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# scene_blend_info.py Copyright (C) 2010, Mariano Hidalgo
#
# Show Information About the Blend.
# ***** 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 LICENCE BLOCK *****
bl_addon_info = {
"name": "Coat Applink",
"author": "Kalle-Samuli Riihikoski (haikalle)",
"version": (1,6),
"blender": (2, 5, 4),
"api": 31965,
"location": "Properties space > Scene tab > 3D-Coat Applink",
"description": "Show information about the .blend",
"warning": "",
"wiki_url": 'http://wiki.blender.org/index.php/Extensions:2.5/Py/' \
'Scripts/System/Blend Info',
"tracker_url": "https://projects.blender.org/tracker/index.php?" \
"func=detail&aid=22102&group_id=153&atid=469",
"category": "System"}
import bpy
from bpy.props import *
from io_coat3D import tex
import os
import linecache
bpy.coat3D = dict()
bpy.coat3D['active_coat'] = ''
bpy.coat3D['status'] = 0
bpy.coat3D['kuva'] = 1
#bpy.context.user_preferences.filepaths.use_relative_paths = False
class ObjectButtonsPanel():
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "object"
class SCENE_PT_Borgleader(ObjectButtonsPanel,bpy.types.Panel):
bl_label = "3D-Coat Applink"
bl_space_type = "PROPERTIES"
bl_region_type = "WINDOW"
bl_context = "scene"
def draw(self, context):
layout = self.layout
scene = context.scene
me = context.scene.objects
mat_list = []
import_no = 0
coat = bpy.coat3D
coat3D = bpy.context.scene.coat3D
if(coat['kuva'] == 1):
bpy.context.scene.game_settings.material_mode = 'GLSL'
coat['kuva'] = 0
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if(os.path.isdir(coat3D.exchangedir)):
foldder = coat3D.exchangedir
if(foldder.rfind('Exchange') >= 0):
coat3D.exchangedir = foldder
coat['status'] = 1
else:
coat['status'] = 0
else:
coat['status'] = 0
#Here you add your GUI
row = layout.row()
row.prop(coat3D,"type",text = "")
row = layout.row()
colL = row.column()
colR = row.column()
if(context.selected_objects):
if(context.selected_objects[0].type == 'MESH'):
colL.active = True
else:
colL.active = False
else:
colL.active = False
colL.operator("exportbutton", text="Export")
colL.label(text="Export Settings:")
colL.prop(coat3D,"exportover")
if(coat3D.exportover):
colL.prop(coat3D,"exportmod")
colL.prop(coat3D,"exportfile")
colL.prop(coat3D,"export_pos")
if(bpy.context.active_object):
colR.active = True
else:
colR.active = False
colR.operator("importbutton", text="Import")
colR.label(text="Import Settings:")
colR.prop(coat3D,"importmesh")
colR.prop(coat3D,"importmod")
colR.prop(coat3D,"smooth_on")
colR.prop(coat3D,"importtextures")
row = layout.row()
colL = row.column()
colM = row.column()
colR = row.column()
colL.operator("deltex",text="Del Tex")
if(bpy.context.active_object):
colM.active = True
if(bpy.context.active_object.coat3D.coatpath and os.path.isfile(bpy.context.active_object.coat3D.coatpath)):
colR.active = True
if(coat['active_coat'] == bpy.context.active_object.coat3D.coatpath):
colR.operator("load3b", text="Active 3b")
else:
colR.operator("load3b", text="Load 3b")
else:
colR.active = False
colR.operator("no3b",text="No 3b")
else:
colM.active = False
colR.active = False
colR.operator("no3b",text="")
colM.operator("pickname",text="Object name")
row = layout.row()
row.label(text="Object Path:")
row = layout.row()
row.prop(coat3D,"objectdir",text="")
if(bpy.context.active_object):
if(bpy.context.active_object.name != coat3D.wasactive):
coat3D.wasactive = bpy.context.active_object.name
if(bpy.context.active_object.coat3D.objpath):
coat3D.objectdir = bpy.context.active_object.coat3D.objpath
else:
bpy.context.active_object.coat3D.objpath = coat3D.objectdir
row = layout.row()
if(coat['status'] == 1):
row.label(text="Exchange Folder: connected")
Blender_folder = ("%s%sBlender"%(coat3D.exchangedir,os.sep))
Blender_export = Blender_folder
Blender_export += ('%sexport.txt'%(os.sep))
if(not(os.path.isdir(Blender_folder))):
os.makedirs(Blender_folder)
Blender_folder = os.path.join(Blender_folder,"run.txt")
file = open(Blender_folder, "w")
file.close()
if(os.path.isfile(Blender_export)):
obj_path =''
obj_pathh = open(Blender_export)
for line in obj_pathh:
obj_path = line
break
obj_pathh.close()
print("%s"%obj_path)
export = obj_path
mod_time = os.path.getmtime(obj_path)
mtl_list = obj_path.replace('.obj','.mtl')
if(os.path.isfile(mtl_list)):
os.remove(mtl_list)
for palikka in bpy.context.scene.objects:
if(palikka.type == 'MESH'):
if(palikka.coat3D.objpath == export):
import_no = 1
target = palikka
break
if(import_no):
new_obj = palikka
import_no = 0
else:
bpy.ops.import_scene.obj(filepath=obj_path)
new_obj = scene.objects[0]
os.remove(Blender_export)
bpy.context.scene.objects.active = new_obj
bpy.context.active_object.coat3D.objpath = obj_path
if(coat3D.smooth_on):
bpy.ops.object.shade_smooth()
else:
bpy.ops.object.shade_flat()
Blender_tex = ("%s%stextures.txt"%(coat3D.exchangedir,os.sep))
mat_list.append(new_obj.material_slots[0].material)
tex.gettex(mat_list, new_obj, scene,export)
if(coat['status'] == 0):
row.label(text="Exchange Folder: not connected")
row = layout.row()
row.prop(coat3D,"exchangedir",text="")
row = layout.row()
row.label(text="Author: haikalle@gmail.com")
class SCENE_OT_export(bpy.types.Operator):
bl_idname = "exportbutton"
bl_label = "Export your custom property"
bl_description = "Export your custom property"
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def invoke(self, context, event):
checkname = ''
coat3D = bpy.context.scene.coat3D
scene = context.scene
coat3D.export_on = False
activeobj = bpy.context.active_object.name
obj = scene.objects[activeobj]
importfile = coat3D.exchangedir
texturefile = coat3D.exchangedir
importfile += ('%simport.txt'%(os.sep))
texturefile += ('%stextures.txt'%(os.sep))
if(os.path.isfile(texturefile)):
os.remove(texturefile)
checkname = coat3D.objectdir
if(coat3D.objectdir[-4:] != '.obj'):
checkname += ('%s.obj'%(activeobj))
if(not(os.path.isfile(checkname)) or coat3D.exportover):
if(coat3D.export_pos):
bpy.ops.export_scene.obj(filepath=checkname,use_selection=True,
use_modifiers=coat3D.exportmod,use_blen_objects=False, group_by_material= True,
use_materials = False,keep_vertex_order = True)
coat3D.export_on = True
else:
coat3D.loca = obj.location
coat3D.rota = obj.rotation_euler
coat3D.scal = obj.scale
obj.location = (0,0,0)
obj.rotation_euler = (0,0,0)
obj.scale = (1,1,1)
bpy.ops.export_scene.obj(filepath=checkname,use_selection=True,
use_modifiers=coat3D.exportmod,use_blen_objects=False, group_by_material= True,
use_materials = False,keep_vertex_order = True)
obj.location = coat3D.loca
obj.rotation_euler = coat3D.rota
obj.scale = coat3D.scal
coat3D.export_on = True
if(coat3D.exportfile == False):
file = open(importfile, "w")
file.write("%s"%(checkname))
file.write("\n%s"%(checkname))
file.write("\n[%s]"%(coat3D.type))
file.close()
coat3D.objectdir = checkname
bpy.context.active_object.coat3D.objpath = coat3D.objectdir
return('FINISHED')
class SCENE_OT_import(bpy.types.Operator):
bl_idname = "importbutton"
bl_label = "import your custom property"
bl_description = "import your custom property"
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def invoke(self, context, event):
scene = context.scene
coat3D = bpy.context.scene.coat3D
coat = bpy.coat3D
activeobj = bpy.context.active_object.name
mat_list = []
scene.objects[activeobj].select = True
objekti = scene.objects[activeobj]
coat3D.loca = objekti.location
coat3D.rota = objekti.rotation_euler
exportfile = coat3D.exchangedir
exportfile += ('%sexport.txt'%(os.sep))
if(os.path.isfile(exportfile)):
export_file = open(exportfile)
for line in export_file:
if line.rfind('.3b'):
objekti.coat3D.coatpath = line
coat['active_coat'] = line
export_file.close()
os.remove(exportfile)
if(objekti.material_slots):
for obj_mat in objekti.material_slots:
mat_list.append(obj_mat.material)
act_mat_index = objekti.active_material_index
if(coat3D.importmesh and os.path.isfile(coat3D.objectdir)):
mtl = coat3D.objectdir
mtl = mtl.replace('.obj','.mtl')
if(os.path.isfile(mtl)):
os.remove(mtl)
bpy.ops.import_scene.obj(filepath=coat3D.objectdir)
obj_proxy = scene.objects[0]
proxy_mat = obj_proxy.material_slots[0].material
obj_proxy.data.materials.pop(0)
proxy_mat.user_clear()
bpy.data.materials.remove(proxy_mat)
bpy.ops.object.select_all(action='TOGGLE')
if(coat3D.export_pos):
scene.objects.active = objekti
objekti.select = True
coat3D.cursor = bpy.context.scene.cursor_location
bpy.context.scene.cursor_location = (0.0,0.0,0.0)
bpy.ops.object.origin_set(type='ORIGIN_CURSOR', center='MEDIAN')
scene.objects.active = obj_proxy
obj_data = objekti.data.id_data
objekti.data = obj_proxy.data.id_data
if(coat3D.export_on):
objekti.scale = (1,1,1)
objekti.rotation_euler = (0,0,0)
if(bpy.data.meshes[obj_data.name].users == 0):
bpy.data.meshes.remove(obj_data)
objekti.data.id_data.name = obj_data.name
bpy.ops.object.select_all(action='TOGGLE')
obj_proxy.select = True
bpy.ops.object.delete()
objekti.select = True
bpy.context.scene.objects.active = objekti
if(coat3D.export_on):
bpy.ops.object.origin_set(type='ORIGIN_GEOMETRY', center='MEDIAN')
coat3D.export_on = False
else:
objekti.location = coat3D.loca
objekti.rotation_euler = coat3D.rota
bpy.ops.object.origin_set(type='GEOMETRY_ORIGIN', center='MEDIAN')
else:
scene.objects.active = obj_proxy
obj_data = objekti.data.id_data
objekti.data = obj_proxy.data.id_data
if(bpy.data.meshes[obj_data.name].users == 0):
bpy.data.meshes.remove(obj_data)
objekti.data.id_data.name = obj_data.name
obj_proxy.select = True
bpy.ops.object.delete()
objekti.select = True
bpy.context.scene.objects.active = objekti
if(coat3D.smooth_on):
bpy.ops.object.shade_smooth()
else:
bpy.ops.object.shade_flat()
if(coat3D.importmesh and not(os.path.isfile(coat3D.objectdir))):
coat3D.importmesh = False
if(mat_list and coat3D.importmesh):
for mat_one in mat_list:
objekti.data.materials.append(mat_one)
objekti.active_material_index = act_mat_index
if(mat_list):
for obj_mate in objekti.material_slots:
for tex_slot in obj_mate.material.texture_slots:
if(hasattr(tex_slot,'texture')):
if(tex_slot.texture.type == 'IMAGE'):
tex_slot.texture.image.reload()
if(coat3D.importmod):
mod_list = []
for mod_index in objekti.modifiers:
objekti.modifiers.remove(mod_index)
export = ''
tex.gettex(mat_list,objekti,scene,export)
class SCENE_OT_load3b(bpy.types.Operator):
bl_idname = "load3b"
bl_label = "Loads 3b linked into object"
bl_description = "Loads 3b linked into object"
def invoke(self, context, event):
checkname = ''
coat3D = bpy.context.scene.coat3D
scene = context.scene
importfile = coat3D.exchangedir
importfile += ('%simport.txt'%(os.sep))
coat_path = bpy.context.active_object.coat3D.coatpath
file = open(importfile, "w")
file.write("%s"%(coat_path))
file.write("\n%s"%(coat_path))
file.write("\n[3B]")
file.close()
coat['active_coat'] = coat_path
return('FINISHED')
class SCENE_OT_no3b(bpy.types.Operator):
bl_idname = "no3b"
bl_label = "Loads 3b linked into object"
bl_description = "Loads 3b linked into object"
def invoke(self, context, event):
scene = context.scene
return('FINISHED')
class SCENE_OT_pickname(bpy.types.Operator):
bl_idname = "pickname"
bl_label = "Picks Object's name into path"
bl_description = "Loads 3b linked into object"
def invoke(self, context, event):
coat3D = bpy.context.scene.coat3D
scene = context.scene
new_name = tex.stripFile(coat3D.objectdir)
new_name += ("%s.obj"%(bpy.context.active_object.name))
coat3D.objectdir = new_name
return('FINISHED')
class SCENE_OT_deltex(bpy.types.Operator):
bl_idname = "deltex"
bl_label = "Picks Object's name into path"
bl_description = "Loads 3b linked into object"
def invoke(self, context, event):
coat3D = bpy.context.scene.coat3D
scene = context.scene
nimi = tex.objname(coat3D.objectdir)
osoite = tex.stripFile(coat3D.objectdir)
just_nimi = tex.justname(nimi)
just_nimi += '_'
files = os.listdir(osoite)
for i in files:
if(i.rfind(just_nimi) >= 0):
del_osoite = osoite + i
os.remove(del_osoite)
return('FINISHED')
if __name__ == "__main__":