BPython bug fixes:

- #2646 reported by Campbell: Python/Fileselector (moving from fileselector called by script to another space caused script to hang around open but not accessible)
http://projects.blender.org/tracker/?func=detail&atid=125&aid=2646&group_id=9

- #2676 reported by Wim Van Hoydonck: 2.37 python scripts gui: event 8 ignored (thanks Ton for discussing / pointing what to do, Ken Hughes for also working on a fix)
http://projects.blender.org/tracker/?func=detail&atid=125&aid=2676&group_id=9

- gui-less scripts with calls to progress bar inside fileselector callbacks didn't return to the previous space on exit (staying on Scripts win), requiring an event to do so (mouse movement, for example).  Quick fix for now, will rework a little after 2.37a for a better alternative, not needing to move to the Scripts win at all.

- added syntax colors access to Window.Theme module.

Scripts:

- updates by Jean-Michel Soler: svg2obj (svg paths import), tex2uvbaker, fixfromarmature;
- updates by Campbell Barton: obj import / export, console;
- tiny: converted vrml97 export to unix line endings;
- updates in ac3d exporter, help browser, save theme.

Thanks all mentioned above.
This commit is contained in:
Willian Padovani Germano 2005-06-11 05:30:14 +00:00
parent 9c63b95d34
commit 6cec51b259
16 changed files with 909 additions and 433 deletions

@ -10,7 +10,7 @@ Tip: 'Export selected meshes to AC3D (.ac) format'
__author__ = "Willian P. Germano"
__url__ = ("blender", "elysiun", "AC3D's homepage, http://www.ac3d.org",
"PLib 3d gaming lib, http://plib.sf.net")
__version__ = "2.36 2005-04-14"
__version__ = "2.37a 2005-06-09"
__bpydoc__ = """\
This script exports selected Blender meshes to AC3D's .ac file format.
@ -47,6 +47,8 @@ left without mats -- it's better to always add your own materials;<br>
- set texture dir: override the actual textures path with a given default
path (or simply export the texture names, without dir info, if the path is
empty);<br>
- only selected: only consider selected objects when looking for meshes
to export (read notes below about tokens, too);<br>
strings:
- export dir: default dir to export to;<br>
- texture dir: override textures path with this path if 'set texture dir'
@ -118,6 +120,7 @@ SET_TEX_DIR = True
TEX_DIR = ''
AC3D_4 = True # export crease value, compatible with AC3D 4 loaders
NO_SPLIT = False
ONLY_SELECTED = True
EXPORT_DIR = ''
tooltips = {
@ -130,6 +133,7 @@ tooltips = {
'TEX_DIR': "(see \"set tex dir\") dir to prepend to all exported texture names (leave empty for no dir)",
'AC3D_4': "compatibility mode, adds 'crease' tag and slightly better material support",
'NO_SPLIT': "don't split meshes with multiple textures (or both textured and non textured polygons)",
'ONLY_SELECTED': "export only selected objects"
}
def update_RegistryInfo():
@ -143,6 +147,7 @@ def update_RegistryInfo():
d['AC3D_4'] = AC3D_4
d['NO_SPLIT'] = NO_SPLIT
d['EXPORT_DIR'] = EXPORT_DIR
d['ONLY_SELECTED'] = ONLY_SELECTED
d['tooltips'] = tooltips
Blender.Registry.SetKey(REG_KEY, d, True)
@ -159,6 +164,7 @@ if rd:
SET_TEX_DIR = rd['SET_TEX_DIR']
TEX_DIR = rd['TEX_DIR']
EXPORT_DIR = rd['EXPORT_DIR']
ONLY_SELECTED = rd['ONLY_SELECTED']
NO_SPLIT = rd['NO_SPLIT']
except KeyError: update_RegistryInfo()
@ -673,10 +679,13 @@ def fs_callback(filename):
# -- End of definitions
OBJS = Blender.Object.GetSelected()
if ONLY_SELECTED:
OBJS = Blender.Object.GetSelected()
else:
OBJS = Blender.Scene.GetCurrent().getChildren()
if not OBJS:
Blender.Draw.PupMenu('ERROR: No objects selected')
Blender.Draw.PupMenu('ERROR: no objects selected')
else:
fname = bsys.makename(ext=".ac")
if EXPORT_DIR:

@ -42,8 +42,19 @@ Yet done:
c : relative curve to 2004/08/03
s : relative curve to with only one handle
To do: A,S,V,H,Q,T,
a,s, m, v, h, q,t
A : courbe_vers_a,
V : ligne_tracee_v,
H : ligne_tracee_h,
Z : boucle_z,
Q : courbe_vers_q,
T : courbe_vers_t,
a : courbe_vers_a,
v : ligne_tracee_v,
h : ligne_tracee_h,
z : boucle_z,
q : courbe_vers_q,
Changelog:
0.1.1 : - control file without extension
@ -53,11 +64,13 @@ Changelog:
instead of x,y,width and height
0.2.2 : - read compact path data from Illustrator 10
0.2.3 : - read a few new relative displacements
0.2.4 : - better hash for command with followed by a lone data
0.2.4 : - better hash for command followed by a lone data
(h,v) or uncommun number (a)
0.2.5 : - correction for gimp import
0.2.6 : - correction for illustrator 10 SVG
0.2.7 : - correction for inskape 0.40 cvs SVG
0.2.8 : - correction for inskape plain SVG
==================================================================================
=================================================================================="""
@ -290,15 +303,17 @@ def contruit_SYMETRIC(l):
def mouvement_vers(c, D, n0,CP):
global DEBUG,TAGcourbe
#print c,D[c[1]+1]
print 'c',c,'D[c[1]+1]',D[c[1]+1]
l=filtre_DATA(c,D,1)
#print l
print 'l',l
if n0 in courbes.ITEM.keys():
n0+=1
CP=[l[0],l[1]]
else:
CP=[l[0],l[1]]
#
# CP=[l[0],l[1]]
#else:
# CP=[l[0],l[1]]
CP=[l[0],l[1]]
courbes.ITEM[n0]=ITEM()
courbes.ITEM[n0].Origine=[l[0],l[1]]
@ -522,10 +537,19 @@ def get_BOUNDBOX(BOUNDINGBOX,SVG,viewbox):
return BOUNDINGBOX
# 0.2.8 : - correction for inskape 0.40 cvs SVG
def repack_DATA(DATA):
for d in Actions.keys():
DATA=DATA.replace(d,d+' ')
return DATA
def unpack_DATA(DATA):
DATA[0]=DATA[0].replace('-',',-')
for d in Actions.keys():
DATA[0]=DATA[0].replace(d,','+d+',')
DATA[0]=DATA[0].replace(',,',',')
if DATA[0][0]==',':DATA[0]=DATA[0][1:]
if DATA[0][-1]==',':DATA[0]=DATA[0][:-1]
@ -575,9 +599,12 @@ def format_PATH(t):
if PATH.find(' d="')!=-1:
PATH,D=get_content('d',PATH)
#print "D0= :",D
# 0.2.8 : - correction for inskape plain SVG
if D.find(',')==-1:
D=repack_DATA(D)
# 0.2.8 : end
D=D.split(' ')
try:
@ -586,17 +613,12 @@ def format_PATH(t):
except:
pass
#print len(D)
#for D0 in D:
#print " ----> D = :", D0
if len(D)==1 or len(D[0])>1:
D1=[]
for D0 in D:
D1+=unpack_DATA([D0])[:]
D=D1
#print "D2= :",D
return t,D
@ -627,8 +649,6 @@ def scan_FILE(nom):
else:
BOUNDINGBOX = get_BOUNDBOX(BOUNDINGBOX,SVG,viewbox)
#print t
while t.find('path')!=-1:
t,D=format_PATH(t)
cursor=0
@ -670,4 +690,3 @@ def fonctionSELECT(nom):
if DEVELOPPEMENT==1:
Blender.Window.FileSelector (fonctionSELECT, 'SELECT a .SVG FILE')
#sys.path=oldpath

@ -2,22 +2,24 @@
"""
Name: 'Interactive Console'
Blender: 236
Blender: 237
Group: 'System'
Tooltip: 'Interactive Python Console'
"""
__author__ = "Campbell Barton AKA Ideasman"
__url__ = ["http://members.iinet.net.au/~cpbarton/ideasman/", "blender", "elysiun", "Official Python site, http://www.python.org"]
__url__ = ["Author's homepage, http://members.iinet.net.au/~cpbarton/ideasman/", "blender", "elysiun", "Official Python site, http://www.python.org"]
__bpydoc__ = """\
This is an interactive console, similar to Python's own command line interpreter. Since it is embedded in Blender, it has access to all Blender Python modules.
Those completely new to Python can check the link button above that points to
its official homepage, with news, downloads and documentation.
Those completely new to Python are recommended to check the link button above
that points to its official homepage, with news, downloads and documentation.
Usage:<br>
Type your code and hit "Enter" to get it executed.<br>
- Right mouse click: Save output;<br>
- Right mouse click: Console Menu (Save output, etc);<br>
- Arrow keys: command history and cursor;<br>
- Shift + arrow keys: jump words;<br>
- Ctrl + Tab: auto compleate based on variable names and modules loaded -- multiple choices popup a menu;<br>
- Ctrl + Enter: multiline functions -- delays executing code until only Enter is pressed.
"""
@ -31,9 +33,13 @@ import types
# Constants
__DELIMETERS__ = '. ,=+-*/%<>&~][{}():'
__LINE_HISTORY__ = 200
global __LINE_HEIGHT__
__LINE_HEIGHT__ = 14
global __FONT_SIZE__
__FONT_SIZE__ = "normal"
'''
# Generic Blender functions
def getActScriptWinRect():
@ -255,8 +261,10 @@ def handle_event(evt, val):
cmdBuffer[-1].cmd = cmdBuffer[histIndex].cmd
def actionRightMouse():
choice = Draw.PupMenu('Console Menu%t|Write Input Data (white)|Write Output Data (blue)|Write Error Data (red)|Write All Text|%l|Insert Blender text|%l|Quit')
print choice
global __FONT_SIZE__
global __LINE_HEIGHT__
choice = Draw.PupMenu('Console Menu%t|Write Input Data (white)|Write Output Data (blue)|Write Error Data (red)|Write All Text|%l|Insert Blender text|%l|Font Size|%l|Help|%l|Quit')
# print choice
if choice == 1:
writeCmdData(cmdBuffer, 0) # type 0 user
elif choice == 2:
@ -267,7 +275,26 @@ def handle_event(evt, val):
writeCmdData(cmdBuffer, 3) # All
elif choice == 6:
insertCmdData(cmdBuffer) # All
elif choice == 8: # Exit
elif choice == 8:
# Fontsize.
font_choice = Draw.PupMenu('Font Size%t|Large|Normal|Small|Tiny')
if font_choice != -1:
if font_choice == 1:
__FONT_SIZE__ = 'large'
__LINE_HEIGHT__ = 16
elif font_choice == 2:
__FONT_SIZE__ = 'normal'
__LINE_HEIGHT__ = 14
elif font_choice == 3:
__FONT_SIZE__ = 'small'
__LINE_HEIGHT__ = 12
elif font_choice == 4:
__FONT_SIZE__ = 'tiny'
__LINE_HEIGHT__ = 10
Draw.Redraw()
elif choice == 10:
Blender.ShowHelp('console.py')
elif choice == 12: # Exit
Draw.Exit()
@ -356,12 +383,52 @@ def handle_event(evt, val):
if (evt == Draw.UPARROWKEY and val): actionUpKey()
elif (evt == Draw.DOWNARROWKEY and val): actionDownKey()
elif (evt == Draw.RIGHTARROWKEY and val):
cursor +=1
if cursor > -1:
cursor = -1
elif (evt == Draw.RIGHTARROWKEY and val):
if Window.GetKeyQualifiers() & Window.Qual.SHIFT:
wordJump = False
newCursor = cursor+1
while newCursor<0:
if cmdBuffer[-1].cmd[newCursor] not in __DELIMETERS__:
newCursor+=1
else:
wordJump = True
break
if wordJump: # Did we find a new cursor pos?
cursor = newCursor
else:
cursor = -1 # end of line
else:
cursor +=1
if cursor > -1:
cursor = -1
elif (evt == Draw.LEFTARROWKEY and val):
cursor -=1
if Window.GetKeyQualifiers() & Window.Qual.SHIFT:
wordJump = False
newCursor = cursor-1
while abs(newCursor) < len(cmdBuffer[-1].cmd):
if cmdBuffer[-1].cmd[newCursor] not in __DELIMETERS__ or\
newCursor == cursor:
newCursor-=1
else:
wordJump = True
break
if wordJump: # Did we find a new cursor pos?
cursor = newCursor
else:
cursor = -len(cmdBuffer[-1].cmd) # Start of line
else:
if len(cmdBuffer[-1].cmd) > abs(cursor):
cursor -=1
elif (evt == Draw.HOMEKEY and val):
cursor = -len(cmdBuffer[-1].cmd)
elif (evt == Draw.ENDKEY and val):
cursor = -1
elif (evt == Draw.TABKEY and val):
if Window.GetKeyQualifiers() & Window.Qual.CTRL:
@ -391,7 +458,6 @@ def draw_gui():
BGL.glGetFloatv(BGL.GL_SCISSOR_BOX, __CONSOLE_RECT__)
__CONSOLE_RECT__= __CONSOLE_RECT__.list
# Clear the screen
BGL.glClearColor(0.0, 0.0, 0.0, 1.0)
BGL.glClear(BGL.GL_COLOR_BUFFER_BIT) # use it to clear the color buffer
@ -399,7 +465,10 @@ def draw_gui():
# Draw cursor location colour
cmd2curWidth = Draw.GetStringWidth(cmdBuffer[-1].cmd[:cursor], __FONT_SIZE__)
BGL.glColor3f(0.8, 0.2, 0.2)
BGL.glRecti(cmd2curWidth-1,4,cmd2curWidth+1, 20)
if cmd2curWidth == 0:
BGL.glRecti(0,2,2, __LINE_HEIGHT__+2)
else:
BGL.glRecti(cmd2curWidth-2,2,cmd2curWidth, __LINE_HEIGHT__+2)
BGL.glColor3f(1,1,1)
# Draw the set of cammands to the buffer
@ -469,8 +538,9 @@ __CONSOLE_VAR_DICT__ = {} # Initialize var dict
# Print Startup lines
cmdBuffer = [cmdLine("Welcome to Ideasman's Blender Console", 1, None),\
cmdLine(' * Right Click: Save output', 1, None),\
cmdLine(' * Right Click: Console Menu (Save output, etc.)', 1, None),\
cmdLine(' * Arrow Keys: Command history and cursor', 1, None),\
cmdLine(' * Shift With Arrow Keys: Jump words', 1, None),\
cmdLine(' * Ctrl + Tab: Auto compleate based on variable names and modules loaded, multiple choices popup a menu', 1, None),\
cmdLine(' * Ctrl + Enter: Multiline functions, delays executing code until only Enter is pressed.', 1, None)]

@ -11,14 +11,14 @@ __author__ = "Jean-Michel Soler (jms)"
__url__ = ("blender", "elysiun",
"Script's homepage, http://jmsoler.free.fr/util/blenderfile/py/fixfromarmature.py",
"Communicate problems and errors, http://www.zoo-logique.org/3D.Blender/newsportal/thread.php?group=3D.Blender")
__version__ = "05/2005"
__version__ = "06/2005"
__bpydoc__ = """\
This script creates a copy of the active mesh with deformations fixed.
Usage:
Select the mesh and run this script. A fixed copy of it will be created.
Select the deformed mesh and run this script. A fixed copy of it will be created.
"""
# $Id$
@ -72,21 +72,21 @@ def fix_mesh(nomdelobjet):
Obis.setMatrix(Ozero.getMatrix())
scene = Blender.Scene.getCurrent()
scene.link (Obis)
Mesh2=Obis.getData()
Mesh1=Ozero.getData()
if len(Mesh2.verts)==len(Mesh1.verts):
for VertGroupName in Mesh1.getVertGroupNames():
VertexList = Mesh1.getVertsFromGroup(VertGroupName, True)
Mesh2.addVertGroup(VertGroupName)
for Vertex in VertexList:
Mesh2.assignVertsToGroup(VertGroupName, [Vertex[0]], Vertex[1], 'add')
else:
for vgroupname in Mesh1.getVertGroupNames():
Mesh2.addVertGroup(vgroupname)
Mesh2.update()
try :
Mesh2=Obis.getData()
Mesh1=Ozero.getData()
if len(Mesh2.verts)==len(Mesh1.verts):
for VertGroupName in Mesh1.getVertGroupNames():
VertexList = Mesh1.getVertsFromGroup(VertGroupName, True)
Mesh2.addVertGroup(VertGroupName)
for Vertex in VertexList:
Mesh2.assignVertsToGroup(VertGroupName, [Vertex[0]], Vertex[1], 'add')
else:
for vgroupname in Mesh1.getVertGroupNames():
Mesh2.addVertGroup(vgroupname)
Mesh2.update()
except:
print "mesh has no vertex group "
Ozero=Blender.Object.GetSelected()[0]
@ -110,5 +110,5 @@ else:
elif softbodies==1:
for f in range(1, curframe + 1):
Blender.Set('curframe',f)
Blender.Window.RedrawAll()
if fix: fix_mesh(Ozero.getName())

@ -71,7 +71,7 @@ Hotkeys:<br>
# --------------------------------------------------------------------------
import Blender
from Blender import sys as bsys, Draw, Window
from Blender import sys as bsys, Draw, Window, Registry
WEBBROWSER = True
try:
@ -390,7 +390,7 @@ def parse_help_info(script):
fname = bsys.join(path, script.fname)
if not bsys.exists(fname):
Draw.PupMenu('IO Error: Couldn\'t find script %s' % fname)
Draw.PupMenu('IO Error: couldn\'t find script %s' % fname)
return None
f = file(fname, 'r')
@ -545,7 +545,7 @@ def gui(): # drawing the screen
global SCRIPT_INFO, AllGroups, GROUP_MENUS
global BEVT_EMAIL, BEVT_LINK
global BEVT_VIEWSOURCE, BEVT_EXIT, BEVT_BACK, BEVT_GMENU, BUT_GMENU
global PADDING, WIN_W, WIN_H, SCROLL_DOWN, COLUMNS
global PADDING, WIN_W, WIN_H, SCROLL_DOWN, COLUMNS, FMODE
theme = Theme.Get()[0]
tui = theme.get('ui')
@ -667,7 +667,7 @@ def gui(): # drawing the screen
'View this script\'s source code in the Text Editor (hotkey: S)')
Draw.PushButton('exit', BEVT_EXIT, x + 45, 17, 45, bh,
'Exit from Scripts Help Browser (hotkey: Q)')
Draw.PushButton('back', BEVT_BACK, x + 2*45, 17, 45, bh,
if not FMODE: Draw.PushButton('back', BEVT_BACK, x + 2*45, 17, 45, bh,
'Back to scripts selection screen (hotkey: ESC)')
BGL.glColor3ub(COL_TXTHI[0],COL_TXTHI[1], COL_TXTHI[2])
BGL.glRasterPos2i(x, 5)
@ -686,12 +686,12 @@ def fit_scroll():
def event(evt, val): # input events
global SCREEN, START_SCREEN, SCRIPT_SCREEN
global SCROLL_DOWN
global SCROLL_DOWN, FMODE
if not val: return
if evt == Draw.ESCKEY:
if SCREEN == START_SCREEN: Draw.Exit()
if SCREEN == START_SCREEN or FMODE: Draw.Exit()
else:
SCREEN = START_SCREEN
SCROLL_DOWN = 0
@ -719,7 +719,7 @@ def button_event(evt): # gui button events
global SCREEN, START_SCREEN, SCRIPT_SCREEN
global BEVT_LINK, BEVT_EMAIL, BEVT_GMENU, BUT_GMENU, SCRIPT_INFO
global SCROLL_DOWN
global SCROLL_DOWN, FMODE
if evt >= 100: # group menus
for i in range(len(BUT_GMENU)):
@ -754,10 +754,36 @@ def button_event(evt): # gui button events
Draw.Exit()
return
elif evt == BEVT_BACK:
if SCREEN == SCRIPT_SCREEN:
if SCREEN == SCRIPT_SCREEN and not FMODE:
SCREEN = START_SCREEN
SCRIPT_INFO = None
SCROLL_DOWN = 0
Draw.Redraw()
Draw.Register(gui, event, button_event)
keepon = True
FMODE = False # called by Blender.ShowHelp(name) API function ?
KEYNAME = '__help_browser'
rd = Registry.GetKey(KEYNAME)
if rd:
rdscript = rd['script']
keepon = False
Registry.RemoveKey(KEYNAME)
for group in AllGroups:
for script in group.get_scripts():
if rdscript == script.fname:
parseit = parse_help_info(script)
if parseit == True:
keepon = True
SCREEN = SCRIPT_SCREEN
BEVT_LINK = range(20, len(SCRIPT_INFO.d['__url__']) + 20)
BEVT_EMAIL = range(50, len(SCRIPT_INFO.d['__email__']) + 50)
FMODE = True
elif parseit == False:
Draw.PupMenu("ERROR: script doesn't have proper help data")
break
if not keepon:
Draw.PupMenu("ERROR: couldn't find script")
else:
Draw.Register(gui, event, button_event)

@ -57,10 +57,10 @@ NULL_IMG = '(null)' # from docs at http://astronomy.swin.edu.au/~pbourke/geomfor
def save_mtl(filename):
file = open(filename, "w")
for mat in Material.Get():
file.write('newmtl %s\n' % (mat.getName())) # Define a new material
# Hardness, convert blenders 1-511 to MTL's
# Hardness, convert blenders 1-511 to MTL's
file.write('Ns %s\n' % ((mat.getHardness()-1) * 1.9607843137254901 ) )
col = mat.getRGBCol()
@ -163,7 +163,7 @@ def save_obj(filename):
if f.image.filename != currentImgName:
currentImgName = f.image.filename
# Set a new image for all following faces
file.write( 'usemapusemap %s\n' % currentImgName.split('\\')[-1].split('/')[-1] )
file.write( 'usemap %s\n' % currentImgName.split('\\')[-1].split('/')[-1] )
elif currentImgName != NULL_IMG: # Not using an image so set to NULL_IMG
currentImgName = NULL_IMG

@ -2,7 +2,7 @@
"""
Name: 'Wavefront (.obj)...'
Blender: 237
Blender: 232
Group: 'Import'
Tooltip: 'Load a Wavefront OBJ File'
"""
@ -76,17 +76,7 @@ def stripName(name): # name is a string
from Blender import *
#==================================================================================#
# This gets a mat or creates one of the requested name if none exist. #
#==================================================================================#
def getMat(matName):
# Make a new mat
try:
return Material.Get(matName)
except:
return Material.New(matName)
import sys as py_sys
#==================================================================================#
# This function sets textures defined in .mtl file #
@ -99,8 +89,8 @@ def getImg(img_fileName):
# if we are this far it means the image hasnt been loaded.
try:
return Image.Load(img_fileName)
except:
print "unable to open", img_fileName
except IOError:
print '\tunable to open image file: "%s"' % img_fileName
return
@ -108,48 +98,56 @@ def getImg(img_fileName):
#==================================================================================#
# This function sets textures defined in .mtl file #
#==================================================================================#
def load_mat_image(mat, img_fileName, type, mesh):
try:
image = Image.Load(img_fileName)
except:
print "unable to open", img_fileName
return
def load_mat_image(mat, img_fileName, type, meshDict):
texture = Texture.New(type)
texture.setType('Image')
texture.image = image
image = getImg(img_fileName)
if image:
texture.image = image
# adds textures to faces (Textured/Alt-Z mode)
# Only apply the diffuse texture to the face if the image has not been set with the inline usemat func.
if type == 'Kd':
for f in mesh.faces:
if mesh.materials[f.mat].name == mat.name:
# the inline usemat command overides the material Image
if not f.image:
f.image = image
for meshPair in meshDict.values():
for f in meshPair[0].faces:
if meshPair[0].materials[f.mat].name == mat.name:
# the inline usemat command overides the material Image
if not f.image:
f.image = image
# adds textures for materials (rendering)
if type == 'Ka':
elif type == 'Ka':
mat.setTexture(0, texture, Texture.TexCo.UV, Texture.MapTo.CMIR)
if type == 'Kd':
elif type == 'Kd':
mat.setTexture(1, texture, Texture.TexCo.UV, Texture.MapTo.COL)
if type == 'Ks':
elif type == 'Ks':
mat.setTexture(2, texture, Texture.TexCo.UV, Texture.MapTo.SPEC)
#==================================================================================#
# This function loads materials from .mtl file (have to be defined in obj file) #
#==================================================================================#
def load_mtl(dir, mtl_file, mesh):
# Remove ./
if mtl_file.endswith('./'):
mtl_file= mtl_file[2:]
def load_mtl(dir, mtl_file, meshDict):
#===============================================================================#
# This gets a mat or creates one of the requested name if none exist. #
#===============================================================================#
def getMat(matName):
# Make a new mat
try:
return Material.Get(matName)
except NameError:
return Material.New(matName)
mtl_file = stripPath(mtl_file)
mtl_fileName = dir + mtl_file
try:
fileLines= open(mtl_fileName, 'r').readlines()
except:
print "unable to open", mtl_fileName
except IOError:
print '\tunable to open referenced material file: "%s"' % mtl_fileName
return
lIdx=0
@ -162,7 +160,7 @@ def load_mtl(dir, mtl_file, mesh):
elif l[0] == '#' or len(l) == 0:
pass
elif l[0] == 'newmtl':
currentMat = getMat(' '.join(l[1:]))
currentMat = getMat('_'.join(l[1:])) # Material should alredy exist.
elif l[0] == 'Ka':
currentMat.setMirCol(float(l[1]), float(l[2]), float(l[3]))
elif l[0] == 'Kd':
@ -177,56 +175,59 @@ def load_mtl(dir, mtl_file, mesh):
currentMat.setAlpha(float(l[1]))
elif l[0] == 'map_Ka':
img_fileName = dir + l[1]
load_mat_image(currentMat, img_fileName, 'Ka', mesh)
load_mat_image(currentMat, img_fileName, 'Ka', meshDict)
elif l[0] == 'map_Ks':
img_fileName = dir + l[1]
load_mat_image(currentMat, img_fileName, 'Ks', mesh)
load_mat_image(currentMat, img_fileName, 'Ks', meshDict)
elif l[0] == 'map_Kd':
img_fileName = dir + l[1]
load_mat_image(currentMat, img_fileName, 'Kd', mesh)
load_mat_image(currentMat, img_fileName, 'Kd', meshDict)
lIdx+=1
#===========================================================================#
# Returns unique name of object/mesh (preserve overwriting existing meshes) #
#===========================================================================#
def getUniqueName(name):
newName = name
uniqueInt = 0
while 1:
try:
ob = Object.Get(name)
ob = Object.Get(newName)
# Okay, this is working, so lets make a new name
name = '%s.%d' % (name, uniqueInt)
newName = '%s.%d' % (name, uniqueInt)
uniqueInt +=1
except:
if name not in NMesh.GetNames():
return name
except AttributeError:
if newName not in NMesh.GetNames():
return newName
else:
name = '%s.%d' % (name, uniqueInt)
newName = '%s.%d' % (name, uniqueInt)
uniqueInt +=1
# Gets the meshs index for this material, -1 if its not in the list
def getMeshMaterialIndex(mesh, material):
meshMatIndex = -1
matIdx = 0
meshMatList = mesh.materials
while matIdx < len(meshMatList):
if meshMatList[matIdx].name == material.name:
meshMatIndex = matIdx # The current mat index.
break
matIdx+=1
# -1 if not found
return meshMatIndex
#==================================================================================#
# This loads data from .obj file #
#==================================================================================#
def load_obj(file):
time1 = sys.time()
def applyMat(mesh, f, mat):
# Check weather the 16 mat limit has been met.
if len( meshList[objectName][0].materials ) >= MATLIMIT:
print 'Warning, max material limit reached, using an existing material'
return meshList[objectName][0]
mIdx = 0
for m in meshList[objectName][0].materials:
if m.getName() == mat.getName():
break
mIdx+=1
if mIdx == len(mesh.materials):
meshList[objectName][0].addMaterial(mat)
f.mat = mIdx
return f
TEX_OFF_FLAG = ~NMesh.FaceModes['TEX']
# Get the file name with no path or .obj
fileName = stripName( stripPath(file) )
@ -235,56 +236,76 @@ def load_obj(file):
DIR = pathName(file, stripPath(file))
fileLines = open(file, 'r').readlines()
uvMapList = [(0,0)] # store tuple uv pairs here
# This dummy vert makes life a whole lot easier-
# pythons index system then aligns with objs, remove later
vertList = [NMesh.Vert(0, 0, 0)]
nullMat = getMat(NULL_MAT)
# Store all imported materials in a dict, names are key
materiaDict = {}
# Store all imported images in a dict, names are key
imageDict = {}
# This stores the index that the current mesh has for the current material.
# if the mesh does not have the material then set -1
contextMeshMatIdx = -1
# Keep this out of the dict for easy accsess.
nullMat = Material.New(NULL_MAT)
currentMat = nullMat # Use this mat.
currentImg = NULL_IMG # Null image is a string, otherwise this should be set to an image object.\
currentSmooth = 0
currentSmooth = 1
#==================================================================================#
# Make split lines, ignore blenk lines or comments. #
#==================================================================================#
lIdx = 0
while lIdx < len(fileLines):
fileLines[lIdx] = fileLines[lIdx].split()
lIdx+=1
# Store a list of unnamed names
currentUnnamedGroupIdx = 0
currentUnnamedObjectIdx = 0
quadList = (0, 1, 2, 3)
#==================================================================================#
# Load all verts first (texture verts too) #
#==================================================================================#
nonVertFileLines = []
lIdx = 0
print 'file length: %d' % len(fileLines)
print '\tfile length: %d' % len(fileLines)
while lIdx < len(fileLines):
l = fileLines[lIdx]
if len(l) == 0:
fileLines.pop(lIdx)
lIdx-=1
elif l[0] == 'v':
# This is a new vert, make a new mesh
vertList.append( NMesh.Vert(float(l[1]), float(l[2]), float(l[3]) ) )
fileLines.pop(lIdx)
lIdx-=1
# Dont Bother splitting empty or comment lines.
if len(fileLines[lIdx]) == 0:
pass
elif fileLines[lIdx][0] == '\n':
pass
elif fileLines[lIdx][0] == '#':
pass
# UV COORDINATE
elif l[0] == 'vt':
# This is a new vert, make a new mesh
uvMapList.append( (float(l[1]), float(l[2])) )
fileLines.pop(lIdx)
lIdx-=1
else:
fileLines[lIdx] = fileLines[lIdx].split()
l = fileLines[lIdx]
# Splitting may
if len(l) == 0:
pass
# Verts
elif l[0] == 'v':
vertList.append( NMesh.Vert(float(l[1]), float(l[2]), float(l[3]) ) )
# UV COORDINATE
elif l[0] == 'vt':
uvMapList.append( (float(l[1]), float(l[2])) )
else:
nonVertFileLines.append(l)
lIdx+=1
del fileLines
fileLines = nonVertFileLines
del nonVertFileLines
# Make a list of all unused vert indicies that we can copy from
VERT_USED_LIST = [-1]*len(vertList)
# Here we store a boolean list of which verts are used or not
# no we know weather to add them to the current mesh
@ -295,10 +316,13 @@ def load_obj(file):
# objectName has a char in front of it that determins weather its a group or object.
# We ignore it when naming the object.
objectName = 'omesh' # If we cant get one, use this
meshList = {}
meshList[objectName] = (NMesh.GetRaw(), [-1]*len(vertList)) # Mesh/meshList[objectName][1]
meshList[objectName][0].verts.append(vertList[0])
meshList[objectName][0].hasFaceUV(1)
meshDict = {}
currentMesh = NMesh.GetRaw()
meshDict[objectName] = (currentMesh, VERT_USED_LIST[:]) # Mesh/meshDict[objectName][1]
currentMesh.verts.append(vertList[0])
currentMesh.hasFaceUV(1)
#==================================================================================#
# Load all faces into objects, main loop #
@ -308,29 +332,21 @@ def load_obj(file):
while lIdx < len(fileLines):
l = fileLines[lIdx]
# VERTEX
if l[0] == 'v':
pass
# Comment
if l[0] == '#':
pass
# VERTEX NORMAL
elif l[0] == 'vn':
pass
# UV COORDINATE
elif l[0] == 'vt':
pass
# FACE
elif l[0] == 'f':
if l[0] == 'f':
# Make a face with the correct material.
f = NMesh.Face()
f = applyMat(meshList[objectName][0], f, currentMat)
f.smooth = currentSmooth
if currentImg != NULL_IMG: f.image = currentImg
# Add material to mesh
if contextMeshMatIdx == -1:
tmpMatLs = currentMesh.materials
if len(tmpMatLs) == MATLIMIT:
contextMeshMatIdx = 0 # Use first material
print 'material overflow, attempting to use > 16 materials. defaulting to first.'
else:
contextMeshMatIdx = len(tmpMatLs)
currentMesh.addMaterial(currentMat)
# Set up vIdxLs : Verts
# Set up vtIdxLs : UV
@ -341,7 +357,7 @@ def load_obj(file):
for v in l[1:]:
# OBJ files can have // or / to seperate vert/texVert/normal
# this is a bit of a pain but we must deal with it.
objVert = v.split('/', -1)
objVert = v.split('/')
# Vert Index - OBJ supports negative index assignment (like python)
@ -349,8 +365,9 @@ def load_obj(file):
if fHasUV:
# UV
if len(objVert) == 1:
vtIdxLs.append(int(objVert[0])) # Sticky UV coords
elif objVert[1] != '': # Its possible that theres no texture vert just he vert and normal eg 1//2
#vtIdxLs.append(int(objVert[0])) # replace with below.
vtIdxLs.append(vIdxLs[-1]) # Sticky UV coords
elif objVert[1]: # != '' # Its possible that theres no texture vert just he vert and normal eg 1//2
vtIdxLs.append(int(objVert[1])) # Seperate UV coords
else:
fHasUV = 0
@ -365,13 +382,13 @@ def load_obj(file):
# Quads only, we could import quads using the method below but it polite to import a quad as a quad.
if len(vIdxLs) == 4:
for i in [0,1,2,3]:
if meshList[objectName][1][vIdxLs[i]] == -1:
meshList[objectName][0].verts.append(vertList[vIdxLs[i]])
f.v.append(meshList[objectName][0].verts[-1])
meshList[objectName][1][vIdxLs[i]] = len(meshList[objectName][0].verts)-1
for i in quadList: # quadList == [0,1,2,3]
if meshDict[objectName][1][vIdxLs[i]] == -1:
currentMesh.verts.append(vertList[vIdxLs[i]])
f.v.append(currentMesh.verts[-1])
meshDict[objectName][1][vIdxLs[i]] = len(currentMesh.verts)-1
else:
f.v.append(meshList[objectName][0].verts[meshList[objectName][1][vIdxLs[i]]])
f.v.append(currentMesh.verts[meshDict[objectName][1][vIdxLs[i]]])
# UV MAPPING
if fHasUV:
@ -380,44 +397,53 @@ def load_obj(file):
# f.uv.append( uvMapList[ vtIdxLs[i] ] )
if f.v > 0:
f = applyMat(meshList[objectName][0], f, currentMat)
f.mat = contextMeshMatIdx
if currentImg != NULL_IMG:
f.image = currentImg
meshList[objectName][0].faces.append(f) # move the face onto the mesh
if len(meshList[objectName][0].faces[-1]) > 0:
meshList[objectName][0].faces[-1].smooth = currentSmooth
f.image = currentImg
else:
f.mode &= TEX_OFF_FLAG
currentMesh.faces.append(f) # move the face onto the mesh
if len(f) > 0:
f.smooth = currentSmooth
elif len(vIdxLs) >= 3: # This handles tri's and fans
for i in range(len(vIdxLs)-2):
f = NMesh.Face()
f = applyMat(meshList[objectName][0], f, currentMat)
for ii in [0, i+1, i+2]:
if meshList[objectName][1][vIdxLs[ii]] == -1:
meshList[objectName][0].verts.append(vertList[vIdxLs[ii]])
f.v.append(meshList[objectName][0].verts[-1])
meshList[objectName][1][vIdxLs[ii]] = len(meshList[objectName][0].verts)-1
if meshDict[objectName][1][vIdxLs[ii]] == -1:
currentMesh.verts.append(vertList[vIdxLs[ii]])
f.v.append(currentMesh.verts[-1])
meshDict[objectName][1][vIdxLs[ii]] = len(currentMesh.verts)-1
else:
f.v.append(meshList[objectName][0].verts[meshList[objectName][1][vIdxLs[ii]]])
f.v.append(currentMesh.verts[meshDict[objectName][1][vIdxLs[ii]]])
# UV MAPPING
if fHasUV:
f.uv.extend([uvMapList[ vtIdxLs[0] ], uvMapList[ vtIdxLs[i+1] ], uvMapList[ vtIdxLs[i+2] ]])
if f.v > 0:
f = applyMat(meshList[objectName][0], f, currentMat)
f.mat = contextMeshMatIdx
if currentImg != NULL_IMG:
f.image = currentImg
meshList[objectName][0].faces.append(f) # move the face onto the mesh
if len(meshList[objectName][0].faces[-1]) > 0:
meshList[objectName][0].faces[-1].smooth = currentSmooth
f.image = currentImg
else:
f.mode |= TEX_OFF_FLAG
currentMesh.faces.append(f) # move the face onto the mesh
if len(f) > 0:
f.smooth = currentSmooth
# FACE SMOOTHING
elif l[0] == 's':
if l[1] == 'off': currentSmooth = 0
else: currentSmooth = 1
# print "smoothing", currentSmooth
# No value? then turn on.
if len(l) == 1:
currentSmooth = 1
else:
if l[1] == 'off':
currentSmooth = 0
else:
currentSmooth = 1
# OBJECT / GROUP
elif l[0] == 'o' or l[0] == 'g':
@ -426,51 +452,93 @@ def load_obj(file):
# Only make a new group.object name if the verts in the existing object have been used, this is obscure
# but some files face groups seperating verts and faces which results in silly things. (no groups have names.)
if len(l) == 1 and len( meshList[objectName][0].faces ) == 0:
pass
if len(l) > 1:
objectName = '_'.join(l[1:])
else: # No name given
# Make a new empty name
if l[0] == 'g': # Make a blank group name
objectName = 'unnamed_grp_%d' % currentUnnamedGroupIdx
currentUnnamedGroupIdx +=1
else: # is an object.
objectName = 'unnamed_ob_%d' % currentUnnamedObjectIdx
currentUnnamedObjectIdx +=1
else:
newObjectName = l[0] + '_'
# if there is no groups name then make gp_1, gp_2, gp_100 etc
if len(l) == 1: # No name given, make a unique name up.
unique_count = 0
while newObjectName in meshList.keys():
newObjectName = '%s_%d' % (l[0], unique_count)
unique_count +=1
else: # The the object/group name given
newObjectName += '_'.join(l[1:])
# Assign the new name
objectName = newObjectName
# If we havnt written to this mesh before then do so.
# if we have then we'll just keep appending to it, this is required for soem files.
if objectName not in meshList.keys():
meshList[objectName] = (NMesh.GetRaw(), [-1]*len(vertList))
meshList[objectName][0].hasFaceUV(1)
meshList[objectName][0].verts.append( vertList[0] )
# If we havnt written to this mesh before then do so.
# if we have then we'll just keep appending to it, this is required for soem files.
# If we are new, or we are not yet in the list of added meshes
# then make us new mesh.
if len(l) == 1 or objectName not in meshDict.keys():
currentMesh = NMesh.GetRaw()
meshDict[objectName] = (currentMesh, VERT_USED_LIST[:])
currentMesh.hasFaceUV(1)
currentMesh.verts.append( vertList[0] )
contextMeshMatIdx = -1
else:
# Since we have this in Blender then we will check if the current Mesh has the material.
# set the contextMeshMatIdx to the meshs index but only if we have it.
currentMesh = meshDict[objectName]
contextMeshMatIdx = getMeshMaterialIndex(currentMesh, currentMat)
# MATERIAL
elif l[0] == 'usemtl':
if len(l) == 1 or l[1] == '(null)':
currentMat = getMat(NULL_MAT)
if len(l) == 1 or l[1] == NULL_MAT:
#~ currentMat = getMat(NULL_MAT)
newMatName = NULL_MAT
currentMat = nullMat
else:
currentMat = getMat(' '.join(l[1:])) # Use join in case of spaces
# MATERIAL
#~ currentMat = getMat(' '.join(l[1:])) # Use join in case of spaces
newMatName = '_'.join(l[1:])
try: # Add to material list if not there
currentMat = materiaDict[newMatName]
newMatName = currentMat.name # Make sure we are up to date, Blender might have incremented the name.
# Since we have this in Blender then we will check if the current Mesh has the material.
matIdx = 0
tmpMeshMaterials = currentMesh.materials
while matIdx < len(tmpMeshMaterials):
if tmpMeshMaterials[matIdx].name == newMatName:
contextMeshMatIdx = matIdx # The current mat index.
break
matIdx+=1
except KeyError: # Not added yet, add now.
currentMat = Material.New(newMatName)
materiaDict[newMatName] = currentMat
contextMeshMatIdx = -1 # Mesh cant possibly have the material.
# IMAGE
elif l[0] == 'usemat' or l[0] == 'usemap':
if len(l) == 1 or l[1] == '(null)' or l[1] == 'off':
currentImg = NULL_IMG
else:
currentImg = getImg('%s%s' % (DIR, ' '.join(l[1:]).replace('./', '') ) ) # Use join in case of spaces
# Load an image.
newImgName = stripPath(' '.join(l[1:]))
try:
# Assume its alredy set in the dict (may or maynot be loaded)
currentImg = imageDict[newImgName]
except KeyError: # Not in dict, add for first time.
try: # Image has not been added, Try and load the image
currentImg = Image.Load( '%s%s' % (DIR, newImgName) ) # Use join in case of spaces
imageDict[newImgName] = currentImg
except IOError: # Cant load, just set blank.
imageDict[newImgName] = NULL_IMG
currentImg = NULL_IMG
# MATERIAL FILE
elif l[0] == 'mtllib':
mtl_fileName = ' '.join(l[1:])
mtl_fileName = ' '.join(l[1:]) # SHOULD SUPPORT MULTIPLE MTL?
lIdx+=1
@ -479,22 +547,24 @@ def load_obj(file):
# Write all meshs in the dictionary #
#==============================================#
for ob in Scene.GetCurrent().getChildren(): # Deselect all
ob.sel = 0
ob.sel = 0
# Applies material properties to materials alredy on the mesh as well as Textures.
if mtl_fileName != '':
load_mtl(DIR, mtl_fileName, meshDict)
importedObjects = []
for mk in meshList.keys():
# Applies material properties to materials alredy on the mesh as well as Textures.
if mtl_fileName != '':
load_mtl(DIR, mtl_fileName, meshList[mk][0])
meshList[mk][0].verts.pop(0)
for mk in meshDict.keys():
meshDict[mk][0].verts.pop(0)
# Ignore no vert meshes.
if not meshList[mk][0].verts:
if not meshDict[mk][0].verts:
continue
name = getUniqueName(mk)
ob = NMesh.PutRaw(meshList[mk][0], name)
ob = NMesh.PutRaw(meshDict[mk][0], name)
ob.name = name
importedObjects.append(ob)
@ -507,8 +577,10 @@ def load_obj(file):
Window.FileSelector(load_obj, 'Import Wavefront OBJ')
'''
# For testing compatibility
'''
TIME = sys.time()
import os
for obj in os.listdir('/obj/'):
if obj.lower().endswith('obj'):
@ -517,3 +589,5 @@ for obj in os.listdir('/obj/'):
newScn.makeCurrent()
load_obj('/obj/' + obj)
'''
#print "TOTAL IMPORT TIME: ", sys.time() - TIME
#load_obj('/obj/her.obj')

@ -2,14 +2,14 @@
"""
Name: 'Save Current Theme...'
Blender: 236
Blender: 237
Group: 'Export'
Tooltip: 'Save current theme as a bpython script'
"""
__author__ = "Willian P. Germano"
__url__ = ("blender", "elysiun")
__version__ = "1.2 2005/05/17"
__version__ = "2.37 2005/06/06"
__bpydoc__ = """\
This script saves the current Theme in Blender as a Blender Python script.
@ -39,7 +39,6 @@ some information on it before sharing it with others.
# $Id$
#
# --------------------------------------------------------------------------
# save_theme version 2.34 Sep 20, 2004
# Copyright (C) 2004: Willian P. Germano, wgermano _at_ ig.com.br
# --------------------------------------------------------------------------
# Released under the Blender Artistic License (BAL):
@ -71,13 +70,13 @@ def write_theme(filename):
# \"\"\"
# Name: '%s'
# Blender: 236
# Blender: 237
# Group: 'Themes'
# Tooltip: 'Change current theme'
# \"\"\"
__%s__ = "????"
__%s__ = "1.2"
__%s__ = "2.37"
__%s__ = ["blender"]
__%s__ = \"\"\"\\
You can edit this section to write something about your script that can

@ -2,20 +2,19 @@
""" Registration info for Blender menus:
Name: 'Texture Baker'
Blender: 233
Blender: 237
Group: 'UV'
Tooltip: 'Procedural to uvmapped texture baker'
"""
__author__ = "Jean-Michel Soler (jms)"
__url__ = ("blender", "elysiun",
"Script online, http://jmsoler.free.fr/util/blenderfile/py/text2uvbaker.py",
"Official Page, http://jmsoler.free.fr/didacticiel/blender/tutor/cpl_mesh3d2uv2d_en.htm",
"Communicate problems and errors, http://www.zoo-logique.org/3D.Blender/newsportal/thread.php?group=3D.Blender")
__version__ = "0.2.3 2004/12/30"
__version__ = "0.2.6 2005/5/29"
__bpydoc__ = """\
This script "bakes" Blender procedural materials (including textures): it saves
them as 2d uv-mapped images.
Texture Baker "bakes" Blender procedural materials (including textures): it saves them as 2d uv-mapped images.
This script saves an uv texture layout of the chosen mesh, that can be used as
an uv map for it. It is a way to export procedurals from Blender as normal
@ -24,24 +23,47 @@ with the mesh in games and other 3d applications.
Usage:
a) Enter face mode and define uv coordinates for your mesh;<br>
b) Define its materials and textures and set "Map Input" coordinates to UV;
a) Enter face mode and define uv coordinates for your mesh (do not forget to choose a development shape);<br>
b) Define its materials and textures;<br>
c) Run this script and check the console.
Global variables:
a) FRAME (integer): the last frame of the animation, autodocumented.<br>
b) LIMIT (integer): 0 or 1, uvcoords may exceed limits 0.0 to 1.0, this variable obliges the script to do a complete framing of the uvcoord.
Notes:<br>
This script was based on a suggestion by Martin (Theeth) Poirier;<br>
This script was based on a suggestion by Martin (Theeth) Poirier.
"""
#---------------------------------------------
# Last release : 0.2.3 , 2004/12/30 , 22h13
# Last release : 0.2.6 , 2005/05/29 , 22h00
#---------------------------------------------
#---------------------------------------------
# (c) jm soler 07/2004 : 'Procedural Texture Baker'
# Based on a Martin Theeth' Poirier's really
# good idea :
# it makes a rvk mesh with uv coords of the
# original mesh.
# released under Blender Artistic Licence
# Based on a Martin 'Theeth' Poirier's really
# good idea : makes a rvk mesh with uv coords
# of the original mesh.
#
# Released under Blender Artistic Licence
#
# 0.2.6
# -- Creation of LAMP object is removed and replaced
# by the use of the shadeless option in material object
#
# -- helpmsg corrected : the aim of the script
# is to bake any type of textures so we have not
# to mapinput its textures on UV .
#
# --'pers' camera was replaced by an 'ortho' one.
#
# 0.2.5
# -- if a image file with the same name exits the
# system returns an error
#
# 0.2.4
# -- a LIMIT variable is added to unlock the uvcoords
# autoframing
#
#
# 0.2.3 :
@ -85,7 +107,7 @@ Notes:<br>
#
#---------------------------------------------
# Official Page :
# http://jmsoler.free.fr/util/blenderfile/py/text2uvbaker.py
# http://jmsoler.free.fr/didacticiel/blender/tutor/cpl_mesh3d2uv2d_en.htm
# For problems and errors:
# http://www.zoo-logique.org/3D.Blender/newsportal/thread.php?group=3D.Blender
#---------------------------------------------
@ -93,9 +115,69 @@ Notes:<br>
import Blender
from Blender import NMesh, Draw, Object, Scene, Camera
FRAME = 100
XYLIMIT = [0.0, 0.]
#-----------------------------------
# Last release : 0.2.5 , 2005/05/22 , 20h00
#-----------------------------------
# la fonction Blender.sys.dirname pose un
# probleme lorsque la memoire est trop encombree
# ---
# It seems that the Blender.sys.dirname function
# poses a problem when the memory is too much encumbered
#-----------------------------------
try:
import nt
os = nt
os.sep='\\'
except:
import posix
os = posix
os.sep='/'
DIRNAME=Blender.Get('filename')
#-----------------------------------
# decoupage de la chaine en fragment
# de façon a isoler le nom du fichier
# du repertoire
# ---
# split string in fragments to isolate
# the file name from the path name
#-----------------------------------
if DIRNAME.find(os.sep):
k0=DIRNAME.split(os.sep)
else:
k0=DIRNAME.split('/')
DIRNAME=DIRNAME.replace(k0[-1],'')
#-----------------------------------
# Last release : 0.2.5 , 2005/05/22 , end
#-----------------------------------
#-----------------------------------
# Last release : 0.2.4 , 2005/05/22 , 15h00
#-----------------------------------
FRAME = Blender.Get('endframe')
#-----------------------------------
# Last release : 0.2.4 , 2005/05/22 , end
#-----------------------------------
#-----------------------------------
# Last release : 0.2.4 , 2005/05/18 , 11h00
#
# Si LIMIT == 0 le script n'essaye pas de realiser
# un nouveau cadrage pour que l'image presente toute les
# coordonnées uv.
# ---
# if LIMIT == 0 the script do not try to make
# a new framing with all the uvcoord in only one
# shoot...
#-----------------------------------
LIMIT=0
#-----------------------------------
# Last release : 0.2.4 , 2005/05/18 , END
#-----------------------------------
XYLIMIT = [0.0, 0.0,1.0,1.0]
OBJPOS = 100.0
DEBUG=1
helpmsg = """
Texture Baker:
@ -106,23 +188,79 @@ normal image textures that can be edited with a 2d image manipulation program
or used with the mesh in games and other 3d applications.
Basic instructions:
- Enter face mode and define uv coordinates for your mesh;
- Define its materials and textures and set "Map Input" coordinates to UV;
- Enter face mode and define uv coordinates for your mesh (do not forget to
choose a development shape);
- Define its materials and textures ;
- Run this script and check the console.
"""
def GET_newobject (TYPE,NAME):
"""
# ---------------------------
# Function GET_newobject
#
# IN : TYPE string , object type ('Mesh','Empty',...)
# NAME string , name object
# OUT: OBJECT Blender objetc described in teh string TYPE
# SCENE Blender current scene object
# ---------------------------
Return and object and the current scene
"""
SCENE = Blender.Scene.getCurrent()
OBJECT = Blender.Object.New(TYPE,NAME)
SCENE.link(OBJECT)
return OBJECT, SCENE
def RenameImage(RDIR, MYDIR, FILENAME, name):
"""
# ---------------------------
# Function RenameImage
#
# IN : RDIR string , current render directory
# MYDIR string , new render dir for this shoot
# FILENAME string , last rendered image filename
# name string , new name for this image
# OUT: nothing
# ---------------------------
Rename the file pointed by the string name
recall the function if the file yet exists
"""
newfname = RDIR + MYDIR + name
if newfname.find('.png', -4) < 0 : newfname += '.png'
if not Blender.sys.exists(newfname):
os.rename(FILENAME, newfname)
else:
name = Draw.PupStrInput ('ReName Image, please :', name, 32)
RenameImage(RDIR, MYDIR, FILENAME, name)
def SAVE_image (rc, name, FRAME):
"""
# ---------------------------
# Function SAVE_image
#
# IN : rc current render context object
# name string , image name
# FRAME integer, last numbre of the curent animation
# OUT: nothing
# ---------------------------
"""
rc.enableExtensions(1)
MYDIR = ''
RENDERDIR = rc.getRenderPath()
RENDERDIR = rc.getRenderPath().replace('\\','/')
if RENDERDIR.find('//')==0 :
print 'filename', Blender.Get('filename'),'/n', Blender.sys.dirname(Blender.Get('filename'))
RDIR=RENDERDIR.replace('//',DIRNAME)
else:
RDIR=RENDERDIR[:]
if DEBUG : print 'RDIR : ', RDIR
HOMEDIR=Blender.Get('homedir')
if DEBUG : print 'HOMEDIR', HOMEDIR
rc.setRenderPath(RENDERDIR + MYDIR)
print "Render folder:", RENDERDIR + MYDIR
if DEBUG : print "Render folder:", RENDERDIR + MYDIR
IMAGETYPE = Blender.Scene.Render.PNG
if DEBUG : print 'IMAGETYPE : ',IMAGETYPE
rc.setImageType(IMAGETYPE)
NEWFRAME = FRAME
OLDEFRAME = rc.endFrame()
@ -130,39 +268,37 @@ def SAVE_image (rc, name, FRAME):
rc.startFrame(NEWFRAME)
rc.endFrame(NEWFRAME)
rc.renderAnim()
try:
import nt
os = nt
except:
import posix
os = posix
Blender.Scene.Render.CloseRenderWindow()
FILENAME = "%04d" % NEWFRAME
FILENAME = FILENAME.replace (' ', '0')
FILENAME = RENDERDIR + MYDIR + FILENAME + '.png'
FILENAME = RDIR + MYDIR + FILENAME + '.png'
try:
TRUE = os.stat(FILENAME)
newfname = RENDERDIR + MYDIR + name
if newfname.find('.png', -4) < 0: newfname += '.png'
os.rename(FILENAME, newfname)
print "Renamed to:", newfname
except:
pass
RenameImage(RDIR, MYDIR, FILENAME, name)
rc.endFrame(OLDEFRAME)
rc.startFrame(OLDSFRAME)
rc.setRenderPath(RENDERDIR)
def SHOOT (XYlimit, frame, obj, name, FRAME):
"""
# ---------------------------
# Function SHOOT
#
# IN : XYlimit list of 4 floats, smallest and biggest
# uvcoords
# frame cureente frame
# obj for object location
# name image name
# FRAME the last animation's frame
# OUT: nothing
# ---------------------------
render and save the baked textures picture
"""
try:
CAM = Blender.Object.Get('UVCAMERA')
Cam = CAM.getData()
SC = Blender.Scene.getCurrent()
except:
Cam = Blender.Camera.New()
Cam.name = 'UVCamera'
@ -172,45 +308,29 @@ def SHOOT (XYlimit, frame, obj, name, FRAME):
Cam.lens = 30
Cam.name = 'UVCamera'
Cam.setType('ortho')
Cam.setScale(1.0)
CAM.setLocation(obj.getLocation())
CAM.LocX += XYlimit[0] / 2.0
CAM.LocY += XYlimit[1] / 2.0
CAM.LocZ += max (XYlimit[0], XYlimit[1])
CAM.LocX += XYlimit[2] * 0.500
CAM.LocY += XYlimit[3] * 0.500
CAM.LocZ += max (XYlimit[2], XYlimit[3])
CAM.setEuler (0.0, 0.0, 0.0)
try:
LAMP = Blender.Object.Get('ECLAIRAGE')
lampe = LAMP.getData()
SC = Blender.Scene.getCurrent()
except:
lampe = Blender.Lamp.New()
lampe.name = 'lumin'
LAMP, SC = GET_newobject('Lamp','ECLAIRAGE')
LAMP.link(lampe)
LAMP.setName('ECLAIRAGE')
LAMP.setLocation(obj.getLocation())
LAMP.LocX += XYlimit[0] / 2.0
LAMP.LocY += XYlimit[1] / 2.0
LAMP.LocZ += max (XYlimit[0], XYlimit[1])
LAMP.setEuler (0.0, 0.0, 0.0)
context = SC.getRenderingContext()
Camold = SC.getCurrentCamera()
SC.setCurrentCamera(CAM)
OLDy = context.imageSizeY()
OLDx = context.imageSizeX()
tres = Draw.PupMenu('TEXTURE OUT RESOLUTION : %t | 256 %x1 | 512 %x2 | 768 %x3 | 1024 %x4')
tres = Draw.PupMenu('TEXTURE OUT RESOLUTION : %t | 256 %x1 | 512 %x2 | 768 %x3 | 1024 %x4 | 2048 %x5 ')
if (tres) == 1: res = 256
elif (tres) == 2: res = 512
elif (tres) == 3: res = 768
elif (tres) == 4: res = 1024
elif (tres) == 5: res = 2048
else: res = 512
context.imageSizeY(res)
@ -223,10 +343,58 @@ def SHOOT (XYlimit, frame, obj, name, FRAME):
Blender.Set ('curframe', frame)
def Mesh2UVCoord ():
if 1:#try:
MESH3D = Object.GetSelected()[0]
#-----------------------------------
# release : 0.2.6 , 2005/05/29 , 00h00
#-----------------------------------
def PROV_Shadeless(MATList):
"""
# ---------------------------
# Function PROV_Shadeless
#
# IN : MATList a list of the mesh's materials
# OUT: SHADEDict a dictionnary of the materials' shadeles value
# ---------------------------
"""
SHADEDict={}
for mat in MATList:
SHADEDict[mat.name]=mat.mode
mat.mode |= Blender.Material.Modes.SHADELESS
return SHADEDict
#-----------------------------------
# Last release : 0.2.6 , 2005/05/29 , end
#-----------------------------------
#-----------------------------------
# release : 0.2.6 , 2005/05/29 , 00h00
#-----------------------------------
def REST_Shadeless(SHADEDict):
"""
# ---------------------------
# Function REST_Shadeless
#
# IN : SHADEDict a dictionnary of the materials' shadeles value
# OUT : nothing
# ---------------------------
"""
for m in SHADEDict.keys():
mat=Blender.Material.Get(m)
mat.mode=SHADEDict[m]
#-----------------------------------
# release : 0.2.6 , 2005/05/29 , end
#-----------------------------------
def Mesh2UVCoord (LIMIT):
"""
# ---------------------------
# Function Mesh2UVCoord
#
# IN : LIMIT integer, create or not a new framing for uvcoords
# OUT: nothing
# ---------------------------
"""
try:
MESH3D = Object.GetSelected()[0]
if MESH3D.getType() == 'Mesh':
MESH = MESH3D.getData()
@ -234,12 +402,12 @@ def Mesh2UVCoord ():
NewOBJECT=Blender.Object.Get('UVOBJECT')
CurSCENE=Blender.Scene.getCurrent()
MESH2 = NewOBJECT.getData()
MESH2.faces=[]
except:
NewOBJECT, CurSCENE = GET_newobject('Mesh','UVOBJECT')
MESH2 = Blender.NMesh.GetRaw()
MESH2.faces=[]
for f in MESH.faces:
f1 = Blender.NMesh.Face()
@ -258,55 +426,73 @@ def Mesh2UVCoord ():
MESH2.materials = MESH.materials[:]
#NewOBJECT.link(MESH2)
NewOBJECT.setLocation (OBJPOS, OBJPOS, 0.0)
NewOBJECT.setEuler (0.0, 0.0, 0.0)
MESH2.removeAllKeys()
for f in MESH2.faces:
for v in f.v:
for n in [0, 1]:
v.co[n] = f.uv[f.v.index(v)][n]
exec "if v.co[%s] > XYLIMIT[%s]: XYLIMIT[%s] = v.co[%s]" % (n, n, n, n)
v.co[2] = 0.0
print XYLIMIT
MESH2.update()
MESH2.insertKey (1, 'absolute')
MESH2.update()
for f in MESH2.faces:
for v in f.v:
for n in [0,1]:
v.co[n] = f.uv[f.v.index(v)][n]
exec "if v.co[%s] > XYLIMIT[%s]: XYLIMIT[%s] = v.co[%s]" % (n, n+2, n+2, n)
exec "if v.co[%s] < XYLIMIT[%s]: XYLIMIT[%s] = v.co[%s]" % (n, n, n, n)
v.co[2] = 0.0
if DEBUG: print XYLIMIT
MESH2.update()
MESH2.insertKey (FRAME, 'absolute')
MESH2.update()
imagename = 'uvtext'
name = "CHANGE IMAGE NAME ? %t | Replace it | No replace | Script help"
name = "CHANGE IMAGE NAME ? %t | Replace it | No replacing | Script help"
result = Draw.PupMenu(name)
if result == 1:
imagename = Draw.PupStrInput ('Image Name:', imagename, 32)
if result != 3:
SHOOT (XYLIMIT, FRAME, NewOBJECT, imagename, FRAME)
#-----------------------------------
# release : 0.2.6 , 2005/05/29 , 00h00
#-----------------------------------
SHADEDict=PROV_Shadeless(MESH2.materials)
#-----------------------------------
# release : 0.2.6 , 2005/05/29 , end
#-----------------------------------
if LIMIT :
SHOOT(XYLIMIT, FRAME, NewOBJECT, imagename, FRAME)
else :
SHOOT([0.0,0.0,1.0,1.0], FRAME, NewOBJECT, imagename, FRAME)
#-----------------------------------
# release : 0.2.6, 2005/05/29 , 00h00
#-----------------------------------
REST_Shadeless(SHADEDict)
#-----------------------------------
# release : 0.2.6 , 2005/05/29 , end
#-----------------------------------
Blender.Redraw()
else:
Draw.PupMenu("Ready%t|Please check console for instructions")
print helpmsg
Blender.ShowHelp('tex2uvbaker.py')
#Draw.PupMenu("Ready%t|Please check console for instructions")
if DEBUG: print helpmsg
else:
name = "Error%t|Active object is not a mesh or has no UV coordinates"
name = "ERROR: active object is not a mesh or has no UV coordinates"
result = Draw.PupMenu(name)
print 'problem : no object selected or not mesh'
#except:
# name = "Error%t|Active object is not a mesh or has no UV coordinates"
# result = Draw.PupMenu(name)
except:
name = "ERROR: active object is not a mesh or has no UV coordinates"
result = Draw.PupMenu(name)
print 'problem : no object selected or not mesh'
Mesh2UVCoord()
Mesh2UVCoord(LIMIT)

@ -47,6 +47,7 @@ typedef struct Script {
void *py_draw;
void *py_event;
void *py_button;
void *py_browsercallback;
void *py_globaldict;
int flags, lastspace;

@ -527,6 +527,7 @@ int BPY_txt_do_python_Text( struct Text *text )
script->py_draw = NULL;
script->py_event = NULL;
script->py_button = NULL;
script->py_browsercallback = NULL;
py_dict = CreateGlobalDictionary( );
@ -756,6 +757,7 @@ int BPY_menu_do_python( short menutype, int event )
script->py_draw = NULL;
script->py_event = NULL;
script->py_button = NULL;
script->py_browsercallback = NULL;
py_dict = CreateGlobalDictionary( );
@ -915,6 +917,7 @@ void BPY_clear_script( Script * script )
Py_XDECREF( ( PyObject * ) script->py_draw );
Py_XDECREF( ( PyObject * ) script->py_event );
Py_XDECREF( ( PyObject * ) script->py_button );
Py_XDECREF( ( PyObject * ) script->py_browsercallback );
dict = script->py_globaldict;

@ -70,6 +70,11 @@
#include "interface.h"
#include "mydevice.h" /*@ for all the event constants */
/* these delimit the free range for button events */
#define EXPP_BUTTON_EVENTS_OFFSET 1001
#define EXPP_BUTTON_EVENTS_MIN 0
#define EXPP_BUTTON_EVENTS_MAX 15382 /* 16384 - 1 - OFFSET */
/* pointer to main dictionary defined in Blender.c */
extern PyObject *g_blenderdict;
@ -510,18 +515,6 @@ static void spacescript_do_pywin_buttons( SpaceScript * sc,
void BPY_spacescript_do_pywin_event( SpaceScript * sc, unsigned short event,
short val, char ascii )
{
static int menu_hack = 0;
/* about menu_hack above: when a menu returns after an entry is chosen,
* two events are generated, the second one with val = 4. We don't want
* this second one to be passed to Python, because it can be confused with
* some event with same number defined by the script.
* What we do is set menu_hack to 1 if a button event occurs.
* Then if the next one is also a button event, w/ val = 4, we discard it. */
if( event != UI_BUT_EVENT || !val )
menu_hack = 0;
if( event == QKEY && G.qual & ( LR_ALTKEY | LR_CTRLKEY ) ) {
/* finish script: user pressed ALT+Q or CONTROL+Q */
Script *script = sc->script;
@ -533,27 +526,20 @@ void BPY_spacescript_do_pywin_event( SpaceScript * sc, unsigned short event,
return;
}
if( val ) {
if( uiDoBlocks( &curarea->uiblocks, event ) != UI_NOTHING )
event = 0;
if (val) {
if( event == UI_BUT_EVENT ) {
if( menu_hack && val == UI_RETURN_OK ) { /* "false" event? */
if ( menu_hack == 2 ) /* was last event UI_RETURN_OUT? */
spacescript_do_pywin_buttons( sc, UI_RETURN_OUT ); /* if so, send */
menu_hack = 0; /* clear menu_hack */
}
else if( val == UI_RETURN_OUT ) /* possible cancel */
menu_hack = 2;
else {
menu_hack = 1;
spacescript_do_pywin_buttons( sc, val );
}
if (uiDoBlocks( &curarea->uiblocks, event ) != UI_NOTHING) event = 0;
if (event == UI_BUT_EVENT) {
/* check that event is in free range for script button events;
* read the comment before check_button_event() below to understand */
if (val >= EXPP_BUTTON_EVENTS_OFFSET && val < 0x4000)
spacescript_do_pywin_buttons(sc, val - EXPP_BUTTON_EVENTS_OFFSET);
return;
}
}
/* Using the "event" main module var, used by scriptlinks, to pass the ascii
/* We use the "event" main module var, used by scriptlinks, to pass the ascii
* value to event callbacks (gui/event/button callbacks are not allowed
* inside scriptlinks, so this is ok) */
if( sc->script->py_event ) {
@ -756,6 +742,21 @@ static uiBlock *Get_uiBlock( void )
return uiGetBlock( butblock, curarea );
}
/* We restrict the acceptable event numbers to a proper "free" range
* according to other spaces in Blender.
* winqread***space() (space events callbacks) use short for events
* (called 'val' there) and we also translate by EXPP_BUTTON_EVENTS_OFFSET
* to get rid of unwanted events (check BPY_do_pywin_events above for
* explanation). This function takes care of that and proper checking: */
static int check_button_event(int *event) {
if ((*event < EXPP_BUTTON_EVENTS_MIN) ||
(*event > EXPP_BUTTON_EVENTS_MAX)) {
return -1;
}
*event += EXPP_BUTTON_EVENTS_OFFSET;
return 0;
}
static PyObject *Method_Button( PyObject * self, PyObject * args )
{
uiBlock *block;
@ -768,6 +769,10 @@ static PyObject *Method_Button( PyObject * self, PyObject * args )
return EXPP_ReturnPyObjError( PyExc_TypeError,
"expected a string, five ints and optionally another string as arguments" );
if (check_button_event(&event) == -1)
return EXPP_ReturnPyObjError( PyExc_AttributeError,
"button event argument must be in the range [0, 16382]");
block = Get_uiBlock( );
if( block )
@ -790,6 +795,10 @@ static PyObject *Method_Menu( PyObject * self, PyObject * args )
return EXPP_ReturnPyObjError( PyExc_TypeError,
"expected a string, six ints and optionally another string as arguments" );
if (check_button_event(&event) == -1)
return EXPP_ReturnPyObjError( PyExc_AttributeError,
"button event argument must be in the range [0, 16382]");
but = newbutton( );
but->type = 1;
but->val.asint = def;
@ -815,6 +824,10 @@ static PyObject *Method_Toggle( PyObject * self, PyObject * args )
return EXPP_ReturnPyObjError( PyExc_TypeError,
"expected a string, six ints and optionally another string as arguments" );
if (check_button_event(&event) == -1)
return EXPP_ReturnPyObjError( PyExc_AttributeError,
"button event argument must be in the range [0, 16382]");
but = newbutton( );
but->type = 1;
but->val.asint = def;
@ -873,6 +886,10 @@ static PyObject *Method_Slider( PyObject * self, PyObject * args )
"expected a string, five ints, three PyObjects\n\
and optionally another int and string as arguments" );
if (check_button_event(&event) == -1)
return EXPP_ReturnPyObjError( PyExc_AttributeError,
"button event argument must be in the range [0, 16382]");
but = newbutton( );
if( PyFloat_Check( inio ) ) {
@ -932,14 +949,18 @@ static PyObject *Method_Scrollbar( PyObject * self, PyObject * args )
if( !PyArg_ParseTuple( args, "iiiiiOOO|is", &event, &x, &y, &w, &h,
&inio, &mino, &maxo, &realtime, &tip ) )
return EXPP_ReturnPyObjError( PyExc_TypeError,
"expected five ints, three PyObjects and optionally\n\
another int and string as arguments" );
"expected five ints, three PyObjects and optionally\n\
another int and string as arguments" );
if( !PyNumber_Check( inio ) || !PyNumber_Check( inio )
|| !PyNumber_Check( inio ) )
return EXPP_ReturnPyObjError( PyExc_AttributeError,
"expected numbers for initial, min, and max" );
if (check_button_event(&event) == -1)
return EXPP_ReturnPyObjError( PyExc_AttributeError,
"button event argument must be in the range [0, 16382]");
but = newbutton( );
if( PyFloat_Check( inio ) )
@ -995,6 +1016,10 @@ static PyObject *Method_Number( PyObject * self, PyObject * args )
"expected a string, five ints, three PyObjects and\n\
optionally another string as arguments" );
if (check_button_event(&event) == -1)
return EXPP_ReturnPyObjError( PyExc_AttributeError,
"button event argument must be in the range [0, 16382]");
but = newbutton( );
if( PyFloat_Check( inio ) ) {
@ -1045,6 +1070,10 @@ static PyObject *Method_String( PyObject * self, PyObject * args )
"expected a string, five ints, a string, an int and\n\
optionally another string as arguments" );
if (check_button_event(&event) == -1)
return EXPP_ReturnPyObjError( PyExc_AttributeError,
"button event argument must be in the range [0, 16382]");
if (len > (UI_MAX_DRAW_STR - 1)) {
len = UI_MAX_DRAW_STR - 1;
newstr[len] = '\0';

@ -68,9 +68,6 @@
/* See Draw.c */
extern int EXPP_disable_force_draw;
/* Callback used by the file and image selector access functions */
static PyObject *EXPP_FS_PyCallback = NULL;
/*****************************************************************************/
/* Python API function prototypes for the Window module. */
/*****************************************************************************/
@ -453,24 +450,42 @@ static PyObject *M_Window_QRedrawAll( PyObject * self, PyObject * args )
static void getSelectedFile( char *name )
{
PyObject *callback;
PyObject *result;
callback = EXPP_FS_PyCallback;
result = PyObject_CallFunction( EXPP_FS_PyCallback, "s", name );
if ((!result) && (G.f & G_DEBUG)) {
fprintf(stderr, "BPy error: Callback call failed!\n");
PyObject *pycallback;
PyObject *result;
Script *script;
/* let's find the script that owns this callback */
script = G.main->script.first;
while (script) {
if (script->flags & SCRIPT_RUNNING) break;
script = script->id.next;
}
Py_XDECREF(result);
/* Catch changes of EXPP_FS_PyCallback during the callback call
* due to calls to Blender.Window.FileSelector or
* Blender.Window.ImageSelector inside the python callback. */
if (callback == EXPP_FS_PyCallback) {
Py_DECREF(EXPP_FS_PyCallback);
EXPP_FS_PyCallback = NULL;
} else {
Py_DECREF(callback);
}
if (!script) {
if (curarea->spacetype == SPACE_SCRIPT) {
SpaceScript *sc = curarea->spacedata.first;
script = sc->script;
}
}
pycallback = script->py_browsercallback;
if (pycallback) {
result = PyObject_CallFunction( pycallback, "s", name );
if (!result) {
if (G.f & G_DEBUG)
fprintf(stderr, "BPy error: Callback call failed!\n");
}
else Py_DECREF(result);
if (script->py_browsercallback == pycallback)
script->py_browsercallback = NULL;
/* else another call to selector was made inside pycallback */
Py_DECREF(pycallback);
}
return;
}
@ -480,6 +495,7 @@ static PyObject *M_Window_FileSelector( PyObject * self, PyObject * args )
char *filename = G.sce;
SpaceScript *sc;
Script *script = NULL;
PyObject *pycallback = NULL;
int startspace = 0;
if (during_scriptlink())
@ -490,13 +506,13 @@ static PyObject *M_Window_FileSelector( PyObject * self, PyObject * args )
return EXPP_ReturnPyObjError(PyExc_RuntimeError,
"the file selector is not available in background mode");
if((!PyArg_ParseTuple( args, "O|ss", &EXPP_FS_PyCallback, &title, &filename))
|| (!PyCallable_Check(EXPP_FS_PyCallback)))
if((!PyArg_ParseTuple( args, "O|ss", &pycallback, &title, &filename))
|| (!PyCallable_Check(pycallback)))
return EXPP_ReturnPyObjError( PyExc_AttributeError,
"\nexpected a callback function (and optionally one or two strings) "
"as argument(s)" );
Py_XINCREF(EXPP_FS_PyCallback);
Py_INCREF(pycallback);
/* trick: we move to a spacescript because then the fileselector will properly
* unset our SCRIPT_FILESEL flag when the user chooses a file or cancels the
@ -527,6 +543,12 @@ static PyObject *M_Window_FileSelector( PyObject * self, PyObject * args )
script->flags |= SCRIPT_FILESEL;
/* clear any previous callback (nested calls to selector) */
if (script->py_browsercallback) {
Py_DECREF((PyObject *)script->py_browsercallback);
}
script->py_browsercallback = pycallback;
activate_fileselect( FILE_BLENDER, title, filename, getSelectedFile );
Py_INCREF( Py_None );
@ -539,6 +561,7 @@ static PyObject *M_Window_ImageSelector( PyObject * self, PyObject * args )
char *filename = G.sce;
SpaceScript *sc;
Script *script = NULL;
PyObject *pycallback = NULL;
int startspace = 0;
if (during_scriptlink())
@ -549,14 +572,13 @@ static PyObject *M_Window_ImageSelector( PyObject * self, PyObject * args )
return EXPP_ReturnPyObjError(PyExc_RuntimeError,
"the image selector is not available in background mode");
if( !PyArg_ParseTuple( args, "O|ss", &EXPP_FS_PyCallback, &title, &filename )
|| (!PyCallable_Check(EXPP_FS_PyCallback)))
return ( EXPP_ReturnPyObjError
( PyExc_AttributeError,
"\nexpected a callback function (and optionally one or two strings) "
"as argument(s)" ) );
if( !PyArg_ParseTuple( args, "O|ss", &pycallback, &title, &filename )
|| (!PyCallable_Check(pycallback)))
return EXPP_ReturnPyObjError ( PyExc_AttributeError,
"\nexpected a callback function (and optionally one or two strings) "
"as argument(s)" );
Py_XINCREF(EXPP_FS_PyCallback);
Py_INCREF(pycallback);
/* trick: we move to a spacescript because then the fileselector will properly
* unset our SCRIPT_FILESEL flag when the user chooses a file or cancels the
@ -586,6 +608,11 @@ static PyObject *M_Window_ImageSelector( PyObject * self, PyObject * args )
}
script->flags |= SCRIPT_FILESEL; /* same flag as filesel */
/* clear any previous callback (nested calls to selector) */
if (script->py_browsercallback) {
Py_DECREF((PyObject *)script->py_browsercallback);
}
script->py_browsercallback = pycallback;
activate_imageselect( FILE_BLENDER, title, filename, getSelectedFile );
@ -610,12 +637,11 @@ static PyObject *M_Window_DrawProgressBar( PyObject * self, PyObject * args )
if( !PyArg_ParseTuple( args, "fs", &done, &info ) )
return ( EXPP_ReturnPyObjError( PyExc_AttributeError,
"expected a float and a string as arguments" ) );
"expected a float and a string as arguments" ) );
if( !G.background )
retval = progress_bar( done, info );
retval = progress_bar( done, info );
curarea = sa;
areawinset(sa->win);
return Py_BuildValue( "i", retval );
}

@ -183,6 +183,11 @@ class Theme:
@cvar face_select: theme rgba var.
@cvar face_dot: theme rgba var.
@cvar normal: theme rgba var.
@cvar syntaxl: theme rgba var.
@cvar syntaxn: theme rgba var.
@cvar syntaxb: theme rgba var.
@cvar syntaxv: theme rgba var.
@cvar syntaxc: theme rgba var.
@type vertex_size: int
@cvar vertex_size: size of the vertices dots on screen in the range [1, 10].
@type facedot_size: int

@ -134,9 +134,9 @@ static void ThemeSpace_dealloc( BPy_ThemeSpace * self )
else if (!strcmp(name, #attr))\
attrib = charRGBA_New(&tsp->attr[0]);
/* Example: ELSEIF_TSP_RGBA(outline) becomes:
/* Example: ELSEIF_TSP_RGBA(back) becomes:
* else if (!strcmp(name, "back")
* attr = charRGBA_New(&tsp->back[0])
* attrib = charRGBA_New(&tsp->back[0])
*/
static PyObject *ThemeSpace_getAttr( BPy_ThemeSpace * self, char *name )
@ -146,7 +146,7 @@ static PyObject *ThemeSpace_getAttr( BPy_ThemeSpace * self, char *name )
if( !strcmp( name, "theme" ) )
attrib = PyString_FromString( self->theme->name );
ELSEIF_TSP_RGBA( back )
ELSEIF_TSP_RGBA( back )
ELSEIF_TSP_RGBA( text )
ELSEIF_TSP_RGBA( text_hi )
ELSEIF_TSP_RGBA( header )
@ -169,19 +169,26 @@ static PyObject *ThemeSpace_getAttr( BPy_ThemeSpace * self, char *name )
ELSEIF_TSP_RGBA( face_select )
ELSEIF_TSP_RGBA( face_dot )
ELSEIF_TSP_RGBA( normal )
ELSEIF_TSP_RGBA( syntaxl )
ELSEIF_TSP_RGBA( syntaxn )
ELSEIF_TSP_RGBA( syntaxb )
ELSEIF_TSP_RGBA( syntaxv )
ELSEIF_TSP_RGBA( syntaxc )
else if( !strcmp( name, "vertex_size" ) )
attrib = Py_BuildValue( "i", tsp->vertex_size );
else if( !strcmp( name, "facedot_size" ) )
attrib = Py_BuildValue( "i", tsp->facedot_size );
else if( !strcmp( name, "__members__" ) )
attrib = Py_BuildValue( "[ssssssssssssssssssssssssss]", "theme",
attrib = Py_BuildValue( "[sssssssssssssssssssssssssssssss]", "theme",
"back", "text", "text_hi", "header",
"panel", "shade1", "shade2", "hilite",
"grid", "wire", "select", "active",
"transform", "vertex", "vertex_select",
"edge", "edge_select", "edge_seam",
"edge_facesel", "face", "face_select",
"face_dot", "normal", "vertex_size", "facedot_size" );
"face_dot", "normal",
"syntaxl", "syntaxn", "syntaxb", "syntaxv", "syntaxc",
"vertex_size", "facedot_size" );
if( attrib != Py_None )
return attrib;
@ -199,7 +206,6 @@ static int ThemeSpace_setAttr( BPy_ThemeSpace * self, char *name,
if( !strcmp( name, "back" ) )
attrib = charRGBA_New( &tsp->back[0] );
ELSEIF_TSP_RGBA( back )
ELSEIF_TSP_RGBA( text )
ELSEIF_TSP_RGBA( text_hi )
ELSEIF_TSP_RGBA( header )
@ -222,6 +228,11 @@ static int ThemeSpace_setAttr( BPy_ThemeSpace * self, char *name,
ELSEIF_TSP_RGBA( face_select )
ELSEIF_TSP_RGBA( face_dot )
ELSEIF_TSP_RGBA( normal )
ELSEIF_TSP_RGBA( syntaxl )
ELSEIF_TSP_RGBA( syntaxn )
ELSEIF_TSP_RGBA( syntaxb )
ELSEIF_TSP_RGBA( syntaxv )
ELSEIF_TSP_RGBA( syntaxc )
else if( !strcmp( name, "vertex_size" ) ) {
int val;

@ -85,13 +85,14 @@ void winqreadscriptspace(struct ScrArea *sa, void *spacedata, struct BWinEvent *
void drawscriptspace(ScrArea *sa, void *spacedata)
{
SpaceScript *sc = curarea->spacedata.first;
Script *script = NULL;
glClearColor(0.6, 0.6, 0.6, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
myortho2(-0.5, curarea->winrct.xmax-curarea->winrct.xmin-0.5, -0.5, curarea->winrct.ymax-curarea->winrct.ymin-0.5);
if (!sc->script) {
Script *script = G.main->script.first;
script = G.main->script.first;
while (script) {
@ -105,7 +106,16 @@ void drawscriptspace(ScrArea *sa, void *spacedata)
if (!sc->script) return;
BPY_spacescript_do_pywin_draw(sc);
script = sc->script;
if (script->py_draw) {
BPY_spacescript_do_pywin_draw(sc);
}
/* quick hack for 2.37a for scripts that call the progress bar inside a
* file selector callback, to show previous space after finishing, w/o
* needing an event */
else if (!script->flags && !script->py_event && !script->py_button)
addqueue(curarea->win, MOUSEX, 0);
}
void winqreadscriptspace(struct ScrArea *sa, void *spacedata, struct BWinEvent *evt)
@ -117,7 +127,15 @@ void winqreadscriptspace(struct ScrArea *sa, void *spacedata, struct BWinEvent *
Script *script = sc->script;
if (script) {
BPY_spacescript_do_pywin_event(sc, event, val, ascii);
if (script->py_event || script->py_button)
BPY_spacescript_do_pywin_event(sc, event, val, ascii);
/* for file/image sel scripts: if user leaves file/image selection space,
* this frees the script (since it can't be accessed anymore): */
else if (script->flags == SCRIPT_FILESEL) {
script->flags = 0;
script->lastspace = SPACE_SCRIPT;
}
if (!script->flags) {/* finished with this script, let's free it */
if (script->lastspace != SPACE_SCRIPT)