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authorBrendon Murphy <meta.androcto1@gmail.com>2010-11-06 01:15:04 +0300
committerBrendon Murphy <meta.androcto1@gmail.com>2010-11-06 01:15:04 +0300
commit3a2267df7f14641667ce498bd73fbffb6d5a8512 (patch)
tree8d2867373d9fc12dcbf67248ac55737316ca3221 /io_coat3D
parent0d6f4cf43a8ce9570e2aa9a95c5a5002c3c447e6 (diff)
added to trunk/py/scripts/addons/io_coat3D
this is the App Link Script which links 3d Coat & Blender for Texture & Model interchange. Wiki page to be written.
Diffstat (limited to 'io_coat3D')
-rw-r--r--io_coat3D/__init__.py221
-rw-r--r--io_coat3D/coat.py500
-rw-r--r--io_coat3D/tex.py383
3 files changed, 1104 insertions, 0 deletions
diff --git a/io_coat3D/__init__.py b/io_coat3D/__init__.py
new file mode 100644
index 00000000..c99f47c7
--- /dev/null
+++ b/io_coat3D/__init__.py
@@ -0,0 +1,221 @@
+# ##### 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 #####
+
+bl_addon_info = {
+ "name": "3D-Coat Applink",
+ "author": "Kalle-Samuli Riihikoski (haikalle)",
+ "version": (1,61),
+ "blender": (2, 5, 4),
+ "api": 31667,
+ "location": "Scene -> 3D-Coat Applink",
+ "description": "Transfer data between 3D-Coat/Blender",
+ "warning": "",
+ "wiki_url": "http://wiki.blender.org/index.php/Extensions:2.5/Py/' \
+ 'Scripts/",
+ "tracker_url": "https://projects.blender.org/tracker/?"\
+ "func=detail&atid=467&aid=24446&group_id=153",
+ "category": "Import/Export"}
+
+
+
+#if "bpy" in locals(): Don't know if this is important
+# reload(render)
+# reload(ui)
+
+#else:
+import bpy
+from bpy.props import *
+from io_coat3D import coat
+from io_coat3D import tex
+
+def register():
+
+ bpy.coat3D = dict()
+ bpy.coat3D['active_coat'] = ''
+ bpy.coat3D['status'] = 0
+ bpy.coat3D['kuva'] = 1
+
+ class coat3D(bpy.types.IDPropertyGroup):
+ pass
+
+ bpy.types.Object.coat3D= PointerProperty(
+ name= "Applink Variables",
+ type= coat3D,
+ description= "Applink variables"
+ )
+
+ coat3D.objpath = StringProperty(
+ name="Object_Path",
+ default= ""
+ )
+
+ coat3D.coatpath = StringProperty(
+ name="Coat_Path",
+ default= ""
+ )
+
+
+ class coat3D(bpy.types.IDPropertyGroup):
+ pass
+
+ bpy.types.Scene.coat3D= PointerProperty(
+ name= "Applink Variables",
+ type= coat3D,
+ description= "Applink variables"
+ )
+
+ coat3D.objectdir = StringProperty(
+ name="ObjectPath",
+ subtype="FILE_PATH",
+ default= ""
+ )
+
+ coat3D.exchangedir = StringProperty(
+ name="FilePath",
+ subtype="DIR_PATH",
+ default= ""
+ )
+
+ coat3D.wasactive = StringProperty(
+ name="Pass active object",
+ default= ""
+ )
+
+ coat3D.export_on = BoolProperty(
+ name="Export_On",
+ description="Add Modifiers and export.",
+ default= False
+ )
+
+ coat3D.smooth_on = BoolProperty(
+ name="Auto Smooth",
+ description="Add Modifiers and export.",
+ default= True
+ )
+
+ coat3D.exportfile = BoolProperty(
+ name="No Import File",
+ description="Add Modifiers and export.",
+ default= False
+ )
+
+ coat3D.importmod = BoolProperty(
+ name="Remove Modifiers",
+ description="Import and add modifiers.",
+ default= True
+ )
+
+ coat3D.exportmod = BoolProperty(
+ name="Modifiers",
+ description="Export modifiers.",
+ default= False
+ )
+
+ coat3D.export_pos = BoolProperty(
+ name="Remember Position",
+ description="Remember position.",
+ default= True
+ )
+
+ coat3D.importtextures = BoolProperty(
+ name="Bring Textures",
+ description="Import Textures.",
+ default= True
+ )
+
+ coat3D.exportover = BoolProperty(
+ name="Export Obj",
+ description="Import Textures.",
+ default= False
+ )
+
+ coat3D.importmesh = BoolProperty(
+ name="Mesh",
+ description="Import Mesh.",
+ default= True
+ )
+
+ #copy location
+
+ coat3D.cursor = FloatVectorProperty(
+ name="Cursor",
+ description="Location.",
+ subtype="XYZ",
+ default=(0.0, 0.0, 0.0)
+ )
+
+ coat3D.loca = FloatVectorProperty(
+ name="location",
+ description="Location.",
+ subtype="XYZ",
+ default=(0.0, 0.0, 0.0)
+ )
+
+ coat3D.rota = FloatVectorProperty(
+ name="location",
+ description="Location.",
+ subtype="EULER",
+ default=(0.0, 0.0, 0.0)
+ )
+
+ coat3D.scal = FloatVectorProperty(
+ name="location",
+ description="Location.",
+ subtype="XYZ",
+ default=(0.0, 0.0, 0.0)
+ )
+
+ coat3D.dime = FloatVectorProperty(
+ name="dimension",
+ description="Dimension.",
+ subtype="XYZ",
+ default=(0.0, 0.0, 0.0)
+ )
+
+ coat3D.type = EnumProperty( name= "Export Type",
+ description= "Diffrent Export Types.",
+ items=(
+ ("ppp", "Per-Pixel Painting", ""),
+ ("mv", "Microvertex Painting", ""),
+ ("ptex", "Ptex Painting", ""),
+ ("uv", "UV-Mapping", ""),
+ ("ref", "Reference Mesh", ""),
+ ("retopo", "Retopo mesh as new layer", ""),
+ ("vox", "Mesh As Voxel Object", ""),
+ ("alpha", "Mesh As New Pen Alpha", ""),
+ ("prim", "Mesh As Voxel Primitive", ""),
+ ("autopo", "Mesh for Auto-retopology", ""),
+ ),
+ default= "ppp"
+ )
+
+
+def unregister():
+ import bpy
+
+ del bpy.types.Object.coat3D
+ del bpy.types.Scene.coat3D
+ del bpy.coat3D
+
+
+
+if __name__ == "__main__":
+ register()
+
+
+
diff --git a/io_coat3D/coat.py b/io_coat3D/coat.py
new file mode 100644
index 00000000..14593e6e
--- /dev/null
+++ b/io_coat3D/coat.py
@@ -0,0 +1,500 @@
+# scene_blend_info.py Copyright (C) 2010, Mariano Hidalgo
+#
+# Show Information About the Blend.
+# ***** BEGIN GPL LICENSE BLOCK *****
+#
+#
+# This program is free software; you can redistribute it and/or
+# modify it under the terms of the GNU General Public License
+# as published by the Free Software Foundation; either version 2
+# of the License, or (at your option) any later version.
+#
+# This program is distributed in the hope that it will be useful,
+# but WITHOUT ANY WARRANTY; without even the implied warranty of
+# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+# GNU General Public License for more details.
+#
+# You should have received a copy of the GNU General Public License
+# along with this program; if not, write to the Free Software Foundation,
+# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+#
+# ***** END GPL LICENCE BLOCK *****
+
+bl_addon_info = {
+ "name": "Coat Applink",
+ "author": "Kalle-Samuli Riihikoski (haikalle)",
+ "version": (1,6),
+ "blender": (2, 5, 4),
+ "api": 31965,
+ "location": "Properties space > Scene tab > 3D-Coat Applink",
+ "description": "Show information about the .blend",
+ "warning": "",
+ "wiki_url": 'http://wiki.blender.org/index.php/Extensions:2.5/Py/' \
+ 'Scripts/System/Blend Info',
+ "tracker_url": "https://projects.blender.org/tracker/index.php?" \
+ "func=detail&aid=22102&group_id=153&atid=469",
+ "category": "System"}
+
+import bpy
+from bpy.props import *
+from io_coat3D import tex
+import os
+import linecache
+
+bpy.coat3D = dict()
+bpy.coat3D['active_coat'] = ''
+bpy.coat3D['status'] = 0
+bpy.coat3D['kuva'] = 1
+
+#bpy.context.user_preferences.filepaths.use_relative_paths = False
+
+class ObjectButtonsPanel():
+ bl_space_type = 'PROPERTIES'
+ bl_region_type = 'WINDOW'
+ bl_context = "object"
+
+class SCENE_PT_Borgleader(ObjectButtonsPanel,bpy.types.Panel):
+ bl_label = "3D-Coat Applink"
+ bl_space_type = "PROPERTIES"
+ bl_region_type = "WINDOW"
+ bl_context = "scene"
+
+ def draw(self, context):
+ layout = self.layout
+ scene = context.scene
+ me = context.scene.objects
+ mat_list = []
+ import_no = 0
+ coat = bpy.coat3D
+ coat3D = bpy.context.scene.coat3D
+
+ if(coat['kuva'] == 1):
+ bpy.context.scene.game_settings.material_mode = 'GLSL'
+ coat['kuva'] = 0
+
+
+ if(os.path.isdir(coat3D.exchangedir)):
+ foldder = coat3D.exchangedir
+ if(foldder.rfind('Exchange') >= 0):
+ coat3D.exchangedir = foldder
+ coat['status'] = 1
+ else:
+ coat['status'] = 0
+ else:
+ coat['status'] = 0
+ #Here you add your GUI
+ row = layout.row()
+ row.prop(coat3D,"type",text = "")
+ row = layout.row()
+ colL = row.column()
+ colR = row.column()
+ if(context.selected_objects):
+ if(context.selected_objects[0].type == 'MESH'):
+ colL.active = True
+ else:
+ colL.active = False
+ else:
+ colL.active = False
+ colL.operator("exportbutton", text="Export")
+ colL.label(text="Export Settings:")
+
+ colL.prop(coat3D,"exportover")
+ if(coat3D.exportover):
+ colL.prop(coat3D,"exportmod")
+ colL.prop(coat3D,"exportfile")
+ colL.prop(coat3D,"export_pos")
+
+
+ if(bpy.context.active_object):
+ colR.active = True
+ else:
+ colR.active = False
+
+ colR.operator("importbutton", text="Import")
+ colR.label(text="Import Settings:")
+ colR.prop(coat3D,"importmesh")
+ colR.prop(coat3D,"importmod")
+ colR.prop(coat3D,"smooth_on")
+ colR.prop(coat3D,"importtextures")
+ row = layout.row()
+ colL = row.column()
+ colM = row.column()
+ colR = row.column()
+ colL.operator("deltex",text="Del Tex")
+ if(bpy.context.active_object):
+ colM.active = True
+ if(bpy.context.active_object.coat3D.coatpath and os.path.isfile(bpy.context.active_object.coat3D.coatpath)):
+ colR.active = True
+ if(coat['active_coat'] == bpy.context.active_object.coat3D.coatpath):
+ colR.operator("load3b", text="Active 3b")
+ else:
+ colR.operator("load3b", text="Load 3b")
+ else:
+ colR.active = False
+ colR.operator("no3b",text="No 3b")
+ else:
+ colM.active = False
+ colR.active = False
+ colR.operator("no3b",text="")
+ colM.operator("pickname",text="Object name")
+ row = layout.row()
+ row.label(text="Object Path:")
+ row = layout.row()
+ row.prop(coat3D,"objectdir",text="")
+ if(bpy.context.active_object):
+ if(bpy.context.active_object.name != coat3D.wasactive):
+ coat3D.wasactive = bpy.context.active_object.name
+ if(bpy.context.active_object.coat3D.objpath):
+ coat3D.objectdir = bpy.context.active_object.coat3D.objpath
+ else:
+ bpy.context.active_object.coat3D.objpath = coat3D.objectdir
+
+ row = layout.row()
+
+ if(coat['status'] == 1):
+ row.label(text="Exchange Folder: connected")
+ Blender_folder = ("%s%sBlender"%(coat3D.exchangedir,os.sep))
+ Blender_export = Blender_folder
+ Blender_export += ('%sexport.txt'%(os.sep))
+
+ if(not(os.path.isdir(Blender_folder))):
+ os.makedirs(Blender_folder)
+ Blender_folder = os.path.join(Blender_folder,"run.txt")
+ file = open(Blender_folder, "w")
+ file.close()
+
+ if(os.path.isfile(Blender_export)):
+ obj_path =''
+ obj_pathh = open(Blender_export)
+ for line in obj_pathh:
+ obj_path = line
+ break
+ obj_pathh.close()
+ print("%s"%obj_path)
+ export = obj_path
+ mod_time = os.path.getmtime(obj_path)
+ mtl_list = obj_path.replace('.obj','.mtl')
+ if(os.path.isfile(mtl_list)):
+ os.remove(mtl_list)
+
+ for palikka in bpy.context.scene.objects:
+ if(palikka.type == 'MESH'):
+ if(palikka.coat3D.objpath == export):
+ import_no = 1
+ target = palikka
+ break
+
+ if(import_no):
+ new_obj = palikka
+ import_no = 0
+ else:
+ bpy.ops.import_scene.obj(filepath=obj_path)
+ new_obj = scene.objects[0]
+ os.remove(Blender_export)
+
+ bpy.context.scene.objects.active = new_obj
+ bpy.context.active_object.coat3D.objpath = obj_path
+
+ if(coat3D.smooth_on):
+ bpy.ops.object.shade_smooth()
+ else:
+ bpy.ops.object.shade_flat()
+
+ Blender_tex = ("%s%stextures.txt"%(coat3D.exchangedir,os.sep))
+ mat_list.append(new_obj.material_slots[0].material)
+ tex.gettex(mat_list, new_obj, scene,export)
+
+
+
+
+
+ if(coat['status'] == 0):
+ row.label(text="Exchange Folder: not connected")
+ row = layout.row()
+ row.prop(coat3D,"exchangedir",text="")
+ row = layout.row()
+ row.label(text="Author: haikalle@gmail.com")
+
+
+class SCENE_OT_export(bpy.types.Operator):
+ bl_idname = "exportbutton"
+ bl_label = "Export your custom property"
+ bl_description = "Export your custom property"
+
+
+ def invoke(self, context, event):
+ checkname = ''
+ coat3D = bpy.context.scene.coat3D
+ scene = context.scene
+ coat3D.export_on = False
+ activeobj = bpy.context.active_object.name
+ obj = scene.objects[activeobj]
+
+ importfile = coat3D.exchangedir
+ texturefile = coat3D.exchangedir
+ importfile += ('%simport.txt'%(os.sep))
+ texturefile += ('%stextures.txt'%(os.sep))
+ if(os.path.isfile(texturefile)):
+ os.remove(texturefile)
+
+ checkname = coat3D.objectdir
+
+ if(coat3D.objectdir[-4:] != '.obj'):
+ checkname += ('%s.obj'%(activeobj))
+
+ if(not(os.path.isfile(checkname)) or coat3D.exportover):
+ if(coat3D.export_pos):
+
+ bpy.ops.export_scene.obj(filepath=checkname,use_selection=True,
+ use_modifiers=coat3D.exportmod,use_blen_objects=False, group_by_material= True,
+ use_materials = False,keep_vertex_order = True)
+
+ coat3D.export_on = True
+ else:
+ coat3D.loca = obj.location
+ coat3D.rota = obj.rotation_euler
+ coat3D.scal = obj.scale
+ obj.location = (0,0,0)
+ obj.rotation_euler = (0,0,0)
+ obj.scale = (1,1,1)
+
+ bpy.ops.export_scene.obj(filepath=checkname,use_selection=True,
+ use_modifiers=coat3D.exportmod,use_blen_objects=False, group_by_material= True,
+ use_materials = False,keep_vertex_order = True)
+
+ obj.location = coat3D.loca
+ obj.rotation_euler = coat3D.rota
+ obj.scale = coat3D.scal
+ coat3D.export_on = True
+
+
+
+ if(coat3D.exportfile == False):
+ file = open(importfile, "w")
+ file.write("%s"%(checkname))
+ file.write("\n%s"%(checkname))
+ file.write("\n[%s]"%(coat3D.type))
+ file.close()
+ coat3D.objectdir = checkname
+ bpy.context.active_object.coat3D.objpath = coat3D.objectdir
+
+ return('FINISHED')
+
+
+class SCENE_OT_import(bpy.types.Operator):
+ bl_idname = "importbutton"
+ bl_label = "import your custom property"
+ bl_description = "import your custom property"
+
+ def invoke(self, context, event):
+ scene = context.scene
+ coat3D = bpy.context.scene.coat3D
+ coat = bpy.coat3D
+ activeobj = bpy.context.active_object.name
+ mat_list = []
+ scene.objects[activeobj].select = True
+ objekti = scene.objects[activeobj]
+ coat3D.loca = objekti.location
+ coat3D.rota = objekti.rotation_euler
+
+ exportfile = coat3D.exchangedir
+ exportfile += ('%sexport.txt'%(os.sep))
+ if(os.path.isfile(exportfile)):
+ export_file = open(exportfile)
+ for line in export_file:
+ if line.rfind('.3b'):
+ objekti.coat3D.coatpath = line
+ coat['active_coat'] = line
+ export_file.close()
+ os.remove(exportfile)
+
+
+
+
+ if(objekti.material_slots):
+ for obj_mat in objekti.material_slots:
+ mat_list.append(obj_mat.material)
+ act_mat_index = objekti.active_material_index
+
+
+ if(coat3D.importmesh and os.path.isfile(coat3D.objectdir)):
+ mtl = coat3D.objectdir
+ mtl = mtl.replace('.obj','.mtl')
+ if(os.path.isfile(mtl)):
+ os.remove(mtl)
+
+
+ bpy.ops.import_scene.obj(filepath=coat3D.objectdir)
+ obj_proxy = scene.objects[0]
+ proxy_mat = obj_proxy.material_slots[0].material
+ obj_proxy.data.materials.pop(0)
+ proxy_mat.user_clear()
+ bpy.data.materials.remove(proxy_mat)
+ bpy.ops.object.select_all(action='TOGGLE')
+ if(coat3D.export_pos):
+ scene.objects.active = objekti
+ objekti.select = True
+ coat3D.cursor = bpy.context.scene.cursor_location
+ bpy.context.scene.cursor_location = (0.0,0.0,0.0)
+ bpy.ops.object.origin_set(type='ORIGIN_CURSOR', center='MEDIAN')
+
+ scene.objects.active = obj_proxy
+
+ obj_data = objekti.data.id_data
+ objekti.data = obj_proxy.data.id_data
+
+ if(coat3D.export_on):
+ objekti.scale = (1,1,1)
+ objekti.rotation_euler = (0,0,0)
+
+ if(bpy.data.meshes[obj_data.name].users == 0):
+ bpy.data.meshes.remove(obj_data)
+ objekti.data.id_data.name = obj_data.name
+
+ bpy.ops.object.select_all(action='TOGGLE')
+
+ obj_proxy.select = True
+ bpy.ops.object.delete()
+ objekti.select = True
+ bpy.context.scene.objects.active = objekti
+ if(coat3D.export_on):
+ bpy.ops.object.origin_set(type='ORIGIN_GEOMETRY', center='MEDIAN')
+ coat3D.export_on = False
+
+ else:
+ objekti.location = coat3D.loca
+ objekti.rotation_euler = coat3D.rota
+ bpy.ops.object.origin_set(type='GEOMETRY_ORIGIN', center='MEDIAN')
+ else:
+ scene.objects.active = obj_proxy
+
+ obj_data = objekti.data.id_data
+ objekti.data = obj_proxy.data.id_data
+ if(bpy.data.meshes[obj_data.name].users == 0):
+ bpy.data.meshes.remove(obj_data)
+ objekti.data.id_data.name = obj_data.name
+
+ obj_proxy.select = True
+ bpy.ops.object.delete()
+ objekti.select = True
+ bpy.context.scene.objects.active = objekti
+
+
+
+ if(coat3D.smooth_on):
+ bpy.ops.object.shade_smooth()
+ else:
+ bpy.ops.object.shade_flat()
+
+ if(coat3D.importmesh and not(os.path.isfile(coat3D.objectdir))):
+ coat3D.importmesh = False
+
+ if(mat_list and coat3D.importmesh):
+ for mat_one in mat_list:
+ objekti.data.materials.append(mat_one)
+ objekti.active_material_index = act_mat_index
+
+ if(mat_list):
+ for obj_mate in objekti.material_slots:
+ for tex_slot in obj_mate.material.texture_slots:
+ if(hasattr(tex_slot,'texture')):
+ if(tex_slot.texture.type == 'IMAGE'):
+ tex_slot.texture.image.reload()
+
+
+ if(coat3D.importmod):
+ mod_list = []
+ for mod_index in objekti.modifiers:
+ objekti.modifiers.remove(mod_index)
+
+
+
+ if(coat3D.importtextures):
+ export = ''
+ tex.gettex(mat_list,objekti,scene,export)
+
+ return('FINISHED')
+
+class SCENE_OT_load3b(bpy.types.Operator):
+ bl_idname = "load3b"
+ bl_label = "Loads 3b linked into object"
+ bl_description = "Loads 3b linked into object"
+
+
+ def invoke(self, context, event):
+ checkname = ''
+ coat3D = bpy.context.scene.coat3D
+ scene = context.scene
+ importfile = coat3D.exchangedir
+ importfile += ('%simport.txt'%(os.sep))
+
+ coat_path = bpy.context.active_object.coat3D.coatpath
+
+ file = open(importfile, "w")
+ file.write("%s"%(coat_path))
+ file.write("\n%s"%(coat_path))
+ file.write("\n[3B]")
+ file.close()
+
+
+ coat['active_coat'] = coat_path
+
+
+ return('FINISHED')
+
+class SCENE_OT_no3b(bpy.types.Operator):
+ bl_idname = "no3b"
+ bl_label = "Loads 3b linked into object"
+ bl_description = "Loads 3b linked into object"
+
+
+ def invoke(self, context, event):
+ scene = context.scene
+
+ return('FINISHED')
+
+class SCENE_OT_pickname(bpy.types.Operator):
+ bl_idname = "pickname"
+ bl_label = "Picks Object's name into path"
+ bl_description = "Loads 3b linked into object"
+
+
+ def invoke(self, context, event):
+ coat3D = bpy.context.scene.coat3D
+ scene = context.scene
+ new_name = tex.stripFile(coat3D.objectdir)
+ new_name += ("%s.obj"%(bpy.context.active_object.name))
+ coat3D.objectdir = new_name
+
+ return('FINISHED')
+
+class SCENE_OT_deltex(bpy.types.Operator):
+ bl_idname = "deltex"
+ bl_label = "Picks Object's name into path"
+ bl_description = "Loads 3b linked into object"
+
+
+ def invoke(self, context, event):
+ coat3D = bpy.context.scene.coat3D
+ scene = context.scene
+ nimi = tex.objname(coat3D.objectdir)
+ osoite = tex.stripFile(coat3D.objectdir)
+ just_nimi = tex.justname(nimi)
+ just_nimi += '_'
+
+ files = os.listdir(osoite)
+ for i in files:
+ if(i.rfind(just_nimi) >= 0):
+ del_osoite = osoite + i
+ os.remove(del_osoite)
+
+ return('FINISHED')
+
+def register():
+ pass
+
+def unregister():
+ pass
+
+if __name__ == "__main__":
+ register()
diff --git a/io_coat3D/tex.py b/io_coat3D/tex.py
new file mode 100644
index 00000000..db74d1dc
--- /dev/null
+++ b/io_coat3D/tex.py
@@ -0,0 +1,383 @@
+import bpy
+import os
+import filecmp
+
+
+def objname(path):
+
+ path2 = os.path.dirname(path) + os.sep
+ print("kalle:%s"%path2)
+ pituus = len(path2)
+ nimi = path[pituus:]
+
+ return nimi
+
+def justname(name):
+ monesko = name.rfind('.')
+ justname = name[:monesko]
+ return justname
+
+def setgallery():
+ newname =''
+ tex_name =[]
+ index_tex = 0
+ for tt in bpy.data.textures:
+ tex_name.append(tt.name)
+ return tex_name
+
+def find_index(objekti):
+ luku = 0
+ for tex in objekti.active_material.texture_slots:
+ if(not(hasattr(tex,'texture'))):
+ break
+ luku = luku +1
+
+
+ return luku
+
+def gettex(mat_list, objekti, scene,export):
+
+ coat3D = bpy.context.scene.coat3D
+
+ if(bpy.context.scene.render.engine == 'VRAY_RENDER' or bpy.context.scene.render.engine == 'VRAY_RENDER_PREVIEW'):
+ vray = True
+ else:
+ vray = False
+
+
+
+ take_color = 0;
+ take_spec = 0;
+ take_normal = 0;
+ take_disp = 0;
+
+ bring_color = 1;
+ bring_spec = 1;
+ bring_normal = 1;
+ bring_disp = 1;
+
+ texcoat = {}
+ texcoat['color'] = []
+ texcoat['specular'] = []
+ texcoat['nmap'] = []
+ texcoat['disp'] = []
+ texu = []
+
+ if(export):
+ objekti.coat3D.objpath = export
+ nimi = objname(export)
+ osoite = os.path.dirname(export) + os.sep
+ for mate in objekti.material_slots:
+ for tex_slot in mate.material.texture_slots:
+ if(hasattr(tex_slot,'texture')):
+ if(tex_slot.texture.type == 'IMAGE'):
+ tex_slot.texture.image.reload()
+ else:
+ nimi = objname(coat3D.objectdir)
+ osoite = os.path.dirname(coat3D.objectdir) + os.sep
+ just_nimi = justname(nimi)
+ just_nimi += '_'
+ just_nimi_len = len(just_nimi)
+
+
+ if(len(objekti.material_slots) != 0):
+ for obj_tex in objekti.active_material.texture_slots:
+ if(hasattr(obj_tex,'texture')):
+ if(obj_tex.texture):
+ if(obj_tex.use_map_color_diffuse):
+ bring_color = 0;
+ if(obj_tex.use_map_specular):
+ bring_spec = 0;
+ if(obj_tex.use_map_normal):
+ bring_normal = 0;
+ if(obj_tex.use_map_displacement):
+ bring_disp = 0;
+
+ files = os.listdir(osoite)
+ for i in files:
+ tui = i[:just_nimi_len]
+ if(tui == just_nimi):
+ texu.append(i)
+
+ for yy in texu:
+ minimi = (yy.rfind('_'))+1
+ maksimi = (yy.rfind('.'))
+ tex_name = yy[minimi:maksimi]
+ koko = ''
+ koko += osoite
+ koko += yy
+ texcoat[tex_name].append(koko)
+ #date = os.path.getmtime(texcoat[tex_name][0])
+
+ if((texcoat['color'] or texcoat['nmap'] or texcoat['disp'] or texcoat['specular']) and (len(objekti.material_slots)) == 0):
+ new_mat = ("%s_Material"%(objekti.name))
+ bpy.data.materials.new(new_mat)
+ ki = bpy.data.materials[new_mat]
+ objekti.data.materials.append(ki)
+
+
+
+ if(bring_color == 1 and texcoat['color']):
+ name_tex ='Color_'
+ num = []
+
+ index = find_index(objekti)
+
+
+ tex = bpy.ops.Texture
+ objekti.active_material.texture_slots.create(index)
+ total_mat = len(objekti.active_material.texture_slots.items())
+ useold = ''
+
+ for seekco in bpy.data.textures:
+ if((seekco.name[:6] == 'Color_') and (seekco.users_material == ())):
+ useold = seekco
+
+
+
+
+ if(useold == ''):
+
+ tex_name = setgallery()
+
+ for num_tex in tex_name:
+ if(num_tex[:6] == 'Color_'):
+ num.append(num_tex)
+ luku_tex = len(num)
+ name_tex = ('Color_%s'%(luku_tex))
+
+ bpy.ops.image.new(name=name_tex)
+ bpy.data.images[name_tex].filepath = texcoat['color'][0]
+ bpy.data.images[name_tex].source = 'FILE'
+
+
+ bpy.data.textures.new(name_tex,type='IMAGE')
+ objekti.active_material.texture_slots[index].texture = bpy.data.textures[name_tex]
+ objekti.active_material.texture_slots[index].texture.image = bpy.data.images[name_tex]
+
+ if(objekti.data.uv_textures.active):
+ objekti.active_material.texture_slots[index].texture_coords = 'UV'
+ objekti.active_material.texture_slots[index].uv_layer = objekti.data.uv_textures.active.name
+
+ objekti.active_material.texture_slots[index].texture.image.reload()
+
+
+ elif(useold != ''):
+
+ objekti.active_material.texture_slots[index].texture = useold
+ objekti.active_material.texture_slots[index].texture.image.filepath = texcoat['color'][0]
+ if(objekti.data.uv_textures.active):
+ objekti.active_material.texture_slots[index].texture_coords = 'UV'
+ objekti.active_material.texture_slots[index].uv_layer = objekti.data.uv_textures.active.name
+
+ if(bring_normal == 1 and texcoat['nmap']):
+ name_tex ='Normal_'
+ num = []
+
+ index = find_index(objekti)
+
+
+ tex = bpy.ops.Texture
+ objekti.active_material.texture_slots.create(index)
+ total_mat = len(objekti.active_material.texture_slots.items())
+ useold = ''
+
+ for seekco in bpy.data.textures:
+ if((seekco.name[:7] == 'Normal_') and (seekco.users_material == ())):
+ useold = seekco
+
+
+
+ if(useold == ''):
+
+ tex_name = setgallery()
+
+ for num_tex in tex_name:
+ if(num_tex[:7] == 'Normal_'):
+ num.append(num_tex)
+ luku_tex = len(num)
+ name_tex = ('Normal_%s'%(luku_tex))
+
+ bpy.ops.image.new(name=name_tex)
+ bpy.data.images[name_tex].filepath = texcoat['nmap'][0]
+ bpy.data.images[name_tex].source = 'FILE'
+
+
+ bpy.data.textures.new(name_tex,type='IMAGE')
+ objekti.active_material.texture_slots[index].texture = bpy.data.textures[name_tex]
+ objekti.active_material.texture_slots[index].texture.image = bpy.data.images[name_tex]
+
+ if(objekti.data.uv_textures.active):
+ objekti.active_material.texture_slots[index].texture_coords = 'UV'
+ objekti.active_material.texture_slots[index].uv_layer = objekti.data.uv_textures.active.name
+ objekti.active_material.texture_slots[index].use_map_color_diffuse = False
+ objekti.active_material.texture_slots[index].use_map_normal = True
+
+ objekti.active_material.texture_slots[index].texture.image.reload()
+ if(vray):
+ bpy.data.textures[name_tex].vray_slot.BRDFBump.map_type = 'TANGENT'
+
+ else:
+ bpy.data.textures[name_tex].use_normal_map = True
+ bpy.data.textures[name_tex].normal_space = 'TANGENT'
+
+
+ elif(useold != ''):
+
+ objekti.active_material.texture_slots[index].texture = useold
+ objekti.active_material.texture_slots[index].texture.image.filepath = texcoat['nmap'][0]
+ if(objekti.data.uv_textures.active):
+ objekti.active_material.texture_slots[index].texture_coords = 'UV'
+ objekti.active_material.texture_slots[index].uv_layer = objekti.data.uv_textures.active.name
+ objekti.active_material.texture_slots[index].use_map_color_diffuse = False
+ objekti.active_material.texture_slots[index].use_map_normal = True
+
+
+
+ if(bring_spec == 1 and texcoat['specular']):
+ name_tex ='Specular_'
+ num = []
+
+ index = find_index(objekti)
+
+
+ tex = bpy.ops.Texture
+ objekti.active_material.texture_slots.create(index)
+ total_mat = len(objekti.active_material.texture_slots.items())
+ useold = ''
+
+ for seekco in bpy.data.textures:
+ if((seekco.name[:9] == 'Specular_') and (seekco.users_material == ())):
+ useold = seekco
+
+
+
+
+ if(useold == ''):
+
+ tex_name = setgallery()
+
+ for num_tex in tex_name:
+ if(num_tex[:9] == 'Specular_'):
+ num.append(num_tex)
+ luku_tex = len(num)
+ name_tex = ('Specular_%s'%(luku_tex))
+
+ bpy.ops.image.new(name=name_tex)
+ bpy.data.images[name_tex].filepath = texcoat['specular'][0]
+ bpy.data.images[name_tex].source = 'FILE'
+
+
+ bpy.data.textures.new(name_tex,type='IMAGE')
+ objekti.active_material.texture_slots[index].texture = bpy.data.textures[name_tex]
+ objekti.active_material.texture_slots[index].texture.image = bpy.data.images[name_tex]
+
+ if(objekti.data.uv_textures.active):
+ objekti.active_material.texture_slots[index].texture_coords = 'UV'
+ objekti.active_material.texture_slots[index].uv_layer = objekti.data.uv_textures.active.name
+ objekti.active_material.texture_slots[index].use_map_color_diffuse = False
+ objekti.active_material.texture_slots[index].use_map_specular = True
+
+ objekti.active_material.texture_slots[index].texture.image.reload()
+
+
+ elif(useold != ''):
+
+ objekti.active_material.texture_slots[index].texture = useold
+ objekti.active_material.texture_slots[index].texture.image.filepath = texcoat['specular'][0]
+ if(objekti.data.uv_textures.active):
+ objekti.active_material.texture_slots[index].texture_coords = 'UV'
+ objekti.active_material.texture_slots[index].uv_layer = objekti.data.uv_textures.active.name
+ objekti.active_material.texture_slots[index].use_map_color_diffuse = False
+ objekti.active_material.texture_slots[index].use_map_specular = True
+
+ if(bring_disp == 1 and texcoat['disp']):
+ name_tex ='Displacement_'
+ num = []
+
+ index = find_index(objekti)
+
+
+ tex = bpy.ops.Texture
+ objekti.active_material.texture_slots.create(index)
+ total_mat = len(objekti.active_material.texture_slots.items())
+ useold = ''
+
+ for seekco in bpy.data.textures:
+ if((seekco.name[:13] == 'Displacement_') and (seekco.users_material == ())):
+ useold = seekco
+
+
+
+
+ if(useold == ''):
+
+ tex_name = setgallery()
+
+ for num_tex in tex_name:
+ if(num_tex[:13] == 'Displacement_'):
+ num.append(num_tex)
+ luku_tex = len(num)
+ name_tex = ('Displacement_%s'%(luku_tex))
+
+ bpy.ops.image.new(name=name_tex)
+ bpy.data.images[name_tex].filepath = texcoat['disp'][0]
+ bpy.data.images[name_tex].source = 'FILE'
+
+
+ bpy.data.textures.new(name_tex,type='IMAGE')
+ objekti.active_material.texture_slots[index].texture = bpy.data.textures[name_tex]
+ objekti.active_material.texture_slots[index].texture.image = bpy.data.images[name_tex]
+
+ if(objekti.data.uv_textures.active):
+ objekti.active_material.texture_slots[index].texture_coords = 'UV'
+ objekti.active_material.texture_slots[index].uv_layer = objekti.data.uv_textures.active.name
+ objekti.active_material.texture_slots[index].use_map_color_diffuse = False
+ objekti.active_material.texture_slots[index].use_map_displacement = True
+
+ objekti.active_material.texture_slots[index].texture.image.reload()
+
+
+ elif(useold != ''):
+
+ objekti.active_material.texture_slots[index].texture = useold
+ objekti.active_material.texture_slots[index].texture.image.filepath = texcoat['disp'][0]
+ if(objekti.data.uv_textures.active):
+ objekti.active_material.texture_slots[index].texture_coords = 'UV'
+ objekti.active_material.texture_slots[index].uv_layer = objekti.data.uv_textures.active.name
+ objekti.active_material.texture_slots[index].use_map_color_diffuse = False
+ objekti.active_material.texture_slots[index].use_map_displacement = True
+
+ if(vray):
+ objekti.active_material.texture_slots[index].texture.use_interpolation = False
+ objekti.active_material.texture_slots[index].displacement_factor = 0.05
+
+
+ else:
+ disp_modi = ''
+ for seek_modi in objekti.modifiers:
+ if(seek_modi.type == 'DISPLACE'):
+ disp_modi = seek_modi
+ break
+ if(disp_modi):
+ disp_modi.texture = objekti.active_material.texture_slots[index].texture
+ if(objekti.data.uv_textures.active):
+ disp_modi.texture_coords = 'UV'
+ disp_modi.uv_layer = objekti.data.uv_textures.active.name
+ else:
+ objekti.modifiers.new('Displace',type='DISPLACE')
+ objekti.modifiers['Displace'].texture = objekti.active_material.texture_slots[index].texture
+ if(objekti.data.uv_textures.active):
+ objekti.modifiers['Displace'].texture_coords = 'UV'
+ objekti.modifiers['Displace'].uv_layer = objekti.data.uv_textures.active.name
+
+
+
+
+
+
+
+
+ return('FINISHED')
+
+