Updated and improved Blender script

* min/max -> lod level change in model format
 * split objects based on LOD
 * lod_level, state & var_tex2 saved as properties in Blender objects
 * UI dialogs
dev-ui
Piotr Dziwinski 2013-01-27 22:08:33 +01:00
parent a937a7b6ec
commit 3f41f97fc4
1 changed files with 381 additions and 217 deletions

View File

@ -26,6 +26,11 @@ import os
import copy
import math
##
# Data types & helper functions
##
FUZZY_TOLERANCE = 1e-5
class ColobotError(Exception):
@ -66,6 +71,8 @@ class ColobotMaterial:
self.specular = array.array('f', [0.0, 0.0, 0.0, 0.0])
self.tex1 = ''
self.tex2 = ''
self.var_tex2 = False
self.state = 0
def __hash__(self):
return 1
@ -75,19 +82,28 @@ class ColobotMaterial:
fuzzy_equal_v(self.ambient, other.ambient) and
fuzzy_equal_v(self.specular, other.specular) and
self.tex1 == other.tex1 and
self.tex2 == other.tex2)
self.tex2 == other.tex2 and
self.var_tex2 == other.var_tex2 and
self.state == other.state)
class ColobotTexPair:
"""Pair of 2 textures"""
def __init__(self):
self.tex1 = ''
self.tex2 = ''
def __hash__(self):
return 1
def __eq__(self, other):
return self.tex1 == other.tex1 and self.tex2 == other.tex2
class ColobotTriangle:
"""Triangle as saved in Colobot model file"""
def __init__(self):
self.p = [ColobotVertex(), ColobotVertex(), ColobotVertex()]
self.mat = ColobotMaterial()
self.tex1 = ''
self.tex2 = ''
self.var_tex2 = False
self.state = 0
self.min = 0.0
self.max = 0.0
self.lod_level = 0
class ColobotModel:
"""Colobot model (content of model file)"""
@ -95,8 +111,49 @@ class ColobotModel:
self.version = 1
self.triangles = []
def append(self, model):
self.triangles.extend(model.triangles)
def get_lod_level_list(self):
lod_level_set = set()
for t in self.triangles:
lod_level_set.add(t.lod_level)
return list(lod_level_set)
def get_tex_pair_list(self):
tex_pair_set = set()
for t in self.triangles:
tex_pair = ColobotTexPair()
tex_pair.tex1 = t.mat.tex1
tex_pair.tex2 = t.mat.tex2
tex_pair_set.add(tex_pair)
return list(tex_pair_set)
def get_triangle_list(self, lod_level):
triangles = []
for t in self.triangles:
if (t.lod_level == lod_level):
triangles.append(t)
return triangles
def get_vertex_list(self, lod_level):
vertex_set = set()
for t in self.triangles:
if (t.lod_level == lod_level):
for i in range(0, 3):
vertex_set.add(t.p[i])
return list(vertex_set)
def get_material_list(self, lod_level):
material_set = set()
for t in self.triangles:
if (t.lod_level == lod_level):
material_set.add(t.mat)
return list(material_set)
def v3to4(vec):
return array.array('f', [vec[0], vec[1], vec[2], 0.0])
@ -104,7 +161,14 @@ def v3to4(vec):
def v4to3(vec):
return array.array('f', [vec[0], vec[1], vec[2]])
##
# Model file input/output
##
def write_colobot_model(filename, model):
float_format = "{:g}".format
file = open(filename, 'w')
file.write('# Colobot text model\n')
@ -120,24 +184,23 @@ def write_colobot_model(filename, model):
for i in range(0, 3):
p = t.p[i]
file.write('p' + str(i+1))
file.write(' c ' + ' '.join(map(str, p.coord )))
file.write(' n ' + ' '.join(map(str, p.normal)))
file.write(' t1 ' + ' '.join(map(str, p.t1)))
file.write(' t2 ' + ' '.join(map(str, p.t2)))
file.write(' c ' + ' '.join(map(float_format, p.coord )))
file.write(' n ' + ' '.join(map(float_format, p.normal)))
file.write(' t1 ' + ' '.join(map(float_format, p.t1)))
file.write(' t2 ' + ' '.join(map(float_format, p.t2)))
file.write('\n')
file.write('mat')
file.write(' dif ' + ' '.join(map(str, t.mat.diffuse)))
file.write(' amb ' + ' '.join(map(str, t.mat.ambient)))
file.write(' spc ' + ' '.join(map(str, t.mat.specular)))
file.write(' dif ' + ' '.join(map(float_format, t.mat.diffuse)))
file.write(' amb ' + ' '.join(map(float_format, t.mat.ambient)))
file.write(' spc ' + ' '.join(map(float_format, t.mat.specular)))
file.write('\n')
file.write('tex1 ' + t.tex1 + '\n')
file.write('tex2 ' + t.tex2 + '\n')
file.write('var_tex2 ' + ( 'Y' if t.var_tex2 else 'N' + '\n' ) )
file.write('min ' + str(t.min) + '\n')
file.write('max ' + str(t.max) + '\n')
file.write('state ' + str(t.state) + '\n')
file.write('tex1 ' + t.mat.tex1 + '\n')
file.write('tex2 ' + t.mat.tex2 + '\n')
file.write('var_tex2 ' + ( 'Y' if t.mat.var_tex2 else 'N' + '\n' ) )
file.write('lod_level ' + str(t.lod_level) + '\n')
file.write('state ' + str(t.mat.state) + '\n')
file.write('\n')
file.close()
@ -216,14 +279,14 @@ def read_colobot_model(filename):
tokens, index = token_next_line(lines, index)
if (tokens[0] != 'version'):
raise ColobotError('Invalid header')
raise ColobotError("Invalid header", "version")
model.version = int(tokens[1])
if (model.version != 1):
raise ColobotError('Unknown model file version')
raise ColobotError("Unknown model file version")
tokens, index = token_next_line(lines, index)
if (tokens[0] != 'total_triangles'):
raise ColobotError('Invalid header')
raise ColobotError("Invalid header", "total_triangles")
numTriangles = int(tokens[1])
for i in range(0, numTriangles):
@ -231,90 +294,88 @@ def read_colobot_model(filename):
tokens, index = token_next_line(lines, index)
if (tokens[0] != 'p1'):
raise ColobotError('Invalid triangle')
raise ColobotError("Invalid triangle", "p1")
t.p[0] = read_colobot_vertex(tokens)
tokens, index = token_next_line(lines, index)
if (tokens[0] != 'p2'):
raise ColobotError('Invalid triangle')
raise ColobotError("Invalid triangle", "p2")
t.p[1] = read_colobot_vertex(tokens)
tokens, index = token_next_line(lines, index)
if (tokens[0] != 'p3'):
raise ColobotError('Invalid triangle')
raise ColobotError("Invalid triangle", "p3")
t.p[2] = read_colobot_vertex(tokens)
tokens, index = token_next_line(lines, index)
if (tokens[0] != 'mat'):
raise ColobotError('Invalid triangle')
raise ColobotError("Invalid triangle", "mat")
t.mat = read_colobot_material(tokens)
tokens, index = token_next_line(lines, index)
if (tokens[0] != 'tex1'):
raise ColobotError('Invalid triangle')
raise ColobotError("Invalid triangle", "tex1")
if (len(tokens) > 1):
t.tex1 = tokens[1]
t.mat.tex1 = tokens[1]
tokens, index = token_next_line(lines, index)
if (tokens[0] != 'tex2'):
raise ColobotError('Invalid triangle')
raise ColobotError("Invalid triangle", "tex2")
if (len(tokens) > 1):
t.tex2 = tokens[1]
t.mat.tex2 = tokens[1]
tokens, index = token_next_line(lines, index)
if (tokens[0] != 'var_tex2'):
raise ColobotError('Invalid triangle')
t.var_tex2 = tokens[1] == 'Y'
raise ColobotError("Invalid triangle", "var_tex2")
t.mat.var_tex2 = tokens[1] == 'Y'
tokens, index = token_next_line(lines, index)
if (tokens[0] != 'min'):
raise ColobotError('Invalid triangle')
t.min = float(tokens[1])
tokens, index = token_next_line(lines, index)
if (tokens[0] != 'max'):
raise ColobotError('Invalid triangle')
t.max = float(tokens[1])
if (tokens[0] != 'lod_level'):
raise ColobotError("Invalid triangle", "lod_level")
t.lod_level = int(tokens[1])
tokens, index = token_next_line(lines, index)
if (tokens[0] != 'state'):
raise ColobotError('Invalid triangle')
t.state = int(tokens[1])
raise ColobotError("Invalid triangle", "state")
t.mat.state = int(tokens[1])
model.triangles.append(t)
return model
def mesh_to_colobot_model(mesh, scene, defaults):
model = ColobotModel()
if (mesh.type != 'MESH'):
##
# Mesh conversion functions
##
def append_obj_to_colobot_model(obj, model, scene, defaults):
if (obj.type != 'MESH'):
raise ColobotError('Only mesh meshs can be exported')
for poly in mesh.data.polygons:
for poly in obj.data.polygons:
if (poly.loop_total > 3):
raise ColobotError('Cannot export polygons with > 3 vertices!')
for i, poly in enumerate(mesh.data.polygons):
for i, poly in enumerate(obj.data.polygons):
t = ColobotTriangle()
j = 0
for loop_index in poly.loop_indices:
v = mesh.data.vertices[mesh.data.loops[loop_index].vertex_index]
v = obj.data.vertices[obj.data.loops[loop_index].vertex_index]
t.p[j].coord = copy.copy(v.co)
t.p[j].normal = copy.copy(v.normal)
if (len(mesh.data.uv_layers) >= 1):
t.p[j].t1 = copy.copy(mesh.data.uv_layers[0].data[loop_index].uv)
if (len(obj.data.uv_layers) >= 1):
t.p[j].t1 = copy.copy(obj.data.uv_layers[0].data[loop_index].uv)
t.p[j].t1[1] = 1.0 - t.p[j].t1[1]
if (len(mesh.data.uv_layers) >= 2):
t.p[j].t2 = copy.copy(mesh.data.uv_layers[1].data[loop_index].uv)
if (len(obj.data.uv_layers) >= 2):
t.p[j].t2 = copy.copy(obj.data.uv_layers[1].data[loop_index].uv)
t.p[j].t2[1] = 1.0 - t.p[j].t2[1]
j = j + 1
mat = mesh.data.materials[poly.material_index]
mat = obj.data.materials[poly.material_index]
t.mat.diffuse = v3to4(mat.diffuse_color)
t.mat.diffuse[3] = mat.alpha
t.mat.ambient = v3to4(scene.world.ambient_color * mat.ambient)
@ -327,95 +388,15 @@ def mesh_to_colobot_model(mesh, scene, defaults):
if (mat.texture_slots[1] != None):
t.tex2 = bpy.path.basename(mat.texture_slots[1].texture.image.filepath)
t.var_tex2 = mesh.get('var_tex2', defaults['var_tex2'])
t.state = mesh.get('state', defaults['state'])
t.min = mesh.get('min', defaults['min'])
t.max = mesh.get('max', defaults['max'])
t.var_tex2 = mat.get('var_tex2', defaults['var_tex2'])
t.state = mat.get('state', defaults['state'])
t.lod_level = int(obj.data.get('lod_level', defaults['lod_level']))
model.triangles.append(t)
return model
def colobot_model_to_mesh(model, mesh_name, texture_dir):
mesh = bpy.data.meshes.new(name=mesh_name)
vertex_set = set()
for t in model.triangles:
for i in range(0, 3):
vertex_set.add(t.p[i])
vertex_list = list(vertex_set)
mat_set = set()
for t in model.triangles:
mat = t.mat
mat.tex1 = t.tex1
mat.tex2 = t.tex2
mat_set.add(mat)
mat_list = list(mat_set)
uv1map = False
uv2map = False
zero_t = array.array('f', [0.0, 0.0])
for v in vertex_list:
if ((not uv1map) and (v.t1 != zero_t)):
uv1map = True
if ((not uv2map) and (v.t2 != zero_t)):
uv2map = True
mesh.vertices.add(len(vertex_list))
for i, v in enumerate(mesh.vertices):
v.co = copy.copy(vertex_list[i].coord)
v.normal = copy.copy(vertex_list[i].normal)
for i, m in enumerate(mat_list):
material = bpy.data.materials.new(name=mesh_name + '_mat_' + str(i+1))
material.diffuse_color = v4to3(m.diffuse)
material.ambient = (m.ambient[0] + m.ambient[1] + m.ambient[2]) / 3.0
material.alpha = (m.diffuse[3] + m.ambient[3]) / 2.0
material.specular_color = v4to3(m.specular)
material.specular_alpha = m.specular[3]
mesh.materials.append(material)
mesh.tessfaces.add(len(model.triangles))
for i, f in enumerate(mesh.tessfaces):
t = model.triangles[i]
mat = t.mat
mat.tex1 = t.tex1
mat.tex2 = t.tex2
f.material_index = mat_list.index(mat)
for i in range(0, 3):
f.vertices[i] = vertex_list.index(t.p[i])
if uv1map:
uvlay1 = mesh.tessface_uv_textures.new(name='UV_1')
for i, f in enumerate(uvlay1.data):
f.uv1[0] = model.triangles[i].p[0].t1[0]
f.uv1[1] = 1.0 - model.triangles[i].p[0].t1[1]
f.uv2[0] = model.triangles[i].p[1].t1[0]
f.uv2[1] = 1.0 - model.triangles[i].p[1].t1[1]
f.uv3[0] = model.triangles[i].p[2].t1[0]
f.uv3[1] = 1.0 - model.triangles[i].p[2].t1[1]
if uv2map:
uvlay2 = mesh.tessface_uv_textures.new(name='UV_2')
for i, f in enumerate(uvlay2.data):
f.uv1[0] = model.triangles[i].p[0].t2[0]
f.uv1[1] = 1.0 - model.triangles[i].p[0].t2[1]
f.uv2[0] = model.triangles[i].p[1].t2[0]
f.uv2[1] = 1.0 - model.triangles[i].p[1].t2[1]
f.uv3[0] = model.triangles[i].p[2].t2[0]
f.uv3[1] = 1.0 - model.triangles[i].p[2].t2[1]
def colobot_model_to_meshes(model, base_mesh_name, texture_dir):
def load_tex(name):
import os
import sys
@ -424,7 +405,6 @@ def colobot_model_to_mesh(model, mesh_name, texture_dir):
if (name == ''):
return None, None
encoding = sys.getfilesystemencoding()
image = load_image(name, texture_dir, recursive=True, place_holder=True)
texture = None
if image:
@ -433,52 +413,198 @@ def colobot_model_to_mesh(model, mesh_name, texture_dir):
texture.image = image
return image, texture
for i, m in enumerate(mat_list):
class Texture:
def __init__(self):
self.image1 = None
self.image2 = None
self.tex1 = None
self.tex2 = None
image1, tex1 = load_tex(m.tex1)
if image1:
mtex = mesh.materials[i].texture_slots.add()
mtex.texture = tex1
mtex.texture_coords = 'UV'
mtex.uv_layer = 'UV_1'
mtex.use_map_color_diffuse = True
tex_dict = dict()
tex_pair_list = model.get_tex_pair_list()
for tex_pair in tex_pair_list:
tex_object = Texture()
tex_object.image1, tex_object.tex1 = load_tex(tex_pair.tex1)
tex_object.image2, tex_object.tex2 = load_tex(tex_pair.tex2)
tex_dict[tex_pair] = tex_object
for j, face in enumerate(mesh.uv_textures[0].data):
if (model.triangles[j].tex1 == m.tex1):
face.image = image1
meshes = []
image2, tex2 = load_tex(m.tex2)
if image2:
mtex = mesh.materials[i].texture_slots.add()
mtex.texture = tex2
mtex.texture_coords = 'UV'
mtex.uv_layer = 'UV_2'
mtex.use_map_color_diffuse = True
index = 0
lod_levels = model.get_lod_level_list()
for lod_level in lod_levels:
index = index + 1
mesh = bpy.data.meshes.new(name=base_mesh_name + str(index))
for face in mesh.uv_textures[1].data:
if (model.triangles[j].tex2 == m.tex2):
face.image = image2
triangle_list = model.get_triangle_list(lod_level)
vertex_list = model.get_vertex_list(lod_level)
material_list = model.get_material_list(lod_level)
mesh.validate()
mesh.update()
uv1map = False
uv2map = False
zero_t = array.array('f', [0.0, 0.0])
for v in vertex_list:
if ((not uv1map) and (v.t1 != zero_t)):
uv1map = True
if ((not uv2map) and (v.t2 != zero_t)):
uv2map = True
mesh.vertices.add(len(vertex_list))
for i, v in enumerate(mesh.vertices):
v.co = copy.copy(vertex_list[i].coord)
v.normal = copy.copy(vertex_list[i].normal)
for i, m in enumerate(material_list):
material = bpy.data.materials.new(name=base_mesh_name + str(index) + '_mat_' + str(i+1))
material.diffuse_color = v4to3(m.diffuse)
material.ambient = (m.ambient[0] + m.ambient[1] + m.ambient[2]) / 3.0
material.alpha = (m.diffuse[3] + m.ambient[3]) / 2.0
material.specular_color = v4to3(m.specular)
material.specular_alpha = m.specular[3]
material.var_tex2 = m.var_tex2
material.state = m.state
mesh.materials.append(material)
mesh.tessfaces.add(len(triangle_list))
for i, f in enumerate(mesh.tessfaces):
t = triangle_list[i]
f.material_index = material_list.index(t.mat)
for i in range(0, 3):
f.vertices[i] = vertex_list.index(t.p[i])
if uv1map:
uvlay1 = mesh.tessface_uv_textures.new(name='UV_1')
for i, f in enumerate(uvlay1.data):
f.uv1[0] = triangle_list[i].p[0].t1[0]
f.uv1[1] = 1.0 - triangle_list[i].p[0].t1[1]
f.uv2[0] = triangle_list[i].p[1].t1[0]
f.uv2[1] = 1.0 - triangle_list[i].p[1].t1[1]
f.uv3[0] = triangle_list[i].p[2].t1[0]
f.uv3[1] = 1.0 - triangle_list[i].p[2].t1[1]
if uv2map:
uvlay2 = mesh.tessface_uv_textures.new(name='UV_2')
for i, f in enumerate(uvlay2.data):
f.uv1[0] = triangle_list[i].p[0].t2[0]
f.uv1[1] = 1.0 - triangle_list[i].p[0].t2[1]
f.uv2[0] = triangle_list[i].p[1].t2[0]
f.uv2[1] = 1.0 - triangle_list[i].p[1].t2[1]
f.uv3[0] = triangle_list[i].p[2].t2[0]
f.uv3[1] = 1.0 - triangle_list[i].p[2].t2[1]
for i, m in enumerate(material_list):
tex_pair = ColobotTexPair()
tex_pair.tex1 = m.tex1
tex_pair.tex2 = m.tex2
tex_object = tex_dict[tex_pair]
if tex_object and tex_object.image1:
mtex = mesh.materials[i].texture_slots.add()
mtex.texture = tex_object.tex1
mtex.texture_coords = 'UV'
mtex.uv_layer = 'UV_1'
mtex.use_map_color_diffuse = True
for j, face in enumerate(mesh.uv_textures[0].data):
if (triangle_list[j].tex1 == m.tex1):
face.image = tex_object.image1
if tex_object and tex_object.image2:
mtex = mesh.materials[i].texture_slots.add()
mtex.texture = tex_object.tex2
mtex.texture_coords = 'UV'
mtex.uv_layer = 'UV_2'
mtex.use_map_color_diffuse = True
for j, face in enumerate(mesh.uv_textures[1].data):
if (triangle_list[j].tex2 == m.tex2):
face.image = tex_object.image2
mesh.lod_level = str(lod_level)
mesh.validate()
mesh.update()
meshes.append(mesh)
return meshes
##
# Export UI dialog & operator
##
EXPORT_FILEPATH = ''
class ExportColobotDialog(bpy.types.Operator):
bl_idname = 'object.export_colobot_dialog'
bl_label = "Dialog for Colobot export"
mode = bpy.props.EnumProperty(
name="Mode",
items = [('overwrite', "Overwrite", "Overwrite existing model triangles"),
('append', "Append", "Append triangles to existing model")],
default='overwrite')
default_lod_level = bpy.props.EnumProperty(
name="Default LOD level",
items = [('0', "Constant", "Constant (always visible)"),
('1', "Low", "Low (visible at furthest distance)"),
('2', "Medium", "Medium (visible at medium distance)"),
('3', "High", "High (visible at closest distance)")],
default='0')
default_var_tex2 = bpy.props.BoolProperty(name="Default variable 2nd texture", default=False)
default_state = bpy.props.IntProperty(name="Default state", default=0)
def execute(self, context):
global EXPORT_FILEPATH
try:
defaults = { 'lod_level': self.default_lod_level,
'var_tex2': self.default_var_tex2,
'state': self.default_state }
model = ColobotModel()
if (self.mode == 'append'):
model = read_colobot_model(EXPORT_FILEPATH)
for obj in context.selected_objects:
rot = obj.rotation_euler
rot[0] = rot[0] + math.radians(270)
obj.rotation_euler = rot
append_obj_to_colobot_model(obj, model, context.scene, defaults)
rot = obj.rotation_euler
rot[0] = rot[0] + math.radians(90)
obj.rotation_euler = rot
write_colobot_model(EXPORT_FILEPATH, model)
except ColobotError as e:
self.report({'ERROR'}, e.args.join(": "))
return {'FINISHED'}
self.report({'INFO'}, 'Export OK')
return {'FINISHED'}
def invoke(self, context, event):
context.window_manager.invoke_props_dialog(self, width=500)
return {'RUNNING_MODAL'}
return mesh
class ExportColobot(bpy.types.Operator):
"""Exporter to Colobot text format"""
bl_idname = "export.colobot"
bl_label = "Export to Colobot"
# TODO: set the following in a UI dialog or panel
# Variable tex2
DEFAULT_VAR_TEX2 = False
# Min & max LOD
DEFAULT_MIN = 0.0
DEFAULT_MAX = 0.0
# Render state
DEFAULT_STATE = 0
filepath = bpy.props.StringProperty(subtype="FILE_PATH")
@classmethod
@ -486,26 +612,9 @@ class ExportColobot(bpy.types.Operator):
return context.object is not None
def execute(self, context):
defaults = {
'var_tex2': self.DEFAULT_VAR_TEX2,
'min': self.DEFAULT_MIN,
'max': self.DEFAULT_MAX,
'state': self.DEFAULT_STATE }
try:
obj = context.object
temp_ROT = obj.rotation_euler
temp_ROT[0] = temp_ROT[0] + math.radians(270)
obj.rotation_euler = temp_ROT
model = mesh_to_colobot_model(context.object, context.scene, defaults)
write_colobot_model(self.filepath, model)
temp_ROT = obj.rotation_euler
temp_ROT[0] = temp_ROT[0] + math.radians(90)
obj.rotation_euler = temp_ROT
except ColobotError as e:
self.report({'ERROR'}, e.args[0])
return {'FINISHED'}
self.report({'INFO'}, 'Export OK')
global EXPORT_FILEPATH
EXPORT_FILEPATH = self.filepath
bpy.ops.object.export_colobot_dialog('INVOKE_DEFAULT')
return {'FINISHED'}
def invoke(self, context, event):
@ -513,11 +622,58 @@ class ExportColobot(bpy.types.Operator):
return {'RUNNING_MODAL'}
# For menu item
def export_menu_func(self, context):
self.layout.operator_context = 'INVOKE_DEFAULT'
self.layout.operator(ExportColobot.bl_idname, text="Colobot (Text Format)")
##
# Import UI dialog & operator
#
IMPORT_FILEPATH = ''
class ImportColobotDialog(bpy.types.Operator):
bl_idname = 'object.import_colobot_dialog'
bl_label = "Dialog for Colobot import"
lod_separate_layers = bpy.props.BoolProperty(name="LOD levels to separate layers", default=True)
texture_dir = bpy.props.StringProperty(name="Texture directory", subtype="DIR_PATH")
def execute(self, context):
global IMPORT_FILEPATH
try:
texture_dir = self.texture_dir
if (texture_dir == ""):
texture_dir = os.path.dirname(IMPORT_FILEPATH)
model = read_colobot_model(IMPORT_FILEPATH)
meshes = colobot_model_to_meshes(model, 'ColobotMesh_', texture_dir)
index = 0
for mesh in meshes:
index = index + 1
obj = bpy.data.objects.new('ColobotMesh_' + str(index), mesh)
rot = obj.rotation_euler
rot[0] = rot[0] + math.radians(90)
obj.rotation_euler = rot
bpy.context.scene.objects.link(obj)
bpy.context.scene.objects.active = obj
obj.select = True
# TODO: doesn't seem to work...
if (self.lod_separate_layers):
layers = obj.layers
for i in range(0, len(layers)):
layers[i] = int(mesh.lod_level) == i
obj.layers = layers
except ColobotError as e:
self.report({'ERROR'}, e.args.join(": "))
return {'FINISHED'}
self.report({'INFO'}, 'Import OK')
return {'FINISHED'}
def invoke(self, context, event):
context.window_manager.invoke_props_dialog(self, width=500)
return {'RUNNING_MODAL'}
class ImportColobot(bpy.types.Operator):
@ -532,21 +688,9 @@ class ImportColobot(bpy.types.Operator):
return True
def execute(self, context):
try:
model = read_colobot_model(self.filepath)
mesh = colobot_model_to_mesh(model, 'ColobotMesh', os.path.dirname(self.filepath))
obj = bpy.data.objects.new('ColobotMesh', mesh)
temp_ROT = obj.rotation_euler
temp_ROT[0] = temp_ROT[0] + math.radians(90)
obj.rotation_euler = temp_ROT
bpy.context.scene.objects.link(obj)
bpy.context.scene.objects.active = obj
obj.select = True
except ColobotError as e:
self.report({'ERROR'}, e.args[0])
return {'FINISHED'}
self.report({'INFO'}, 'Import OK')
global IMPORT_FILEPATH
IMPORT_FILEPATH = self.filepath
bpy.ops.object.import_colobot_dialog('INVOKE_DEFAULT')
return {'FINISHED'}
def invoke(self, context, event):
@ -554,14 +698,34 @@ class ImportColobot(bpy.types.Operator):
return {'RUNNING_MODAL'}
# For menu item
##
# Registration
##
# Callback functions for menu items
def export_menu_func(self, context):
self.layout.operator_context = 'INVOKE_DEFAULT'
self.layout.operator(ExportColobot.bl_idname, text="Colobot (Text Format)")
def import_menu_func(self, context):
self.layout.operator_context = 'INVOKE_DEFAULT'
self.layout.operator(ImportColobot.bl_idname, text="Colobot (Text Format)")
# Custom properties for materials
def register_material_props():
bpy.types.Mesh.lod_level = bpy.props.EnumProperty(name="LOD level",
items = [('0', "Constant", "Constant (always visible)"),
('1', "Low", "Low (visible at furthest distance)"),
('2', "Medium", "Medium (visible at medium distance)"),
('3', "High", "High (visible at closest distance)")])
bpy.types.Material.var_tex2 = bpy.props.BoolProperty(name="Variable 2nd texture", description="2nd texture shall be set to dirtyXX.png")
bpy.types.Material.state = bpy.props.IntProperty(name="State", description="Engine render state")
# Add-on registration
def register():
bpy.utils.register_module(__name__)
register_material_props()
bpy.types.INFO_MT_file_export.append(export_menu_func)
bpy.types.INFO_MT_file_import.append(import_menu_func)