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# ***** BEGIN GPL LICENSE BLOCK *****
#
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# ***** END GPL LICENCE BLOCK *****
import bpy
from bpy.props import *
from io_coat3D import tex
import os
import linecache
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import math
bpy.coat3D = dict()
bpy.coat3D['active_coat'] = ''
bpy.coat3D['status'] = 0
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "object"
class SCENE_PT_Main(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(bpy.context.scene.objects.active):
coa = bpy.context.scene.objects.active.coat3D
if(os.path.isdir(coat3D.exchangedir)):
foldder = coat3D.exchangedir
if(foldder.rfind('Exchange') >= 0):
coat['status'] = 1
else:
coat['status'] = 0
else:
coat['status'] = 0
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if(coat['status'] == 1):
Blender_folder = ("%s%sBlender"%(coat3D.exchangedir,os.sep))
Blender_export = Blender_folder
path3b_now = coat3D.exchangedir
path3b_now += ('last_saved_3b_file.txt')
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()
#Here you add your GUI
row = layout.row()
row.prop(coat3D,"type",text = "")
row = layout.row()
if(context.selected_objects):
if(context.selected_objects[0].type == 'MESH'):
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if(not(bpy.context.selected_objects) and os.path.isfile(Blender_export)):
row.active = True
row.operator("import3b_applink.pilgway_3d_coat", text="Bring from 3D-Coat")
else:
colL = row.column()
colR = row.column()
colL.operator("export_applink.pilgway_3d_coat", 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")
colR.operator("import_applink.pilgway_3d_coat", 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()
if(bpy.context.selected_objects):
if(context.selected_objects[0].type == 'MESH'):
coa = context.selected_objects[0].coat3D
colL = row.column()
colR = row.column()
colL.label(text="Object Path:")
if(coa.path3b):
colR.active = True
else:
colR.active = False
colR.operator("import_applink.pilgway_3d_coat_3b", text="Load 3b")
row = layout.row()
row.prop(coa,"objectdir",text="")
if(context.selected_objects):
coa = bpy.context.selected_objects[0].coat3D
row = layout.row()
row.label(text="Texture output folder:")
row = layout.row()
row.prop(coa,"texturefolder",text="")
row = layout.row()
if(coat['status'] == 0):
row.label(text="Exchange Folder: not connected")
else:
row.label(text="Exchange Folder: connected")
class SCENE_PT_Settings(ObjectButtonsPanel,bpy.types.Panel):
bl_label = "Applink Settings"
bl_space_type = "PROPERTIES"
bl_region_type = "WINDOW"
bl_context = "scene"
def draw(self, context):
layout = self.layout
scene = context.scene
coat3D = bpy.context.scene.coat3D
row = layout.row()
if(bpy.context.selected_objects):
if(context.selected_objects[0].type == 'MESH'):
row.active = True
else:
row.active = False
row.operator("import_applink.pilgway_3d_deltex",text="Delete Textures")
row.label(text="Exchange Folder:")
row.prop(coat3D,"exchangedir",text="")
if(bpy.context.scene.objects.active):
coa = bpy.context.scene.objects.active.coat3D
row = layout.row()
row.label(text="3b path:")
row = layout.row()
row.prop(coa,"path3b",text="")
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row = layout.row()
row.label(text="Default Folder:")
row = layout.row()
row.prop(coat3D,"defaultfolder",text="")
#colL = row.column()
#colR = row.column()
#colL.prop(coat3D,"export_box")
#colR.prop(coat3D,"import_box")
#if(not(coat3D.export_box)):
# row = layout.row()
# colL.label(text="Export settings:")
# row = layout.row()
# colL = row.column()
# colR = row.column()
# colL.prop(coat3D,"export_color")
# colL.prop(coat3D,"export_spec")
# colL.prop(coat3D,"export_normal")
# colL.prop(coat3D,"export_disp")
# colR.prop(coat3D,"export_position")
# colR.prop(coat3D,"export_export_zero_layer")
# colR.prop(coat3D,"export_coarse")
#row = layout.row()
#colL = row.column()
#colR = row.column()
class SCENE_OT_export(bpy.types.Operator):
bl_idname = "export_applink.pilgway_3d_coat"
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]
coa = bpy.context.scene.objects.active.coat3D
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if(coa.objectdir == '' and (coat3D.defaultfolder)):
coa.objectdir = coat3D.defaultfolder
else:
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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 = coa.objectdir
if(coa.objectdir[-4:] != '.obj'):
checkname += ('%s.obj'%(activeobj))
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if(not(os.path.isfile(checkname)) or coat3D.exportover):
if(coat3D.export_pos):
bpy.ops.object.transform_apply(location=True,rotation=True,scale=True)
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bpy.ops.export_scene.obj(filepath=checkname,use_selection=True,
use_apply_modifiers=coat3D.exportmod,use_blen_objects=False, group_by_material= True,
use_materials = False,keep_vertex_order = True,axis_forward='X',axis_up='Y')
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bpy.ops.object.origin_set(type='ORIGIN_GEOMETRY', center='MEDIAN')
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coa.export_on = True
else:
bpy.ops.object.origin_set(type='ORIGIN_GEOMETRY', center='MEDIAN')
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_apply_modifiers=coat3D.exportmod,use_blen_objects=False, group_by_material= True,
use_materials = False,keep_vertex_order = True,axis_forward='X',axis_up='Y')
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obj.location = coat3D.loca
obj.rotation_euler = coat3D.rota
obj.scale = coat3D.scal
coa.export_on = False
if(coat3D.exportfile == False):
file = open(importfile, "w")
file.write("%s"%(checkname))
file.write("\n%s"%(checkname))
file.write("\n[%s]"%(coat3D.type))
if(coa.texturefolder):
file.write("\n[TexOutput:%s"%(coa.texturefolder))
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file.close()
coa.objectdir = checkname
class SCENE_OT_import(bpy.types.Operator):
bl_idname = "import_applink.pilgway_3d_coat"
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
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test = bpy.context.selected_objects
act_first = bpy.context.scene.objects.active
for act_name in test:
if act_name.type == 'MESH' and os.path.isfile(act_name.coat3D.objectdir):
print('eihan tanne voi tulla')
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activeobj = act_name.name
mat_list = []
scene.objects[activeobj].select = True
objekti = scene.objects[activeobj]
coat3D.loca = objekti.location
coat3D.rota = objekti.rotation_euler
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exportfile = coat3D.exchangedir
path3b_n = coat3D.exchangedir
path3b_n += ('last_saved_3b_file.txt')
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)
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if(objekti.material_slots):
for obj_mat in objekti.material_slots:
mat_list.append(obj_mat.material)
act_mat_index = objekti.active_material_index
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if(coat3D.importmesh and os.path.isfile(coa.objectdir)):
mtl = coa.objectdir
mtl = mtl.replace('.obj','.mtl')
if(os.path.isfile(mtl)):
os.remove(mtl)
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bpy.ops.import_scene.obj(filepath=act_name.coat3D.objectdir,axis_forward='X',axis_up='Y')
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obj_proxy = scene.objects[0]
bpy.ops.object.select_all(action='TOGGLE')
obj_proxy.select = True
if(coa.export_on):
bpy.ops.object.origin_set(type='ORIGIN_GEOMETRY', center='MEDIAN')
bpy.ops.object.transform_apply(rotation=True)
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')
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scene.objects.active = obj_proxy
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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(os.path.isfile(path3b_n)):
path3b_fil = open(path3b_n)
for lin in path3b_fil:
objekti.coat3D.path3b = lin
path3b_fil.close()
os.remove(path3b_n)
if(coat3D.importmesh and not(os.path.isfile(coa.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
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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'):
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if tex_slot.texture.image is not None:
tex_slot.texture.image.reload()
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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)
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for act_name in test:
act_name.select = True
bpy.context.scene.objects.active = act_first
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class SCENE_OT_import3b(bpy.types.Operator):
bl_idname = "import3b_applink.pilgway_3d_coat"
bl_label = "Brings mesh from 3D-Coat"
bl_description = "Bring 3D-Coat Mesh"
def invoke(self, context, event):
coat3D = bpy.context.scene.coat3D
scene = context.scene
Blender_folder = ("%s%sBlender"%(coat3D.exchangedir,os.sep))
Blender_export = Blender_folder
path3b_now = coat3D.exchangedir
path3b_now += ('last_saved_3b_file.txt')
Blender_export += ('%sexport.txt'%(os.sep))
import_no = 0
mat_list = []
obj_path =''
obj_pathh = open(Blender_export)
for line in obj_pathh:
obj_path = line
break
obj_pathh.close()
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)
if(os.path.isfile(path3b_now)):
path3b_file = open(path3b_now)
for lin in path3b_file:
path_export = lin
path_on = 1
path3b_file.close()
os.remove(path3b_now)
else:
print("ei toimi")
path_on = 0
for palikka in bpy.context.scene.objects:
if(palikka.type == 'MESH'):
if(palikka.coat3D.objectdir == 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,axis_forward='X',axis_up='Y')
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new_obj = scene.objects[0]
scene.objects[0].coat3D.objectdir = export
if(path_on):
scene.objects[0].coat3D.path3b = path_export
os.remove(Blender_export)
bpy.context.scene.objects.active = new_obj
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)
return('FINISHED')
class SCENE_OT_load3b(bpy.types.Operator):
bl_idname = "import_applink.pilgway_3d_coat_3b"
bl_label = "Loads 3b linked into object"
bl_description = "Loads 3b linked into object"
coa = bpy.context.scene.objects.active.coat3D
if(coa.path3b):
coat3D = bpy.context.scene.coat3D
scene = context.scene
importfile = coat3D.exchangedir
importfile += ('%simport.txt'%(os.sep))
coat_path = bpy.context.active_object.coat3D.path3b
file = open(importfile, "w")
file.write("%s"%(coat_path))
file.write("\n%s"%(coat_path))
file.write("\n[3B]")
file.close()
class SCENE_OT_deltex(bpy.types.Operator):
bl_idname = "import_applink.pilgway_3d_deltex" # XXX, name?
bl_label = "Picks Object's name into path"
bl_description = "Loads 3b linked into object"
if(bpy.context.selected_objects):
if(context.selected_objects[0].type == 'MESH'):
coat3D = bpy.context.scene.coat3D
coa = bpy.context.scene.objects.active.coat3D
scene = context.scene
nimi = tex.objname(coa.objectdir)
if(coa.texturefolder):
osoite = os.path.dirname(coa.texturefolder) + os.sep
else:
osoite = os.path.dirname(coa.objectdir) + os.sep
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)
from bpy import *
from mathutils import Vector, Matrix
# 3D-Coat Dynamic Menu
class VIEW3D_MT_Coat_Dynamic_Menu(bpy.types.Menu):
bl_label = "3D-Coat Applink Menu"
def draw(self, context):
layout = self.layout
settings = context.tool_settings
layout.operator_context = 'INVOKE_REGION_WIN'
coat3D = bpy.context.scene.coat3D
Blender_folder = ("%s%sBlender"%(coat3D.exchangedir,os.sep))
Blender_export = Blender_folder
Blender_export += ('%sexport.txt'%(os.sep))
ob = context
if ob.mode == 'OBJECT':
if(bpy.context.selected_objects):
for ind_obj in bpy.context.selected_objects:
if(ind_obj.type == 'MESH'):
layout.active = True
break
layout.active = False
else:
layout.active = False
layout.operator("import_applink.pilgway_3d_coat", text="Import")
layout.separator()
layout.operator("export_applink.pilgway_3d_coat", text="Export")
layout.separator()
layout.menu("VIEW3D_MT_ImportMenu")
layout.separator()
layout.menu("VIEW3D_MT_ExportMenu")
layout.separator()
layout.operator("import_applink.pilgway_3d_deltex",text="Delete Textures")
layout.separator()
if(len(bpy.context.selected_objects) == 1):
if(os.path.isfile(bpy.context.selected_objects[0].coat3D.path3b)):
layout.operator("import_applink.pilgway_3d_coat_3b", text="Load 3b")
layout.separator()
if(os.path.isfile(Blender_export)):
layout.operator("import3b_applink.pilgway_3d_coat", text="Bring from 3D-Coat")
layout.separator()
class VIEW3D_MT_ImportMenu(bpy.types.Menu):
bl_label = "Import Settings"
def draw(self, context):
layout = self.layout
coat3D = bpy.context.scene.coat3D
settings = context.tool_settings
layout.operator_context = 'INVOKE_REGION_WIN'
layout.prop(coat3D,"importmesh")
layout.prop(coat3D,"importmod")
layout.prop(coat3D,"smooth_on")
layout.prop(coat3D,"importtextures")
class VIEW3D_MT_ExportMenu(bpy.types.Menu):
bl_label = "Export Settings"
def draw(self, context):
layout = self.layout
coat3D = bpy.context.scene.coat3D
settings = context.tool_settings
layout.operator_context = 'INVOKE_REGION_WIN'
layout.prop(coat3D,"exportover")
if(coat3D.exportover):
layout.prop(coat3D,"exportmod")
layout.prop(coat3D,"exportfile")
layout.prop(coat3D,"export_pos")
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bpy.utils.register_module(__name__)
km = bpy.context.window_manager.keyconfigs.default.keymaps['3D View']
kmi = km.keymap_items.new('wm.call_menu2', 'Q', 'PRESS')
kmi.properties.name = "VIEW3D_MT_Coat_Dynamic_Menu"
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bpy.utils.unregister_module(__name__)
km = bpy.context.window_manager.keyconfigs.default.keymaps['3D View']
for kmi in km.keymap_items:
if kmi.idname == '':
if kmi.properties.name == "VIEW3D_MT_Coat_Dynamic_Menu":
km.keymap_items.remove(kmi)
break
if __name__ == "__main__":