blender/release/scripts/op/presets.py

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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 LICENSE BLOCK #####
# <pep8 compliant>
import bpy
import os
class AddPresetBase(bpy.types.Operator):
'''Base preset class, only for subclassing
subclasses must define
- preset_values
2009-11-27 18:55:59 +00:00
- preset_subdir '''
bl_idname = "render.preset_add"
bl_label = "Add Render Preset"
name = bpy.props.StringProperty(name="Name", description="Name of the preset, used to make the path name", maxlen=64, default="")
def _as_filename(self, name): # could reuse for other presets
for char in " !@#$%^&*(){}:\";'[]<>,./?":
name = name.replace('.', '_')
return name.lower()
def execute(self, context):
if not self.properties.name:
return {'FINISHED'}
filename = self._as_filename(self.properties.name) + ".py"
target_path = bpy.utils.preset_paths(self.preset_subdir)[0] # we need some way to tell the user and system preset path
file_preset = open(os.path.join(target_path, filename), 'w')
for rna_path in self.preset_values:
value = eval(rna_path)
if type(value) == str:
value = "'%s'" % value
file_preset.write("%s = %s\n" % (rna_path, value))
file_preset.close()
return {'FINISHED'}
def invoke(self, context, event):
wm = context.manager
#crashes, TODO - fix
#return wm.invoke_props_popup(self, event)
wm.invoke_props_popup(self, event)
return {'RUNNING_MODAL'}
class AddPresetRender(AddPresetBase):
'''Add a Render Preset.'''
bl_idname = "render.preset_add"
bl_label = "Add Render Preset"
name = AddPresetBase.name
preset_values = [
"bpy.context.scene.render_data.resolution_x",
"bpy.context.scene.render_data.resolution_y",
"bpy.context.scene.render_data.pixel_aspect_x",
"bpy.context.scene.render_data.pixel_aspect_y",
"bpy.context.scene.render_data.fps",
"bpy.context.scene.render_data.fps_base",
"bpy.context.scene.render_data.resolution_percentage",
"bpy.context.scene.render_data.fields",
"bpy.context.scene.render_data.field_order",
"bpy.context.scene.render_data.fields_still",
]
preset_subdir = "render"
class AddPresetSSS(AddPresetBase):
'''Add a Subsurface Scattering Preset.'''
bl_idname = "material.sss_preset_add"
bl_label = "Add SSS Preset"
name = AddPresetBase.name
preset_values = [
"bpy.context.material.subsurface_scattering.back",
"bpy.context.material.subsurface_scattering.color[0]",
"bpy.context.material.subsurface_scattering.color[1]",
"bpy.context.material.subsurface_scattering.color[2]",
"bpy.context.material.subsurface_scattering.color_factor",
"bpy.context.material.subsurface_scattering.error_tolerance",
"bpy.context.material.subsurface_scattering.front",
"bpy.context.material.subsurface_scattering.ior",
"bpy.context.material.subsurface_scattering.radius[0]",
"bpy.context.material.subsurface_scattering.radius[1]",
"bpy.context.material.subsurface_scattering.radius[2]",
"bpy.context.material.subsurface_scattering.scale",
"bpy.context.material.subsurface_scattering.texture_factor",
]
preset_subdir = "sss"
class AddPresetCloth(AddPresetBase):
'''Add a Cloth Preset.'''
bl_idname = "cloth.preset_add"
bl_label = "Add Cloth Preset"
name = AddPresetBase.name
preset_values = [
"bpy.context.cloth.settings.quality",
"bpy.context.cloth.settings.mass",
"bpy.context.cloth.settings.structural_stiffness",
"bpy.context.cloth.settings.bending_stiffness",
"bpy.context.cloth.settings.spring_damping",
"bpy.context.cloth.settings.air_damping",
]
preset_subdir = "cloth"
class AddPresetSunSky(AddPresetBase):
'''Add a Sky & Atmosphere Preset.'''
bl_idname = "lamp.sunsky_preset_add"
bl_label = "Add Sunsky Preset"
name = AddPresetBase.name
preset_values = [
"bpy.context.object.data.sky.atmosphere_turbidity",
"bpy.context.object.data.sky.sky_blend_type",
"bpy.context.object.data.sky.sky_blend",
"bpy.context.object.data.sky.horizon_brightness",
"bpy.context.object.data.sky.spread",
"bpy.context.object.data.sky.sky_color_space",
"bpy.context.object.data.sky.sky_exposure",
"bpy.context.object.data.sky.sun_brightness",
"bpy.context.object.data.sky.sun_size",
"bpy.context.object.data.sky.backscattered_light",
"bpy.context.object.data.sky.sun_intensity",
"bpy.context.object.data.sky.atmosphere_inscattering",
"bpy.context.object.data.sky.atmosphere_extinction",
]
preset_subdir = "sunsky"
bpy.types.register(AddPresetRender)
bpy.types.register(AddPresetSSS)
bpy.types.register(AddPresetCloth)
bpy.types.register(AddPresetSunSky)