Skip to content
Snippets Groups Projects
Commit b791b9e7 authored by Campbell Barton's avatar Campbell Barton
Browse files

Merge branch 'master' into blender2.8

parents 84d556d3 6c3a46dc
No related branches found
No related tags found
No related merge requests found
# ***** 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ***** END GPL LICENCE BLOCK *****
import bpy
from bpy.props import *
from io_coat3D import tex
import os
bpy.coat3D = dict()
bpy.coat3D['active_coat'] = ''
bpy.coat3D['status'] = 0
def set_exchange_folder():
platform = os.sys.platform
coat3D = bpy.context.scene.coat3D
Blender_export = ""
if(platform == 'win32'):
exchange = os.path.expanduser("~") + os.sep + 'Documents' + os.sep + '3D-CoatV4' + os.sep +'Exchange'
if not(os.path.isdir(exchange)):
exchange = os.path.expanduser("~") + os.sep + 'Documents' + os.sep + '3D-CoatV3' + os.sep +'Exchange'
else:
exchange = os.path.expanduser("~") + os.sep + '3D-CoatV4' + os.sep + 'Exchange'
if not(os.path.isdir(exchange)):
exchange = os.path.expanduser("~") + os.sep + '3D-CoatV3' + os.sep + 'Exchange'
if(not(os.path.isdir(exchange))):
exchange = coat3D.exchangedir
if(os.path.isdir(exchange)):
bpy.coat3D['status'] = 1
if(platform == 'win32'):
exchange_path = os.path.expanduser("~") + os.sep + 'Documents' + os.sep + '3DC2Blender' + os.sep + 'Exchange_folder.txt'
applink_folder = os.path.expanduser("~") + os.sep + 'Documents' + os.sep + '3DC2Blender'
if(not(os.path.isdir(applink_folder))):
os.makedirs(applink_folder)
else:
exchange_path = os.path.expanduser("~") + os.sep + 'Documents' + os.sep + '3DC2Blender' + os.sep + 'Exchange_folder.txt'
applink_folder = os.path.expanduser("~") + os.sep + 'Documents' + os.sep + '3DC2Blender'
if(not(os.path.isdir(applink_folder))):
os.makedirs(applink_folder)
file = open(exchange_path, "w")
file.write("%s"%(coat3D.exchangedir))
file.close()
else:
if(platform == 'win32'):
exchange_path = os.path.expanduser("~") + os.sep + 'Documents' + os.sep + '3DC2Blender' + os.sep + 'Exchange_folder.txt'
else:
exchange_path = os.path.expanduser("~") + os.sep + '3DC2Blender' + os.sep + 'Exchange_folder.txt'
if(os.path.isfile(exchange_path)):
ex_path =''
ex_pathh = open(exchange_path)
for line in ex_pathh:
ex_path = line
break
ex_pathh.close()
if(os.path.isdir(ex_path) and ex_path.rfind('Exchange') >= 0):
exchange = ex_path
bpy.coat3D['status'] = 1
else:
bpy.coat3D['status'] = 0
else:
bpy.coat3D['status'] = 0
if(bpy.coat3D['status'] == 1):
Blender_folder = ("%s%sBlender"%(exchange,os.sep))
Blender_export = Blender_folder
path3b_now = exchange
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()
return exchange
def set_working_folders():
platform = os.sys.platform
coat3D = bpy.context.scene.coat3D
if(platform == 'win32'):
folder_objects = os.path.expanduser("~") + os.sep + 'Documents' + os.sep + '3DC2Blender' + os.sep + 'Objects'
folder_textures = os.path.expanduser("~") + os.sep + 'Documents' + os.sep + '3DC2Blender' + os.sep + 'Textures' + os.sep
if(not(os.path.isdir(folder_objects))):
os.makedirs(folder_objects)
if(not(os.path.isdir(folder_textures))):
os.makedirs(folder_textures)
else:
folder_objects = os.path.expanduser("~") + os.sep + '3DC2Blender' + os.sep + 'Objects'
folder_textures = os.path.expanduser("~") + os.sep + '3DC2Blender' + os.sep + 'Textures' + os.sep
if(not(os.path.isdir(folder_objects))):
os.makedirs(folder_objects)
if(not(os.path.isdir(folder_textures))):
os.makedirs(folder_textures)
return folder_objects,folder_textures
class ObjectButtonsPanel():
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(bpy.coat3D['status'] == 0 and not(os.path.isdir(coat3D.exchangedir))):
bpy.coat3D['active_coat'] = set_exchange_folder()
row = layout.row()
row.label(text="Applink didn't find your 3d-Coat/Excahnge folder.")
row = layout.row()
row.label("Please select it before using Applink.")
row = layout.row()
row.prop(coat3D,"exchangedir",text="")
else:
#Here you add your GUI
row = layout.row()
row.prop(coat3D,"type",text = "")
row = layout.row()
colL = row.column()
colR = row.column()
colR.operator("export_applink.pilgway_3d_coat", text="Transfer")
colL.operator("import_applink.pilgway_3d_coat", text="Update")
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"
bl_options = {'UNDO'}
def invoke(self, context, event):
checkname = ''
coat3D = bpy.context.scene.coat3D
scene = context.scene
activeobj = bpy.context.active_object.name
obj = scene.objects[activeobj]
coa = bpy.context.scene.objects.active.coat3D
coat3D.exchangedir = set_exchange_folder()
export_ok = False
folder_objects,folder_textures = set_working_folders()
if(coat3D.exchange_found == False):
return {'FINISHED'}
if(bpy.context.selected_objects == []):
return {'FINISHED'}
else:
for objec in bpy.context.selected_objects:
if objec.type == 'MESH':
export_ok = True
if(export_ok == False):
return {'FINISHED'}
importfile = coat3D.exchangedir
texturefile = coat3D.exchangedir
importfile += ('%simport.txt'%(os.sep))
texturefile += ('%stextures.txt'%(os.sep))
looking = True
object_index = 0
if(coa.applink_name and os.path.isfile(coa.applink_name)):
checkname = coa.applink_name
else:
while(looking == True):
checkname = folder_objects + os.sep + activeobj
checkname = ("%s%.2d.obj"%(checkname,object_index))
if(os.path.isfile(checkname)):
object_index += 1
else:
looking = False
coa.applink_name = checkname
coat3D.cursor_loc = obj.location
coat3D.cursor_orginal = bpy.context.scene.cursor_location
coa.loc = obj.location
coa.rot = obj.rotation_euler
coa.sca = obj.scale
coa.dime = obj.dimensions
obj.location = (0,0,0)
obj.rotation_euler = (0,0,0)
bpy.ops.object.transform_apply(scale=True)
bpy.ops.export_scene.obj(filepath=coa.applink_name,use_selection=True,
use_mesh_modifiers=False,use_blen_objects=True, use_materials = True,
keep_vertex_order = True,axis_forward='-Z',axis_up='Y')
obj.location = coa.loc
obj.rotation_euler = coa.rot
bpy.context.scene.cursor_location = coat3D.cursor_loc
bpy.context.scene.cursor_location = coat3D.cursor_orginal
file = open(importfile, "w")
file.write("%s"%(checkname))
file.write("\n%s"%(checkname))
file.write("\n[%s]"%(coat3D.type))
file.write("\n[TexOutput:%s]"%(folder_textures))
file.close()
coa.objecttime = str(os.path.getmtime(coa.applink_name))
return {'FINISHED'}
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"
bl_options = {'UNDO'}
def invoke(self, context, event):
scene = context.scene
coat3D = bpy.context.scene.coat3D
coat = bpy.coat3D
test = bpy.context.selected_objects
act_first = bpy.context.scene.objects.active
bpy.context.scene.game_settings.material_mode = 'GLSL'
coat3D.exchangedir = set_exchange_folder()
folder_objects,folder_textures = set_working_folders()
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))
new_applink_name = 'False'
new_object = False
if(os.path.isfile(Blender_export)):
obj_pathh = open(Blender_export)
new_object = True
for line in obj_pathh:
new_applink_name = line
break
obj_pathh.close()
for scene_objects in bpy.context.scene.objects:
if(scene_objects.type == 'MESH'):
if(scene_objects.coat3D.applink_name == new_applink_name):
new_object = False
for act_name in test:
coa = act_name.coat3D
path_object = coa.applink_name
if act_name.type == 'MESH' and os.path.isfile(path_object):
multires_on = False
activeobj = act_name.name
mat_list = []
scene.objects[activeobj].select = True
objekti = scene.objects[activeobj]
coat3D.loca = objekti.location
coat3D.rota = objekti.rotation_euler
coat3D.dime = objekti.scale
#See if there is multres modifier.
for modifiers in objekti.modifiers:
if modifiers.type == 'MULTIRES' and (modifiers.total_levels > 0):
if(not(coat3D.importlevel)):
bpy.ops.object.multires_external_pack()
multires = coat3D.exchangedir
multires += ('%stemp.btx'%(os.sep))
bpy.ops.object.multires_external_save(filepath=multires)
#bpy.ops.object.multires_external_pack()
multires_on = True
multires_name = modifiers.name
break
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)
if(len(objekti.material_slots) == 0):
delete_material = False
else:
delete_material = True
if(not(objekti.active_material) and objekti.material_slots):
act_mat_index = objekti.active_material_index
materials_old = bpy.data.materials.keys()
bpy.ops.material.new()
materials_new = bpy.data.materials.keys()
new_ma = list(set(materials_new).difference(set(materials_old)))
new_mat = new_ma[0]
ki = bpy.data.materials[new_mat]
objekti.material_slots[act_mat_index].material = ki
if(os.path.isfile(path_object) and (coa.objecttime != str(os.path.getmtime(path_object)))):
if(objekti.material_slots):
act_mat_index = objekti.active_material_index
for obj_mat in objekti.material_slots:
mat_list.append(obj_mat.material)
coa.dime = objekti.dimensions
coa.objecttime = str(os.path.getmtime(path_object))
mtl = coa.applink_name
mtl = mtl.replace('.obj','.mtl')
if(os.path.isfile(mtl)):
os.remove(mtl)
bpy.ops.import_scene.obj(filepath=path_object,axis_forward='-Z',axis_up='Y',use_image_search=False)
obj_proxy = scene.objects[0]
bpy.ops.object.select_all(action='TOGGLE')
obj_proxy.select = True
bpy.ops.object.transform_apply(rotation=True)
proxy_mat = obj_proxy.material_slots[0].material
if(delete_material):
while(list(obj_proxy.data.materials) != []):
proxy_mat = obj_proxy.material_slots[0].material
obj_proxy.data.materials.pop(0,1)
proxy_mat.user_clear()
bpy.data.materials.remove(proxy_mat)
bpy.ops.object.select_all(action='TOGGLE')
if(coat3D.importlevel):
obj_proxy.select = True
obj_proxy.modifiers.new(name='temp',type='MULTIRES')
objekti.select = True
bpy.ops.object.multires_reshape(modifier=multires_name)
bpy.ops.object.select_all(action='TOGGLE')
multires_on = False
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):
objekti.data.id_data.name = obj_data.name
bpy.data.meshes.remove(obj_data)
obj_proxy.select = True
bpy.ops.object.delete()
objekti.select = True
objekti.scale = coat3D.dime
bpy.context.scene.objects.active = objekti
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(path_object))):
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:
if(hasattr(obj_mate.material,'texture_slots')):
for tex_slot in obj_mate.material.texture_slots:
if(hasattr(tex_slot,'texture')):
if(tex_slot.texture.type == 'IMAGE'):
if tex_slot.texture.image is not None:
tex_slot.texture.image.reload()
if(coat3D.importtextures):
export = ''
tex.gettex(mat_list,objekti,scene,export)
if(multires_on):
temp_file = coat3D.exchangedir
temp_file += ('%stemp2.btx'%(os.sep))
if(objekti.modifiers[multires_name].levels == 0):
objekti.modifiers[multires_name].levels = 1
bpy.ops.object.multires_external_save(filepath=temp_file)
objekti.modifiers[multires_name].filepath = multires
objekti.modifiers[multires_name].levels = 0
else:
bpy.ops.object.multires_external_save(filepath=temp_file)
objekti.modifiers[multires_name].filepath = multires
#bpy.ops.object.multires_external_pack()
bpy.ops.object.shade_smooth()
for act_name in test:
act_name.select = True
bpy.context.scene.objects.active = act_first
if(new_object == True):
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))
mat_list = []
obj_path =''
export = new_applink_name
mod_time = os.path.getmtime(new_applink_name)
mtl_list = new_applink_name.replace('.obj','.mtl')
if(os.path.isfile(mtl_list)):
os.remove(mtl_list)
bpy.ops.import_scene.obj(filepath=new_applink_name,axis_forward='-Z',axis_up='Y')
bpy.ops.object.transform_apply(rotation=True)
new_obj = scene.objects[0]
new_obj.coat3D.applink_name = obj_path
scene.objects[0].coat3D.applink_name = export #objectdir muutettava
os.remove(Blender_export)
bpy.context.scene.objects.active = new_obj
bpy.ops.object.shade_smooth()
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'}
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
if(layout.active == True):
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.menu("VIEW3D_MT_ExtraMenu")
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()
else:
if(os.path.isfile(Blender_export)):
layout.active = True
layout.operator("import3b_applink.pilgway_3d_coat", text="Bring from 3D-Coat")
layout.separator()
else:
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")
class VIEW3D_MT_ExtraMenu(bpy.types.Menu):
bl_label = "Extra"
def draw(self, context):
layout = self.layout
coat3D = bpy.context.scene.coat3D
settings = context.tool_settings
layout.operator_context = 'INVOKE_REGION_WIN'
layout.operator("import_applink.pilgway_3d_deltex",text="Delete all Textures")
layout.separator()
def register():
bpy.utils.register_module(__name__)
kc = bpy.context.window_manager.keyconfigs.addon
if kc:
km = kc.keymaps.new(name='3D View', space_type='VIEW_3D')
kmi = km.keymap_items.new('wm.call_menu2', 'Q', 'PRESS')
kmi.properties.name = "VIEW3D_MT_Coat_Dynamic_Menu"
def unregister():
bpy.utils.unregister_module(__name__)
kc = bpy.context.window_manager.keyconfigs.addon
if kc:
km = kc.keymapskeymaps['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__":
register()
0% Loading or .
You are about to add 0 people to the discussion. Proceed with caution.
Please register or to comment