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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 #####
if "bpy" in locals():
from importlib import reload
utils = reload(utils)
else:
from blenderkit import utils
import bpy
import uuid
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 already 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)))
ps.count = count
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
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