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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
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