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coat.py « io_coat3D - git.blender.org/blender-addons.git - Unnamed repository; edit this file 'description' to name the repository.
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# 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()