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authorVilem Duha <vilem.duha@gmail.com>2019-03-29 19:52:47 +0300
committerVilem Duha <vilem.duha@gmail.com>2019-03-29 19:52:47 +0300
commit50ea2790f91788f247225be88b8e7a97c7bfb937 (patch)
treedf7e480fe061f594823e882dca0a0a7118f4a718 /blenderkit/append_link.py
parent69c01cad71191de344dbfd66c45640d0ec281bc3 (diff)
BlenderKit initial commit.
BlenderKit add-on is the official addon of the BlenderKit service for Blender 3d. (www.blenderkit.com) It enables users to upload, search, download, and rate different assets for blender. It works together with BlenderKit server.
Diffstat (limited to 'blenderkit/append_link.py')
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diff --git a/blenderkit/append_link.py b/blenderkit/append_link.py
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+# ##### BEGIN GPL LICENSE BLOCK #####
+#
+# This program is free software; you can redistribute it and/or
+# modify it under the terms of the GNU General Public License
+# as published by the Free Software Foundation; either version 2
+# of the License, or (at your option) any later version.
+#
+# This program is distributed in the hope that it will be useful,
+# but WITHOUT ANY WARRANTY; without even the implied warranty of
+# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+# GNU General Public License for more details.
+#
+# You should have received a copy of the GNU General Public License
+# along with this program; if not, write to the Free Software Foundation,
+# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+#
+# ##### END GPL LICENSE BLOCK #####
+
+import bpy
+import os, uuid
+from blenderkit import utils
+
+
+def append_brush(file_name, brushname=None, link=False, fake_user=True):
+ '''append a brush'''
+ with bpy.data.libraries.load(file_name, link=link, relative=True) as (data_from, data_to):
+ for m in data_from.brushes:
+ if m == brushname or brushname is None:
+ data_to.brushes = [m]
+ brushname = m
+ brush = bpy.data.brushes[brushname]
+ if fake_user:
+ brush.use_fake_user = True
+ return brush
+
+
+def append_material(file_name, matname=None, link=False, fake_user=True):
+ '''append a material type asset'''
+ # first, we have to check if there is a material with same name
+ # in previous step there's check if the imported material
+ # is allready in the scene, so we know same name != same material
+
+ mats_before = bpy.data.materials.keys()
+
+ with bpy.data.libraries.load(file_name, link=link, relative=True) as (data_from, data_to):
+ for m in data_from.materials:
+ if m == matname or matname is None:
+ data_to.materials = [m]
+ print(m, type(m))
+ matname = m
+ break;
+
+ # we have to find the new material :(
+ for mname in bpy.data.materials.keys():
+ if mname not in mats_before:
+ mat = bpy.data.materials[mname]
+ break
+
+ if fake_user:
+ mat.use_fake_user = True
+
+ return mat
+
+
+def append_scene(file_name, scenename=None, link=False, fake_user=False):
+ '''append a scene type asset'''
+ with bpy.data.libraries.load(file_name, link=link, relative=True) as (data_from, data_to):
+ for s in data_from.scenes:
+ if s == scenename or scenename is None:
+ data_to.scenes = [s]
+ scenename = s
+ scene = bpy.data.scenes[scenename]
+ if fake_user:
+ scene.use_fake_user = True
+ # scene has to have a new uuid, so user reports aren't screwed.
+ scene['uuid'] = str(uuid.uuid4())
+ return scene
+
+
+def link_group(file_name, obnames=[], location=(0, 0, 0), link=False, **kwargs):
+ '''link an instanced group - model type asset'''
+ sel = utils.selection_get()
+ bpy.ops.wm.link(directory=file_name + "/Collection/", filename=kwargs['name'], link=link, instance_collections=True,
+ autoselect=True)
+
+ main_object = bpy.context.active_object
+ if kwargs.get('rotation') is not None:
+ main_object.rotation_euler = kwargs['rotation']
+ main_object.location = location
+ utils.selection_set(sel)
+ return main_object, []
+
+
+def append_particle_system(file_name, obnames=[], location=(0, 0, 0), link=False, **kwargs):
+ '''link an instanced group - model type asset'''
+
+ pss = []
+ with bpy.data.libraries.load(file_name, link=link, relative=True) as (data_from, data_to):
+ for ps in data_from.particles:
+ pss.append(ps)
+ data_to.particles = pss
+
+ s = bpy.context.scene
+ sel = utils.selection_get()
+
+ target_object = bpy.context.scene.objects.get(kwargs['target_object'])
+ if target_object is not None and target_object.type == 'MESH':
+ target_object.select_set(True)
+ bpy.context.view_layer.objects.active = target_object
+
+ for ps in pss:
+ # now let's tune this ps to the particular objects area:
+ totarea = 0
+ for p in target_object.data.polygons:
+ totarea += p.area
+ count = int(ps.count * totarea)
+ if ps.child_type in ('INTERPOLATED', 'SIMPLE'):
+ total_count = count * ps.rendered_child_count
+ disp_count = count * ps.child_nbr
+ else:
+ total_count = count
+ threshold = 2000
+ total_max_threshold = 50000
+ # emitting too many parent particles just kills blender now:
+ if count > total_max_threshold:
+ ratio = round(count / total_max_threshold)
+
+ if ps.child_type in ('INTERPOLATED', 'SIMPLE'):
+ ps.rendered_child_count *= ratio
+ else:
+ ps.child_type = 'INTERPOLATED'
+ ps.rendered_child_count = ratio
+ count = max(2, int(count / ratio))
+ ps.display_percentage = min(ps.display_percentage, max(1, int(100 * threshold / total_count)))
+
+ print('count', count)
+ print('total count', total_count)
+ ps.count = count
+ print('got here')
+ bpy.ops.object.particle_system_add()
+ target_object.particle_systems[-1].settings = ps
+
+ target_object.select_set(False)
+ utils.selection_set(sel)
+ return target_object, []
+
+
+def append_objects(file_name, obnames=[], location=(0, 0, 0), link=False, **kwargs):
+ '''append objects into scene individually'''
+ with bpy.data.libraries.load(file_name, link=link, relative=True) as (data_from, data_to):
+ sobs = []
+ for ob in data_from.objects:
+ if ob in obnames or obnames == []:
+ sobs.append(ob)
+ data_to.objects = sobs
+ # data_to.objects = data_from.objects#[name for name in data_from.objects if name.startswith("house")]
+
+ # link them to scene
+ scene = bpy.context.scene
+ sel = utils.selection_get()
+ bpy.ops.object.select_all(action='DESELECT')
+
+ return_obs = [] # this might not be needed, but better be sure to rewrite the list.
+ main_object = None
+ hidden_objects = []
+ #
+ for obj in data_to.objects:
+ if obj is not None:
+ # if obj.name not in scene.objects:
+ scene.collection.objects.link(obj)
+ if obj.parent is None:
+ obj.location = location
+ main_object = obj
+ obj.select_set(True)
+ # we need to unhide object so make_local op can use those too.
+ if link == True:
+ if obj.hide_viewport:
+ hidden_objects.append(obj)
+ obj.hide_viewport = False
+ return_obs.append(obj)
+
+ # Only after all objects are in scene! Otherwise gets broken relationships
+ if link == True:
+ bpy.ops.object.make_local(type='SELECT_OBJECT')
+ for ob in hidden_objects:
+ ob.hide_viewport = True
+
+ if kwargs.get('rotation') is not None:
+ main_object.rotation_euler = kwargs['rotation']
+ bpy.ops.object.select_all(action='DESELECT')
+
+ utils.selection_set(sel)
+ return main_object, return_obs