point_cache_ui
from buttons_physics_common import effector_weights_ui
from buttons_physics_common import basic_force_field_settings_ui
from buttons_physics_common import basic_force_field_falloff_ui
def particle_panel_enabled(context, psys):
return psys.point_cache.baked==False and psys.edited==False and (not context.particle_system_editable)
def particle_panel_poll(context):
psys = context.particle_system
if psys==None: return False
if psys.settings==None: return False
return psys.settings.type in ('EMITTER', 'REACTOR', 'HAIR')
class ParticleButtonsPanel(bpy.types.Panel):
__space_type__ = 'PROPERTIES'
__region_type__ = 'WINDOW'
__context__ = "particle"
def poll(self, context):
return particle_panel_poll(context)
class PARTICLE_PT_particles(ParticleButtonsPanel):
__show_header__ = False
def poll(self, context):
return (context.particle_system or context.object)
def draw(self, context):
layout = self.layout
ob = context.object
psys = context.particle_system
if ob:
row = layout.row()
row.template_list(ob, "particle_systems", ob, "active_particle_system_index", rows=2)
col = row.column(align=True)
col.itemO("object.particle_system_add", icon='ICON_ZOOMIN', text="")
col.itemO("object.particle_system_remove", icon='ICON_ZOOMOUT', text="")
if psys and not psys.settings:
split = layout.split(percentage=0.32)
col = split.column()
col.itemL(text="Name:")
col.itemL(text="Settings:")
col = split.column()
col.itemR(psys, "name", text="")
col.template_ID(psys, "settings", new="particle.new")
elif psys:
part = psys.settings
split = layout.split(percentage=0.32)
col = split.column()
col.itemL(text="Name:")
if part.type in ('EMITTER', 'REACTOR', 'HAIR'):
col.itemL(text="Settings:")
col.itemL(text="Type:")
col = split.column()
col.itemR(psys, "name", text="")
if part.type in ('EMITTER', 'REACTOR', 'HAIR'):
col.template_ID(psys, "settings", new="particle.new")
#row = layout.row()
#row.itemL(text="Viewport")
#row.itemL(text="Render")
if part:
if part.type not in ('EMITTER', 'REACTOR', 'HAIR'):
layout.itemL(text="No settings for fluid particles")
return
row=col.row()
row.enabled = particle_panel_enabled(context, psys)
row.itemR(part, "type", text="")
row.itemR(psys, "seed")
split = layout.split(percentage=0.65)
if part.type=='HAIR':
if psys.edited==True:
split.itemO("particle.edited_clear", text="Free Edit")
else:
split.itemL(text="")
row = split.row()
row.enabled = particle_panel_enabled(context, psys)
row.itemR(part, "hair_step")
if psys.edited==True:
if psys.global_hair:
layout.itemO("particle.connect_hair")
layout.itemL(text="Hair is disconnected.")
else:
layout.itemO("particle.disconnect_hair")
layout.itemL(text="")
elif part.type=='REACTOR':
split.enabled = particle_panel_enabled(context, psys)
split.itemR(psys, "reactor_target_object")
split.itemR(psys, "reactor_target_particle_system", text="Particle System")
class PARTICLE_PT_emission(ParticleButtonsPanel):
__label__ = "Emission"
def poll(self, context):
if particle_panel_poll(context):
return not context.particle_system.point_cache.external
else:
return False
def draw(self, context):
layout = self.layout
psys = context.particle_system
part = psys.settings
layout.enabled = particle_panel_enabled(context, psys) and not psys.multiple_caches
row = layout.row()
row.active = part.distribution != 'GRID'
row.itemR(part, "amount")
if part.type != 'HAIR':
split = layout.split()
col = split.column(align=True)
col.itemR(part, "start")
col.itemR(part, "end")
col = split.column(align=True)
col.itemR(part, "lifetime")
col.itemR(part, "random_lifetime", slider=True)
layout.row().itemL(text="Emit From:")
row = layout.row()
row.itemR(part, "emit_from", expand=True)
row = layout.row()
row.itemR(part, "trand")
if part.distribution!='GRID':
row.itemR(part, "even_distribution")
if part.emit_from=='FACE' or part.emit_from=='VOLUME':
row = layout.row()
row.itemR(part, "distribution", expand=True)
row = layout.row()
if part.distribution=='JIT':
row.itemR(part, "userjit", text="Particles/Face")
row.itemR(part, "jitter_factor", text="Jittering Amount", slider=True)
elif part.distribution=='GRID':
row.itemR(part, "grid_resolution")
class PARTICLE_PT_hair_dynamics(ParticleButtonsPanel):
__label__ = "Hair dynamics"
__default_closed__ = True
def poll(self, context):
psys = context.particle_system
if psys==None: return False
if psys.settings==None: return False
return psys.settings.type == 'HAIR'
def draw_header(self, context):
#cloth = context.cloth.collision_settings
#self.layout.active = cloth_panel_enabled(context.cloth)
#self.layout.itemR(cloth, "enable_collision", text="")
psys = context.particle_system
self.layout.itemR(psys, "hair_dynamics", text="")
def draw(self, context):
layout = self.layout
psys = context.particle_system
part = psys.settings
cloth = psys.cloth.settings
layout.enabled = psys.hair_dynamics
split = layout.split()
col = split.column()
col.itemL(text="Material:")
sub = col.column(align=True)
sub.itemR(cloth, "pin_stiffness", text="Stiffness")
sub.itemR(cloth, "mass")
sub.itemR(cloth, "bending_stiffness", text="Bending")
sub.itemR(cloth, "internal_friction", slider="True")
col = split.column()
col.itemL(text="Damping:")
sub = col.column(align=True)
sub.itemR(cloth, "spring_damping", text="Spring")
sub.itemR(cloth, "air_damping", text="Air")
col.itemL(text="Quality:")
col.itemR(cloth, "quality", text="Steps",slider=True)
class PARTICLE_PT_cache(ParticleButtonsPanel):
__label__ = "Cache"
__default_closed__ = True
def poll(self, context):
psys = context.particle_system
if psys==None: return False
if psys.settings==None: return False
phystype = psys.settings.physics_type
if phystype == 'NO' or phystype == 'KEYED':
return False
return psys.settings.type in ('EMITTER', 'REACTOR') or (psys.settings.type == 'HAIR' and psys.hair_dynamics)
def draw(self, context):
layout = self.layout
psys = context.particle_system
point_cache_ui(self, psys.point_cache, particle_panel_enabled(context, psys), not psys.hair_dynamics, 0)
class PARTICLE_PT_velocity(ParticleButtonsPanel):
__label__ = "Velocity"
def poll(self, context):
if particle_panel_poll(context):
psys = context.particle_system
return psys.settings.physics_type != 'BOIDS' and not psys.point_cache.external
else:
return False
def draw(self, context):
layout = self.layout
psys = context.particle_system
part = psys.settings
layout.enabled = particle_panel_enabled(context, psys)
split = layout.split()
sub = split.column()
sub.itemL(text="Emitter Geometry:")
sub.itemR(part, "normal_factor")
subsub = sub.column(align=True)
subsub.itemR(part, "tangent_factor")
subsub.itemR(part, "tangent_phase", slider=True)
sub = split.column()
sub.itemL(text="Emitter Object")
sub.itemR(part, "object_aligned_factor", text="")
layout.row().itemL(text="Other:")
split = layout.split()
sub = split.column()
if part.emit_from=='PARTICLE':
sub.itemR(part, "particle_factor")
else:
sub.itemR(part, "object_factor", slider=True)
sub = split.column()
sub.itemR(part, "random_factor")
#if part.type=='REACTOR':
# sub.itemR(part, "reactor_factor")
# sub.itemR(part, "reaction_shape", slider=True)
class PARTICLE_PT_rotation(ParticleButtonsPanel):
__label__ = "Rotation"
def poll(self, context):
if particle_panel_poll(context):
psys = context.particle_system
return psys.settings.physics_type != 'BOIDS' and not psys.point_cache.external
else:
return False
def draw(self, context):
layout = self.layout
psys = context.particle_system
part = psys.settings
layout.enabled = particle_panel_enabled(context, psys)
split = layout.split()
split.itemL(text="Initial Rotation:")
split.itemR(part, "rotation_dynamic")
split = layout.split()
sub = split.column(align=True)
sub.itemR(part, "rotation_mode", text="")
sub.itemR(part, "random_rotation_factor", slider=True, text="Random")
sub = split.column(align=True)
sub.itemR(part, "phase_factor", slider=True)
sub.itemR(part, "random_phase_factor", text="Random", slider=True)
layout.row().itemL(text="Angular Velocity:")
layout.row().itemR(part, "angular_velocity_mode", expand=True)
split = layout.split()
sub = split.column()
sub.itemR(part, "angular_velocity_factor", text="")
class PARTICLE_PT_physics(ParticleButtonsPanel):
__label__ = "Physics"
def poll(self, context):
if particle_panel_poll(context):
return not context.particle_system.point_cache.external
else:
return False
def draw(self, context):
layout = self.layout
psys = context.particle_system
part = psys.settings
layout.enabled = particle_panel_enabled(context, psys)
row = layout.row()
row.itemR(part, "physics_type", expand=True)
if part.physics_type != 'NO':
row = layout.row()
col = row.column(align=True)
col.itemR(part, "particle_size")
col.itemR(part, "random_size", slider=True)
col = row.column(align=True)
col.itemR(part, "mass")
col.itemR(part, "sizemass", text="Multiply mass with size")
if part.physics_type == 'NEWTON':
split = layout.split()
sub = split.column()
sub.itemL(text="Forces:")
sub.itemR(part, "brownian_factor")
sub.itemR(part, "drag_factor", slider=True)
sub.itemR(part, "damp_factor", slider=True)
sub = split.column()
sub.itemR(part, "size_deflect")
sub.itemR(part, "die_on_collision")
sub.itemR(part, "integrator")
sub.itemR(part, "time_tweak")
elif part.physics_type == 'KEYED':
split = layout.split()
sub = split.column()
row = layout.row()
col = row.column()
col.active = not psys.keyed_timing
col.itemR(part, "keyed_loops", text="Loops")
row.itemR(psys, "keyed_timing", text="Use Timing")
layout.itemL(text="Keys:")
elif part.physics_type=='BOIDS':
boids = part.boids
row = layout.row()
row.itemR(boids, "allow_flight")
row.itemR(boids, "allow_land")
row.itemR(boids, "allow_climb")
split = layout.split()
sub = split.column()
col = sub.column(align=True)
col.active = boids.allow_flight
col.itemR(boids, "air_max_speed")
col.itemR(boids, "air_min_speed", slider="True")
col.itemR(boids, "air_max_acc", slider="True")
col.itemR(boids, "air_max_ave", slider="True")
col.itemR(boids, "air_personal_space")
row = col.row()
row.active = (boids.allow_land or boids.allow_climb) and boids.allow_flight
row.itemR(boids, "landing_smoothness")
sub = split.column()
col = sub.column(align=True)
col.active = boids.allow_land or boids.allow_climb
col.itemR(boids, "land_max_speed")
col.itemR(boids, "land_jump_speed")
col.itemR(boids, "land_max_acc", slider="True")
col.itemR(boids, "land_max_ave", slider="True")
col.itemR(boids, "land_personal_space")
col.itemR(boids, "land_stick_force")
row = layout.row()
col = row.column(align=True)
col.itemL(text="Battle:")
col.itemR(boids, "health")
col.itemR(boids, "strength")
col.itemR(boids, "aggression")
col.itemR(boids, "accuracy")
col.itemR(boids, "range")
col = row.column()
col.itemL(text="Misc:")
col.itemR(boids, "banking", slider=True)
col.itemR(boids, "height", slider=True)
if part.physics_type=='KEYED' or part.physics_type=='BOIDS':
if part.physics_type=='BOIDS':
layout.itemL(text="Relations:")
row = layout.row()
row.template_list(psys, "targets", psys, "active_particle_target_index")
col = row.column()
subrow = col.row()
subcol = subrow.column(align=True)
subcol.itemO("particle.new_target", icon='ICON_ZOOMIN', text="")
subcol.itemO("particle.remove_target", icon='ICON_ZOOMOUT', text="")
subrow = col.row()
subcol = subrow.column(align=True)
subcol.itemO("particle.target_move_up", icon='VICON_MOVE_UP', text="")
subcol.itemO("particle.target_move_down", icon='VICON_MOVE_DOWN', text="")
key = psys.active_particle_target
if key:
row = layout.row()
if part.physics_type=='KEYED':
col = row.column()
#doesn't work yet
#col.red_alert = key.valid
col.itemR(key, "object", text="")
col.itemR(key, "system", text="System")
col = row.column();
col.active = psys.keyed_timing
col.itemR(key, "time")
col.itemR(key, "duration")
else:
subrow = row.row()
#doesn't work yet
#subrow.red_alert = key.valid
subrow.itemR(key, "object", text="")
subrow.itemR(key, "system", text="System")
layout.itemR(key, "mode", expand=True)
class PARTICLE_PT_boidbrain(ParticleButtonsPanel):
__label__ = "Boid Brain"
def poll(self, context):
psys = context.particle_system
if psys==None: return False
if psys.settings==None: return False
if psys.point_cache.external: return False
return psys.settings.physics_type=='BOIDS'
def draw(self, context):
boids = context.particle_system.settings.boids
layout = self.layout
layout.enabled = particle_panel_enabled(context, context.particle_system)
# Currently boids can only use the first state so these are commented out for now.
#row = layout.row()
#row.template_list(boids, "states", boids, "active_boid_state_index", compact="True")
#col = row.row()
#subrow = col.row(align=True)
#subrow.itemO("boid.state_add", icon='ICON_ZOOMIN', text="")
#subrow.itemO("boid.state_del", icon='ICON_ZOOMOUT', text="")
#subrow = row.row(align=True)
#subrow.itemO("boid.state_move_up", icon='VICON_MOVE_UP', text="")
#subrow.itemO("boid.state_move_down", icon='VICON_MOVE_DOWN', text="")
state = boids.active_boid_state
#layout.itemR(state, "name", text="State name")
row = layout.row()
row.itemR(state, "ruleset_type")
if state.ruleset_type=='FUZZY':
row.itemR(state, "rule_fuzziness", slider=True)
else:
row.itemL(text="")
row = layout.row()
row.template_list(state, "rules", state, "active_boid_rule_index")
col = row.column()
subrow = col.row()
subcol = subrow.column(align=True)
subcol.item_menu_enumO("boid.rule_add", "type", icon='ICON_ZOOMIN', text="")
subcol.itemO("boid.rule_del", icon='ICON_ZOOMOUT', text="")
subrow = col.row()
subcol = subrow.column(align=True)
subcol.itemO("boid.rule_move_up", icon='VICON_MOVE_UP', text="")
subcol.itemO("boid.rule_move_down", icon='VICON_MOVE_DOWN', text="")
rule = state.active_boid_rule
if rule:
row = layout.row()
row.itemR(rule, "name", text="")
#somebody make nice icons for boids here please! -jahka
row.itemR(rule, "in_air", icon='VICON_MOVE_UP', text="")
row.itemR(rule, "on_land", icon='VICON_MOVE_DOWN', text="")
row = layout.row()
if rule.type == 'GOAL':
row.itemR(rule, "object")
row = layout.row()
row.itemR(rule, "predict")
elif rule.type == 'AVOID':
row.itemR(rule, "object")
row = layout.row()
row.itemR(rule, "predict")
row.itemR(rule, "fear_factor")
elif rule.type == 'FOLLOW_PATH':
row.itemL(text="Not yet functional.")
elif rule.type == 'AVOID_COLLISION':
row.itemR(rule, "boids")
row.itemR(rule, "deflectors")
row.itemR(rule, "look_ahead")
elif rule.type == 'FOLLOW_LEADER':
row.itemR(rule, "object", text="")
row.itemR(rule, "distance")
row = layout.row()
row.itemR(rule, "line")
subrow = row.row()
subrow.active = rule.line
subrow.itemR(rule, "queue_size")
elif rule.type == 'AVERAGE_SPEED':
row.itemR(rule, "speed", slider=True)
row.itemR(rule, "wander", slider=True)
row.itemR(rule, "level", slider=True)
elif rule.type == 'FIGHT':
row.itemR(rule, "distance")
row.itemR(rule, "flee_distance")
class PARTICLE_PT_render(ParticleButtonsPanel):
__label__ = "Render"
def poll(self, context):
psys = context.particle_system
if psys==None: return False
if psys.settings==None: return False
return True;
def draw(self, context):
layout = self.layout
psys = context.particle_system
part = psys.settings
row = layout.row()
row.itemR(part, "material")
row.itemR(psys, "parent");
split = layout.split()
sub = split.column()
sub.itemR(part, "emitter");
sub.itemR(part, "parent");
sub = split.column()
sub.itemR(part, "unborn");
sub.itemR(part, "died");
row = layout.row()
row.itemR(part, "ren_as", expand=True)
split = layout.split()
sub = split.column()
if part.ren_as == 'LINE':
sub.itemR(part, "line_length_tail")
sub.itemR(part, "line_length_head")
sub = split.column()
sub.itemR(part, "velocity_length")
elif part.ren_as == 'PATH':
if (part.type!='HAIR' and part.physics_type!='KEYED' and psys.point_cache.baked==False):
box = layout.box()
box.itemL(text="Baked or keyed particles needed for correct rendering.")
return
sub.itemR(part, "render_strand")
colsub = sub.column()
colsub.active = part.render_strand == False
colsub.itemR(part, "render_adaptive")
colsub = sub.column()
colsub.active = part.render_adaptive or part.render_strand == True
colsub.itemR(part, "adaptive_angle")
colsub = sub.column()
colsub.active = part.render_adaptive == True and part.render_strand == False
colsub.itemR(part, "adaptive_pix")
sub.itemR(part, "hair_bspline")
sub.itemR(part, "render_step", text="Steps")
sub = split.column()
sub.itemL(text="Timing:")
sub.itemR(part, "abs_path_time")
sub.itemR(part, "path_start", text="Start", slider= not part.abs_path_time)
sub.itemR(part, "path_end", text="End", slider= not part.abs_path_time)
sub.itemR(part, "random_length", text="Random", slider=True)
row = layout.row()
col = row.column()
if part.type=='HAIR' and part.render_strand==True and part.child_type=='FACES':
layout.itemR(part, "enable_simplify")
if part.enable_simplify==True:
row = layout.row()
row.itemR(part, "simplify_refsize")
row.itemR(part, "simplify_rate")
row.itemR(part, "simplify_transition")
row = layout.row()
row.itemR(part, "viewport")
subrow = row.row()
subrow.active = part.viewport==True
subrow.itemR(part, "simplify_viewport")
elif part.ren_as == 'OBJECT':
sub.itemR(part, "dupli_object")
sub.itemR(part, "use_global_dupli")
elif part.ren_as == 'GROUP':
sub.itemR(part, "dupli_group")
split = layout.split()
sub = split.column()
sub.itemR(part, "whole_group")
colsub = sub.column()
colsub.active = part.whole_group == False
colsub.itemR(part, "use_group_count")
sub = split.column()
colsub = sub.column()
colsub.active = part.whole_group == False
colsub.itemR(part, "use_global_dupli")
colsub.itemR(part, "rand_group")
if part.use_group_count and not part.whole_group:
row = layout.row()
row.template_list(part, "dupliweights", part, "active_dupliweight_index")
col = row.column()
subrow = col.row()
subcol = subrow.column(align=True)
subcol.itemO("particle.dupliob_copy", icon='ICON_ZOOMIN', text="")
subcol.itemO("particle.dupliob_remove", icon='ICON_ZOOMOUT', text="")
subcol.itemO("particle.dupliob_move_up", icon='VICON_MOVE_UP', text="")
subcol.itemO("particle.dupliob_move_down", icon='VICON_MOVE_DOWN', text="")
weight = part.active_dupliweight
if weight:
row = layout.row()
row.itemR(weight, "count")
elif part.ren_as == 'BILLBOARD':
sub.itemL(text="Align:")
row = layout.row()
row.itemR(part, "billboard_align", expand=True)
row.itemR(part, "billboard_lock", text="Lock")
row = layout.row()
row.itemR(part, "billboard_object")
row = layout.row()
col = row.column(align=True)
col.itemL(text="Tilt:")
col.itemR(part, "billboard_tilt", text="Angle", slider=True)
col.itemR(part, "billboard_random_tilt", slider=True)
col = row.column()
col.itemR(part, "billboard_offset")
row = layout.row()
row.itemR(psys, "billboard_normal_uv")
row = layout.row()
row.itemR(psys, "billboard_time_index_uv")
row = layout.row()
row.itemL(text="Split uv's:")
row.itemR(part, "billboard_uv_split", text="Number of splits")
row = layout.row()
row.itemR(psys, "billboard_split_uv")
row = layout.row()
row.itemL(text="Animate:")
row.itemR(part, "billboard_animation", expand=True)
row.itemL(text="Offset:")
row.itemR(part, "billboard_split_offset", expand=True)
if part.ren_as == 'HALO' or part.ren_as == 'LINE' or part.ren_as=='BILLBOARD':
row = layout.row()
col = row.column()
col.itemR(part, "trail_count")
if part.trail_count > 1:
col.itemR(part, "abs_path_time", text="Length in frames")
col = row.column()
col.itemR(part, "path_end", text="Length", slider=not part.abs_path_time)
col.itemR(part, "random_length", text="Random", slider=True)
else:
col = row.column()
col.itemL(text="")
class PARTICLE_PT_draw(ParticleButtonsPanel):
__label__ = "Display"
__default_closed__ = True
def poll(self, context):
psys = context.particle_system
if psys==None: return False
if psys.settings==None: return False
return True;
def draw(self, context):
layout = self.layout
psys = context.particle_system
part = psys.settings
row = layout.row()
row.itemR(part, "draw_as", expand=True)
if part.draw_as=='NONE' or (part.ren_as=='NONE' and part.draw_as=='RENDER'):
return
path = (part.ren_as=='PATH' and part.draw_as=='RENDER') or part.draw_as=='PATH'
if path and part.type!='HAIR' and part.physics_type!='KEYED' and psys.point_cache.baked==False:
box = layout.box()
box.itemL(text="Baked or keyed particles needed for correct drawing.")
return
row = layout.row()
row.itemR(part, "display", slider=True)
if part.draw_as!='RENDER' or part.ren_as=='HALO':
row.itemR(part, "draw_size")
else:
row.itemL(text="")
row = layout.row()
col = row.column()
col.itemR(part, "show_size")
col.itemR(part, "velocity")
col.itemR(part, "num")
if part.physics_type == 'BOIDS':
col.itemR(part, "draw_health")
col = row.column()
col.itemR(part, "material_color", text="Use material color")
if (path):
col.itemR(part, "draw_step")
else:
subcol = col.column()
subcol.active = part.material_color==False
#subcol.itemL(text="color")
#subcol.itemL(text="Override material color")
class PARTICLE_PT_children(ParticleButtonsPanel):
__label__ = "Children"
__default_closed__ = True
def draw(self, context):
layout = self.layout
psys = context.particle_system
part = psys.settings
layout.row().itemR(part, "child_type", expand=True)
if part.child_type=='NONE':
return
row = layout.row()
col = row.column(align=True)
col.itemR(part, "child_nbr", text="Display")
col.itemR(part, "rendered_child_nbr", text="Render")
col = row.column(align=True)
if part.child_type=='FACES':
col.itemR(part, "virtual_parents", slider=True)
else:
col.itemR(part, "child_radius", text="Radius")
col.itemR(part, "child_roundness", text="Roundness", slider=True)
col = row.column(align=True)
col.itemR(part, "child_size", text="Size")
col.itemR(part, "child_random_size", text="Random")
layout.row().itemL(text="Effects:")
row = layout.row()
col = row.column(align=True)
col.itemR(part, "clump_factor", slider=True)
col.itemR(part, "clumppow", slider=True)
col = row.column(align=True)
col.itemR(part, "rough_endpoint")
col.itemR(part, "rough_end_shape")
row = layout.row()
col = row.column(align=True)
col.itemR(part, "rough1")
col.itemR(part, "rough1_size")
col = row.column(align=True)
col.itemR(part, "rough2")
col.itemR(part, "rough2_size")
col.itemR(part, "rough2_thres", slider=True)
row = layout.row()
col = row.column(align=True)
col.itemR(part, "child_length", slider=True)
col.itemR(part, "child_length_thres", slider=True)
col = row.column(align=True)
col.itemL(text="Space reserved for")
col.itemL(text="hair parting controls")
layout.row().itemL(text="Kink:")
layout.row().itemR(part, "kink", expand=True)
split = layout.split()
sub = split.column()
sub.itemR(part, "kink_amplitude")
sub.itemR(part, "kink_frequency")
sub = split.column()
sub.itemR(part, "kink_shape", slider=True)
class PARTICLE_PT_field_weights(ParticleButtonsPanel):
__label__ = "Field Weights"
__default_closed__ = True
def draw(self, context):
part = context.particle_system.settings
effector_weights_ui(self, part.effector_weights)
if part.type == 'HAIR':
self.layout.itemR(part.effector_weights, "do_growing_hair")
class PARTICLE_PT_force_fields(ParticleButtonsPanel):
__label__ = "Force Field Settings"
__default_closed__ = True
def draw(self, context):
layout = self.layout
part = context.particle_system.settings
layout.itemR(part, "self_effect")
split = layout.split(percentage=0.2)
split.itemL(text="Type 1:")
split.itemR(part.force_field_1, "type",text="")
basic_force_field_settings_ui(self, part.force_field_1)
basic_force_field_falloff_ui(self, part.force_field_1)
if part.force_field_1.type != 'NONE':
layout.itemL(text="")
split = layout.split(percentage=0.2)
split.itemL(text="Type 2:")
split.itemR(part.force_field_2, "type",text="")
basic_force_field_settings_ui(self, part.force_field_2)
basic_force_field_falloff_ui(self, part.force_field_2)
class PARTICLE_PT_vertexgroups(ParticleButtonsPanel):
__label__ = "Vertexgroups"
__default_closed__ = True
def draw(self, context):
layout = self.layout
psys = context.particle_system
part = psys.settings
layout.itemL(text="Nothing here yet.")
#row = layout.row()
#row.itemL(text="Vertex Group")
#row.itemL(text="Negate")
#row = layout.row()
#row.itemR(psys, "vertex_group_density")
#row.itemR(psys, "vertex_group_density_negate", text="")
#row = layout.row()
#row.itemR(psys, "vertex_group_velocity")
#row.itemR(psys, "vertex_group_velocity_negate", text="")
#row = layout.row()
#row.itemR(psys, "vertex_group_length")
#row.itemR(psys, "vertex_group_length_negate", text="")
#row = layout.row()
#row.itemR(psys, "vertex_group_clump")
#row.itemR(psys, "vertex_group_clump_negate", text="")
#row = layout.row()
#row.itemR(psys, "vertex_group_kink")
#row.itemR(psys, "vertex_group_kink_negate", text="")
#row = layout.row()
#row.itemR(psys, "vertex_group_roughness1")
#row.itemR(psys, "vertex_group_roughness1_negate", text="")
#row = layout.row()
#row.itemR(psys, "vertex_group_roughness2")
#row.itemR(psys, "vertex_group_roughness2_negate", text="")
#row = layout.row()
#row.itemR(psys, "vertex_group_roughness_end")
#row.itemR(psys, "vertex_group_roughness_end_negate", text="")
#row = layout.row()
#row.itemR(psys, "vertex_group_size")
#row.itemR(psys, "vertex_group_size_negate", text="")
#row = layout.row()
#row.itemR(psys, "vertex_group_tangent")
#row.itemR(psys, "vertex_group_tangent_negate", text="")
#row = layout.row()
#row.itemR(psys, "vertex_group_rotation")
#row.itemR(psys, "vertex_group_rotation_negate", text="")
#row = layout.row()
#row.itemR(psys, "vertex_group_field")
#row.itemR(psys, "vertex_group_field_negate", text="")
bpy.types.register(PARTICLE_PT_particles)
bpy.types.register(PARTICLE_PT_hair_dynamics)
bpy.types.register(PARTICLE_PT_cache)
bpy.types.register(PARTICLE_PT_emission)
bpy.types.register(PARTICLE_PT_velocity)
bpy.types.register(PARTICLE_PT_rotation)
bpy.types.register(PARTICLE_PT_physics)
bpy.types.register(PARTICLE_PT_boidbrain)
bpy.types.register(PARTICLE_PT_render)
bpy.types.register(PARTICLE_PT_draw)
bpy.types.register(PARTICLE_PT_children)
bpy.types.register(PARTICLE_PT_field_weights)
bpy.types.register(PARTICLE_PT_force_fields)
bpy.types.register(PARTICLE_PT_vertexgroups)

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@@ -1,186 +0,0 @@
import bpy
from buttons_physics_common import point_cache_ui
from buttons_physics_common import effector_weights_ui
def cloth_panel_enabled(md):
return md.point_cache.baked==False
class PhysicButtonsPanel(bpy.types.Panel):
__space_type__ = 'PROPERTIES'
__region_type__ = 'WINDOW'
__context__ = "physics"
def poll(self, context):
ob = context.object
rd = context.scene.render_data
return (ob and ob.type == 'MESH') and (not rd.use_game_engine)
class PHYSICS_PT_cloth(PhysicButtonsPanel):
__label__ = "Cloth"
def draw(self, context):
layout = self.layout
md = context.cloth
ob = context.object
split = layout.split()
split.operator_context = 'EXEC_DEFAULT'
if md:
# remove modifier + settings
split.set_context_pointer("modifier", md)
split.itemO("object.modifier_remove", text="Remove")
row = split.row(align=True)
row.itemR(md, "render", text="")
row.itemR(md, "realtime", text="")
else:
# add modifier
split.item_enumO("object.modifier_add", "type", 'CLOTH', text="Add")
split.itemL()
if md:
cloth = md.settings
layout.active = cloth_panel_enabled(md)
split = layout.split()
col = split.column()
col.itemL(text="Material:")
sub = col.column(align=True)
sub.itemR(cloth, "mass")
sub.itemR(cloth, "structural_stiffness", text="Structural")
sub.itemR(cloth, "bending_stiffness", text="Bending")
col.itemR(cloth, "pin_cloth", text="Pin")
sub = col.column(align=True)
sub.active = cloth.pin_cloth
sub.itemR(cloth, "pin_stiffness", text="Stiffness")
sub.item_pointerR(cloth, "mass_vertex_group", ob, "vertex_groups", text="")
col = split.column()
col.itemL(text="Damping:")
sub = col.column(align=True)
sub.itemR(cloth, "spring_damping", text="Spring")
sub.itemR(cloth, "air_damping", text="Air")
col.itemL(text="Presets...")
col.itemL(text="TODO!")
col.itemL(text="Quality:")
col.itemR(cloth, "quality", text="Steps",slider=True)
# Disabled for now
"""
if cloth.mass_vertex_group:
layout.itemL(text="Goal:")
col = layout.column_flow()
col.itemR(cloth, "goal_default", text="Default")
col.itemR(cloth, "goal_spring", text="Stiffness")
col.itemR(cloth, "goal_friction", text="Friction")
"""
class PHYSICS_PT_cloth_cache(PhysicButtonsPanel):
__label__ = "Cloth Cache"
__default_closed__ = True
def poll(self, context):
return context.cloth
def draw(self, context):
md = context.cloth
point_cache_ui(self, md.point_cache, cloth_panel_enabled(md), 0, 0)
class PHYSICS_PT_cloth_collision(PhysicButtonsPanel):
__label__ = "Cloth Collision"
__default_closed__ = True
def poll(self, context):
return context.cloth
def draw_header(self, context):
cloth = context.cloth.collision_settings
self.layout.active = cloth_panel_enabled(context.cloth)
self.layout.itemR(cloth, "enable_collision", text="")
def draw(self, context):
layout = self.layout
cloth = context.cloth.collision_settings
md = context.cloth
layout.active = cloth.enable_collision and cloth_panel_enabled(md)
split = layout.split()
col = split.column()
col.itemR(cloth, "collision_quality", slider=True, text="Quality")
col.itemR(cloth, "min_distance", slider=True, text="Distance")
col.itemR(cloth, "friction")
col = split.column()
col.itemR(cloth, "enable_self_collision", text="Self Collision")
sub = col.column()
sub.active = cloth.enable_self_collision
sub.itemR(cloth, "self_collision_quality", slider=True, text="Quality")
sub.itemR(cloth, "self_min_distance", slider=True, text="Distance")
class PHYSICS_PT_cloth_stiffness(PhysicButtonsPanel):
__label__ = "Cloth Stiffness Scaling"
__default_closed__ = True
def poll(self, context):
return context.cloth
def draw_header(self, context):
cloth = context.cloth.settings
self.layout.active = cloth_panel_enabled(context.cloth)
self.layout.itemR(cloth, "stiffness_scaling", text="")
def draw(self, context):
layout = self.layout
md = context.cloth
ob = context.object
cloth = context.cloth.settings
layout.active = cloth.stiffness_scaling and cloth_panel_enabled(md)
split = layout.split()
col = split.column()
col.itemL(text="Structural Stiffness:")
sub = col.column(align=True)
sub.itemR(cloth, "structural_stiffness_max", text="Max")
sub.item_pointerR(cloth, "structural_stiffness_vertex_group", ob, "vertex_groups", text="")
col = split.column()
col.itemL(text="Bending Stiffness:")
sub = col.column(align=True)
sub.itemR(cloth, "bending_stiffness_max", text="Max")
sub.item_pointerR(cloth, "bending_vertex_group", ob, "vertex_groups", text="")
class PHYSICS_PT_cloth_field_weights(PhysicButtonsPanel):
__label__ = "Cloth Field Weights"
__default_closed__ = True
def poll(self, context):
return (context.cloth)
def draw(self, context):
cloth = context.cloth.settings
effector_weights_ui(self, cloth.effector_weights)
bpy.types.register(PHYSICS_PT_cloth)
bpy.types.register(PHYSICS_PT_cloth_cache)
bpy.types.register(PHYSICS_PT_cloth_collision)
bpy.types.register(PHYSICS_PT_cloth_stiffness)
bpy.types.register(PHYSICS_PT_cloth_field_weights)

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@@ -1,154 +0,0 @@
import bpy
def point_cache_ui(self, cache, enabled, particles, smoke):
layout = self.layout
layout.set_context_pointer("PointCache", cache)
row = layout.row()
row.template_list(cache, "point_cache_list", cache, "active_point_cache_index", rows=2 )
col = row.column(align=True)
col.itemO("ptcache.add_new", icon='ICON_ZOOMIN', text="")
col.itemO("ptcache.remove", icon='ICON_ZOOMOUT', text="")
row = layout.row()
row.itemL(text="File Name:")
if particles:
row.itemR(cache, "external")
if cache.external:
split = layout.split(percentage=0.80)
split.itemR(cache, "name", text="")
split.itemR(cache, "index", text="")
layout.itemL(text="File Path:")
layout.itemR(cache, "filepath", text="")
layout.itemL(text=cache.info)
else:
layout.itemR(cache, "name", text="")
if not particles:
row = layout.row()
row.enabled = enabled
row.itemR(cache, "start_frame")
row.itemR(cache, "end_frame")
row = layout.row()
if cache.baked == True:
row.itemO("ptcache.free_bake", text="Free Bake")
else:
row.item_booleanO("ptcache.bake", "bake", True, text="Bake")
sub = row.row()
sub.enabled = (cache.frames_skipped or cache.outdated) and enabled
sub.itemO("ptcache.bake", "bake", False, text="Calculate to Current Frame")
row = layout.row()
row.enabled = enabled
row.itemO("ptcache.bake_from_cache", text="Current Cache to Bake")
if not smoke:
row.itemR(cache, "step");
if not smoke:
row = layout.row()
sub = row.row()
sub.enabled = enabled
sub.itemR(cache, "quick_cache")
row.itemR(cache, "disk_cache")
layout.itemL(text=cache.info)
layout.itemS()
row = layout.row()
row.item_booleanO("ptcache.bake_all", "bake", True, text="Bake All Dynamics")
row.itemO("ptcache.free_bake_all", text="Free All Bakes")
layout.itemO("ptcache.bake_all", "bake", False, text="Update All Dynamics to current frame")
def effector_weights_ui(self, weights):
layout = self.layout
layout.itemR(weights, "group")
split = layout.split()
split.itemR(weights, "gravity", slider=True)
split.itemR(weights, "all", slider=True)
layout.itemS()
flow = layout.column_flow()
flow.itemR(weights, "force", slider=True)
flow.itemR(weights, "vortex", slider=True)
flow.itemR(weights, "magnetic", slider=True)
flow.itemR(weights, "wind", slider=True)
flow.itemR(weights, "curveguide", slider=True)
flow.itemR(weights, "texture", slider=True)
flow.itemR(weights, "harmonic", slider=True)
flow.itemR(weights, "charge", slider=True)
flow.itemR(weights, "lennardjones", slider=True)
flow.itemR(weights, "turbulence", slider=True)
flow.itemR(weights, "drag", slider=True)
flow.itemR(weights, "boid", slider=True)
def basic_force_field_settings_ui(self, field):
layout = self.layout
split = layout.split()
if not field or field.type == 'NONE':
return
col = split.column()
if field.type == 'DRAG':
col.itemR(field, "linear_drag", text="Linear")
else:
col.itemR(field, "strength")
if field.type == 'TURBULENCE':
col.itemR(field, "size")
col.itemR(field, "flow")
elif field.type == 'HARMONIC':
col.itemR(field, "harmonic_damping", text="Damping")
elif field.type == 'VORTEX' and field.shape != 'POINT':
col.itemR(field, "inflow")
elif field.type == 'DRAG':
col.itemR(field, "quadratic_drag", text="Quadratic")
else:
col.itemR(field, "flow")
col = split.column()
col.itemR(field, "noise")
col.itemR(field, "seed")
if field.type == 'TURBULENCE':
col.itemR(field, "global_coordinates", text="Global")
row = layout.row()
row.itemL(text="Effect point:")
row.itemR(field, "do_location")
row.itemR(field, "do_rotation")
def basic_force_field_falloff_ui(self, field):
layout = self.layout
split = layout.split(percentage=0.35)
if not field or field.type == 'NONE':
return
col = split.column()
col.itemR(field, "z_direction", text="")
col.itemR(field, "use_min_distance", text="Use Minimum")
col.itemR(field, "use_max_distance", text="Use Maximum")
col.itemR(field, "do_absorption")
col = split.column()
col.itemR(field, "falloff_power", text="Power")
sub = col.column()
sub.active = field.use_min_distance
sub.itemR(field, "minimum_distance", text="Distance")
sub = col.column()
sub.active = field.use_max_distance
sub.itemR(field, "maximum_distance", text="Distance")

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@@ -1,200 +0,0 @@
import bpy
from buttons_physics_common import basic_force_field_settings_ui
from buttons_physics_common import basic_force_field_falloff_ui
class PhysicButtonsPanel(bpy.types.Panel):
__space_type__ = 'PROPERTIES'
__region_type__ = 'WINDOW'
__context__ = "physics"
def poll(self, context):
rd = context.scene.render_data
return (context.object) and (not rd.use_game_engine)
class PHYSICS_PT_field(PhysicButtonsPanel):
__label__ = "Force Fields"
def draw(self, context):
layout = self.layout
ob = context.object
field = ob.field
split = layout.split(percentage=0.2)
split.itemL(text="Type:")
split.itemR(field, "type",text="")
if field.type not in ('NONE', 'GUIDE', 'TEXTURE'):
split = layout.split(percentage=0.2)
#split = layout.row()
split.itemL(text="Shape:")
split.itemR(field, "shape", text="")
split = layout.split()
if field.type == 'NONE':
return # nothing to draw
elif field.type == 'GUIDE':
col = split.column()
col.itemR(field, "guide_minimum")
col.itemR(field, "guide_free")
col.itemR(field, "falloff_power")
col.itemR(field, "guide_path_add")
col = split.column()
col.itemL(text="Clumping:")
col.itemR(field, "guide_clump_amount")
col.itemR(field, "guide_clump_shape")
row = layout.row()
row.itemR(field, "use_max_distance")
sub = row.row()
sub.active = field.use_max_distance
sub.itemR(field, "maximum_distance")
layout.itemS()
layout.itemR(field, "guide_kink_type")
if (field.guide_kink_type != "NONE"):
layout.itemR(field, "guide_kink_axis")
flow = layout.column_flow()
flow.itemR(field, "guide_kink_frequency")
flow.itemR(field, "guide_kink_shape")
flow.itemR(field, "guide_kink_amplitude")
elif field.type == 'TEXTURE':
col = split.column()
col.itemR(field, "strength")
col.itemR(field, "texture", text="")
col.itemR(field, "texture_mode", text="")
col.itemR(field, "texture_nabla")
col = split.column()
col.itemR(field, "use_coordinates")
col.itemR(field, "root_coordinates")
col.itemR(field, "force_2d")
else :
basic_force_field_settings_ui(self, field)
if field.type not in ('NONE', 'GUIDE'):
layout.itemL(text="Falloff:")
layout.itemR(field, "falloff_type", expand=True)
basic_force_field_falloff_ui(self, field)
if field.falloff_type == 'CONE':
layout.itemS()
split = layout.split(percentage=0.35)
col = split.column()
col.itemL(text="Angular:")
col.itemR(field, "use_radial_min", text="Use Minimum")
col.itemR(field, "use_radial_max", text="Use Maximum")
col = split.column()
col.itemR(field, "radial_falloff", text="Power")
sub = col.column()
sub.active = field.use_radial_min
sub.itemR(field, "radial_minimum", text="Angle")
sub = col.column()
sub.active = field.use_radial_max
sub.itemR(field, "radial_maximum", text="Angle")
elif field.falloff_type == 'TUBE':
layout.itemS()
split = layout.split(percentage=0.35)
col = split.column()
col.itemL(text="Radial:")
col.itemR(field, "use_radial_min", text="Use Minimum")
col.itemR(field, "use_radial_max", text="Use Maximum")
col = split.column()
col.itemR(field, "radial_falloff", text="Power")
sub = col.column()
sub.active = field.use_radial_min
sub.itemR(field, "radial_minimum", text="Distance")
sub = col.column()
sub.active = field.use_radial_max
sub.itemR(field, "radial_maximum", text="Distance")
class PHYSICS_PT_collision(PhysicButtonsPanel):
__label__ = "Collision"
#__default_closed__ = True
def poll(self, context):
ob = context.object
rd = context.scene.render_data
return (ob and ob.type == 'MESH') and (not rd.use_game_engine)
def draw(self, context):
layout = self.layout
md = context.collision
split = layout.split()
split.operator_context = 'EXEC_DEFAULT'
if md:
# remove modifier + settings
split.set_context_pointer("modifier", md)
split.itemO("object.modifier_remove", text="Remove")
col = split.column()
#row = split.row(align=True)
#row.itemR(md, "render", text="")
#row.itemR(md, "realtime", text="")
coll = md.settings
else:
# add modifier
split.item_enumO("object.modifier_add", "type", 'COLLISION', text="Add")
split.itemL()
coll = None
if coll:
settings = context.object.collision
layout.active = settings.enabled
split = layout.split()
col = split.column()
col.itemL(text="Particle:")
col.itemR(settings, "permeability", slider=True)
col.itemL(text="Particle Damping:")
sub = col.column(align=True)
sub.itemR(settings, "damping_factor", text="Factor", slider=True)
sub.itemR(settings, "random_damping", text="Random", slider=True)
col.itemL(text="Soft Body and Cloth:")
sub = col.column(align=True)
sub.itemR(settings, "outer_thickness", text="Outer", slider=True)
sub.itemR(settings, "inner_thickness", text="Inner", slider=True)
layout.itemL(text="Force Fields:")
layout.itemR(settings, "absorption", text="Absorption")
col = split.column()
col.itemL(text="")
col.itemR(settings, "kill_particles")
col.itemL(text="Particle Friction:")
sub = col.column(align=True)
sub.itemR(settings, "friction_factor", text="Factor", slider=True)
sub.itemR(settings, "random_friction", text="Random", slider=True)
col.itemL(text="Soft Body Damping:")
col.itemR(settings, "damping", text="Factor", slider=True)
bpy.types.register(PHYSICS_PT_field)
bpy.types.register(PHYSICS_PT_collision)

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@@ -1,257 +0,0 @@
import bpy
class PhysicButtonsPanel(bpy.types.Panel):
__space_type__ = 'PROPERTIES'
__region_type__ = 'WINDOW'
__context__ = "physics"
def poll(self, context):
ob = context.object
rd = context.scene.render_data
return (ob and ob.type == 'MESH') and (not rd.use_game_engine)
class PHYSICS_PT_fluid(PhysicButtonsPanel):
__label__ = "Fluid"
def draw(self, context):
layout = self.layout
md = context.fluid
ob = context.object
split = layout.split()
split.operator_context = 'EXEC_DEFAULT'
if md:
# remove modifier + settings
split.set_context_pointer("modifier", md)
split.itemO("object.modifier_remove", text="Remove")
row = split.row(align=True)
row.itemR(md, "render", text="")
row.itemR(md, "realtime", text="")
fluid = md.settings
else:
# add modifier
split.item_enumO("object.modifier_add", "type", 'FLUID_SIMULATION', text="Add")
split.itemL()
fluid = None
if fluid:
layout.itemR(fluid, "type")
if fluid.type == 'DOMAIN':
layout.itemO("fluid.bake", text="Bake Fluid Simulation", icon='ICON_MOD_FLUIDSIM')
split = layout.split()
col = split.column()
col.itemL(text="Resolution:")
col.itemR(fluid, "resolution", text="Final")
col.itemL(text="Render Display:")
col.itemR(fluid, "render_display_mode", text="")
col.itemL(text="Time:")
sub = col.column(align=True)
sub.itemR(fluid, "start_time", text="Start")
sub.itemR(fluid, "end_time", text="End")
col = split.column()
col.itemL(text="Required Memory: " + fluid.memory_estimate)
col.itemR(fluid, "preview_resolution", text="Preview")
col.itemL(text="Viewport Display:")
col.itemR(fluid, "viewport_display_mode", text="")
col.itemL()
col.itemR(fluid, "generate_speed_vectors")
col.itemR(fluid, "reverse_frames")
layout.itemR(fluid, "path", text="")
elif fluid.type == 'FLUID':
split = layout.split()
col = split.column()
col.itemL(text="Volume Initialization:")
col.itemR(fluid, "volume_initialization", text="")
col.itemR(fluid, "export_animated_mesh")
col = split.column()
col.itemL(text="Initial Velocity:")
col.itemR(fluid, "initial_velocity", text="")
elif fluid.type == 'OBSTACLE':
split = layout.split()
col = split.column()
col.itemL(text="Volume Initialization:")
col.itemR(fluid, "volume_initialization", text="")
col.itemR(fluid, "export_animated_mesh")
col = split.column()
col.itemL(text="Slip Type:")
col.itemR(fluid, "slip_type", text="")
if fluid.slip_type == 'PARTIALSLIP':
col.itemR(fluid, "partial_slip_factor", slider=True, text="Amount")
col.itemL(text="Impact:")
col.itemR(fluid, "impact_factor", text="Factor")
elif fluid.type == 'INFLOW':
split = layout.split()
col = split.column()
col.itemL(text="Volume Initialization:")
col.itemR(fluid, "volume_initialization", text="")
col.itemR(fluid, "export_animated_mesh")
col.itemR(fluid, "local_coordinates")
col = split.column()
col.itemL(text="Inflow Velocity:")
col.itemR(fluid, "inflow_velocity", text="")
elif fluid.type == 'OUTFLOW':
split = layout.split()
col = split.column()
col.itemL(text="Volume Initialization:")
col.itemR(fluid, "volume_initialization", text="")
col.itemR(fluid, "export_animated_mesh")
split.column()
elif fluid.type == 'PARTICLE':
split = layout.split(percentage=0.5)
col = split.column()
col.itemL(text="Influence:")
col.itemR(fluid, "particle_influence", text="Size")
col.itemR(fluid, "alpha_influence", text="Alpha")
col = split.column()
col.itemL(text="Type:")
col.itemR(fluid, "drops")
col.itemR(fluid, "floats")
col = split.column()
col.itemL()
col.itemR(fluid, "tracer")
layout.itemR(fluid, "path", text="")
elif fluid.type == 'CONTROL':
split = layout.split()
col = split.column()
col.itemL(text="")
col.itemR(fluid, "quality", slider=True)
col.itemR(fluid, "reverse_frames")
col = split.column()
col.itemL(text="Time:")
sub = col.column(align=True)
sub.itemR(fluid, "start_time", text="Start")
sub.itemR(fluid, "end_time", text="End")
split = layout.split()
col = split.column()
col.itemL(text="Attraction Force:")
sub = col.column(align=True)
sub.itemR(fluid, "attraction_strength", text="Strength")
sub.itemR(fluid, "attraction_radius", text="Radius")
col = split.column()
col.itemL(text="Velocity Force:")
sub = col.column(align=True)
sub.itemR(fluid, "velocity_strength", text="Strength")
sub.itemR(fluid, "velocity_radius", text="Radius")
class PHYSICS_PT_domain_gravity(PhysicButtonsPanel):
__label__ = "Domain World"
__default_closed__ = True
def poll(self, context):
md = context.fluid
return md and (md.settings.type == 'DOMAIN')
def draw(self, context):
layout = self.layout
fluid = context.fluid.settings
split = layout.split()
col = split.column()
col.itemL(text="Gravity:")
col.itemR(fluid, "gravity", text="")
col.itemL(text="Real World Size:")
col.itemR(fluid, "real_world_size", text="Metres")
col = split.column()
col.itemL(text="Viscosity Presets:")
sub = col.column(align=True)
sub.itemR(fluid, "viscosity_preset", text="")
if fluid.viscosity_preset == 'MANUAL':
sub.itemR(fluid, "viscosity_base", text="Base")
sub.itemR(fluid, "viscosity_exponent", text="Exponent", slider=True)
else:
sub.itemL()
sub.itemL()
col.itemL(text="Optimization:")
sub = col.column(align=True)
sub.itemR(fluid, "grid_levels", slider=True)
sub.itemR(fluid, "compressibility", slider=True)
class PHYSICS_PT_domain_boundary(PhysicButtonsPanel):
__label__ = "Domain Boundary"
__default_closed__ = True
def poll(self, context):
md = context.fluid
return md and (md.settings.type == 'DOMAIN')
def draw(self, context):
layout = self.layout
fluid = context.fluid.settings
split = layout.split()
col = split.column()
col.itemL(text="Slip Type:")
sub = col.column(align=True)
sub.itemR(fluid, "slip_type", text="")
if fluid.slip_type == 'PARTIALSLIP':
sub.itemR(fluid, "partial_slip_factor", slider=True, text="Amount")
col = split.column()
col.itemL(text="Surface:")
sub = col.column(align=True)
sub.itemR(fluid, "surface_smoothing", text="Smoothing")
sub.itemR(fluid, "surface_subdivisions", text="Subdivisions")
class PHYSICS_PT_domain_particles(PhysicButtonsPanel):
__label__ = "Domain Particles"
__default_closed__ = True
def poll(self, context):
md = context.fluid
return md and (md.settings.type == 'DOMAIN')
def draw(self, context):
layout = self.layout
fluid = context.fluid.settings
col = layout.column(align=True)
col.itemR(fluid, "tracer_particles")
col.itemR(fluid, "generate_particles")
bpy.types.register(PHYSICS_PT_fluid)
bpy.types.register(PHYSICS_PT_domain_gravity)
bpy.types.register(PHYSICS_PT_domain_boundary)
bpy.types.register(PHYSICS_PT_domain_particles)

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@@ -1,193 +0,0 @@
import bpy
from buttons_physics_common import point_cache_ui
from buttons_physics_common import effector_weights_ui
class PhysicButtonsPanel(bpy.types.Panel):
__space_type__ = 'PROPERTIES'
__region_type__ = 'WINDOW'
__context__ = "physics"
def poll(self, context):
ob = context.object
rd = context.scene.render_data
return (ob and ob.type == 'MESH') and (not rd.use_game_engine)
class PHYSICS_PT_smoke(PhysicButtonsPanel):
__label__ = "Smoke"
def draw(self, context):
layout = self.layout
md = context.smoke
ob = context.object
split = layout.split()
split.operator_context = 'EXEC_DEFAULT'
if md:
# remove modifier + settings
split.set_context_pointer("modifier", md)
split.itemO("object.modifier_remove", text="Remove")
row = split.row(align=True)
row.itemR(md, "render", text="")
row.itemR(md, "realtime", text="")
else:
# add modifier
split.item_enumO("object.modifier_add", "type", 'SMOKE', text="Add")
split.itemL()
if md:
layout.itemR(md, "smoke_type", expand=True)
if md.smoke_type == 'TYPE_DOMAIN':
domain = md.domain_settings
split = layout.split()
col = split.column()
col.itemL(text="Resolution:")
col.itemR(domain, "maxres", text="Divisions")
col = split.column()
col.itemL(text="Behavior:")
col.itemR(domain, "alpha")
col.itemR(domain, "beta")
col.itemR(domain, "dissolve_smoke", text="Dissolve")
sub = col.column()
sub.active = domain.dissolve_smoke
sub.itemR(domain, "dissolve_speed", text="Time")
sub.itemR(domain, "dissolve_smoke_log", text="Slow")
elif md.smoke_type == 'TYPE_FLOW':
flow = md.flow_settings
split = layout.split()
col = split.column()
col.itemR(flow, "outflow")
col.itemL(text="Particle System:")
col.item_pointerR(flow, "psys", ob, "particle_systems", text="")
if md.flow_settings.outflow:
col = split.column()
else:
col = split.column()
col.itemL(text="Behavior:")
col.itemR(flow, "temperature")
col.itemR(flow, "density")
#elif md.smoke_type == 'TYPE_COLL':
# layout.itemS()
class PHYSICS_PT_smoke_groups(PhysicButtonsPanel):
__label__ = "Smoke Groups"
__default_closed__ = True
def poll(self, context):
md = context.smoke
return md and (md.smoke_type == 'TYPE_DOMAIN')
def draw(self, context):
layout = self.layout
group = context.smoke.domain_settings
split = layout.split()
col = split.column()
col.itemL(text="Flow Group:")
col.itemR(group, "fluid_group", text="")
#col.itemL(text="Effector Group:")
#col.itemR(group, "eff_group", text="")
col = split.column()
col.itemL(text="Collision Group:")
col.itemR(group, "coll_group", text="")
class PHYSICS_PT_smoke_cache(PhysicButtonsPanel):
__label__ = "Smoke Cache"
__default_closed__ = True
def poll(self, context):
md = context.smoke
return md and (md.smoke_type == 'TYPE_DOMAIN')
def draw(self, context):
layout = self.layout
md = context.smoke.domain_settings
cache = md.point_cache_low
point_cache_ui(self, cache, cache.baked==False, 0, 1)
class PHYSICS_PT_smoke_highres(PhysicButtonsPanel):
__label__ = "Smoke High Resolution"
__default_closed__ = True
def poll(self, context):
md = context.smoke
return md and (md.smoke_type == 'TYPE_DOMAIN')
def draw_header(self, context):
high = context.smoke.domain_settings
self.layout.itemR(high, "highres", text="")
def draw(self, context):
layout = self.layout
md = context.smoke.domain_settings
split = layout.split()
col = split.column()
col.itemL(text="Resolution:")
col.itemR(md, "amplify", text="Divisions")
col = split.column()
col.itemL(text="Noise Method:")
col.row().itemR(md, "noise_type", text="")
col.itemR(md, "strength")
col.itemR(md, "viewhighres")
class PHYSICS_PT_smoke_cache_highres(PhysicButtonsPanel):
__label__ = "Smoke High Resolution Cache"
__default_closed__ = True
def poll(self, context):
md = context.smoke
return md and (md.smoke_type == 'TYPE_DOMAIN') and md.domain_settings.highres
def draw(self, context):
layout = self.layout
md = context.smoke.domain_settings
cache = md.point_cache_high
point_cache_ui(self, cache, cache.baked==False, 0, 1)
class PHYSICS_PT_smoke_field_weights(PhysicButtonsPanel):
__label__ = "Smoke Field Weights"
__default_closed__ = True
def poll(self, context):
smoke = context.smoke
return (smoke and smoke.smoke_type == 'TYPE_DOMAIN')
def draw(self, context):
domain = context.smoke.domain_settings
effector_weights_ui(self, domain.effector_weights)
bpy.types.register(PHYSICS_PT_smoke)
bpy.types.register(PHYSICS_PT_smoke_field_weights)
bpy.types.register(PHYSICS_PT_smoke_cache)
bpy.types.register(PHYSICS_PT_smoke_highres)
bpy.types.register(PHYSICS_PT_smoke_groups)
bpy.types.register(PHYSICS_PT_smoke_cache_highres)

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@@ -1,244 +0,0 @@
import bpy
from buttons_physics_common import point_cache_ui
from buttons_physics_common import effector_weights_ui
def softbody_panel_enabled(md):
return md.point_cache.baked==False
class PhysicButtonsPanel(bpy.types.Panel):
__space_type__ = 'PROPERTIES'
__region_type__ = 'WINDOW'
__context__ = "physics"
def poll(self, context):
ob = context.object
rd = context.scene.render_data
return (ob and ob.type == 'MESH') and (not rd.use_game_engine)
class PHYSICS_PT_softbody(PhysicButtonsPanel):
__label__ = "Soft Body"
def draw(self, context):
layout = self.layout
md = context.soft_body
ob = context.object
split = layout.split()
split.operator_context = "EXEC_DEFAULT"
if md:
# remove modifier + settings
split.set_context_pointer("modifier", md)
split.itemO("object.modifier_remove", text="Remove")
row = split.row(align=True)
row.itemR(md, "render", text="")
row.itemR(md, "realtime", text="")
else:
# add modifier
split.item_enumO("object.modifier_add", "type", 'SOFT_BODY', text="Add")
split.itemL("")
if md:
softbody = md.settings
# General
split = layout.split()
split.enabled = softbody_panel_enabled(md)
col = split.column()
col.itemL(text="Object:")
col.itemR(softbody, "mass")
col.itemR(softbody, "friction")
col = split.column()
col.itemL(text="Simulation:")
col.itemR(softbody, "speed")
class PHYSICS_PT_softbody_cache(PhysicButtonsPanel):
__label__ = "Soft Body Cache"
__default_closed__ = True
def poll(self, context):
return context.soft_body
def draw(self, context):
md = context.soft_body
point_cache_ui(self, md.point_cache, softbody_panel_enabled(md), 0, 0)
class PHYSICS_PT_softbody_goal(PhysicButtonsPanel):
__label__ = "Soft Body Goal"
__default_closed__ = True
def poll(self, context):
return context.soft_body
def draw_header(self, context):
softbody = context.soft_body.settings
self.layout.active = softbody_panel_enabled(context.soft_body)
self.layout.itemR(softbody, "use_goal", text="")
def draw(self, context):
layout = self.layout
md = context.soft_body
softbody = md.settings
ob = context.object
layout.active = softbody.use_goal and softbody_panel_enabled(md)
split = layout.split()
# Goal
split = layout.split()
col = split.column()
col.itemL(text="Goal Strengths:")
col.itemR(softbody, "goal_default", text="Default")
sub = col.column(align=True)
sub.itemR(softbody, "goal_min", text="Minimum")
sub.itemR(softbody, "goal_max", text="Maximum")
col = split.column()
col.itemL(text="Goal Settings:")
col.itemR(softbody, "goal_spring", text="Stiffness")
col.itemR(softbody, "goal_friction", text="Damping")
layout.item_pointerR(softbody, "goal_vertex_group", ob, "vertex_groups", text="Vertex Group")
class PHYSICS_PT_softbody_edge(PhysicButtonsPanel):
__label__ = "Soft Body Edges"
__default_closed__ = True
def poll(self, context):
return context.soft_body
def draw_header(self, context):
softbody = context.soft_body.settings
self.layout.active = softbody_panel_enabled(context.soft_body)
self.layout.itemR(softbody, "use_edges", text="")
def draw(self, context):
layout = self.layout
md = context.soft_body
softbody = md.settings
ob = context.object
layout.active = softbody.use_edges and softbody_panel_enabled(md)
split = layout.split()
col = split.column()
col.itemL(text="Springs:")
col.itemR(softbody, "pull")
col.itemR(softbody, "push")
col.itemR(softbody, "damp")
col.itemR(softbody, "plastic")
col.itemR(softbody, "bending")
col.itemR(softbody, "spring_length", text="Length")
col = split.column()
col.itemR(softbody, "stiff_quads")
sub = col.column()
sub.active = softbody.stiff_quads
sub.itemR(softbody, "shear")
col.itemR(softbody, "new_aero", text="Aero")
sub = col.column()
sub.enabled = softbody.new_aero
sub.itemR(softbody, "aero", text="Factor")
col.itemL(text="Collision:")
col.itemR(softbody, "edge_collision", text="Edge")
col.itemR(softbody, "face_collision", text="Face")
class PHYSICS_PT_softbody_collision(PhysicButtonsPanel):
__label__ = "Soft Body Collision"
__default_closed__ = True
def poll(self, context):
return context.soft_body
def draw_header(self, context):
softbody = context.soft_body.settings
self.layout.active = softbody_panel_enabled(context.soft_body)
self.layout.itemR(softbody, "self_collision", text="")
def draw(self, context):
layout = self.layout
md = context.soft_body
softbody = md.settings
ob = context.object
layout.active = softbody.self_collision and softbody_panel_enabled(md)
layout.itemL(text="Collision Type:")
layout.itemR(softbody, "collision_type", expand=True)
col = layout.column(align=True)
col.itemL(text="Ball:")
col.itemR(softbody, "ball_size", text="Size")
col.itemR(softbody, "ball_stiff", text="Stiffness")
col.itemR(softbody, "ball_damp", text="Dampening")
class PHYSICS_PT_softbody_solver(PhysicButtonsPanel):
__label__ = "Soft Body Solver"
__default_closed__ = True
def poll(self, context):
return context.soft_body
def draw(self, context):
layout = self.layout
md = context.soft_body
softbody = md.settings
ob = context.object
layout.active = softbody_panel_enabled(md)
# Solver
split = layout.split()
col = split.column(align=True)
col.itemL(text="Step Size:")
col.itemR(softbody, "minstep")
col.itemR(softbody, "maxstep")
col.itemR(softbody, "auto_step", text="Auto-Step")
col = split.column()
col.itemR(softbody, "error_limit")
col.itemL(text="Helpers:")
col.itemR(softbody, "choke")
col.itemR(softbody, "fuzzy")
layout.itemL(text="Diagnostics:")
layout.itemR(softbody, "diagnose")
class PHYSICS_PT_softbody_field_weights(PhysicButtonsPanel):
__label__ = "Soft Body Field Weights"
__default_closed__ = True
def poll(self, context):
return (context.soft_body)
def draw(self, context):
md = context.soft_body
softbody = md.settings
effector_weights_ui(self, softbody.effector_weights)
bpy.types.register(PHYSICS_PT_softbody)
bpy.types.register(PHYSICS_PT_softbody_cache)
bpy.types.register(PHYSICS_PT_softbody_goal)
bpy.types.register(PHYSICS_PT_softbody_edge)
bpy.types.register(PHYSICS_PT_softbody_collision)
bpy.types.register(PHYSICS_PT_softbody_solver)
bpy.types.register(PHYSICS_PT_softbody_field_weights)

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@@ -1,137 +0,0 @@
import bpy
class SceneButtonsPanel(bpy.types.Panel):
__space_type__ = 'PROPERTIES'
__region_type__ = 'WINDOW'
__context__ = "scene"
def poll(self, context):
return context.scene
class SCENE_PT_scene(SceneButtonsPanel):
__label__ = "Scene"
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def draw(self, context):
layout = self.layout
scene = context.scene
layout.itemR(scene, "camera")
layout.itemR(scene, "set", text="Background")
class SCENE_PT_unit(SceneButtonsPanel):
__label__ = "Units"
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def draw(self, context):
layout = self.layout
unit = context.scene.unit_settings
col = layout.column()
col.row().itemR(unit, "system", expand=True)
row = layout.row()
row.active = (unit.system != 'NONE')
row.itemR(unit, "scale_length", text="Scale")
row.itemR(unit, "use_separate")
class SCENE_PT_keying_sets(SceneButtonsPanel):
__label__ = "Keying Sets"
def draw(self, context):
layout = self.layout
scene = context.scene
row = layout.row()
col = row.column()
col.template_list(scene, "keying_sets", scene, "active_keying_set_index", rows=2)
col = row.column(align=True)
col.itemO("anim.keying_set_add", icon='ICON_ZOOMIN', text="")
col.itemO("anim.keying_set_remove", icon='ICON_ZOOMOUT', text="")
ks = scene.active_keying_set
if ks:
row = layout.row()
col = row.column()
col.itemR(ks, "name")
col.itemR(ks, "absolute")
col = row.column()
col.itemL(text="Keyframing Settings:")
col.itemR(ks, "insertkey_needed", text="Needed")
col.itemR(ks, "insertkey_visual", text="Visual")
class SCENE_PT_keying_set_paths(SceneButtonsPanel):
__label__ = "Active Keying Set"
def poll(self, context):
return (context.scene != None) and (context.scene.active_keying_set != None)
def draw(self, context):
layout = self.layout
scene = context.scene
ks = scene.active_keying_set
row = layout.row()
row.itemL(text="Paths:")
row = layout.row()
col = row.column()
col.template_list(ks, "paths", ks, "active_path_index", rows=2)
col = row.column(align=True)
col.itemO("anim.keying_set_path_add", icon='ICON_ZOOMIN', text="")
col.itemO("anim.keying_set_path_remove", icon='ICON_ZOOMOUT', text="")
ksp = ks.active_path
if ksp:
col = layout.column()
col.itemL(text="Target:")
col.template_any_ID(ksp, "id", "id_type")
col.template_path_builder(ksp, "rna_path", ksp.id)
row = layout.row()
col = row.column()
col.itemL(text="Array Target:")
col.itemR(ksp, "entire_array")
if ksp.entire_array == False:
col.itemR(ksp, "array_index")
col = row.column()
col.itemL(text="F-Curve Grouping:")
col.itemR(ksp, "grouping")
if ksp.grouping == 'NAMED':
col.itemR(ksp, "group")
class SCENE_PT_physics(SceneButtonsPanel):
__label__ = "Gravity"
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def draw_header(self, context):
self.layout.itemR(context.scene, "use_gravity", text="")
def draw(self, context):
layout = self.layout
scene = context.scene
layout.active = scene.use_gravity
layout.itemR(scene, "gravity", text="")
bpy.types.register(SCENE_PT_scene)
bpy.types.register(SCENE_PT_unit)
bpy.types.register(SCENE_PT_keying_sets)
bpy.types.register(SCENE_PT_keying_set_paths)
bpy.types.register(SCENE_PT_physics)

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@@ -1,793 +0,0 @@
import bpy
def active_node_mat(mat):
if mat:
mat_node = mat.active_node_material
if mat_node:
return mat_node
else:
return mat
return None
def context_tex_datablock(context):
idblock = active_node_mat(context.material)
if idblock: return idblock
idblock = context.lamp
if idblock: return idblock
idblock = context.world
if idblock: return idblock
idblock = context.brush
return idblock
class TextureButtonsPanel(bpy.types.Panel):
__space_type__ = 'PROPERTIES'
__region_type__ = 'WINDOW'
__context__ = "texture"
def poll(self, context):
tex = context.texture
return (tex and (tex.type != 'NONE' or tex.use_nodes))
class TEXTURE_PT_preview(TextureButtonsPanel):
__label__ = "Preview"
def draw(self, context):
layout = self.layout
tex = context.texture
slot = context.texture_slot
idblock = context_tex_datablock(context)
if idblock:
layout.template_preview(tex, parent=idblock, slot=slot)
else:
layout.template_preview(tex, slot=slot)
class TEXTURE_PT_context_texture(TextureButtonsPanel):
__show_header__ = False
def poll(self, context):
return (context.material or context.world or context.lamp or context.brush or context.texture)
def draw(self, context):
layout = self.layout
tex = context.texture
idblock = context_tex_datablock(context)
space = context.space_data
if idblock:
row = layout.row()
row.template_list(idblock, "textures", idblock, "active_texture_index", rows=2)
col = row.column(align=True)
col.item_enumO("texture.slot_move", "type", 'UP', text="", icon='ICON_TRIA_UP')
col.item_enumO("texture.slot_move", "type", 'DOWN', text="", icon='ICON_TRIA_DOWN')
split = layout.split(percentage=0.65)
if idblock:
split.template_ID(idblock, "active_texture", new="texture.new")
elif tex:
split.template_ID(space, "pin_id")
if (not space.pin_id) and (
context.sculpt_object or
context.vertex_paint_object or
context.weight_paint_object or
context.texture_paint_object
):
split.itemR(space, "brush_texture", text="Brush", toggle=True)
if tex:
layout.itemR(tex, "use_nodes")
split = layout.split(percentage=0.2)
if tex.use_nodes:
slot = context.texture_slot
if slot:
split.itemL(text="Output:")
split.itemR(slot, "output_node", text="")
else:
split.itemL(text="Type:")
split.itemR(tex, "type", text="")
class TEXTURE_PT_colors(TextureButtonsPanel):
__label__ = "Colors"
__default_closed__ = True
def draw(self, context):
layout = self.layout
tex = context.texture
layout.itemR(tex, "use_color_ramp", text="Ramp")
if tex.use_color_ramp:
layout.template_color_ramp(tex, "color_ramp", expand=True)
split = layout.split()
col = split.column()
col.itemL(text="RGB Multiply:")
sub = col.column(align=True)
sub.itemR(tex, "factor_red", text="R")
sub.itemR(tex, "factor_green", text="G")
sub.itemR(tex, "factor_blue", text="B")
col = split.column()
col.itemL(text="Adjust:")
col.itemR(tex, "brightness")
col.itemR(tex, "contrast")
# Texture Slot Panels #
class TextureSlotPanel(TextureButtonsPanel):
def poll(self, context):
return (
context.texture_slot and
TextureButtonsPanel.poll(self, context)
)
class TEXTURE_PT_mapping(TextureSlotPanel):
__label__ = "Mapping"
def draw(self, context):
layout = self.layout
idblock = context_tex_datablock(context)
tex = context.texture_slot
textype = context.texture
if type(idblock) != bpy.types.Brush:
split = layout.split(percentage=0.3)
col = split.column()
col.itemL(text="Coordinates:")
col = split.column()
col.itemR(tex, "texture_coordinates", text="")
if tex.texture_coordinates == 'ORCO':
"""
ob = context.object
if ob and ob.type == 'MESH':
split = layout.split(percentage=0.3)
split.itemL(text="Mesh:")
split.itemR(ob.data, "texco_mesh", text="")
"""
elif tex.texture_coordinates == 'UV':
split = layout.split(percentage=0.3)
split.itemL(text="Layer:")
ob = context.object
if ob and ob.type == 'MESH': split.item_pointerR(tex, "uv_layer", ob.data, "uv_textures", text="")
else: split.itemR(tex, "uv_layer", text="")
elif tex.texture_coordinates == 'OBJECT':
split = layout.split(percentage=0.3)
split.itemL(text="Object:")
split.itemR(tex, "object", text="")
if type(idblock) == bpy.types.Brush:
layout.itemR(tex, "map_mode", expand=True)
row = layout.row()
row.active = tex.map_mode in ('FIXED', 'TILED')
row.itemR(tex, "angle")
row = layout.row()
row.active = tex.map_mode in ('TILED', '3D')
row.column().itemR(tex, "size")
else:
if type(idblock) == bpy.types.Material:
split = layout.split(percentage=0.3)
split.itemL(text="Projection:")
split.itemR(tex, "mapping", text="")
split = layout.split()
col = split.column()
if tex.texture_coordinates in ('ORCO', 'UV'):
col.itemR(tex, "from_dupli")
elif tex.texture_coordinates == 'OBJECT':
col.itemR(tex, "from_original")
else:
col.itemL()
col = split.column()
row = col.row()
row.itemR(tex, "x_mapping", text="")
row.itemR(tex, "y_mapping", text="")
row.itemR(tex, "z_mapping", text="")
# any non brush
row = layout.row()
row.column().itemR(tex, "offset")
row.column().itemR(tex, "size")
class TEXTURE_PT_influence(TextureSlotPanel):
__label__ = "Influence"
def poll(self, context):
return context.texture_slot
def draw(self, context):
layout = self.layout
idblock = context_tex_datablock(context)
textype = context.texture
tex = context.texture_slot
def factor_but(layout, active, toggle, factor, name):
row = layout.row(align=True)
row.itemR(tex, toggle, text="")
sub = row.row()
sub.active = active
sub.itemR(tex, factor, text=name, slider=True)
if type(idblock) == bpy.types.Material:
if idblock.type in ('SURFACE', 'HALO', 'WIRE'):
split = layout.split()
col = split.column()
col.itemL(text="Diffuse:")
factor_but(col, tex.map_diffuse, "map_diffuse", "diffuse_factor", "Intensity")
factor_but(col, tex.map_colordiff, "map_colordiff", "colordiff_factor", "Color")
factor_but(col, tex.map_alpha, "map_alpha", "alpha_factor", "Alpha")
factor_but(col, tex.map_translucency, "map_translucency", "translucency_factor", "Translucency")
col.itemL(text="Specular:")
factor_but(col, tex.map_specular, "map_specular", "specular_factor", "Intensity")
factor_but(col, tex.map_colorspec, "map_colorspec", "colorspec_factor", "Color")
factor_but(col, tex.map_hardness, "map_hardness", "hardness_factor", "Hardness")
col = split.column()
col.itemL(text="Shading:")
factor_but(col, tex.map_ambient, "map_ambient", "ambient_factor", "Ambient")
factor_but(col, tex.map_emit, "map_emit", "emit_factor", "Emit")
factor_but(col, tex.map_mirror, "map_mirror", "mirror_factor", "Mirror")
factor_but(col, tex.map_raymir, "map_raymir", "raymir_factor", "Ray Mirror")
col.itemL(text="Geometry:")
factor_but(col, tex.map_normal, "map_normal", "normal_factor", "Normal")
factor_but(col, tex.map_warp, "map_warp", "warp_factor", "Warp")
factor_but(col, tex.map_displacement, "map_displacement", "displacement_factor", "Displace")
#sub = col.column()
#sub.active = tex.map_translucency or tex.map_emit or tex.map_alpha or tex.map_raymir or tex.map_hardness or tex.map_ambient or tex.map_specularity or tex.map_reflection or tex.map_mirror
#sub.itemR(tex, "default_value", text="Amount", slider=True)
elif idblock.type == 'VOLUME':
split = layout.split()
col = split.column()
factor_but(col, tex.map_density, "map_density", "density_factor", "Density")
factor_but(col, tex.map_emission, "map_emission", "emission_factor", "Emission")
factor_but(col, tex.map_scattering, "map_scattering", "scattering_factor", "Scattering")
factor_but(col, tex.map_reflection, "map_reflection", "reflection_factor", "Reflection")
col = split.column()
col.itemL(text=" ")
factor_but(col, tex.map_alpha, "map_coloremission", "coloremission_factor", "Emission Color")
factor_but(col, tex.map_colortransmission, "map_colortransmission", "colortransmission_factor", "Transmission Color")
factor_but(col, tex.map_colorreflection, "map_colorreflection", "colorreflection_factor", "Reflection Color")
elif type(idblock) == bpy.types.Lamp:
row = layout.row()
factor_but(row, tex.map_color, "map_color", "color_factor", "Color")
factor_but(row, tex.map_shadow, "map_shadow", "shadow_factor", "Shadow")
elif type(idblock) == bpy.types.World:
split = layout.split()
col = split.column()
factor_but(col, tex.map_blend, "map_blend", "blend_factor", "Blend")
factor_but(col, tex.map_horizon, "map_horizon", "horizon_factor", "Horizon")
col = split.column()
factor_but(col, tex.map_zenith_up, "map_zenith_up", "zenith_up_factor", "Zenith Up")
factor_but(col, tex.map_zenith_down, "map_zenith_down", "zenith_down_factor", "Zenith Down")
layout.itemS()
split = layout.split()
col = split.column()
col.itemR(tex, "blend_type", text="Blend")
col.itemR(tex, "rgb_to_intensity")
sub = col.column()
sub.active = tex.rgb_to_intensity
sub.itemR(tex, "color", text="")
col = split.column()
col.itemR(tex, "negate", text="Negative")
col.itemR(tex, "stencil")
if type(idblock) in (bpy.types.Material, bpy.types.World):
col.itemR(tex, "default_value", text="DVar", slider=True)
# Texture Type Panels #
class TextureTypePanel(TextureButtonsPanel):
def poll(self, context):
tex = context.texture
return (tex and tex.type == self.tex_type and not tex.use_nodes)
class TEXTURE_PT_clouds(TextureTypePanel):
__label__ = "Clouds"
tex_type = 'CLOUDS'
def draw(self, context):
layout = self.layout
tex = context.texture
layout.itemR(tex, "stype", expand=True)
layout.itemL(text="Noise:")
layout.itemR(tex, "noise_type", text="Type", expand=True)
layout.itemR(tex, "noise_basis", text="Basis")
flow = layout.column_flow()
flow.itemR(tex, "noise_size", text="Size")
flow.itemR(tex, "noise_depth", text="Depth")
flow.itemR(tex, "nabla", text="Nabla")
class TEXTURE_PT_wood(TextureTypePanel):
__label__ = "Wood"
tex_type = 'WOOD'
def draw(self, context):
layout = self.layout
tex = context.texture
layout.itemR(tex, "noisebasis2", expand=True)
layout.itemR(tex, "stype", expand=True)
col = layout.column()
col.active = tex.stype in ('RINGNOISE', 'BANDNOISE')
col.itemL(text="Noise:")
col.row().itemR(tex, "noise_type", text="Type", expand=True)
col.itemR(tex, "noise_basis", text="Basis")
flow = layout.column_flow()
flow.active = tex.stype in ('RINGNOISE', 'BANDNOISE')
flow.itemR(tex, "noise_size", text="Size")
flow.itemR(tex, "turbulence")
flow.itemR(tex, "nabla")
class TEXTURE_PT_marble(TextureTypePanel):
__label__ = "Marble"
tex_type = 'MARBLE'
def draw(self, context):
layout = self.layout
tex = context.texture
layout.itemR(tex, "stype", expand=True)
layout.itemR(tex, "noisebasis2", expand=True)
layout.itemL(text="Noise:")
layout.itemR(tex, "noise_type", text="Type", expand=True)
layout.itemR(tex, "noise_basis", text="Basis")
flow = layout.column_flow()
flow.itemR(tex, "noise_size", text="Size")
flow.itemR(tex, "noise_depth", text="Depth")
flow.itemR(tex, "turbulence")
flow.itemR(tex, "nabla")
class TEXTURE_PT_magic(TextureTypePanel):
__label__ = "Magic"
tex_type = 'MAGIC'
def draw(self, context):
layout = self.layout
tex = context.texture
row = layout.row()
row.itemR(tex, "noise_depth", text="Depth")
row.itemR(tex, "turbulence")
class TEXTURE_PT_blend(TextureTypePanel):
__label__ = "Blend"
tex_type = 'BLEND'
def draw(self, context):
layout = self.layout
tex = context.texture
layout.itemR(tex, "progression")
sub = layout.row()
sub.active = (tex.progression in ('LINEAR', 'QUADRATIC', 'EASING', 'RADIAL'))
sub.itemR(tex, "flip_axis", expand=True)
class TEXTURE_PT_stucci(TextureTypePanel):
__label__ = "Stucci"
tex_type = 'STUCCI'
def draw(self, context):
layout = self.layout
tex = context.texture
layout.itemR(tex, "stype", expand=True)
layout.itemL(text="Noise:")
layout.itemR(tex, "noise_type", text="Type", expand=True)
layout.itemR(tex, "noise_basis", text="Basis")
row = layout.row()
row.itemR(tex, "noise_size", text="Size")
row.itemR(tex, "turbulence")
class TEXTURE_PT_image(TextureTypePanel):
__label__ = "Image"
tex_type = 'IMAGE'
def draw(self, context):
layout = self.layout
tex = context.texture
layout.template_image(tex, "image", tex.image_user)
class TEXTURE_PT_image_sampling(TextureTypePanel):
__label__ = "Image Sampling"
__default_closed__ = True
tex_type = 'IMAGE'
def draw(self, context):
layout = self.layout
tex = context.texture
slot = context.texture_slot
split = layout.split()
"""
col = split.column()
col.itemR(tex, "flip_axis")
col.itemR(tex, "normal_map")
if slot:
row = col.row()
row.active = tex.normal_map
row.itemR(slot, "normal_map_space", text="")
"""
col = split.column()
col.itemL(text="Alpha:")
col.itemR(tex, "use_alpha", text="Use")
col.itemR(tex, "calculate_alpha", text="Calculate")
col.itemR(tex, "invert_alpha", text="Invert")
col.itemL(text="Flip:")
col.itemR(tex, "flip_axis", text="X/Y Axis")
col = split.column()
col.itemL(text="Filter:")
col.itemR(tex, "filter", text="")
col.itemR(tex, "mipmap")
row = col.row()
row.active = tex.mipmap
row.itemR(tex, "mipmap_gauss", text="Gauss")
col.itemR(tex, "interpolation")
if tex.mipmap and tex.filter != 'DEFAULT':
if tex.filter == 'FELINE':
col.itemR(tex, "filter_probes", text="Probes")
else:
col.itemR(tex, "filter_eccentricity", text="Eccentricity")
class TEXTURE_PT_image_mapping(TextureTypePanel):
__label__ = "Image Mapping"
__default_closed__ = True
tex_type = 'IMAGE'
def draw(self, context):
layout = self.layout
tex = context.texture
layout.itemR(tex, "extension")
split = layout.split()
if tex.extension == 'REPEAT':
col = split.column(align=True)
col.itemL(text="Repeat:")
col.itemR(tex, "repeat_x", text="X")
col.itemR(tex, "repeat_y", text="Y")
col = split.column(align=True)
col.itemL(text="Mirror:")
col.itemR(tex, "mirror_x", text="X")
col.itemR(tex, "mirror_y", text="Y")
elif tex.extension == 'CHECKER':
col = split.column(align=True)
row = col.row()
row.itemR(tex, "checker_even", text="Even")
row.itemR(tex, "checker_odd", text="Odd")
split.itemR(tex, "checker_distance", text="Distance")
layout.itemS()
split = layout.split()
col = split.column(align=True)
#col.itemR(tex, "crop_rectangle")
col.itemL(text="Crop Minimum:")
col.itemR(tex, "crop_min_x", text="X")
col.itemR(tex, "crop_min_y", text="Y")
col = split.column(align=True)
col.itemL(text="Crop Maximum:")
col.itemR(tex, "crop_max_x", text="X")
col.itemR(tex, "crop_max_y", text="Y")
class TEXTURE_PT_plugin(TextureTypePanel):
__label__ = "Plugin"
tex_type = 'PLUGIN'
def draw(self, context):
layout = self.layout
tex = context.texture
layout.itemL(text="Nothing yet")
class TEXTURE_PT_envmap(TextureTypePanel):
__label__ = "Environment Map"
tex_type = 'ENVIRONMENT_MAP'
def draw(self, context):
layout = self.layout
tex = context.texture
layout.itemL(text="Nothing yet")
class TEXTURE_PT_musgrave(TextureTypePanel):
__label__ = "Musgrave"
tex_type = 'MUSGRAVE'
def draw(self, context):
layout = self.layout
tex = context.texture
layout.itemR(tex, "musgrave_type")
split = layout.split()
col = split.column()
col.itemR(tex, "highest_dimension", text="Dimension")
col.itemR(tex, "lacunarity")
col.itemR(tex, "octaves")
col = split.column()
if (tex.musgrave_type in ('HETERO_TERRAIN', 'RIDGED_MULTIFRACTAL', 'HYBRID_MULTIFRACTAL')):
col.itemR(tex, "offset")
if (tex.musgrave_type in ('RIDGED_MULTIFRACTAL', 'HYBRID_MULTIFRACTAL')):
col.itemR(tex, "gain")
col.itemR(tex, "noise_intensity", text="Intensity")
layout.itemL(text="Noise:")
layout.itemR(tex, "noise_basis", text="Basis")
row = layout.row()
row.itemR(tex, "noise_size", text="Size")
row.itemR(tex, "nabla")
class TEXTURE_PT_voronoi(TextureTypePanel):
__label__ = "Voronoi"
tex_type = 'VORONOI'
def draw(self, context):
layout = self.layout
tex = context.texture
split = layout.split()
col = split.column()
col.itemL(text="Distance Metric:")
col.itemR(tex, "distance_metric", text="")
sub = col.column()
sub.active = tex.distance_metric == 'MINKOVSKY'
sub.itemR(tex, "minkovsky_exponent", text="Exponent")
col.itemL(text="Coloring:")
col.itemR(tex, "coloring", text="")
col.itemR(tex, "noise_intensity", text="Intensity")
col = split.column(align=True)
col.itemL(text="Feature Weights:")
col.itemR(tex, "weight_1", text="1", slider=True)
col.itemR(tex, "weight_2", text="2", slider=True)
col.itemR(tex, "weight_3", text="3", slider=True)
col.itemR(tex, "weight_4", text="4", slider=True)
layout.itemL(text="Noise:")
row = layout.row()
row.itemR(tex, "noise_size", text="Size")
row.itemR(tex, "nabla")
class TEXTURE_PT_distortednoise(TextureTypePanel):
__label__ = "Distorted Noise"
tex_type = 'DISTORTED_NOISE'
def draw(self, context):
layout = self.layout
tex = context.texture
layout.itemR(tex, "noise_distortion")
layout.itemR(tex, "noise_basis", text="Basis")
flow = layout.column_flow()
flow.itemR(tex, "distortion", text="Distortion")
flow.itemR(tex, "noise_size", text="Size")
flow.itemR(tex, "nabla")
class TEXTURE_PT_voxeldata(TextureButtonsPanel):
__label__ = "Voxel Data"
def poll(self, context):
tex = context.texture
return (tex and tex.type == 'VOXEL_DATA')
def draw(self, context):
layout = self.layout
tex = context.texture
vd = tex.voxeldata
layout.itemR(vd, "file_format")
if vd.file_format in ['BLENDER_VOXEL', 'RAW_8BIT']:
layout.itemR(vd, "source_path")
if vd.file_format == 'RAW_8BIT':
layout.itemR(vd, "resolution")
elif vd.file_format == 'SMOKE':
layout.itemR(vd, "domain_object")
layout.itemR(vd, "still")
row = layout.row()
row.active = vd.still
row.itemR(vd, "still_frame_number")
layout.itemR(vd, "interpolation")
layout.itemR(vd, "extension")
layout.itemR(vd, "intensity")
class TEXTURE_PT_pointdensity(TextureButtonsPanel):
__label__ = "Point Density"
def poll(self, context):
tex = context.texture
return (tex and tex.type == 'POINT_DENSITY')
def draw(self, context):
layout = self.layout
tex = context.texture
pd = tex.pointdensity
layout.itemR(pd, "point_source", expand=True)
split = layout.split()
col = split.column()
if pd.point_source == 'PARTICLE_SYSTEM':
col.itemL(text="Object:")
col.itemR(pd, "object", text="")
sub = col.column()
sub.enabled = pd.object
if pd.object:
sub.itemL(text="System:")
sub.item_pointerR(pd, "particle_system", pd.object, "particle_systems", text="")
sub.itemL(text="Cache:")
sub.itemR(pd, "particle_cache", text="")
else:
col.itemL(text="Object:")
col.itemR(pd, "object", text="")
col.itemL(text="Cache:")
col.itemR(pd, "vertices_cache", text="")
col.itemS()
col.itemL(text="Color Source:")
col.itemR(pd, "color_source", text="")
if pd.color_source in ('PARTICLE_SPEED', 'PARTICLE_VELOCITY'):
col.itemR(pd, "speed_scale")
if pd.color_source in ('PARTICLE_SPEED', 'PARTICLE_AGE'):
layout.template_color_ramp(pd, "color_ramp", expand=True)
col = split.column()
col.itemL()
col.itemR(pd, "radius")
col.itemL(text="Falloff:")
col.itemR(pd, "falloff", text="")
if pd.falloff == 'SOFT':
col.itemR(pd, "falloff_softness")
class TEXTURE_PT_pointdensity_turbulence(TextureButtonsPanel):
__label__ = "Turbulence"
def poll(self, context):
tex = context.texture
return (tex and tex.type == 'POINT_DENSITY')
def draw_header(self, context):
layout = self.layout
tex = context.texture
pd = tex.pointdensity
layout.itemR(pd, "turbulence", text="")
def draw(self, context):
layout = self.layout
tex = context.texture
pd = tex.pointdensity
layout.active = pd.turbulence
split = layout.split()
col = split.column()
col.itemL(text="Influence:")
col.itemR(pd, "turbulence_influence", text="")
col.itemL(text="Noise Basis:")
col.itemR(pd, "noise_basis", text="")
col = split.column()
col.itemL()
col.itemR(pd, "turbulence_size")
col.itemR(pd, "turbulence_depth")
col.itemR(pd, "turbulence_strength")
bpy.types.register(TEXTURE_PT_context_texture)
bpy.types.register(TEXTURE_PT_preview)
bpy.types.register(TEXTURE_PT_clouds) # Texture Type Panels
bpy.types.register(TEXTURE_PT_wood)
bpy.types.register(TEXTURE_PT_marble)
bpy.types.register(TEXTURE_PT_magic)
bpy.types.register(TEXTURE_PT_blend)
bpy.types.register(TEXTURE_PT_stucci)
bpy.types.register(TEXTURE_PT_image)
bpy.types.register(TEXTURE_PT_image_sampling)
bpy.types.register(TEXTURE_PT_image_mapping)
bpy.types.register(TEXTURE_PT_plugin)
bpy.types.register(TEXTURE_PT_envmap)
bpy.types.register(TEXTURE_PT_musgrave)
bpy.types.register(TEXTURE_PT_voronoi)
bpy.types.register(TEXTURE_PT_distortednoise)
bpy.types.register(TEXTURE_PT_voxeldata)
bpy.types.register(TEXTURE_PT_pointdensity)
bpy.types.register(TEXTURE_PT_pointdensity_turbulence)
bpy.types.register(TEXTURE_PT_colors)
bpy.types.register(TEXTURE_PT_mapping)
bpy.types.register(TEXTURE_PT_influence)

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@@ -1,182 +0,0 @@
import bpy
class WorldButtonsPanel(bpy.types.Panel):
__space_type__ = 'PROPERTIES'
__region_type__ = 'WINDOW'
__context__ = "world"
# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
def poll(self, context):
rd = context.scene.render_data
return (context.world) and (not rd.use_game_engine) and (rd.engine in self.COMPAT_ENGINES)
class WORLD_PT_preview(WorldButtonsPanel):
__label__ = "Preview"
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def draw(self, context):
self.layout.template_preview(context.world)
class WORLD_PT_context_world(WorldButtonsPanel):
__show_header__ = False
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def poll(self, context):
rd = context.scene.render_data
return (not rd.use_game_engine) and (rd.engine in self.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
scene = context.scene
world = context.world
space = context.space_data
split = layout.split(percentage=0.65)
if scene:
split.template_ID(scene, "world", new="world.new")
elif world:
split.template_ID(space, "pin_id")
class WORLD_PT_world(WorldButtonsPanel):
__label__ = "World"
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def draw(self, context):
layout = self.layout
world = context.world
row = layout.row()
row.itemR(world, "paper_sky")
row.itemR(world, "blend_sky")
row.itemR(world, "real_sky")
row = layout.row()
row.column().itemR(world, "horizon_color")
col = row.column()
col.itemR(world, "zenith_color")
col.active = world.blend_sky
row.column().itemR(world, "ambient_color")
class WORLD_PT_mist(WorldButtonsPanel):
__label__ = "Mist"
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def draw_header(self, context):
world = context.world
self.layout.itemR(world.mist, "enabled", text="")
def draw(self, context):
layout = self.layout
world = context.world
layout.active = world.mist.enabled
flow = layout.column_flow()
flow.itemR(world.mist, "intensity", slider=True)
flow.itemR(world.mist, "start")
flow.itemR(world.mist, "depth")
flow.itemR(world.mist, "height")
layout.itemR(world.mist, "falloff")
class WORLD_PT_stars(WorldButtonsPanel):
__label__ = "Stars"
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def draw_header(self, context):
world = context.world
self.layout.itemR(world.stars, "enabled", text="")
def draw(self, context):
layout = self.layout
world = context.world
layout.active = world.stars.enabled
flow = layout.column_flow()
flow.itemR(world.stars, "size")
flow.itemR(world.stars, "color_randomization", text="Colors")
flow.itemR(world.stars, "min_distance", text="Min. Dist")
flow.itemR(world.stars, "average_separation", text="Separation")
class WORLD_PT_ambient_occlusion(WorldButtonsPanel):
__label__ = "Ambient Occlusion"
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def draw_header(self, context):
world = context.world
self.layout.itemR(world.ambient_occlusion, "enabled", text="")
def draw(self, context):
layout = self.layout
ao = context.world.ambient_occlusion
layout.active = ao.enabled
layout.itemR(ao, "gather_method", expand=True)
split = layout.split()
col = split.column()
col.itemL(text="Attenuation:")
if ao.gather_method == 'RAYTRACE':
col.itemR(ao, "distance")
col.itemR(ao, "falloff")
sub = col.row()
sub.active = ao.falloff
sub.itemR(ao, "falloff_strength", text="Strength")
if ao.gather_method == 'RAYTRACE':
col = split.column()
col.itemL(text="Sampling:")
col.itemR(ao, "sample_method", text="")
sub = col.column()
sub.itemR(ao, "samples")
if ao.sample_method == 'ADAPTIVE_QMC':
sub.itemR(ao, "threshold")
sub.itemR(ao, "adapt_to_speed", slider=True)
elif ao.sample_method == 'CONSTANT_JITTERED':
sub.itemR(ao, "bias")
if ao.gather_method == 'APPROXIMATE':
col = split.column()
col.itemL(text="Sampling:")
col.itemR(ao, "error_tolerance", text="Error")
col.itemR(ao, "pixel_cache")
col.itemR(ao, "correction")
col = layout.column()
col.itemL(text="Influence:")
col.row().itemR(ao, "blend_mode", expand=True)
split = layout.split()
col = split.column()
col.itemR(ao, "energy")
col = split.column()
sub = col.split(percentage=0.3)
sub.itemL(text="Color:")
sub.itemR(ao, "color", text="")
bpy.types.register(WORLD_PT_context_world)
bpy.types.register(WORLD_PT_preview)
bpy.types.register(WORLD_PT_world)
bpy.types.register(WORLD_PT_ambient_occlusion)
bpy.types.register(WORLD_PT_mist)
bpy.types.register(WORLD_PT_stars)

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@@ -0,0 +1,209 @@
# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
import bpy
class DataButtonsPanel(bpy.types.Panel):
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "data"
def poll(self, context):
return context.armature
class DATA_PT_context_arm(DataButtonsPanel):
bl_label = ""
bl_show_header = False
def draw(self, context):
layout = self.layout
ob = context.object
arm = context.armature
space = context.space_data
split = layout.split(percentage=0.65)
if ob:
split.template_ID(ob, "data")
split.itemS()
elif arm:
split.template_ID(space, "pin_id")
split.itemS()
class DATA_PT_skeleton(DataButtonsPanel):
bl_label = "Skeleton"
def draw(self, context):
layout = self.layout
ob = context.object
arm = context.armature
space = context.space_data
layout.itemR(arm, "pose_position", expand=True)
split = layout.split()
col = split.column()
col.itemL(text="Layers:")
col.itemR(arm, "layer", text="")
col.itemL(text="Protected Layers:")
col.itemR(arm, "layer_protection", text="")
col = split.column()
col.itemL(text="Deform:")
col.itemR(arm, "deform_vertexgroups", text="Vertex Groups")
col.itemR(arm, "deform_envelope", text="Envelopes")
col.itemR(arm, "deform_quaternion", text="Quaternion")
col.itemR(arm, "deform_bbone_rest", text="B-Bones Rest")
class DATA_PT_display(DataButtonsPanel):
bl_label = "Display"
def draw(self, context):
layout = self.layout
arm = context.armature
layout.row().itemR(arm, "drawtype", expand=True)
flow = layout.column_flow()
flow.itemR(arm, "draw_names", text="Names")
flow.itemR(arm, "draw_axes", text="Axes")
flow.itemR(arm, "draw_custom_bone_shapes", text="Shapes")
flow.itemR(arm, "draw_group_colors", text="Colors")
flow.itemR(arm, "delay_deform", text="Delay Refresh")
class DATA_PT_bone_groups(DataButtonsPanel):
bl_label = "Bone Groups"
def poll(self, context):
return (context.object and context.object.type == 'ARMATURE' and context.object.pose)
def draw(self, context):
layout = self.layout
ob = context.object
pose = ob.pose
row = layout.row()
row.template_list(pose, "bone_groups", pose, "active_bone_group_index", rows=2)
col = row.column(align=True)
col.active = (ob.proxy == None)
col.itemO("pose.group_add", icon='ICON_ZOOMIN', text="")
col.itemO("pose.group_remove", icon='ICON_ZOOMOUT', text="")
group = pose.active_bone_group
if group:
col = layout.column()
col.active = (ob.proxy == None)
col.itemR(group, "name")
split = layout.split(0.5)
split.active = (ob.proxy == None)
split.itemR(group, "color_set")
if group.color_set:
split.template_triColorSet(group, "colors")
row = layout.row(align=True)
row.active = (ob.proxy == None)
row.itemO("pose.group_assign", text="Assign")
row.itemO("pose.group_remove", text="Remove") #row.itemO("pose.bone_group_remove_from", text="Remove")
#row.itemO("object.bone_group_select", text="Select")
#row.itemO("object.bone_group_deselect", text="Deselect")
class DATA_PT_paths(DataButtonsPanel):
bl_label = "Paths"
def draw(self, context):
layout = self.layout
arm = context.armature
layout.itemR(arm, "paths_type", expand=True)
split = layout.split()
col = split.column()
sub = col.column(align=True)
if (arm.paths_type == 'CURRENT_FRAME'):
sub.itemR(arm, "path_before_current", text="Before")
sub.itemR(arm, "path_after_current", text="After")
elif (arm.paths_type == 'RANGE'):
sub.itemR(arm, "path_start_frame", text="Start")
sub.itemR(arm, "path_end_frame", text="End")
sub.itemR(arm, "path_size", text="Step")
col.row().itemR(arm, "paths_location", expand=True)
col = split.column()
col.itemL(text="Display:")
col.itemR(arm, "paths_show_frame_numbers", text="Frame Numbers")
col.itemR(arm, "paths_highlight_keyframes", text="Keyframes")
col.itemR(arm, "paths_show_keyframe_numbers", text="Keyframe Numbers")
layout.itemS()
row = layout.row()
row.itemO("pose.paths_calculate", text="Calculate Paths")
row.itemO("pose.paths_clear", text="Clear Paths")
class DATA_PT_ghost(DataButtonsPanel):
bl_label = "Ghost"
def draw(self, context):
layout = self.layout
arm = context.armature
layout.itemR(arm, "ghost_type", expand=True)
split = layout.split()
col = split.column()
sub = col.column(align=True)
if arm.ghost_type == 'RANGE':
sub.itemR(arm, "ghost_start_frame", text="Start")
sub.itemR(arm, "ghost_end_frame", text="End")
sub.itemR(arm, "ghost_size", text="Step")
elif arm.ghost_type == 'CURRENT_FRAME':
sub.itemR(arm, "ghost_step", text="Range")
sub.itemR(arm, "ghost_size", text="Step")
col = split.column()
col.itemL(text="Display:")
col.itemR(arm, "ghost_only_selected", text="Selected Only")
bpy.types.register(DATA_PT_context_arm)
bpy.types.register(DATA_PT_skeleton)
bpy.types.register(DATA_PT_display)
bpy.types.register(DATA_PT_bone_groups)
bpy.types.register(DATA_PT_paths)
bpy.types.register(DATA_PT_ghost)

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