blender/release/scripts/flt_lodedit.py
Geoffrey Bantle 09c4e88336 -> more FLT tweaks
LOD editor input ranges were too low.
Also fixed the interface drawing so it
always started at bottom of screen area.
2008-08-20 20:10:33 +00:00

502 lines
14 KiB
Python

#!BPY
"""
Name: 'FLT LOD Editor'
Blender: 240
Group: 'Misc'
Tooltip: 'Level of Detail Edtior for FLT nodes'
"""
__author__ = "Geoffrey Bantle"
__version__ = "1.0 11/21/07"
__email__ = ('scripts', 'Author, ')
__url__ = ('blender', 'blenderartists.org')
__bpydoc__ ="""\
This script provides tools for working with OpenFlight databases in Blender. OpenFlight is a
registered trademark of MultiGen-Paradigm, Inc.
Feature overview and more availible at:
http://wiki.blender.org/index.php/Scripts/Manual/FLTools
"""
# --------------------------------------------------------------------------
# flt_palettemanager.py version 0.1 2005/04/08
# --------------------------------------------------------------------------
# ***** BEGIN GPL LICENSE BLOCK *****
#
# Copyright (C) 2007: Blender Foundation
#
# 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 Blender.Draw as Draw
from Blender.BGL import *
import Blender
import flt_properties
reload(flt_properties)
from flt_properties import *
#event codes
evcode = {
"LOD_MAKE" : 100,
"LOD_DELETE" : 101,
"LOD_CALC_CENTER" : 102,
"LOD_GRAB_CENTER" : 103,
"LOD_X" : 104,
"LOD_Y" : 105,
"LOD_Z" : 106,
"LOD_FREEZE" : 107,
"LOD_SIG" : 108,
"LOD_IN" : 109,
"LOD_OUT" : 110,
"LOD_TRANS" : 111,
"LOD_PREVIOUS" : 112
}
#system
LOD_MAKE = None #PushButton
LOD_DELETE = None #PushButton
LOD_CALC_CENTER = None #PushButton
LOD_GRAB_CENTER = None #Pushbutton
LOD_FREEZE = None #Toggle
LOD_PREVIOUS = None #Toggle
LOD_X = None #Input
LOD_Y = None #Input
LOD_Z = None #Input
LOD_SIG = None #Input
LOD_IN = None #Input
LOD_OUT = None #Input
LOD_TRANS = None #Input
#labels
LOD_EDITLABEL = None
LOD_SWITCHLABEL = None
LOD_CENTERLABEL = None
LOD_XLABEL = None
LOD_YLABEL = None
LOD_ZLABEL = None
LOD_SIGLABEL = None
LOD_INLABEL = None
LOD_OUTLABEL = None
LOD_TRANSLABEL = None
#ID Props
switch_in = '5d!switch in'
switch_out = '6d!switch out'
xco = '10d!X co'
yco = '11d!Y co'
zco = '12d!Z co'
trans = '13d!Transition'
sig_size = '14d!Sig Size'
#Flags
lodflag = '9I!flags'
previous_mask = (1 << 31)
freeze_mask = (1 << 29)
def update_state():
state = dict()
state["activeScene"] = Blender.Scene.GetCurrent()
state["activeObject"] = state["activeScene"].objects.active
if state["activeObject"] and not state["activeObject"].sel:
state["activeObject"] = None
state["activeMesh"] = None
if state["activeObject"] and state["activeObject"].type == 'Mesh':
state["activeMesh"] = state["activeObject"].getData(mesh=True)
state["activeFace"] = None
if state["activeMesh"]:
if state["activeMesh"].faceUV and state["activeMesh"].activeFace != None:
state["activeFace"] = state["activeMesh"].faces[state["activeMesh"].activeFace]
#update editmode
state["editmode"] = Blender.Window.EditMode()
return state
def idprops_append(object, typecode, props):
object.properties["FLT"] = dict()
object.properties["FLT"]['type'] = typecode
for prop in props:
object.properties["FLT"][prop] = props[prop]
object.properties["FLT"]['3t8!id'] = object.name
def idprops_kill():
state = update_state()
if state["activeObject"] and state["activeObject"].properties.has_key('FLT'):
state["activeObject"].properties.pop('FLT')
def idprops_copy(source):
state = update_state()
if source.properties.has_key('FLT'):
for object in state["activeScene"].objects:
if object.sel and object != source and (state["activeScene"].Layers & object.Layers):
idprops_kill(object)
object.properties['FLT'] = dict()
for key in source.properties['FLT']:
object.properties['FLT'][key] = source.properties['FLT'][key]
def select_by_typecode(typecode):
state = update_state()
for object in state["activeScene"].objects:
if object.properties.has_key('FLT') and object.properties['FLT']['type'] == typecode and state["activeScene"].Layers & object.Layers:
object.select(1)
def idprops_type(object, typecode):
if object.properties.has_key('FLT') and object.properties['FLT'].has_key('type') and object.properties['FLT']['type'] == typecode:
return True
return False
#ui type code
def get_prop(typecode, prop):
state = update_state()
if state["activeObject"] and idprops_type(state["activeObject"], typecode):
props = state["activeObject"].properties['FLT']
else:
props = flt_properties.FLTLOD
return props[prop]
def set_prop(typecode, prop, value):
state = update_state()
if state["activeObject"] and idprops_type(state["activeObject"],typecode):
state["activeObject"].properties['FLT'][prop] = value
def get_lockmask(mask):
global lodflag
state = update_state()
if state["activeObject"]:
flag = get_prop(73,lodflag)
if flag & mask:
return True
return False
def set_lockmask(mask):
state = update_state()
if state["activeObject"] and idprops_type(state["activeObject"], 73):
oldvalue = state["activeObject"].properties['FLT'][lodflag]
oldvalue = struct.unpack('>I', struct.pack('>i', oldvalue))[0]
oldvalue |= mask
state["activeObject"].properties['FLT'][lodflag] = struct.unpack('>i', struct.pack(">I", oldvalue))[0]
def clear_lockmask(mask):
state = update_state()
if state["activeObject"] and idprops_type(state["activeObject"], 73):
oldvalue = state["activeObject"].properties['FLT'][lodflag]
oldvalue = struct.unpack('>I', struct.pack('>i', oldvalue))[0]
oldvalue &= ~mask
state["activeObject"].properties['FLT'][lodflag] = struct.unpack('>i',struct.pack('>I',oldvalue))[0]
def findchildren(object):
state = update_state()
children = list()
for candidate in state["activeScene"].objects:
if candidate.parent == object:
children.append(candidate)
retlist = list(children)
for child in children:
retlist = retlist + findchildren(child)
return retlist
def get_object_center(object):
bbox = object.getBoundBox(1)
average = Blender.Mathutils.Vector(0.0, 0.0, 0.0)
for point in bbox:
average[0] += point[0]
average[1] += point[1]
average[2] += point[2]
average[0] = average[0] / 8.0
average[1] = average[1] / 8.0
average[2] = average[2] / 8.0
return average
def calc_center():
global xco
global yco
global zco
state = update_state()
if state["activeObject"] and idprops_type(state["activeObject"], 73):
average = Blender.Mathutils.Vector(0.0, 0.0, 0.0)
children = findchildren(state["activeObject"]) #get children objects
if children:
for child in children:
center = get_object_center(child)
average[0] += center[0]
average[1] += center[1]
average[2] += center[2]
average[0] = average[0] / len(children)
average[1] = average[1] / len(children)
average[2] = average[2] / len(children)
set_prop(73, xco, average[0])
set_prop(73, yco, average[1])
set_prop(73, zco, average[2])
def grab_center():
global xco
global yco
global zco
state = update_state()
if state["activeObject"] and idprops_type(state["activeObject"], 73):
center = Blender.Window.GetCursorPos()
set_prop(73, xco, center[0])
set_prop(73, yco, center[1])
set_prop(73, zco, center[2])
def create_lod():
state = update_state()
actobj = state["activeObject"]
if actobj and not idprops_type(actobj, 73):
idprops_kill()
idprops_append(actobj,73, flt_properties.FLTLOD)
calc_center()
def event(evt,val):
if evt == Draw.ESCKEY:
Draw.Exit()
def but_event(evt):
global LOD_MAKE
global LOD_DELETE
global LOD_CALC_CENTER
global LOD_GRAB_CENTER
global LOD_FREEZE
global LOD_PREVIOUS
global LOD_X
global LOD_Y
global LOD_Z
global LOD_SIG
global LOD_IN
global LOD_OUT
global LOD_TRANS
global switch_in
global switch_out
global xco
global yco
global zco
global trans
global sig_size
global lodflag
global previous_mask
global freeze_mask
global evcode
#do "system" events
if evt == evcode["LOD_MAKE"]:
create_lod()
if evt == evcode["LOD_CALC_CENTER"]:
calc_center()
if evt == evcode["LOD_DELETE"]:
idprops_kill()
if evt == evcode["LOD_GRAB_CENTER"]:
grab_center()
#do mask events
if evt == evcode["LOD_FREEZE"]:
if LOD_FREEZE.val == True:
set_lockmask(freeze_mask)
else:
clear_lockmask(freeze_mask)
if evt == evcode["LOD_PREVIOUS"]:
if LOD_PREVIOUS.val == True:
set_lockmask(previous_mask)
else:
clear_lockmask(previous_mask)
#do input events
if evt == evcode["LOD_X"]:
set_prop(73, xco, LOD_X.val)
if evt == evcode["LOD_Y"]:
set_prop(73, yco, LOD_Y.val)
if evt == evcode["LOD_Z"]:
set_prop(73, zco, LOD_Z.val)
if evt == evcode["LOD_SIG"]:
set_prop(73, sig_size, LOD_SIG.val)
if evt == evcode["LOD_IN"]:
set_prop(73, switch_in, LOD_IN.val)
if evt == evcode["LOD_OUT"]:
set_prop(73, switch_out, LOD_OUT.val)
if evt == evcode["LOD_TRANS"]:
set_prop(73, trans, LOD_TRANS.val)
Draw.Redraw(1)
Blender.Window.RedrawAll()
def draw_propsheet(x,y):
global LOD_MAKE
global LOD_DELETE
global LOD_CALC_CENTER
global LOD_GRAB_CENTER
global LOD_FREEZE
global LOD_PREVIOUS
global LOD_X
global LOD_Y
global LOD_Z
global LOD_SIG
global LOD_IN
global LOD_OUT
global LOD_TRANS
#labels
global LOD_EDITLABEL
global LOD_SWITCHLABEL
global LOD_CENTERLABEL
global LOD_XLABEL
global LOD_YLABEL
global LOD_ZLABEL
global LOD_SIGLABEL
global LOD_INLABEL
global LOD_OUTLABEL
global LOD_TRANSLABEL
global switch_in
global switch_out
global xco
global yco
global zco
global trans
global sig_size
global lodflag
global previous_mask
global freeze_mask
global evcode
global evcode
state = update_state()
label_width = 100
row_height = 20
toggle_width = 50
input_width = 100
pad = 10
origx = x
origy = (row_height * 16) + (pad * 16)
#editor label
x = origx
y = origy
LOD_EDITLABEL = Blender.Draw.Label("FLT Level of Detail Editor", x, y, 250, row_height)
#Center inputs
x = origx
y = y- (row_height + pad)
LOD_CENTERLABEL = Blender.Draw.Label("LOD center", x, y, label_width, row_height)
y = y- (row_height + pad)
LOD_XLABEL = Blender.Draw.Label("X Coordinate", x, y, label_width, row_height)
x = origx + (label_width + pad)
LOD_X = Blender.Draw.Number("", evcode["LOD_X"], x, y, input_width, row_height,get_prop(73,xco), -1000000.0, 1000000.0, "")
x = origx
y = y- (row_height + pad)
LOD_YLABEL = Blender.Draw.Label("Y Coordinate", x, y, label_width, row_height)
x = origx + (label_width + pad)
LOD_Y = Blender.Draw.Number("", evcode["LOD_Y"], x, y, input_width, row_height,get_prop(73,yco), -1000000.0, 1000000.0, "")
x = origx
y = y- (row_height + pad)
LOD_ZLABEL = Blender.Draw.Label("Z Coordinate", x, y, label_width, row_height)
x = origx + (label_width + pad)
LOD_Z = Blender.Draw.Number("", evcode["LOD_Z"], x, y, input_width, row_height,get_prop(73,zco), -1000000.0, 1000000.0, "")
#Switch inputs
x = origx
y = y- (row_height + pad)
LOD_SWITCHLABEL = Blender.Draw.Label("Switch Settings", x, y, input_width, row_height)
y = y- (row_height + pad)
LOD_SIGLABEL = Blender.Draw.Label("Significant Size", x, y, label_width, row_height)
x = origx + (label_width + pad)
LOD_SIG = Blender.Draw.Number("", evcode["LOD_SIG"], x, y, input_width, row_height, get_prop(73,sig_size), -1000000.0, 1000000.0, "")
x = origx
y = y- (row_height + pad)
LOD_INLABEL = Blender.Draw.Label("Switch In", x, y, label_width, row_height)
x = origx + (label_width + pad)
LOD_IN = Blender.Draw.Number("", evcode["LOD_IN"], x, y, input_width, row_height, get_prop(73,switch_in), -1000000.0, 1000000.0, "")
x = origx
y = y- (row_height + pad)
LOD_OUTLABEL = Blender.Draw.Label("Switch Out", x, y, label_width, row_height)
x = origx + (label_width + pad)
LOD_OUT = Blender.Draw.Number("", evcode["LOD_OUT"], x, y, input_width, row_height, get_prop(73,switch_out), -1000000.0, 1000000.0, "")
x = origx
y = y- (row_height + pad)
LOD_TRANSLABEL = Blender.Draw.Label("Transition", x, y, label_width, row_height)
x = origx + (label_width + pad)
LOD_TRANS = Blender.Draw.Number("", evcode["LOD_TRANS"], x, y, input_width, row_height, get_prop(73,trans), -1000000.0, 1000000.0, "")
x = origx
y = y - (row_height + pad)
LOD_MAKE = Blender.Draw.PushButton("Make LOD", evcode["LOD_MAKE"], x, y, input_width + label_width + pad, row_height, "Make a LOD Node out of Active Object")
y = y - (row_height + pad)
LOD_DELETE = Blender.Draw.PushButton("Delete LOD", evcode["LOD_DELETE"], x, y, input_width + label_width + pad, row_height, "Delete the LOD Node properties")
y = y - (row_height + pad)
LOD_CALC_CENTER = Blender.Draw.PushButton("Calculate Center", evcode["LOD_CALC_CENTER"], x, y, input_width + label_width + pad, row_height, "Calculate the center of this LOD")
y = y - (row_height + pad)
LOD_GRAB_CENTER = Blender.Draw.PushButton("Grab Center", evcode["LOD_GRAB_CENTER"], x, y, input_width + label_width + pad, row_height, "Grab center from 3d cursor")
y = y - (row_height + pad)
LOD_FREEZE = Blender.Draw.Toggle("Freeze Center", evcode["LOD_FREEZE"], x, y, input_width + label_width + pad, row_height, get_lockmask(freeze_mask), "")
y = y - (row_height + pad)
LOD_PREVIOUS = Blender.Draw.Toggle("Previous Range", evcode["LOD_PREVIOUS"], x, y, input_width + label_width + pad, row_height, get_lockmask(previous_mask), "")
def gui():
#draw the propsheet/toolbox.
psheety = 800
#psheetx = psheety + 10
draw_propsheet(20,psheety)
Draw.Register(gui,event,but_event)