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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
                    
    		
    		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"
    
        
    	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"
        
    	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)
                    
    		
    				
    		if(coat3D.importtextures):
                            export = ''
                            tex.gettex(mat_list,objekti,scene,export)
    		
    		return('FINISHED')
    
    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')
    
    def register():
    	pass
    
    def unregister():
    	pass
    
    if __name__ == "__main__":
    	register()