blender/release/scripts/flt_toolbar.py
Geoffrey Bantle 895e871d6b -> Color Fixing tool in FLT toolbar
A new tool for for fixing colors on meshes imported from other files with
conflicting color palettes has been added to the FLT toolbar script. This
will find the closest match for all the colors in the faces of selected
meshes and update their baked vertex color representation.

Also added a small tweak to the 'update all' tool which will fix black faces
2008-03-19 21:14:49 +00:00

806 lines
22 KiB
Python

#!BPY
"""
Name: 'FLT Toolbar'
Blender: 240
Group: 'Misc'
Tooltip: 'Tools for working with FLT databases'
"""
__author__ = "Geoffrey Bantle"
__version__ = "1.0 11/21/07"
__email__ = ('scripts', 'Author, ')
__url__ = ('blender', 'elysiun')
__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 *
xrefprefix = ""
xrefstack = list()
vofsstack = list()
vquatstack = list()
prop_w = 256
prop_h = 256
#event codes
evcode = {
"XREF_MAKE" : 100,
"XREF_EDIT" : 101,
"XREF_FILE" : 102,
"XREF_PICK" : 103,
"XREF_SELECT" : 104,
"XREF_POP" : 105,
"XREF_PREFIX" : 106,
"FACE_NAME" : 200,
"FACE_MAKESUB" : 201,
"FACE_KILLSUB" : 202,
"FACE_SELSUB" : 203,
"SCENE_UPDATE" : 303,
"IDPROP_COPY" : 501,
"IDPROP_KILL" : 502,
"CLIGHT_MAKE" : 700,
"DFROMACT" : 701,
"FIXCOL" : 702
}
XREF_PREFIX = None
XREF_MAKE = None
XREF_EDIT = None
XREF_SELECT = None
XREF_POP = None
FACE_MAKESUB = None
FACE_SELSUB = None
FACE_KILLSUB = None
IDPROP_KILL = None
IDPROP_COPY = None
SCENE_UPDATE = None
CLIGHT_MAKE = None
DFROMACT = None
FIXCOL = None
def RGBtoHSV( r, g, b):
cmin = min( r, g, b )
cmax = max( r, g, b )
v = cmax
if(cmax!=0.0):
s = (cmax-cmin)/cmax
else:
s = 0.0
h = 0.0
if(s == 0.0):
h = -1.0
else:
cdelta = cmax-cmin
rc = (cmax-r)/cdelta
gc = (cmax-g)/cdelta
bc = (cmax-b)/cdelta
if(r==cmax):
h = bc-gc
else:
if(g==cmax):
h = 2.0+rc-bc
else:
h = 4.0+gc-rc
h = h*60.0
if(h<0.0):
h += 360.0
h = h/360.0
if(h < 0.0):
h = 0.0
return (h,s,v)
def update_state():
state = dict()
state["activeScene"] = Blender.Scene.getCurrent()
state["activeObject"] = state["activeScene"].getActiveObject()
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 pack_face_index(index, intensity):
return ((127*intensity)+(128*index))
def unpack_face_index(face_index):
index = face_index / 128
intensity = float(face_index - 128.0 * index) / 127.0
return(index,intensity)
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(object):
state = update_state()
if object and object.properties.has_key('FLT'):
object.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 unpack_color(color):
return struct.unpack('>BBBB',struct.pack('>I',color))
def findColorKey(colordict, hsv):
hdelta = 0.001
for key in colordict:
if not (((hsv[0] < (key[0] + hdelta)) and (hsv[0] > (key[0] - hdelta))) and ((hsv[1] < (key[1] + hdelta)) and (hsv[1] > (key[1] - hdelta)))):
return key
return None
def hsvsort(a, b):
(index1, mag1) = a
(index2, mag2) = b
if mag1 > mag2:
return 1
elif mag1 < mag2:
return -1
return 0
def fix_colors():
editmode = 0
if Blender.Window.EditMode():
Blender.Window.EditMode(0)
editmode = 1
state = update_state()
scene = state["activeScene"]
colors = None
if state["activeScene"].properties.has_key('FLT'):
try:
colors = state["activeScene"].properties['FLT']['Color Palette']
except:
pass
if not colors:
return
#first build a HSV version of our palette
hsvpalette = list()
for swatch in colors:
color = unpack_color(swatch)
hsv = RGBtoHSV(color[0] / 255.0, color[1] / 255.0, color[2] / 255.0)
hsvpalette.append(hsv)
#collect all of our meshes
meshes = list()
for object in scene.objects.context:
if object.sel and object.type == 'Mesh':
mesh = object.getData(mesh=True)
if "FLT_COL" in mesh.faces.properties:
meshes.append(mesh)
#Now go through our meshes, and build a dictionary of face lists keyed according to (hue,saturation) of the baked color
colordict = dict()
for mesh in meshes:
for face in mesh.faces:
hsv = RGBtoHSV(face.col[0].r/255.0, face.col[0].g/255.0, face.col[0].b/255.0) #retrieve baked color
if colordict.has_key((hsv[0],hsv[1])):
colordict[(hsv[0],hsv[1])].append(face)
else:
colordict[(hsv[0],hsv[1])] = [face]
#for each color key in the color dict, build a list of distances from it to the values in hsvpalette and then quicksort them for closest match
for key in colordict:
maglist = list()
for i, hsv in enumerate(hsvpalette):
norm = Blender.Mathutils.Vector(hsv[0], hsv[1]) - Blender.Mathutils.Vector(key[0],key[1])
maglist.append((i,norm.length))
maglist.sort(hsvsort)
print maglist[0]
for face in colordict[key]:
(index, intensity) = unpack_face_index(face.getProperty("FLT_COL"))
newfindex = pack_face_index(maglist[0][0],intensity)
face.setProperty("FLT_COL", int(newfindex))
for mesh in meshes:
update_mesh_colors(colors,mesh)
if editmode:
Blender.Window.EditMode(1)
def update_mesh_colors(colors, mesh):
if 'FLT_COL' in mesh.faces.properties:
mesh.activeColorLayer = "FLT_Fcol"
for face in mesh.faces:
(index,intensity) = unpack_face_index(face.getProperty('FLT_COL'))
color = struct.unpack('>BBBB',struct.pack('>I',colors[index]))
if index == 0 and intensity == 0:
color = (255,255,255)
intensity = 1.0
#update the vertex colors for this face
for col in face.col:
col.r = int(color[0] * intensity)
col.g = int(color[1] * intensity)
col.b = int(color[2] * intensity)
col.a = 255
def update_all():
editmode = 0
if Blender.Window.EditMode():
Blender.Window.EditMode(0)
editmode = 1
state = update_state()
if state["activeScene"].properties.has_key('FLT'):
try:
colors = state["activeScene"].properties['FLT']['Color Palette']
except:
colors = None
if colors:
#update the baked FLT colors for all meshes.
for object in state["activeScene"].objects:
if object.type == "Mesh":
mesh = object.getData(mesh=True)
update_mesh_colors(colors,mesh)
if editmode:
Blender.Window.EditMode(1)
#Change this to find the deep parent
def xref_create():
global xrefprefix
global xrefstack
global vofsstack
global vquatstack
global prop_w
global prop_h
state = update_state()
def findchildren(object):
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
actObject = state["activeObject"]
if actObject and xrefprefix:
scenenames = list()
for scene in Blender.Scene.Get():
scenenames.append(scene.name)
if xrefprefix in scenenames:
#build a unique name for the xref...
suffix = 1
found = False
while not found:
candidate = xrefprefix + str(suffix)
if not candidate in scenenames:
xrefname = candidate
found = True
suffix+=1
else:
xrefname = xrefprefix
#create our XRef node
xnode = state["activeScene"].objects.new('Empty')
xnode.name = 'X:' + xrefname
xnode.properties['FLT'] = dict()
for prop in FLTXRef:
xnode.properties['FLT'][prop] = FLTXRef[prop]
xnode.properties['FLT']['3t200!filename'] = xrefname + '.flt'
xnode.properties['FLT']['type'] = 63
xnode.enableDupGroup = True
xnode.DupGroup = Blender.Group.New(xrefname) #this is dangerous... be careful!
#copy rot and loc of actObject
xnode.setLocation(actObject.getLocation())
xnode.setEuler(actObject.getEuler())
#build the new scene
xrefscene = Blender.Scene.New(xrefname)
xrefscene.properties['FLT'] = dict()
xrefscene.properties['FLT']['Filename'] = xrefname
xrefscene.properties['FLT']['Main'] = 0
#find the children of actObject so that we can add them to the group
linkobjects = findchildren(actObject)
linkobjects.append(actObject)
for object in linkobjects:
xrefscene.objects.link(object)
state["activeScene"].objects.unlink(object)
xnode.DupGroup.objects.link(object)
#clear rotation of actObject and location
actObject.setLocation(0.0,0.0,0.0)
actObject.setEuler(0.0,0.0,0.0)
xrefscene.update(1)
state["activeScene"].update(1)
def xref_select():
state = update_state()
candidates = list()
scenelist = [scene.name for scene in Blender.Scene.Get()]
for object in state["activeScene"].objects:
if object.type == 'Empty' and object.enableDupGroup == True and object.DupGroup:
candidates.append(object)
for object in candidates:
if object.DupGroup.name in scenelist:
object.sel = 1
def xref_edit():
global xrefprefix
global xrefstack
global vofsstack
global vquatstack
global prop_w
global prop_h
state = update_state()
actObject = state["activeObject"]
if actObject and actObject.type == 'Empty' and actObject.DupGroup:
# if actObject.properties.has_key('FLT') and actObject.properties['FLT']['type'] == 63:
for FLTscene in Blender.Scene.Get():
if FLTscene.properties.has_key('FLT') and FLTscene.name == actObject.DupGroup.name:
actObject.sel = 0
xrefstack.append(state["activeScene"])
vofsstack.append(Blender.Window.GetViewOffset())
vquatstack.append(Blender.Window.GetViewQuat())
FLTscene.makeCurrent()
Blender.Window.SetViewOffset(0.0,0.0,0.0)
def xref_finish():
global xrefprefix
global xrefstack
global vofsstack
global vquatstack
global prop_w
global prop_h
state = update_state()
if xrefstack:
scene = xrefstack.pop()
Blender.Window.SetViewQuat(vquatstack.pop())
Blender.Window.SetViewOffset(vofsstack.pop())
scene.makeCurrent()
def sortSub(a,b):
aindex = a.getProperty("FLT_ORIGINDEX")
bindex = b.getProperty("FLT_ORIGINDEX")
if aindex > bindex:
return 1
elif aindex < bindex:
return -1
return 0
def subface_make():
global xrefprefix
global xrefstack
global vofsstack
global vquatstack
global prop_w
global prop_h
editmode = 0
if Blender.Window.EditMode():
Blender.Window.EditMode(0)
editmode = 1
state = update_state()
actmesh = state["activeMesh"]
activeFace = state["activeFace"]
if actmesh:
if not "FLT_ORIGINDEX" in actmesh.faces.properties:
actmesh.faces.addPropertyLayer("FLT_ORIGINDEX",Blender.Mesh.PropertyTypes["INT"])
for i, face in enumerate(actmesh.faces):
face.setProperty("FLT_ORIGINDEX",i)
if not "FLT_SFLEVEL" in actmesh.faces.properties:
actmesh.faces.addPropertyLayer("FLT_SFLEVEL",Blender.Mesh.PropertyTypes["INT"])
#attach the subfaces to the active face. Note, this doesnt really work 100 percent properly yet, just enough for one level!
if activeFace:
#steps:
#remove actface and selected faces from the facelist
#quicksort facelist
#append actface and subfaces to end of facelist.
#generate new indices
facelist = list()
sublist = list()
for face in actmesh.faces:
facelist.append(face)
for face in facelist:
if face == activeFace:
face.setProperty("FLT_SFLEVEL",0)
sublist.insert(0,face)
elif face.sel:
face.setProperty("FLT_SFLEVEL",1)
sublist.append(face)
for face in sublist:
facelist.remove(face)
facelist.sort(sortSub)
for face in sublist:
facelist.append(face)
for i, face in enumerate(facelist):
face.setProperty("FLT_ORIGINDEX",i)
else:
pass
if editmode:
Blender.Window.EditMode(1)
def subface_kill():
global xrefprefix
global xrefstack
global vofsstack
global vquatstack
global prop_w
global prop_h
editmode = 0
if Blender.Window.EditMode():
Blender.Window.EditMode(0)
editmode = 1
state = update_state()
actmesh = state["activeMesh"]
if actmesh:
if "FLT_ORIGINDEX" in actmesh.faces.properties and "FLT_SFLEVEL" in actmesh.faces.properties:
for i,face in enumerate(actmesh.faces):
face.setProperty("FLT_ORIGINDEX",i)
face.setProperty("FLT_SFLEVEL",0)
if editmode:
Blender.Window.EditMode(1)
def subface_select():
global xrefprefix
global xrefstack
global vofsstack
global vquatstack
global prop_w
global prop_h
editmode = 0
if Blender.Window.EditMode():
Blender.Window.EditMode(0)
editmode = 1
state = update_state()
actmesh = state["activeMesh"]
activeFace = state["activeFace"]
if actmesh and activeFace:
if "FLT_ORIGINDEX" in actmesh.faces.properties and "FLT_SFLEVEL" in actmesh.faces.properties:
facelist = list()
actIndex = None
sublevel = None
for face in actmesh.faces:
facelist.append(face)
facelist.sort(sortSub)
for i, face in enumerate(facelist):
if face == activeFace:
actIndex = i
sublevel = face.getProperty("FLT_SFLEVEL")+1
break
leftover = facelist[actIndex+1:]
for face in leftover:
if face.getProperty("FLT_SFLEVEL") == sublevel:
face.sel = 1
else:
break
if editmode:
Blender.Window.EditMode(1)
def select_by_typecode(typecode):
global xrefprefix
global xrefstack
global vofsstack
global vquatstack
global prop_w
global prop_h
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 clight_make():
state = update_state()
actmesh = state["activeMesh"]
actobj = state["activeObject"]
if actobj and actmesh:
actobj.properties['FLT'] = dict()
actobj.properties['FLT']['type'] = 111
for prop in FLTInlineLP:
actobj.properties['FLT'][prop] = FLTInlineLP[prop]
actmesh.verts.addPropertyLayer("FLT_VCOL", Blender.Mesh.PropertyTypes["INT"])
for v in actmesh.verts:
v.setProperty("FLT_VCOL", 83815)
def dfromact():
state = update_state()
actobj = state["activeObject"]
actscene = state["activeScene"]
dof = None
for object in actscene.objects.context:
if object.sel and (object != actobj):
if not dof:
dof = object
else:
return
if 'FLT' not in dof.properties:
dof.properties['FLT'] = dict()
#Warning! assumes 1 BU == 10 meters.
#do origin
dof.properties['FLT']['5d!ORIGX'] = actobj.getLocation('worldspace')[0]*10.0
dof.properties['FLT']['6d!ORIGY'] = actobj.getLocation('worldspace')[1]*10.0
dof.properties['FLT']['7d!ORIGZ'] = actobj.getLocation('worldspace')[2]*10.0
#do X axis
x = Blender.Mathutils.Vector(1.0,0.0,0.0)
x = x * actobj.getMatrix('worldspace')
x = x * 10.0
dof.properties['FLT']['8d!XAXIS-X'] = x[0]
dof.properties['FLT']['9d!XAXIS-Y'] = x[1]
dof.properties['FLT']['10d!XAXIS-Z'] = x[2]
#do X/Y plane
x = Blender.Mathutils.Vector(1.0,1.0,0.0)
x.normalize()
x = x * actobj.getMatrix('worldspace')
x = x * 10.0
dof.properties['FLT']['11d!XYPLANE-X'] = x[0]
dof.properties['FLT']['12d!XYPLANE-Y'] = x[1]
dof.properties['FLT']['13d!XZPLANE-Z'] = x[2]
def event(evt,val):
if evt == Draw.ESCKEY:
Draw.Exit()
def but_event(evt):
global xrefprefix
global xrefstack
global vofsstack
global vquatstack
global prop_w
global prop_h
global evcode
state = update_state()
#do Xref buttons
if evt == evcode["XREF_PREFIX"]:
xrefprefix = XREF_PREFIX.val
if evt == evcode["XREF_EDIT"]:
xref_edit()
if evt == evcode["XREF_SELECT"]:
xref_select()
if evt == evcode["XREF_MAKE"]:
xref_create()
#do scene buttons
if evt == evcode["SCENE_UPDATE"]:
update_all()
#do face buttons
if evt == evcode["FACE_MAKESUB"]:
subface_make()
if evt== evcode["FACE_KILLSUB"]:
subface_kill()
if evt== evcode["FACE_SELSUB"]:
subface_select()
#common buttons
if evt == evcode["IDPROP_KILL"]:
if state["activeObject"]:
idprops_kill(state["activeObject"])
if evt == evcode["IDPROP_COPY"]:
if state["activeObject"]:
idprops_copy(state["activeObject"])
if evt == evcode["XREF_POP"]:
xref_finish()
if evt == evcode["CLIGHT_MAKE"]:
clight_make()
if evt == evcode["DFROMACT"]:
dfromact()
if evt == evcode["FIXCOL"]:
fix_colors()
Draw.Redraw(1)
Blender.Window.RedrawAll()
def box(x,y,w,h,c,mode):
glColor3f(c[0],c[1],c[2])
if mode == "outline":
glBegin(GL_LINE_LOOP)
else:
glBegin(GL_POLYGON)
glVertex2i(x,y)
glVertex2i(x+w,y)
glVertex2i(x+w,y+h)
glVertex2i(x,y+h)
glEnd()
def draw_postcommon(x,y,finaly):
global sheetlabel
global xrefprefix
global xrefstack
global vofsstack
global vquatstack
global prop_w
global prop_h
global evcode
state = update_state()
width = prop_w
height = prop_h
#draw the header
glColor3f(0.15,0.15,0.15)
glBegin(GL_POLYGON)
glVertex2i(x-1,y)
glVertex2i(x+width+1,y)
glVertex2i(x+width+1,y-25)
glVertex2i(x-1,y-25)
glEnd()
glColor3f(1,1,1)
glRasterPos2i(x,y-20)
sheetlabel = Blender.Draw.Text("FLT Tools Panel")
#draw the box outline
glColor3f(0,0,0)
glBegin(GL_LINE_LOOP)
glVertex2i(x-1,y)
glVertex2i(x+1+width,y)
glVertex2i(x+1+width,finaly-1)
glVertex2i(x-1,finaly-1)
glEnd()
return finaly
def draw_propsheet(x,y):
global XREF_PREFIX
global XREF_MAKE
global XREF_EDIT
global XREF_SELECT
global XREF_POP
global FACE_MAKESUB
global FACE_SELSUB
global FACE_KILLSUB
global IDPROP_KILL
global IDPROP_COPY
global SCENE_UPDATE
global DFROMACT
global FIXCOL
global CLIGHT_MAKE
global xrefprefix
global xrefstack
global vofsstack
global vquatstack
global prop_w
global prop_h
global evcode
state = update_state()
width = prop_w
height = prop_h
origx = x
origy = y
#draw Xref tools
y = y-20
XREF_PREFIX = Blender.Draw.String("XRef Name:",evcode["XREF_PREFIX"],x,y,width,20,xrefprefix,18,"Xref prefix name, Actual name is generated from this")
y = y-20
XREF_MAKE = Blender.Draw.PushButton("Make XRef",evcode["XREF_MAKE"],x,y,width,20,"Make External Reference")
y = y-20
XREF_EDIT = Blender.Draw.PushButton("Edit XRef",evcode["XREF_EDIT"],x,y,width,20,"Edit External Reference")
y = y-20
XREF_SELECT = Blender.Draw.PushButton("Select XRefs",evcode["XREF_SELECT"],x,y,width,20,"Select External References")
y = y - 20
XREF_POP = Blender.Draw.PushButton("Return to previous scene",evcode["XREF_POP"],x,y,width,20,"Go up one level in xref hierarchy")
#Draw facetools
y = y-20
FACE_MAKESUB = Blender.Draw.PushButton("Make Subfaces",evcode["FACE_MAKESUB"],x,y,width,20,"Make subfaces")
y = y-20
FACE_SELSUB = Blender.Draw.PushButton("Select Subfaces",evcode["FACE_SELSUB"],x,y,width,20,"Select subfaces")
y = y-20
FACE_KILLSUB = Blender.Draw.PushButton("Kill Subfaces",evcode["FACE_KILLSUB"],x,y,width,20,"Kill subfaces")
#Draw ID Property tools
y = y - 20
IDPROP_KILL = Blender.Draw.PushButton("Delete ID props",evcode["IDPROP_KILL"],x,y,width,20,"Delete ID props")
y = y - 20
IDPROP_COPY = Blender.Draw.PushButton("Copy to selected",evcode["IDPROP_COPY"],x,y,width,20, "Copy from active to all selected")
y= y - 20
CLIGHT_MAKE = Blender.Draw.PushButton("Make Light Point", evcode["CLIGHT_MAKE"],x,y,width,20,"Create inline light points from current mesh")
#General tools
y = y-20
SCENE_UPDATE = Blender.Draw.PushButton("Update All",evcode["SCENE_UPDATE"],x,y,width,20,"Update all vertex colors")
y=y-20
DFROMACT = Blender.Draw.PushButton("Dof from Active", evcode["DFROMACT"],x,y,width,20,"Get Dof origin from active object")
y=y-20
FIXCOL = Blender.Draw.PushButton("Fix Colors", evcode["FIXCOL"],x,y,width,20,"Fix baked FLT colors of selected meshes")
draw_postcommon(origx, origy,y)
def gui():
#draw the propsheet/toolbox.
psheety = 300
#psheetx = psheety + 10
draw_propsheet(0,psheety)
Draw.Register(gui,event,but_event)