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+"""The Blender Material module
+
+ This module provides access to *Material* datablocks
+
+ Example::
+
+ from Blender import Material, NMesh, Object, Scene
+ m = Material.New() # create free Material datablock
+ m.rgbCol = (1.0, 0.0, 0.3) # assign RGB values
+ mesh = NMesh.GetRaw() # get new mesh
+ mesh.addMaterial(m) # add material to mesh
+ object = Object.New('Mesh') # create new object
+ object.link(mesh) # link mesh data to object
+ Scene.getCurrent().link(ob) # link object to current scene
+"""
+
+import _Blender.Material as _Material
+import shadow
+#import Blender.Curve as Curve
+
+# These are getters and setters needed for emulation
+
+def _getRGB(obj):
+ return (obj.R, obj.G, obj.B)
+
+def _getSpec(obj):
+ return (obj.specR, obj.specG, obj.specB)
+
+def _getMir(obj):
+ return (obj.mirR, obj.mirG, obj.mirB)
+
+def _setRGB(obj, rgb):
+ obj.R, obj.G, obj.B = rgb
+
+def _setSpec(obj, rgb):
+ obj.specR, obj.specG, obj.specB = rgb
+
+def _setMir(obj, rgb):
+ obj.mirR, obj.mirG, obj.mirB = rgb
+
+
+
+class Material(shadow.hasIPO, shadow.hasModes):
+ """Material DataBlock object
+
+ See example in the Material module documentation on how to create
+ an instance of a Material object.
+
+ Attributes
+
+ The following attributes are colour vectors (r, g, b)
+
+ rgbCol -- The color vector (R, G, B).
+ The RGB values can be accessed individually as .R, .G and .B
+
+ specCol -- Specularity color vector (specR, specG, specG)
+
+ mirCol -- Mirror color vector (mirR, mirG, mirB)
+
+ The following are float values:
+
+ alpha -- The transparency
+
+ ref -- Reflectivity float value
+
+ emit -- Emit intensity value
+
+ amb -- Ambient intensity value
+
+ spec -- specularity value
+
+ specTransp -- Specular transpareny
+
+ haloSize -- Halo size
+
+ mode -- The material mode bit vector - see Material.ModeFlags
+
+ hard -- The hardness value
+
+"""
+
+ _emulation = {'Mode' : "mode",
+ 'Ref' : "ref",
+ 'HaSize' : "haloSize",
+ 'SpTra' : "specTransp",
+ 'Alpha' : "alpha",
+ 'Spec' : "spec",
+ 'Emit' : "emit",
+ 'Hard' : "hard",
+ 'Amb' : "amb",
+ }
+
+ _getters = {'rgbCol' : _getRGB,
+ 'specCol' : _getSpec,
+ 'mirCol' : _getMir,
+ }
+
+ _setters = {'rgbCol' : _setRGB,
+ 'specCol' : _setSpec,
+ 'mirCol' : _setMir,
+ }
+
+ t = _Material.Modes
+
+ Modes = {'traceable' : t.TRACEABLE,
+ 'shadow' : t.SHADOW,
+ 'shadeless' : t.SHADELESS,
+ 'wire' : t.WIRE,
+ 'vcolLight' : t.VCOL_LIGHT,
+ 'vcolPaint' : t.VCOL_PAINT,
+ 'zTransp' : t.ZTRANSP,
+ 'zInvert' : t.ZINVERT,
+ 'onlyShadow': t.ONLYSHADOW,
+ 'star' : t.STAR,
+ 'texFace' : t.TEXFACE,
+ 'noMist' : t.NOMIST,
+ }
+
+ t = _Material.HaloModes
+
+ HaloModes = { "rings" : t.RINGS,
+ "lines" : t.LINES,
+ "tex" : t.TEX,
+ "haloPuno": t.PUNO,
+ "shade" : t.SHADE,
+ "flare" : t.FLARE,
+ }
+
+
+ del t
+
+ def setMode(self, *args):
+ """Set the mode of 'self'. This function takes a variable number
+of string arguments of the types listed in self.Modes.
+
+ Example::
+
+ m = Material.New()
+ m.setMode('shadow', 'wire')
+"""
+ flags = 0
+ try:
+ for a in args:
+ flags |= self.Modes[a]
+ except:
+ raise TypeError, "mode must be one of" % self.Modes.keys()
+ self._object.mode = flags
+
+ def setHaloMode(self, *args):
+ """Sets the material to Halo mode.
+This function takes a variable number of string arguments of the types
+listed in self.HaloModes"""
+ flags = _Material.Modes.HALO
+
+ try:
+ for a in args:
+ flags |= self.HaloModes[a]
+ except:
+ raise TypeError, "mode must be one of" % self.HaloModes.keys()
+ self._object.mode = flags
+
+
+class ModeFlags:
+ """Readonly dictionary
+
+...containing Material mode bitvectors:
+
+|------------------------------------------|
+| Name | Description |
+|==========================================|
+| TRACEABLE | visible for shadow lamps |
+|------------------------------------------|
+| SHADOW | cast shadow |
+|------------------------------------------|
+| SHADELESS | do not shade |
+|------------------------------------------|
+| WIRE | draw in wireframe |
+|------------------------------------------|
+| VCOL_LIGHT | use vertex colors |
+| | with lighting |
+|------------------------------------------|
+| VCOL_PAINT | vertex colours |
+|------------------------------------------|
+| HALO | Halo material |
+|------------------------------------------|
+| ZTRANSP | Z transparency |
+|------------------------------------------|
+| ZINVERT | invert Z |
+|------------------------------------------|
+| ONLYSHADOW | only shadow, but |
+| | don't render |
+|------------------------------------------|
+| STAR | ? |
+|------------------------------------------|
+| TEXFACE | textured faces |
+|------------------------------------------|
+| NOMIST | disable mist |
+|------------------------------------------|
+
+These mode flags directly represent the buttons in the Material parameters
+window (EditButtons)
+
+Example::
+
+ # be 'm' a material
+ from Blender.Material.Modes import *
+ m.mode |= (TRACEABLE + WIRE) # Set 'wire' and 'traceable' flagsd
+ m.mode &= ~SHADELESS # clear 'shadeless' flag
+"""
+
+ t = _Material.Modes
+ TRACEABLE = t.TRACEABLE
+ SHADOW = t.SHADOW
+ SHADELESS = t.SHADELESS
+ WIRE = t.WIRE
+ VCOL_LIGHT = t.VCOL_LIGHT
+ VCOL_PAINT = t.VCOL_PAINT
+ HALO = t.HALO
+ ZTRANSP = t.ZTRANSP
+ ZINVERT = t.ZINVERT
+ ONLYSHADOW = t.ONLYSHADOW
+ STAR = t.STAR
+ TEXFACE = t.TEXFACE
+ NOMIST = t.NOMIST
+ del t
+
+# override:
+ModeFlags = _Material.Modes
+
+def get(name = None):
+ """If 'name' given, the Material 'name' is returned if existing, 'None' otherwise.
+If no name is given, a list of all Materials is returned"""
+ if name:
+ return Material(_Material.get(name))
+ else:
+ return shadow._List(_Material.get(), Material)
+
+Get = get # emulation
+
+def New(name = None):
+ """Creates a new, empty Material and returns it.
+
+Example::
+
+ from Blender import Material
+ mat = Material.New()
+"""
+ mat = Material(_Material.New())
+ if name:
+ mat.name = name
+ return mat