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Diffstat (limited to 'release/scripts/flt_palettemanager.py')
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diff --git a/release/scripts/flt_palettemanager.py b/release/scripts/flt_palettemanager.py
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+#!BPY
+
+"""
+Name: 'FLT Palette Manager'
+Blender: 240
+Group: 'Misc'
+Tooltip: 'Manage FLT colors'
+"""
+
+__author__ = "Geoffrey Bantle"
+__version__ = "1.0 11/21/2007"
+__email__ = ('scripts', 'Author, ')
+__url__ = ('blender', 'elysiun')
+
+__bpydoc__ ="""\
+
+This script manages colors in OpenFlight databases. OpenFlight is a
+registered trademark of MultiGen-Paradigm, Inc.
+
+Todo:
+-Figure out whats causing the PC speaker to beep when initializing...
+
+Feature overview and more availible at:
+http://wiki.blender.org/index.php/Scripts/Manual/FLTools
+"""
+
+# --------------------------------------------------------------------------
+# flt_palettemanager.py version 0.1 2005/04/08
+# --------------------------------------------------------------------------
+# ***** BEGIN GPL LICENSE BLOCK *****
+#
+# Copyright (C) 2007: Blender Foundation
+#
+# 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 *****
+# --------------------------------------------------------------------------
+
+import Blender.Draw as Draw
+from Blender.BGL import *
+import Blender
+import flt_properties
+import flt_defaultp as defaultp
+from flt_properties import *
+
+
+palette_size = 12
+palette_x = 0
+palette_y = 0
+
+colors = list()
+curint = 1.0
+curswatch = 0
+#make a default palette, not very useful.
+cinc = 1.0 / 1024.0
+cstep = 0.0
+picker = None
+ptt = ""
+for i in xrange(1024):
+ colors.append([cstep,cstep,cstep])
+ cstep = cstep + cinc
+def update_state():
+ state = dict()
+ state["activeScene"] = Blender.Scene.getCurrent()
+ state["activeObject"] = state["activeScene"].getActiveObject()
+ state["activeMesh"] = None
+ if state["activeObject"] and state["activeObject"].type == 'Mesh':
+ state["activeMesh"] = state["activeObject"].getData(mesh=True)
+
+ state["activeFace"] = None
+ if state["activeMesh"]:
+ if state["activeMesh"].faceUV and state["activeMesh"].activeFace != None:
+ state["activeFace"] = state["activeMesh"].faces[state["activeMesh"].activeFace]
+
+ return state
+
+def pack_face_index(index, intensity):
+ return ((127*intensity)+(128*index))
+def unpack_face_index(face_index):
+ index = face_index / 128
+ intensity = float(face_index - 128.0 * index) / 127.0
+ return(index,intensity)
+
+def event(evt,val):
+ global palette_size
+ global palette_x
+ global palette_y
+ global colors
+ global curint
+ global curswatch
+
+ areas = Blender.Window.GetScreenInfo()
+ curarea = Blender.Window.GetAreaID()
+ curRect = None
+ editmode = 0
+
+ for area in areas:
+ if area['id'] == curarea:
+ curRect = area['vertices']
+ break
+
+ if evt == Draw.LEFTMOUSE:
+ mval = Blender.Window.GetMouseCoords()
+ rastx = mval[0] - curRect[0]
+ rasty = mval[1] - curRect[1]
+
+ swatchx = (rastx -palette_x) / palette_size #+state["palette_x"]
+ swatchy = (rasty -palette_y) / palette_size #+state["palette_y"]
+ if rastx > palette_x and rastx < (palette_x + palette_size * 32) and rasty > palette_y and rasty < (palette_y+ palette_size* 32):
+ if swatchx < 32 and swatchy < 32:
+ curswatch = (swatchx * 32) + swatchy
+ Draw.Redraw(1)
+
+ elif swatchy < 34 and swatchx < 32:
+ curint = 1.0 - (float(rastx-palette_x)/(palette_size*32.0))
+ Draw.Redraw(1)
+
+ #copy current color and intensity to selected faces.
+ elif evt == Draw.CKEY:
+
+ if Blender.Window.EditMode():
+ Blender.Window.EditMode(0)
+ editmode = 1
+ state = update_state()
+
+ #retrieve color from palette
+ color = struct.unpack('>BBBB',struct.pack('>I',colors[curswatch]))
+ actmesh = state["activeMesh"]
+ if actmesh:
+ if(Blender.Window.GetKeyQualifiers() != Blender.Window.Qual["CTRL"]):
+ selfaces = list()
+ for face in actmesh.faces:
+ if face.sel:
+ selfaces.append(face)
+
+ if not "FLT_COL" in actmesh.faces.properties:
+ actmesh.faces.addPropertyLayer("FLT_COL",Blender.Mesh.PropertyTypes["INT"])
+ for face in actmesh.faces:
+ face.setProperty("FLT_COL",127) #default
+ try:
+ actmesh.activeColorLayer = "FLT_Fcol"
+ except:
+ actmesh.addColorLayer("FLT_Fcol")
+ actmesh.activeColorLayer = "FLT_Fcol"
+
+
+ for face in selfaces:
+ #First append packed index + color and store in face property
+ face.setProperty("FLT_COL",int(pack_face_index(curswatch,curint)))
+ #Save baked color to face vertex colors
+ for col in face.col:
+ col.r = int(color[0] * curint)
+ col.g = int(color[1] * curint)
+ col.b = int(color[2] * curint)
+ col.a = int(color[3] * curint)
+ else:
+ if Blender.Mesh.Mode() == Blender.Mesh.SelectModes['VERTEX']:
+ if not 'FLT_VCOL' in actmesh.verts.properties:
+ actmesh.verts.addPropertyLayer("FLT_VCOL",Blender.Mesh.PropertyTypes["INT"])
+ for vert in actmesh.verts:
+ vert.setProperty("FLT_VCOL",127)
+ else:
+ for vert in actmesh.verts:
+ if vert.sel:
+ vert.setProperty("FLT_VCOL",int(pack_face_index(curswatch,curint)))
+
+ if editmode:
+ Blender.Window.EditMode(1)
+
+ Blender.Window.RedrawAll()
+
+ #grab color and intensity from active face
+ elif evt == Draw.VKEY:
+ if Blender.Window.EditMode():
+ Blender.Window.EditMode(0)
+ editmode = 1
+ state = update_state()
+
+ actmesh = state["activeMesh"]
+ activeFace = state["activeFace"]
+
+
+ if activeFace:
+ if not "FLT_COL" in actmesh.faces.properties:
+ actmesh.faces.addPropertyLayer("FLT_COL",Blender.Mesh.PropertyTypes["INT"])
+ for face in actmesh.faces:
+ face.setProperty("FLT_COL",127) #default
+ try:
+ actmesh.activeColorLayer = "FLT_Fcol"
+ except:
+ actmesh.addColorLayer("FLT_Fcol")
+ actmesh.activeColorLayer = "FLT_Fcol"
+ tcol = activeFace.getProperty("FLT_COL")
+ (index,intensity) = unpack_face_index(tcol)
+ curswatch = index
+ curint = intensity
+
+ if editmode:
+ Blender.Window.EditMode(1)
+
+ Blender.Window.RedrawAll()
+
+ elif evt == Draw.ESCKEY:
+ Draw.Exit()
+
+ if editmode:
+ Blender.Window.EditMode(1)
+
+def update_all():
+ global colors
+ state = update_state()
+ #update the baked FLT colors for all meshes.
+ for object in state["activeScene"].objects:
+ if object.type == "Mesh":
+ mesh = object.getData(mesh=True)
+ if 'FLT_COL' in mesh.faces.properties:
+ mesh.activeColorLayer = "FLT_Fcol"
+ for face in mesh.faces:
+ (index,intensity) = unpack_face_index(face.getProperty('FLT_COL'))
+ color = struct.unpack('>BBBB',struct.pack('>I',colors[index]))
+ #update the vertex colors for this face
+ for col in face.col:
+ col.r = int(color[0] * intensity)
+ col.g = int(color[1] * intensity)
+ col.b = int(color[2] * intensity)
+ col.a = 255
+
+
+def but_event(evt):
+ global palette_size
+ global palette_x
+ global palette_y
+ global colors
+ global curint
+ global curswatch
+ global picker
+ state = update_state()
+
+ if evt == 1:
+ if picker.val:
+ rval = (int(picker.val[0]*255),int(picker.val[1]*255),int(picker.val[2]*255),255)
+ rval = struct.pack('>BBBB',rval[0],rval[1],rval[2],rval[3])
+ rval = struct.unpack('>i',rval)
+ colors[curswatch] = rval[0]
+ #go cd through all meshes and update their FLT colors
+ update_all()
+
+ Draw.Redraw(1)
+def init_pal():
+ global palette_size
+ global palette_x
+ global palette_y
+ global colors
+ global curint
+ global curswatch
+
+ state = update_state()
+
+ if not state["activeScene"].properties.has_key('FLT'):
+ state["activeScene"].properties['FLT'] = dict()
+
+ try:
+ colors = state["activeScene"].properties['FLT']['Color Palette']
+ except:
+ state["activeScene"].properties['FLT']['Color Palette'] = defaultp.pal
+ colors = state["activeScene"].properties['FLT']['Color Palette']
+
+def draw_palette():
+ global palette_size
+ global palette_x
+ global palette_y
+ global colors
+ global curint
+ global curswatch
+ global picker
+
+ state = update_state()
+ init_pal()
+
+ ssize = palette_size
+ xpos = palette_x
+ cid = 0
+
+ highlight = [(palette_x,palette_y),(palette_x+palette_size,palette_y),(palette_x+palette_size,palette_y+palette_size),(palette_x,palette_y+palette_size)]
+ for x in xrange(32):
+ ypos = palette_y
+ for y in xrange(32):
+ color = struct.unpack('>BBBB',struct.pack('>I',colors[cid]))
+ glColor3f(color[0]/255.0,color[1]/255.0,color[2]/255.0)
+ glBegin(GL_POLYGON)
+ glVertex2i(xpos,ypos)
+ glVertex2i(xpos+ssize,ypos)
+ glVertex2i(xpos+ssize,ypos+ssize)
+ glVertex2i(xpos,ypos+ssize)
+ glEnd()
+
+ if curswatch == cid:
+ highlight[0] = (xpos,ypos)
+ highlight[1] = (xpos+ssize,ypos)
+ highlight[2] = (xpos+ssize,ypos+ssize)
+ highlight[3] = (xpos,ypos+ssize)
+
+ glColor3f(0.0,0.0,0.0)
+ glBegin(GL_LINE_LOOP)
+ glVertex2i(xpos,ypos)
+ glVertex2i(xpos+ssize,ypos)
+ glVertex2i(xpos+ssize,ypos+ssize)
+ glVertex2i(xpos,ypos+ssize)
+ glVertex2i(xpos,ypos)
+ glEnd()
+
+
+ cid = cid + 1
+ ypos = ypos + ssize
+
+ xpos = xpos + ssize
+
+ #draw intensity gradient
+ color = struct.unpack('>BBBB',struct.pack('>I',colors[curswatch]))
+ color = [color[0]/255.0,color[1]/255.0,color[2]/255.0]
+ colsteps = [color[0]/255.0,color[1]/255.0,color[2]/255.0]
+ stripwidth = (palette_size * 32.0) / 256
+ strippad = palette_size / 2.0
+
+ xpos = palette_x
+ grady = (palette_y + (palette_size * 32.0)) + strippad
+ for x in xrange(256):
+ color[0] = color[0] - colsteps[0]
+ color[1] = color[1] - colsteps[1]
+ color[2] = color[2] - colsteps[2]
+
+ glColor3f(color[0], color[1] ,color[2])
+ glBegin(GL_POLYGON)
+ glVertex2f(xpos,grady)
+ glVertex2f(xpos+stripwidth,grady)
+ glVertex2f(xpos+stripwidth,grady+palette_size)
+ glVertex2f(xpos,grady+palette_size)
+ glEnd()
+ xpos = xpos + stripwidth
+
+ #draw intensity slider bar
+ #xposition == 512 - ((curint) * 512)
+ xpos = ((palette_size*32) * (1.0 - curint)) + palette_x
+ glColor3f(1.0,1.0,1.0)
+ glBegin(GL_LINE_LOOP)
+ glVertex2i(xpos-6,grady-1)
+ glVertex2i(xpos+6,grady-1)
+ glVertex2i(xpos+6,grady+palette_size+1)
+ glVertex2i(xpos-6,grady+palette_size+1)
+ #glVertex2i(xpos-6,grady+7)
+ glEnd()
+
+ #draw color picker
+ color = struct.unpack('>BBBB',struct.pack('>I',colors[curswatch]))
+ pickcol = (color[0]/255.0,color[1]/255.0,color[2]/255.0)
+ picker = Blender.Draw.ColorPicker(1,highlight[0][0]+1,highlight[0][1]+1,ssize-2,ssize-2,pickcol,ptt)
+
+ #draw highlight swatch
+ glColor3f(1.0,1.0,1.0)
+ glBegin(GL_LINE_LOOP)
+ glVertex2i(highlight[0][0],highlight[0][1])
+ glVertex2i(highlight[1][0],highlight[1][1])
+ glVertex2i(highlight[2][0],highlight[2][1])
+ glVertex2i(highlight[3][0],highlight[3][1])
+ glVertex2i(highlight[0][0],highlight[0][1])
+ glEnd()
+
+def gui():
+ glClearColor(0.5,0.5,0.5,1.0)
+ glClear(GL_COLOR_BUFFER_BIT)
+ draw_palette()
+
+
+init_pal()
+Draw.Register(gui,event,but_event)
+