blender-addons/archimesh/achm_tools.py
Damien Picard 35d087e51c Fix #104467: Archimesh boolean doesn't work in 3.5
I introduced the bug in dd91f21836 when I overlooked an error that was
caught in a try... expecpt block, where context was not defined.

Pull Request #104468
2023-03-06 14:51:23 +01:00

971 lines
32 KiB
Python

# SPDX-License-Identifier: GPL-2.0-or-later
# ----------------------------------------------------------
# support routines and general functions
# Author: Antonio Vazquez (antonioya)
#
# ----------------------------------------------------------
# noinspection PyUnresolvedReferences
import bpy
from os import path
# --------------------------------------------------------------------
# Get length Blender units
# --------------------------------------------------------------------
def get_blendunits(units):
if bpy.context.scene.unit_settings.system == "IMPERIAL":
return units * 0.3048
else:
return units
# --------------------------------------------------------------------
# Set normals
# True= faces to inside
# False= faces to outside
# --------------------------------------------------------------------
def set_normals(myobject, direction=False):
bpy.context.view_layer.objects.active = myobject
# go edit mode
bpy.ops.object.mode_set(mode='EDIT')
# select all faces
bpy.ops.mesh.select_all(action='SELECT')
# recalculate outside normals
bpy.ops.mesh.normals_make_consistent(inside=direction)
# go object mode again
bpy.ops.object.editmode_toggle()
# --------------------------------------------------------------------
# Remove doubles
# --------------------------------------------------------------------
def remove_doubles(myobject):
bpy.context.view_layer.objects.active = myobject
# go edit mode
bpy.ops.object.mode_set(mode='EDIT')
# select all faces
bpy.ops.mesh.select_all(action='SELECT')
# remove
bpy.ops.mesh.remove_doubles()
# go object mode again
bpy.ops.object.editmode_toggle()
# --------------------------------------------------------------------
# Set shade smooth
# --------------------------------------------------------------------
def set_smooth(myobject):
# deactivate others
for o in bpy.data.objects:
if o.select_get() is True:
o.select_set(False)
myobject.select_set(True)
bpy.context.view_layer.objects.active = myobject
if bpy.context.view_layer.objects.active.name == myobject.name:
bpy.ops.object.shade_smooth()
# --------------------------------------------------------------------
# Add modifier (subdivision)
# --------------------------------------------------------------------
def set_modifier_subsurf(myobject):
bpy.context.view_layer.objects.active = myobject
if bpy.context.view_layer.objects.active.name == myobject.name:
bpy.ops.object.modifier_add(type='SUBSURF')
for mod in myobject.modifiers:
if mod.type == 'SUBSURF':
mod.levels = 2
# --------------------------------------------------------------------
# Add modifier (mirror)
# --------------------------------------------------------------------
def set_modifier_mirror(myobject, axis="Y"):
bpy.ops.object.select_all(action='DESELECT')
myobject.select_set(True)
bpy.context.view_layer.objects.active = myobject
if bpy.context.view_layer.objects.active.name == myobject.name:
bpy.ops.object.modifier_add(type='MIRROR')
for mod in myobject.modifiers:
if mod.type == 'MIRROR':
if axis == "X":
mod.use_axis[0] = True
else:
mod.use__axis[0] = False
if axis == "Y":
mod.use_axis[1] = True
else:
mod.use_axis[1] = False
if axis == "Z":
mod.use_axis[2] = True
else:
mod.use_axis[2] = False
mod.use_clip = True
# --------------------------------------------------------------------
# Add modifier (array)
# --------------------------------------------------------------------
def set_modifier_array(myobject, axis, move, repeat, fix=False, fixmove=0, zmove=0):
bpy.ops.object.select_all(action='DESELECT')
myobject.select_set(True)
bpy.context.view_layer.objects.active = myobject
if bpy.context.view_layer.objects.active.name == myobject.name:
bpy.ops.object.modifier_add(type='ARRAY')
for mod in myobject.modifiers:
if mod.type == 'ARRAY':
if mod.name == "Array":
mod.name = "Array_" + axis
mod.count = repeat
mod.use_constant_offset = fix
if axis == "X":
mod.relative_offset_displace[0] = move
mod.constant_offset_displace[0] = fixmove
mod.relative_offset_displace[1] = 0.0
mod.constant_offset_displace[1] = 0.0
mod.relative_offset_displace[2] = 0.0
mod.constant_offset_displace[2] = zmove
if axis == "Y":
mod.relative_offset_displace[0] = 0.0
mod.constant_offset_displace[0] = 0.0
mod.relative_offset_displace[1] = move
mod.constant_offset_displace[1] = fixmove
mod.relative_offset_displace[2] = 0.0
mod.constant_offset_displace[2] = 0.0
# --------------------------------------------------------------------
# Add modifier (curve)
# --------------------------------------------------------------------
def set_modifier_curve(myobject, mycurve):
bpy.context.view_layer.objects.active = myobject
if bpy.context.view_layer.objects.active.name == myobject.name:
bpy.ops.object.modifier_add(type='CURVE')
for mod in myobject.modifiers:
if mod.type == 'CURVE':
mod.deform_axis = 'POS_X'
mod.object = mycurve
# --------------------------------------------------------------------
# Add modifier (solidify)
# --------------------------------------------------------------------
def set_modifier_solidify(myobject, width):
bpy.context.view_layer.objects.active = myobject
if bpy.context.view_layer.objects.active.name == myobject.name:
bpy.ops.object.modifier_add(type='SOLIDIFY')
for mod in myobject.modifiers:
if mod.type == 'SOLIDIFY':
mod.thickness = width
mod.use_even_offset = True
mod.use_quality_normals = True
break
# --------------------------------------------------------------------
# Add modifier (boolean)
# --------------------------------------------------------------------
def set_modifier_boolean(myobject, bolobject):
boolean_modifier = myobject.modifiers.new("", 'BOOLEAN')
boolean_modifier.operation = 'DIFFERENCE'
boolean_modifier.object = bolobject
# --------------------------------------------------------------------
# Set material to object
# --------------------------------------------------------------------
def set_material(myobject, mymaterial):
bpy.context.view_layer.objects.active = myobject
if bpy.context.view_layer.objects.active.name == myobject.name:
myobject.data.materials.append(mymaterial)
# --------------------------------------------------------------------
# Set material to selected faces
# --------------------------------------------------------------------
def set_material_faces(myobject, idx):
bpy.context.view_layer.objects.active = myobject
myobject.select_set(True)
bpy.context.object.active_material_index = idx
if bpy.context.view_layer.objects.active.name == myobject.name:
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.object.material_slot_assign()
# Deselect
bpy.ops.mesh.select_all(action='DESELECT')
bpy.ops.object.mode_set(mode='OBJECT')
# --------------------------------------------------------------------
# Select faces
# --------------------------------------------------------------------
def select_faces(myobject, selface, clear):
myobject.select_set(True)
bpy.context.view_layer.objects.active = myobject
if bpy.context.view_layer.objects.active.name == myobject.name:
# deselect everything
if clear:
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_all(action='DESELECT')
# reselect the originally selected face
bpy.ops.object.mode_set(mode='OBJECT')
myobject.data.polygons[selface].select = True
# --------------------------------------------------------------------
# Select vertices
# --------------------------------------------------------------------
def select_vertices(myobject, selvertices, clear=True):
myobject.select_set(True)
bpy.context.view_layer.objects.active = myobject
if bpy.context.view_layer.objects.active.name == myobject.name:
# deselect everything
if clear:
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_all(action='DESELECT')
# Select Vertices
bpy.ops.object.mode_set(mode='EDIT', toggle=False)
sel_mode = bpy.context.tool_settings.mesh_select_mode
bpy.context.tool_settings.mesh_select_mode = [True, False, False]
bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
for i in selvertices:
myobject.data.vertices[i].select = True
bpy.ops.object.mode_set(mode='EDIT', toggle=False)
bpy.context.tool_settings.mesh_select_mode = sel_mode
bpy.ops.object.mode_set(mode='OBJECT')
# --------------------------------------------------------------------
# Mark Seam
# --------------------------------------------------------------------
def mark_seam(myobject):
# noinspection PyBroadException
try:
myobject.select_set(True)
bpy.context.view_layer.objects.active = myobject
if bpy.context.view_layer.objects.active.name == myobject.name:
bpy.ops.object.mode_set(mode='EDIT', toggle=False)
bpy.ops.mesh.mark_seam()
bpy.ops.object.mode_set(mode='OBJECT')
except:
bpy.ops.object.mode_set(mode='OBJECT')
# --------------------------------------------------------------------
# Unwrap mesh
# --------------------------------------------------------------------
def unwrap_mesh(myobject, allfaces=True):
# noinspection PyBroadException
try:
myobject.select_set(True)
bpy.context.view_layer.objects.active = myobject
if bpy.context.view_layer.objects.active.name == myobject.name:
# Unwrap
bpy.ops.object.mode_set(mode='EDIT', toggle=False)
if allfaces is True:
bpy.ops.mesh.select_all(action='DESELECT')
bpy.ops.mesh.select_all()
bpy.ops.uv.unwrap()
bpy.ops.object.mode_set(mode='OBJECT')
except:
bpy.ops.object.mode_set(mode='OBJECT')
# --------------------------------------------------------------------
# Get Node Index(multilanguage support)
# --------------------------------------------------------------------
def get_node_index(nodes, datatype):
idx = 0
for m in nodes:
if m.type == datatype:
return idx
idx += 1
# by default
return 1
# --------------------------------------------------------------------
# Create cycles diffuse material
# --------------------------------------------------------------------
def create_diffuse_material(matname, replace, r, g, b, rv=0.8, gv=0.8, bv=0.8, mix=0.1, twosides=False):
# Avoid duplicate materials
if replace is False:
matlist = bpy.data.materials
for m in matlist:
if m.name == matname:
return m
# Create material
mat = bpy.data.materials.new(matname)
mat.diffuse_color = (rv, gv, bv, 1.0) # viewport color
mat.use_nodes = True
nodes = mat.node_tree.nodes
# support for multilanguage
node = nodes.new('ShaderNodeBsdfDiffuse')
node.name = 'Diffuse BSDF'
node.inputs[0].default_value = [r, g, b, 1]
node.location = 200, 320
node = nodes.new('ShaderNodeBsdfGlossy')
node.name = 'Glossy_0'
node.location = 200, 0
node = nodes.new('ShaderNodeMixShader')
node.name = 'Mix_0'
node.inputs[0].default_value = mix
node.location = 500, 160
node = nodes[get_node_index(nodes, 'OUTPUT_MATERIAL')]
node.location = 1100, 160
# Connect nodes
outn = nodes['Diffuse BSDF'].outputs[0]
inn = nodes['Mix_0'].inputs[1]
mat.node_tree.links.new(outn, inn)
outn = nodes['Glossy_0'].outputs[0]
inn = nodes['Mix_0'].inputs[2]
mat.node_tree.links.new(outn, inn)
if twosides is False:
outn = nodes['Mix_0'].outputs[0]
inn = nodes[get_node_index(nodes, 'OUTPUT_MATERIAL')].inputs[0]
mat.node_tree.links.new(outn, inn)
if twosides is True:
node = nodes.new('ShaderNodeNewGeometry')
node.name = 'Input_1'
node.location = -80, -70
node = nodes.new('ShaderNodeBsdfDiffuse')
node.name = 'Diffuse_1'
node.inputs[0].default_value = [0.30, 0.30, 0.30, 1]
node.location = 200, -280
node = nodes.new('ShaderNodeMixShader')
node.name = 'Mix_1'
node.inputs[0].default_value = mix
node.location = 800, -70
outn = nodes['Input_1'].outputs[6]
inn = nodes['Mix_1'].inputs[0]
mat.node_tree.links.new(outn, inn)
outn = nodes['Diffuse_1'].outputs[0]
inn = nodes['Mix_1'].inputs[2]
mat.node_tree.links.new(outn, inn)
outn = nodes['Mix_0'].outputs[0]
inn = nodes['Mix_1'].inputs[1]
mat.node_tree.links.new(outn, inn)
outn = nodes['Mix_1'].outputs[0]
inn = nodes[get_node_index(nodes, 'OUTPUT_MATERIAL')].inputs[0]
mat.node_tree.links.new(outn, inn)
return mat
# --------------------------------------------------------------------
# Create cycles translucent material
# --------------------------------------------------------------------
def create_translucent_material(matname, replace, r, g, b, rv=0.8, gv=0.8, bv=0.8, mix=0.1):
# Avoid duplicate materials
if replace is False:
matlist = bpy.data.materials
for m in matlist:
if m.name == matname:
return m
# Create material
mat = bpy.data.materials.new(matname)
mat.diffuse_color = (rv, gv, bv, 1.0) # viewport color
mat.use_nodes = True
nodes = mat.node_tree.nodes
# support for multilanguage
node = nodes.new('ShaderNodeBsdfDiffuse')
node.name = 'Diffuse BSDF'
node.inputs[0].default_value = [r, g, b, 1]
node.location = 200, 320
node = nodes.new('ShaderNodeBsdfTranslucent')
node.name = 'Translucent_0'
node.location = 200, 0
node = nodes.new('ShaderNodeMixShader')
node.name = 'Mix_0'
node.inputs[0].default_value = mix
node.location = 500, 160
node = nodes[get_node_index(nodes, 'OUTPUT_MATERIAL')]
node.location = 1100, 160
# Connect nodes
outn = nodes['Diffuse BSDF'].outputs[0]
inn = nodes['Mix_0'].inputs[1]
mat.node_tree.links.new(outn, inn)
outn = nodes['Translucent_0'].outputs[0]
inn = nodes['Mix_0'].inputs[2]
mat.node_tree.links.new(outn, inn)
outn = nodes['Mix_0'].outputs[0]
inn = nodes[get_node_index(nodes, 'OUTPUT_MATERIAL')].inputs[0]
mat.node_tree.links.new(outn, inn)
return mat
# --------------------------------------------------------------------
# Create cycles glass material
# --------------------------------------------------------------------
def create_glass_material(matname, replace, rv=0.333, gv=0.342, bv=0.9):
# Avoid duplicate materials
if replace is False:
matlist = bpy.data.materials
for m in matlist:
if m.name == matname:
return m
# Create material
mat = bpy.data.materials.new(matname)
mat.use_nodes = True
mat.diffuse_color = (rv, gv, bv, 1.0)
nodes = mat.node_tree.nodes
# support for multilanguage
node = nodes[get_node_index(nodes, 'BSDF_DIFFUSE')]
mat.node_tree.nodes.remove(node) # remove not used
node = nodes.new('ShaderNodeLightPath')
node.name = 'Light_0'
node.location = 10, 160
node = nodes.new('ShaderNodeBsdfRefraction')
node.name = 'Refraction_0'
node.inputs[2].default_value = 1 # IOR 1.0
node.location = 250, 400
node = nodes.new('ShaderNodeBsdfGlossy')
node.name = 'Glossy_0'
node.distribution = 'SHARP'
node.location = 250, 100
node = nodes.new('ShaderNodeBsdfTransparent')
node.name = 'Transparent_0'
node.location = 500, 10
node = nodes.new('ShaderNodeMixShader')
node.name = 'Mix_0'
node.inputs[0].default_value = 0.035
node.location = 500, 160
node = nodes.new('ShaderNodeMixShader')
node.name = 'Mix_1'
node.inputs[0].default_value = 0.1
node.location = 690, 290
node = nodes.new('ShaderNodeOutputMaterial')
node.name = 'OUTPUT_MATERIAL'
node.location = 920, 290
# Connect nodes
outn = nodes['Light_0'].outputs[1]
inn = nodes['Mix_1'].inputs[0]
mat.node_tree.links.new(outn, inn)
outn = nodes['Refraction_0'].outputs[0]
inn = nodes['Mix_0'].inputs[1]
mat.node_tree.links.new(outn, inn)
outn = nodes['Glossy_0'].outputs[0]
inn = nodes['Mix_0'].inputs[2]
mat.node_tree.links.new(outn, inn)
outn = nodes['Mix_0'].outputs[0]
inn = nodes['Mix_1'].inputs[1]
mat.node_tree.links.new(outn, inn)
outn = nodes['Transparent_0'].outputs[0]
inn = nodes['Mix_1'].inputs[2]
mat.node_tree.links.new(outn, inn)
outn = nodes['Mix_1'].outputs[0]
inn = nodes[get_node_index(nodes, 'OUTPUT_MATERIAL')].inputs[0]
mat.node_tree.links.new(outn, inn)
return mat
# ---------------------------------------------
# Create cycles transparents material
# --------------------------------------------------------------------
def create_transparent_material(matname, replace, r=1, g=1, b=1, alpha=0):
# Avoid duplicate materials
if replace is False:
matlist = bpy.data.materials
for m in matlist:
if m.name == matname:
return m
# Create material
mat = bpy.data.materials.new(matname)
mat.use_nodes = True
mat.diffuse_color = (r, g, b, 1.0)
nodes = mat.node_tree.nodes
# support for multilanguage
node = nodes[get_node_index(nodes, 'BSDF_DIFFUSE')]
mat.node_tree.nodes.remove(node) # remove not used
node = nodes.new('ShaderNodeBsdfTransparent')
node.name = 'Transparent_0'
node.location = 250, 160
node.inputs[0].default_value = [r, g, b, alpha]
node = nodes[get_node_index(nodes, 'OUTPUT_MATERIAL')]
node.location = 700, 160
# Connect nodes
outn = nodes['Transparent_0'].outputs[0]
inn = nodes[get_node_index(nodes, 'OUTPUT_MATERIAL')].inputs[0]
mat.node_tree.links.new(outn, inn)
return mat
# --------------------------------------------------------------------
# Create cycles glossy material
# --------------------------------------------------------------------
def create_glossy_material(matname, replace, r, g, b, rv=0.578, gv=0.555, bv=0.736, rvalue=0.2):
# Avoid duplicate materials
if replace is False:
matlist = bpy.data.materials
for m in matlist:
if m.name == matname:
return m
# Create material
mat = bpy.data.materials.new(matname)
mat.use_nodes = True
mat.diffuse_color = (rv, gv, bv, 1.0)
nodes = mat.node_tree.nodes
# support for multilanguage
node = nodes[get_node_index(nodes, 'BSDF_DIFFUSE')]
mat.node_tree.nodes.remove(node) # remove not used
node = nodes.new('ShaderNodeBsdfGlossy')
node.name = 'Glossy_0'
node.inputs[0].default_value = [r, g, b, 1]
node.inputs[1].default_value = rvalue
node.location = 200, 160
node = nodes[get_node_index(nodes, 'OUTPUT_MATERIAL')]
node.location = 700, 160
# Connect nodes
outn = nodes['Glossy_0'].outputs[0]
inn = nodes[get_node_index(nodes, 'OUTPUT_MATERIAL')].inputs[0]
mat.node_tree.links.new(outn, inn)
return mat
# --------------------------------------------------------------------
# Create cycles emission material
# --------------------------------------------------------------------
def create_emission_material(matname, replace, r, g, b, energy):
# Avoid duplicate materials
if replace is False:
matlist = bpy.data.materials
for m in matlist:
if m.name == matname:
return m
# Create material
mat = bpy.data.materials.new(matname)
mat.use_nodes = True
nodes = mat.node_tree.nodes
# support for multilanguage
node = nodes[get_node_index(nodes, 'BSDF_DIFFUSE')]
mat.node_tree.nodes.remove(node) # remove not used
node = nodes.new('ShaderNodeEmission')
node.name = 'Emission_0'
node.inputs[0].default_value = [r, g, b, 1]
node.inputs[1].default_value = energy
node.location = 200, 160
node = nodes[get_node_index(nodes, 'OUTPUT_MATERIAL')]
node.location = 700, 160
# Connect nodes
outn = nodes['Emission_0'].outputs[0]
inn = nodes[get_node_index(nodes, 'OUTPUT_MATERIAL')].inputs[0]
mat.node_tree.links.new(outn, inn)
return mat
# --------------------------------------------------------------------
# Create cycles glass material
# --------------------------------------------------------------------
def create_old_glass_material(matname, replace, rv=0.352716, gv=0.760852, bv=0.9):
# Avoid duplicate materials
if replace is False:
matlist = bpy.data.materials
for m in matlist:
if m.name == matname:
return m
# Create material
mat = bpy.data.materials.new(matname)
mat.use_nodes = True
mat.diffuse_color = (rv, gv, bv, 1.0)
nodes = mat.node_tree.nodes
# support for multilanguage
node = nodes[get_node_index(nodes, 'BSDF_DIFFUSE')]
mat.node_tree.nodes.remove(node) # remove not used
node = nodes.new('ShaderNodeLightPath')
node.name = 'Light_0'
node.location = 10, 160
node = nodes.new('ShaderNodeBsdfGlass')
node.name = 'Glass_0'
node.location = 250, 300
node = nodes.new('ShaderNodeBsdfTransparent')
node.name = 'Transparent_0'
node.location = 250, 0
node = nodes.new('ShaderNodeMixShader')
node.name = 'Mix_0'
node.inputs[0].default_value = 0.1
node.location = 500, 160
node = nodes.new('ShaderNodeMixShader')
node.name = 'Mix_1'
node.inputs[0].default_value = 0.1
node.location = 690, 290
node = nodes[get_node_index(nodes, 'OUTPUT_MATERIAL')]
node.location = 920, 290
# Connect nodes
outn = nodes['Light_0'].outputs[1]
inn = nodes['Mix_0'].inputs[0]
mat.node_tree.links.new(outn, inn)
outn = nodes['Light_0'].outputs[2]
inn = nodes['Mix_1'].inputs[0]
mat.node_tree.links.new(outn, inn)
outn = nodes['Glass_0'].outputs[0]
inn = nodes['Mix_0'].inputs[1]
mat.node_tree.links.new(outn, inn)
outn = nodes['Transparent_0'].outputs[0]
inn = nodes['Mix_0'].inputs[2]
mat.node_tree.links.new(outn, inn)
outn = nodes['Mix_0'].outputs[0]
inn = nodes['Mix_1'].inputs[1]
mat.node_tree.links.new(outn, inn)
outn = nodes['Mix_1'].outputs[0]
inn = nodes[get_node_index(nodes, 'OUTPUT_MATERIAL')].inputs[0]
mat.node_tree.links.new(outn, inn)
return mat
# --------------------------------------------------------------------
# Create cycles brick texture material
# --------------------------------------------------------------------
def create_brick_material(matname, replace, r, g, b, rv=0.8, gv=0.636, bv=0.315):
# Avoid duplicate materials
if replace is False:
matlist = bpy.data.materials
for m in matlist:
if m.name == matname:
return m
# Create material
mat = bpy.data.materials.new(matname)
mat.use_nodes = True
mat.diffuse_color = (rv, gv, bv, 1.0)
nodes = mat.node_tree.nodes
# support for multilanguage
principled_node = nodes[get_node_index(nodes, 'BSDF_PRINCIPLED')]
principled_node.inputs[0].default_value = [r, g, b, 1]
principled_node.location = 500, 160
output_node = nodes[get_node_index(nodes, 'OUTPUT_MATERIAL')]
output_node.location = 700, 160
brick_node = nodes.new('ShaderNodeTexBrick')
brick_node.name = 'Brick_0'
brick_node.inputs[3].default_value = [0.407, 0.411, 0.394, 1] # mortar color
brick_node.inputs[4].default_value = 3 # scale
brick_node.inputs[5].default_value = 0.001 # mortar
brick_node.inputs[7].default_value = 0.60 # size_w
brick_node.inputs[8].default_value = 0.30 # size_h
brick_node.location = 300, 160
rgb_node = nodes.new('ShaderNodeRGB')
rgb_node.name = 'RGB_0'
rgb_node.outputs[0].default_value = [r, g, b, 1]
rgb_node.location = 70, 160
# Connect nodes
outn = rgb_node.outputs['Color']
inn = brick_node.inputs['Color1']
mat.node_tree.links.new(outn, inn)
inn = brick_node.inputs['Color2']
mat.node_tree.links.new(outn, inn)
outn = brick_node.outputs['Color']
inn = principled_node.inputs['Base Color']
mat.node_tree.links.new(outn, inn)
return mat
# --------------------------------------------------------------------
# Create cycles fabric texture material
# --------------------------------------------------------------------
def create_fabric_material(matname, replace, r, g, b, rv=0.8, gv=0.636, bv=0.315):
# Avoid duplicate materials
if replace is False:
matlist = bpy.data.materials
for m in matlist:
if m.name == matname:
return m
# Create material
mat = bpy.data.materials.new(matname)
mat.use_nodes = True
mat.diffuse_color = (rv, gv, bv, 1.0)
nodes = mat.node_tree.nodes
# support for multilanguage
node = nodes.new('ShaderNodeBsdfDiffuse')
node.name = 'Diffuse BSDF'
node.inputs[0].default_value = [r, g, b, 1]
node.location = 810, 270
node = nodes[get_node_index(nodes, 'OUTPUT_MATERIAL')]
node.location = 1210, 320
node = nodes.new('ShaderNodeTexCoord')
node.name = 'UVCoordinates'
node.location = 26, 395
node = nodes.new('ShaderNodeMapping')
node.name = 'UVMapping'
node.location = 266, 380
node.inputs['Scale'].default_value[0] = 1000
node.inputs['Scale'].default_value[1] = 1000
node.inputs['Scale'].default_value[2] = 1000
# ===========================================================================
# Image texture
# ===========================================================================
# Load image file.
realpath = path.join(path.dirname(__file__), "images", "fabric_diffuse.png")
print("Loading: " + realpath)
try:
img = bpy.data.images.load(realpath)
except:
raise NameError("Cannot load image %s" % realpath)
# Create image texture from image
ctex = bpy.data.textures.new('ColorTex', type='IMAGE')
ctex.image = img
node = nodes.new('ShaderNodeTexImage')
node.name = 'Image1'
node.image = ctex.image
node.location = 615, 350
node = nodes.new('ShaderNodeBsdfTransparent')
node.name = 'Transparent1'
node.location = 810, 395
node.inputs[0].default_value = [r, g, b, 1]
node = nodes.new('ShaderNodeAddShader')
node.name = 'Add1'
node.location = 1040, 356
# Connect nodes
outn = nodes['UVCoordinates'].outputs['UV']
inn = nodes['UVMapping'].inputs['Vector']
mat.node_tree.links.new(outn, inn)
outn = nodes['UVMapping'].outputs['Vector']
inn = nodes['Image1'].inputs['Vector']
mat.node_tree.links.new(outn, inn)
outn = nodes['Image1'].outputs['Color']
inn = nodes['Diffuse BSDF'].inputs['Color']
mat.node_tree.links.new(outn, inn)
outn = nodes['Transparent1'].outputs['BSDF']
inn = nodes['Add1'].inputs[0]
mat.node_tree.links.new(outn, inn)
outn = nodes['Diffuse BSDF'].outputs['BSDF']
inn = nodes['Add1'].inputs[1]
mat.node_tree.links.new(outn, inn)
outn = nodes['Add1'].outputs['Shader']
inn = nodes[get_node_index(nodes, 'OUTPUT_MATERIAL')].inputs[0]
mat.node_tree.links.new(outn, inn)
return mat
# --------------------------------------------------------------------
# Copy bin file
# --------------------------------------------------------------------
def copy_binfile(fromfile, tofile):
with open(fromfile, 'rb') as f1:
with open(tofile, 'wb') as f2:
while True:
mybytes = f1.read(1024)
if mybytes:
f2.write(mybytes)
else:
break
# --------------------------------------------------------------------
# Parent object (keep positions)
# --------------------------------------------------------------------
def parentobject(parentobj, childobj):
# noinspection PyBroadException
try:
bpy.ops.object.select_all(action='DESELECT')
bpy.context.view_layer.objects.active = parentobj
parentobj.select_set(True)
childobj.select_set(True)
bpy.ops.object.parent_set(type='OBJECT', keep_transform=False)
return True
except:
return False
# ------------------------------------------------------------------------------
# Create control box
#
# objName: Object name
# x: size x axis
# y: size y axis
# z: size z axis
# tube: True create a tube, False only sides
# ------------------------------------------------------------------------------
def create_control_box(objname, x, y, z, tube=True):
myvertex = [(-x / 2, 0, 0.0),
(-x / 2, y, 0.0),
(x / 2, y, 0.0),
(x / 2, 0, 0.0),
(-x / 2, 0, z),
(-x / 2, y, z),
(x / 2, y, z),
(x / 2, 0, z)]
if tube is True:
myfaces = [(0, 1, 2, 3), (0, 4, 5, 1), (1, 5, 6, 2), (3, 7, 4, 0), (2, 6, 7, 3), (5, 4, 7, 6)]
else:
myfaces = [(0, 4, 5, 1), (2, 6, 7, 3)]
mesh = bpy.data.meshes.new(objname)
myobject = bpy.data.objects.new(objname, mesh)
myobject.location = bpy.context.scene.cursor.location
bpy.context.collection.objects.link(myobject)
mesh.from_pydata(myvertex, [], myfaces)
mesh.update(calc_edges=True)
return myobject
# ------------------------------------------------------------------------------
# Remove all children objects
# ------------------------------------------------------------------------------
def remove_children(myobject):
# Remove children
for child in myobject.children:
# noinspection PyBroadException
try:
# noinspection PyBroadException
try:
# remove child relationship
for grandchild in child.children:
grandchild.parent = None
# remove modifiers
for mod in child.modifiers:
bpy.ops.object.modifier_remove(name=mod.name)
except:
pass
# clear child data
if child.type == 'MESH':
old = child.data
child.select_set(True)
bpy.ops.object.delete()
bpy.data.meshes.remove(old)
if child.type == 'CURVE':
child.select_set(True)
bpy.ops.object.delete()
except:
pass
# --------------------------------------------------------------------
# Get all parents
# --------------------------------------------------------------------
def get_allparents(myobj):
obj = myobj
mylist = []
while obj.parent is not None:
mylist.append(obj)
objp = obj.parent
obj = objp
mylist.append(obj)
return mylist
# --------------------------------------------------------------------
# Verify all faces are in vertice group to avoid Blander crash
#
# Review the faces array and remove any vertex out of the range
# this avoid any bug that can appear avoiding Blender crash
# --------------------------------------------------------------------
def check_mesh_errors(myvertices, myfaces):
vmax = len(myvertices)
f = 0
for face in myfaces:
for v in face:
if v < 0 or v > vmax:
print("Face=" + str(f) + "->removed vertex=" + str(v))
myfaces[f].remove(v)
f += 1
return myfaces