glTF: fix a few typos #104607
@ -2,12 +2,12 @@
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#
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#
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# Author : Clemens Barth (Blendphys@root-1.de)
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# Homepage(Wiki) : http://development.root-1.de/Atomic_Blender.php
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# Homepage(Wiki) : https://docs.blender.org/manual/en/dev/addons/import_export/mesh_atomic.html
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#
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# Start of project : 2011-08-31 by CB
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# First publication in Blender : 2011-11-11 by CB
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# Fusion of the PDB, XYZ and Panel : 2019-03-22 by CB
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# Last modified : 2019-05-17
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# Last modified : 2023-05-19
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#
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# Contributing authors
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# ====================
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|
@ -96,8 +96,8 @@ class IMPORT_OT_pdb(Operator, ImportHelper):
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name="Bonds", default=False,
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description="Show double and triple bonds")
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sticks_dist: FloatProperty(
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name="", default = 1.1, min=1.0, max=3.0,
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description="Distance between sticks measured in stick diameter")
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name="", default = 0.8, min=0.0, max=3.0,
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description="Distance between sticks (double or tripple bonds) measured in stick diameter")
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use_sticks_one_object: BoolProperty(
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name="One object", default=False,
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description="All sticks are one object")
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@ -184,7 +184,10 @@ class IMPORT_OT_pdb(Operator, ImportHelper):
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col = row.column()
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col.active = self.use_sticks_one_object
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col.prop(self, "use_sticks_one_object_nr")
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row = box.row()
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row.active = self.use_sticks and self.use_sticks_bonds
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row.label(text="Distance")
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row.prop(self, "sticks_dist")
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def execute(self, context):
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# Switch to 'OBJECT' mode when in 'EDIT' mode.
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@ -556,7 +556,7 @@ def camera_light_source(use_camera,
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camera_factor = 15.0
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# If chosen a camera is put into the scene.
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# If chosen, a camera is put into the scene.
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if use_camera == True:
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# Assume that the object is put into the global origin. Then, the
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@ -850,7 +850,7 @@ def draw_sticks_dupliverts(all_atoms,
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i = 0
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# What follows is school mathematics! :-) We construct equidistant
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# planes, on which the stcik sections (cylinders) are perpendicular on.
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# planes, on which the stick sections (cylinders) are perpendicular on.
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for stick in stick_list:
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dv = stick[2]
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@ -1100,6 +1100,7 @@ def draw_sticks_normal(all_atoms,
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center,
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Stick_diameter,
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Stick_sectors,
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Stick_dist,
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use_sticks_smooth,
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use_sticks_one_object,
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use_sticks_one_object_nr,
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@ -1117,52 +1118,96 @@ def draw_sticks_normal(all_atoms,
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list_group = []
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list_group_sub = []
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counter = 0
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for stick in all_sticks:
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for i, stick in enumerate(all_sticks):
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# We treat here single, double and tripple bonds: stick.number <= 3
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for repeat in range(stick.number):
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# The vectors of the two atoms
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atom1 = all_atoms[stick.atom1-1].location-center
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atom2 = all_atoms[stick.atom2-1].location-center
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# Location
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atom1 = copy(all_atoms[stick.atom1-1].location)-center
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atom2 = copy(all_atoms[stick.atom2-1].location)-center
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dist = Stick_diameter * Stick_dist
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# The two sticks are on the left and right of the middle connection.
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if stick.number == 2:
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if repeat == 0:
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atom1 += (stick.dist * dist)
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atom2 += (stick.dist * dist)
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if repeat == 1:
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atom1 -= (stick.dist * dist)
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atom2 -= (stick.dist * dist)
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if stick.number == 3:
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if repeat == 0:
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atom1 += (stick.dist * dist)
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atom2 += (stick.dist * dist)
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if repeat == 2:
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atom1 -= (stick.dist * dist)
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atom2 -= (stick.dist * dist)
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# Vector pointing along the stick direction
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dv = atom1 - atom2
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# The normalized vector of this, with lenght 1
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n = dv / dv.length
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# Starting point of the stick
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location = (atom1 + atom2) * 0.5
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# The difference of both vectors
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v = (atom2 - atom1)
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# Angle with respect to the z-axis
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angle = v.angle(up_axis, 0)
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angle = dv.angle(up_axis, 0)
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# Cross-product between v and the z-axis vector. It is the
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# vector of rotation.
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axis = up_axis.cross(v)
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axis = up_axis.cross(dv)
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# Calculate Euler angles
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euler = Matrix.Rotation(angle, 4, axis).to_euler()
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# Create stick
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stick = bpy.ops.mesh.primitive_cylinder_add(vertices=Stick_sectors,
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stick_obj = bpy.ops.mesh.primitive_cylinder_add(vertices=Stick_sectors,
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radius=Stick_diameter,
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depth=v.length,
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depth=dv.length,
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end_fill_type='NGON',
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align='WORLD',
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enter_editmode=False,
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location=location,
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rotation=(0, 0, 0))
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# Put the stick into the scene ...
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stick = bpy.context.view_layer.objects.active
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stick_obj = bpy.context.view_layer.objects.active
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# ... and rotate the stick.
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stick.rotation_euler = euler
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stick_obj.rotation_euler = euler
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# ... and name
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stick.name = "Stick_Cylinder"
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if stick.number == 1:
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stick_obj.name = "Stick_Cylinder_%04d" %(i)
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elif stick.number == 2:
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if repeat == 0:
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stick_obj.name = "Stick_Cylinder_%04d" %(i) + "_left"
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elif repeat == 1:
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stick_obj.name = "Stick_Cylinder_%04d" %(i) + "_right"
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elif stick.number == 3:
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if repeat == 0:
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stick_obj.name = "Stick_Cylinder_%04d" %(i) + "_left"
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elif repeat == 1:
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stick_obj.name = "Stick_Cylinder_%04d" %(i) + "_middle"
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elif repeat == 2:
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stick_obj.name = "Stick_Cylinder_%04d" %(i) + "_right"
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# Never occurs:
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else:
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stick_obj.name = "Stick_Cylinder"
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# Never occurs:
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else:
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stick_obj.name = "Stick_Cylinder"
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counter += 1
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# Smooth the cylinder.
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if use_sticks_smooth == True:
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bpy.ops.object.select_all(action='DESELECT')
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stick.select_set(True)
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stick_obj.select_set(True)
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bpy.ops.object.shade_smooth()
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list_group_sub.append(stick)
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list_group_sub.append(stick_obj)
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if use_sticks_one_object == True:
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if counter == use_sticks_one_object_nr:
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bpy.ops.object.select_all(action='DESELECT')
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for stick in list_group_sub:
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stick.select_set(True)
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for stick_select in list_group_sub:
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stick_select.select_set(True)
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bpy.ops.object.join()
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list_group.append(bpy.context.view_layer.objects.active)
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bpy.ops.object.select_all(action='DESELECT')
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@ -1170,7 +1215,7 @@ def draw_sticks_normal(all_atoms,
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counter = 0
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else:
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# Material ...
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stick.active_material = stick_material
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stick_obj.active_material = stick_material
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if use_sticks_one_object == True:
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bpy.ops.object.select_all(action='DESELECT')
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@ -1531,6 +1576,7 @@ def import_pdb(Ball_type,
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object_center_vec,
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Stick_diameter,
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Stick_sectors,
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Stick_dist,
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use_sticks_smooth,
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use_sticks_one_object,
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use_sticks_one_object_nr,
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@ -157,7 +157,7 @@ def sane_name(name):
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new_name = new_name_clean + '.%.3d' % i
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i += 1
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# note, appending the 'str' version.
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# note, appending the 'str' version
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name_unique.append(new_name)
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name_mapping[name] = new_name = new_name.encode("ASCII", "replace")
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return new_name
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@ -166,14 +166,13 @@ def sane_name(name):
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def uv_key(uv):
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return round(uv[0], 6), round(uv[1], 6)
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# size defines:
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# size defines
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SZ_SHORT = 2
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SZ_INT = 4
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SZ_FLOAT = 4
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class _3ds_ushort(object):
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"""Class representing a short (2-byte integer) for a 3ds file.
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*** This looks like an unsigned short H is unsigned from the struct docs - Cam***"""
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"""Class representing a short (2-byte integer) for a 3ds file."""
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__slots__ = ("value", )
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def __init__(self, val=0):
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@ -308,7 +307,7 @@ class _3ds_float_color(object):
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return 3 * SZ_FLOAT
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def write(self, file):
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file.write(struct.pack('3f', self.r, self.g, self.b))
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file.write(struct.pack('<3f', self.r, self.g, self.b))
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def __str__(self):
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return '{%f, %f, %f}' % (self.r, self.g, self.b)
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@ -342,9 +341,7 @@ class _3ds_face(object):
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def get_size(self):
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return 4 * SZ_SHORT
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# no need to validate every face vert. the oversized array will
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# catch this problem
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# no need to validate every face vert, the oversized array will catch this problem
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def write(self, file):
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# The last short is used for face flags
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file.write(struct.pack('<4H', self.vindex[0], self.vindex[1], self.vindex[2], self.flag))
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@ -355,15 +352,14 @@ class _3ds_face(object):
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class _3ds_array(object):
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"""Class representing an array of variables for a 3ds file.
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Consists of a _3ds_ushort to indicate the number of items, followed by the items themselves.
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"""
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Consists of a _3ds_ushort to indicate the number of items, followed by the items themselves."""
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__slots__ = "values", "size"
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def __init__(self):
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self.values = []
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self.size = SZ_SHORT
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# add an item:
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# add an item
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def add(self, item):
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self.values.append(item)
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self.size += item.get_size()
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@ -380,7 +376,7 @@ class _3ds_array(object):
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value.write(file)
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# To not overwhelm the output in a dump, a _3ds_array only
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# outputs the number of items, not all of the actual items.
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# outputs the number of items, not all of the actual items
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def __str__(self):
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return '(%d items)' % len(self.values)
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@ -583,7 +579,7 @@ def make_material_texture_chunk(chunk_id, texslots, pct):
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0x40 activates alpha source, 0x80 activates tinting, 0x100 ignores alpha, 0x200 activates RGB tint.
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Bits 0x80, 0x100, and 0x200 are only used with TEXMAP, TEX2MAP, and SPECMAP chunks.
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0x40, when used with a TEXMAP, TEX2MAP, or SPECMAP chunk must be accompanied with a tint bit,
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either 0x100 or 0x200, tintcolor will be processed if colorchunks are present"""
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either 0x100 or 0x200, tintcolor will be processed if tintflags are present"""
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mapflags = 0
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if texslot.extension == 'EXTEND':
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@ -632,9 +628,8 @@ def make_material_texture_chunk(chunk_id, texslots, pct):
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rgb.add_variable("mapcolor", _3ds_rgb_color(spec if texslot.socket_dst.identifier == 'Specular' else base))
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mat_sub.add_subchunk(rgb)
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# store all textures for this mapto in order. This at least is what
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# the 3DS exporter did so far, afaik most readers will just skip
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# over 2nd textures.
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# store all textures for this mapto in order. This at least is what the
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# 3DS exporter did so far, afaik most readers will just skip over 2nd textures
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for slot in texslots:
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if slot.image is not None:
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add_texslot(slot)
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@ -685,9 +680,9 @@ def make_material_chunk(material, image):
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primary_tex = False
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if wrap.base_color_texture:
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d_pct = 0.7 + sum(wrap.base_color[:]) * 0.1
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color = [wrap.base_color_texture]
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matmap = make_material_texture_chunk(MAT_DIFFUSEMAP, color, d_pct)
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c_pct = 0.7 + sum(wrap.base_color[:]) * 0.1
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matmap = make_material_texture_chunk(MAT_DIFFUSEMAP, color, c_pct)
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if matmap:
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material_chunk.add_subchunk(matmap)
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primary_tex = True
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@ -729,8 +724,8 @@ def make_material_chunk(material, image):
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material_chunk.add_subchunk(matmap)
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if wrap.emission_color_texture:
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e_pct = wrap.emission_strength
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emission = [wrap.emission_color_texture]
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e_pct = wrap.emission_strength
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matmap = make_material_texture_chunk(MAT_SELFIMAP, emission, e_pct)
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if matmap:
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material_chunk.add_subchunk(matmap)
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@ -849,8 +844,7 @@ def remove_face_uv(verts, tri_list):
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need to be converted to vertex uv coordinates. That means that vertices need to be duplicated when
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there are multiple uv coordinates per vertex."""
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# initialize a list of UniqueLists, one per vertex:
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# uv_list = [UniqueList() for i in xrange(len(verts))]
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# initialize a list of UniqueLists, one per vertex
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unique_uvs = [{} for i in range(len(verts))]
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# for each face uv coordinate, add it to the UniqueList of the vertex
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@ -861,7 +855,6 @@ def remove_face_uv(verts, tri_list):
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context_uv_vert = unique_uvs[tri.vertex_index[i]]
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uvkey = tri.faceuvs[i]
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offset_index__uv_3ds = context_uv_vert.get(uvkey)
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if not offset_index__uv_3ds:
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@ -869,11 +862,9 @@ def remove_face_uv(verts, tri_list):
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||||
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||||
tri.offset[i] = offset_index__uv_3ds[0]
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||||
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||||
# At this point, each vertex has a UniqueList containing every uv coordinate that is associated with it
|
||||
# only once.
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||||
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||||
# At this point, each vertex has a UniqueList containing every uv coordinate associated with it only once
|
||||
# Now we need to duplicate every vertex as many times as it has uv coordinates and make sure the
|
||||
# faces refer to the new face indices:
|
||||
# faces refer to the new face indices
|
||||
vert_index = 0
|
||||
vert_array = _3ds_array()
|
||||
uv_array = _3ds_array()
|
||||
@ -884,22 +875,21 @@ def remove_face_uv(verts, tri_list):
|
||||
pt = _3ds_point_3d(vert.co) # reuse, should be ok
|
||||
uvmap = [None] * len(unique_uvs[i])
|
||||
for ii, uv_3ds in unique_uvs[i].values():
|
||||
# add a vertex duplicate to the vertex_array for every uv associated with this vertex:
|
||||
# add a vertex duplicate to the vertex_array for every uv associated with this vertex
|
||||
vert_array.add(pt)
|
||||
# add the uv coordinate to the uv array:
|
||||
# This for loop does not give uv's ordered by ii, so we create a new map
|
||||
# and add the uv's later
|
||||
# add the uv coordinate to the uv array, this for loop does not give
|
||||
# uv's ordered by ii, so we create a new map and add the uv's later
|
||||
# uv_array.add(uv_3ds)
|
||||
uvmap[ii] = uv_3ds
|
||||
|
||||
# Add the uv's in the correct order
|
||||
for uv_3ds in uvmap:
|
||||
# add the uv coordinate to the uv array:
|
||||
# add the uv coordinate to the uv array
|
||||
uv_array.add(uv_3ds)
|
||||
|
||||
vert_index += len(unique_uvs[i])
|
||||
|
||||
# Make sure the triangle vertex indices now refer to the new vertex list:
|
||||
# Make sure the triangle vertex indices now refer to the new vertex list
|
||||
for tri in tri_list:
|
||||
for i in range(3):
|
||||
tri.offset[i] += index_list[tri.vertex_index[i]]
|
||||
@ -1003,30 +993,30 @@ def make_uv_chunk(uv_array):
|
||||
def make_mesh_chunk(ob, mesh, matrix, materialDict, translation):
|
||||
"""Make a chunk out of a Blender mesh."""
|
||||
|
||||
# Extract the triangles from the mesh:
|
||||
# Extract the triangles from the mesh
|
||||
tri_list = extract_triangles(mesh)
|
||||
|
||||
if mesh.uv_layers:
|
||||
# Remove the face UVs and convert it to vertex UV:
|
||||
# Remove the face UVs and convert it to vertex UV
|
||||
vert_array, uv_array, tri_list = remove_face_uv(mesh.vertices, tri_list)
|
||||
else:
|
||||
# Add the vertices to the vertex array:
|
||||
# Add the vertices to the vertex array
|
||||
vert_array = _3ds_array()
|
||||
for vert in mesh.vertices:
|
||||
vert_array.add(_3ds_point_3d(vert.co))
|
||||
# no UV at all:
|
||||
# no UV at all
|
||||
uv_array = None
|
||||
|
||||
# create the chunk:
|
||||
# create the chunk
|
||||
mesh_chunk = _3ds_chunk(OBJECT_MESH)
|
||||
|
||||
# add vertex chunk:
|
||||
# add vertex chunk
|
||||
mesh_chunk.add_subchunk(make_vert_chunk(vert_array))
|
||||
|
||||
# add faces chunk:
|
||||
# add faces chunk
|
||||
mesh_chunk.add_subchunk(make_faces_chunk(tri_list, mesh, materialDict))
|
||||
|
||||
# if available, add uv chunk:
|
||||
# if available, add uv chunk
|
||||
if uv_array:
|
||||
mesh_chunk.add_subchunk(make_uv_chunk(uv_array))
|
||||
|
||||
@ -1200,15 +1190,15 @@ def save(operator,
|
||||
if bpy.ops.object.mode_set.poll():
|
||||
bpy.ops.object.mode_set(mode='OBJECT')
|
||||
|
||||
# Initialize the main chunk (primary):
|
||||
# Initialize the main chunk (primary)
|
||||
primary = _3ds_chunk(PRIMARY)
|
||||
|
||||
# Add version chunk:
|
||||
# Add version chunk
|
||||
version_chunk = _3ds_chunk(VERSION)
|
||||
version_chunk.add_variable("version", _3ds_uint(3))
|
||||
primary.add_subchunk(version_chunk)
|
||||
|
||||
# Init main object info chunk:
|
||||
# Init main object info chunk
|
||||
object_info = _3ds_chunk(OBJECTINFO)
|
||||
mesh_version = _3ds_chunk(MESHVERSION)
|
||||
mesh_version.add_variable("mesh", _3ds_uint(3))
|
||||
@ -1233,7 +1223,7 @@ def save(operator,
|
||||
'''
|
||||
|
||||
# Make a list of all materials used in the selected meshes (use a dictionary,
|
||||
# each material is added once):
|
||||
# each material is added once)
|
||||
materialDict = {}
|
||||
mesh_objects = []
|
||||
|
||||
@ -1270,7 +1260,7 @@ def save(operator,
|
||||
ma_ls = data.materials
|
||||
ma_ls_len = len(ma_ls)
|
||||
|
||||
# get material/image tuples.
|
||||
# get material/image tuples
|
||||
if data.uv_layers:
|
||||
if not ma_ls:
|
||||
ma = ma_name = None
|
||||
@ -1291,7 +1281,7 @@ def save(operator,
|
||||
|
||||
else:
|
||||
for ma in ma_ls:
|
||||
if ma: # material may be None so check its not.
|
||||
if ma: # material may be None so check its not
|
||||
materialDict.setdefault((ma.name, None), (ma, None))
|
||||
|
||||
# Why 0 Why!
|
||||
@ -1300,14 +1290,14 @@ def save(operator,
|
||||
f.material_index = 0
|
||||
|
||||
|
||||
# Make material chunks for all materials used in the meshes:
|
||||
# Make material chunks for all materials used in the meshes
|
||||
for ma_image in materialDict.values():
|
||||
object_info.add_subchunk(make_material_chunk(ma_image[0], ma_image[1]))
|
||||
|
||||
# Collect translation for transformation matrix
|
||||
translation = {}
|
||||
|
||||
# Give all objects a unique ID and build a dictionary from object name to object id:
|
||||
# Give all objects a unique ID and build a dictionary from object name to object id
|
||||
# name_to_id = {}
|
||||
|
||||
for ob, data, matrix in mesh_objects:
|
||||
@ -1318,7 +1308,7 @@ def save(operator,
|
||||
translation[ob.name] = ob.location
|
||||
# name_to_id[ob.name]= len(name_to_id)
|
||||
|
||||
# Create object chunks for all meshes:
|
||||
# Create object chunks for all meshes
|
||||
i = 0
|
||||
for ob, mesh, matrix in mesh_objects:
|
||||
# create a new object chunk
|
||||
@ -1327,12 +1317,11 @@ def save(operator,
|
||||
# set the object name
|
||||
object_chunk.add_variable("name", _3ds_string(sane_name(ob.name)))
|
||||
|
||||
# make a mesh chunk out of the mesh:
|
||||
# make a mesh chunk out of the mesh
|
||||
object_chunk.add_subchunk(make_mesh_chunk(ob, mesh, matrix, materialDict, translation))
|
||||
|
||||
# ensure the mesh has no over sized arrays
|
||||
# skip ones that do!, otherwise we cant write since the array size wont
|
||||
# fit into USHORT.
|
||||
# Ensure the mesh has no over sized arrays, skip ones that do!
|
||||
# Otherwise we cant write since the array size wont fit into USHORT
|
||||
if object_chunk.validate():
|
||||
object_info.add_subchunk(object_chunk)
|
||||
else:
|
||||
@ -1345,7 +1334,7 @@ def save(operator,
|
||||
|
||||
i += i
|
||||
|
||||
# Create chunks for all empties:
|
||||
# Create chunks for all empties
|
||||
''' # COMMENTED OUT FOR 2.42 RELEASE!! CRASHES 3DS MAX
|
||||
for ob in empty_objects:
|
||||
# Empties only require a kf object node:
|
||||
@ -1408,7 +1397,7 @@ def save(operator,
|
||||
object_chunk.add_subchunk(camera_chunk)
|
||||
object_info.add_subchunk(object_chunk)
|
||||
|
||||
# Add main object info chunk to primary chunk:
|
||||
# Add main object info chunk to primary chunk
|
||||
primary.add_subchunk(object_info)
|
||||
|
||||
''' # COMMENTED OUT FOR 2.42 RELEASE!! CRASHES 3DS MAX
|
||||
@ -1416,27 +1405,27 @@ def save(operator,
|
||||
primary.add_subchunk(kfdata)
|
||||
'''
|
||||
|
||||
# At this point, the chunk hierarchy is completely built.
|
||||
# Check the size:
|
||||
# At this point, the chunk hierarchy is completely built
|
||||
# Check the size
|
||||
primary.get_size()
|
||||
|
||||
# Open the file for writing:
|
||||
# Open the file for writing
|
||||
file = open(filepath, 'wb')
|
||||
|
||||
# Recursively write the chunks to file:
|
||||
# Recursively write the chunks to file
|
||||
primary.write(file)
|
||||
|
||||
# Close the file:
|
||||
# Close the file
|
||||
file.close()
|
||||
|
||||
# Clear name mapping vars, could make locals too
|
||||
del name_unique[:]
|
||||
name_mapping.clear()
|
||||
|
||||
# Debugging only: report the exporting time:
|
||||
# Debugging only: report the exporting time
|
||||
print("3ds export time: %.2f" % (time.time() - duration))
|
||||
|
||||
# Debugging only: dump the chunk hierarchy:
|
||||
# Debugging only: dump the chunk hierarchy
|
||||
# primary.dump()
|
||||
|
||||
return {'FINISHED'}
|
||||
|
@ -16,7 +16,7 @@
|
||||
bl_info = {
|
||||
"name": "Sun Position",
|
||||
"author": "Michael Martin, Damien Picard",
|
||||
"version": (3, 5, 0),
|
||||
"version": (3, 5, 2),
|
||||
"blender": (3, 2, 0),
|
||||
"location": "World > Sun Position",
|
||||
"description": "Show sun position with objects and/or sky texture",
|
||||
|
@ -10,34 +10,8 @@ from mathutils import Vector
|
||||
from math import sqrt, pi, atan2, asin
|
||||
|
||||
|
||||
vertex_shader = '''
|
||||
uniform mat4 ModelViewProjectionMatrix;
|
||||
|
||||
/* Keep in sync with intern/opencolorio/gpu_shader_display_transform_vertex.glsl */
|
||||
in vec2 texCoord;
|
||||
in vec2 pos;
|
||||
out vec2 texCoord_interp;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = ModelViewProjectionMatrix * vec4(pos.xy, 0.0f, 1.0f);
|
||||
gl_Position.z = 1.0f;
|
||||
texCoord_interp = texCoord;
|
||||
}'''
|
||||
|
||||
fragment_shader = '''
|
||||
in vec2 texCoord_interp;
|
||||
out vec4 fragColor;
|
||||
|
||||
uniform sampler2D image;
|
||||
uniform float exposure;
|
||||
|
||||
void main()
|
||||
{
|
||||
fragColor = texture(image, texCoord_interp) * vec4(exposure, exposure, exposure, 1.0f);
|
||||
}'''
|
||||
|
||||
# shader = gpu.types.GPUShader(vertex_shader, fragment_shader)
|
||||
image_shader = gpu.shader.from_builtin('2D_IMAGE_COLOR')
|
||||
line_shader = gpu.shader.from_builtin('2D_FLAT_COLOR')
|
||||
|
||||
|
||||
def draw_callback_px(self, context):
|
||||
@ -49,9 +23,6 @@ def draw_callback_px(self, context):
|
||||
if self.area != context.area:
|
||||
return
|
||||
|
||||
if image.gl_load():
|
||||
raise Exception()
|
||||
|
||||
bottom = 0
|
||||
top = context.area.height
|
||||
right = context.area.width
|
||||
@ -59,39 +30,36 @@ def draw_callback_px(self, context):
|
||||
position = Vector((right, top)) / 2 + self.offset
|
||||
scale = Vector((context.area.width, context.area.width / 2)) * self.scale
|
||||
|
||||
shader = gpu.types.GPUShader(vertex_shader, fragment_shader)
|
||||
|
||||
coords = ((-0.5, -0.5), (0.5, -0.5), (0.5, 0.5), (-0.5, 0.5))
|
||||
uv_coords = ((0, 0), (1, 0), (1, 1), (0, 1))
|
||||
batch = batch_for_shader(shader, 'TRI_FAN',
|
||||
batch = batch_for_shader(image_shader, 'TRI_FAN',
|
||||
{"pos": coords, "texCoord": uv_coords})
|
||||
|
||||
with gpu.matrix.push_pop():
|
||||
gpu.matrix.translate(position)
|
||||
gpu.matrix.scale(scale)
|
||||
|
||||
shader.bind()
|
||||
shader.uniform_sampler("image", texture)
|
||||
shader.uniform_float("exposure", self.exposure)
|
||||
batch.draw(shader)
|
||||
image_shader.bind()
|
||||
image_shader.uniform_sampler("image", texture)
|
||||
image_shader.uniform_float("color", (self.exposure, self.exposure, self.exposure, 1.0))
|
||||
batch.draw(image_shader)
|
||||
|
||||
# Crosshair
|
||||
# vertical
|
||||
coords = ((self.mouse_position[0], bottom), (self.mouse_position[0], top))
|
||||
colors = ((1,) * 4,) * 2
|
||||
shader = gpu.shader.from_builtin('2D_FLAT_COLOR')
|
||||
batch = batch_for_shader(shader, 'LINES',
|
||||
batch = batch_for_shader(line_shader, 'LINES',
|
||||
{"pos": coords, "color": colors})
|
||||
shader.bind()
|
||||
batch.draw(shader)
|
||||
line_shader.bind()
|
||||
batch.draw(line_shader)
|
||||
|
||||
# horizontal
|
||||
if bottom <= self.mouse_position[1] <= top:
|
||||
coords = ((0, self.mouse_position[1]), (context.area.width, self.mouse_position[1]))
|
||||
batch = batch_for_shader(shader, 'LINES',
|
||||
batch = batch_for_shader(line_shader, 'LINES',
|
||||
{"pos": coords, "color": colors})
|
||||
shader.bind()
|
||||
batch.draw(shader)
|
||||
line_shader.bind()
|
||||
batch.draw(line_shader)
|
||||
|
||||
|
||||
class SUNPOS_OT_ShowHdr(bpy.types.Operator):
|
||||
|
@ -311,7 +311,7 @@ class SunPosAddonPreferences(AddonPreferences):
|
||||
box = layout.box()
|
||||
col = box.column()
|
||||
|
||||
col.label(text="Show options or labels:")
|
||||
col.label(text="Show options and info:")
|
||||
flow = col.grid_flow(columns=0, even_columns=True, even_rows=False, align=False)
|
||||
flow.prop(self, "show_refraction")
|
||||
flow.prop(self, "show_overlays")
|
||||
|
@ -432,10 +432,10 @@ translations_tuple = (
|
||||
("fr_FR", "Projection inconnue",
|
||||
(False, ())),
|
||||
),
|
||||
(("*", "Show options or labels:"),
|
||||
(("*", "Show options and info:"),
|
||||
(("scripts/addons/sun_position/properties.py:297",),
|
||||
()),
|
||||
("fr_FR", "Afficher les options et étiquettes :",
|
||||
("fr_FR", "Afficher les options et infos :",
|
||||
(False, ())),
|
||||
),
|
||||
(("*", "ERROR: Could not parse coordinates"),
|
||||
|
Loading…
Reference in New Issue
Block a user