added ui elements
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3d6e49f6ff
commit
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1 changed files with 91 additions and 8 deletions
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@ -12,12 +12,15 @@ bl_info = {
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import bpy
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import bpy
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import bmesh
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import bmesh
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from btypes.big_endian import *
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from btypes.big_endian import *
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import os
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from bpy.types import PropertyGroup, Panel, Scene, Operator
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from bpy.utils import register_class, unregister_class
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from bpy_extras.io_utils import ExportHelper
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from bpy_extras.io_utils import ExportHelper
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from bpy.props import (BoolProperty,
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from bpy.props import (BoolProperty,
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FloatProperty,
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FloatProperty,
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StringProperty,
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StringProperty,
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EnumProperty,
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EnumProperty,
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IntProperty,
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PointerProperty,
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)
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)
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@ -168,7 +171,7 @@ def unpack(stream):
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return vertices,triangles
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return vertices,triangles
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class ExportCOL(bpy.types.Operator, ExportHelper):
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class ExportCOL(Operator, ExportHelper):
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"""Save a COL file"""
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"""Save a COL file"""
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bl_idname = "export_mesh.col"
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bl_idname = "export_mesh.col"
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bl_label = "Export COL"
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bl_label = "Export COL"
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@ -207,25 +210,105 @@ class ExportCOL(bpy.types.Operator, ExportHelper):
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pack(ColStream,VertexList,Triangles)
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pack(ColStream,VertexList,Triangles)
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bpy.data.meshes.remove(Mesh) #delete mesh
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bpy.data.meshes.remove(Mesh) #delete mesh
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return {'FINISHED'} # this lets blender know the operator finished successfully.
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return {'FINISHED'} # this lets blender know the operator finished successfully.
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class CollisionPanel(bpy.types.Panel):
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def HasU4Update(self, context):
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bl_label = "Hello from Object context"
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column2.enabled = bpy.context.scene.ColEditor.HasU4
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return
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class CollisionProperties(PropertyGroup): #This defines the UI elements
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U0 = IntProperty(name = "Unknown 0",default=0, min=0, max=255)
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U1 = IntProperty(name = "Unknown 1",default=0, min=0, max=255)
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U2 = IntProperty(name = "Unknown 2",default=0, min=0, max=255)
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U3 = IntProperty(name = "Unknown 3",default=0, min=0, max=255)
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HasU4 = BoolProperty(name="Has Unknown 4", default=False)
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U4 = IntProperty(name = "Unknown 4",default=0, min=0, max=65535)
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class CollisionPanel(Panel): #This panel houses the UI elements defined in the CollisionProperties
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bl_label = "Edit Values"
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bl_space_type = "PROPERTIES"
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bl_space_type = "PROPERTIES"
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bl_region_type = "WINDOW"
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bl_region_type = "WINDOW"
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bl_context = "object"
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bl_context = "object"
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def draw(self, context):
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def draw(self, context):
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self.layout.operator("hello.hello", text='Bonjour').country = "France"
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self.layout.operator("init.colvalues", text='Initialise values')
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column1 = self.layout.column(align = True)
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column1.prop(bpy.context.scene.ColEditor, "U0")
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column1.prop(bpy.context.scene.ColEditor, "U1")
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column1.prop(bpy.context.scene.ColEditor, "U2")
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column1.prop(bpy.context.scene.ColEditor, "U3")
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column1.prop(bpy.context.scene.ColEditor, "HasU4")
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column2 = self.layout.column(align = True)
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column2.prop(bpy.context.scene.ColEditor, "U4")
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column2.enabled = bpy.context.scene.ColEditor.HasU4
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class OBJECT_OT_InitialValues(Operator):
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"""Initialise the collision values"""
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bl_idname = "init.colvalues"
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bl_label = "InitialValues"
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def execute(self, context):
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print("Hello World")
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return{'FINISHED'}
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class ChangeValuesOfSelection(Operator):
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"""Sets collision values of selection"""
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bl_idname = "change.colvalues"
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bl_label = "ChValueSelection"
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ValueToChange = bpy.props.StringProperty() #This is passed in as a parameter
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def execute(self, context):
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obj = bpy.context.scene.objects.active
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bm = bmesh.new()
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bm.from_edit_mesh(obj.data)
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selected_faces = [f for f in bm.faces if f.select]
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#create custom data layers
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my_id = bm.faces.layers.int.new(self.ValueToChange)
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#get the custom data layer by its name
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my_id = bm.faces.layers.int[self.ValueToChange]
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ValueToSet = 0
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if self.ValueToChange == "Unknown0":
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ValueToSet = bpy.context.scene.ColEditor.U0
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elif self.ValueToChange == "Unknown1":
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ValueToSet = bpy.context.scene.ColEditor.U1
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elif self.ValueToChange == "Unknown2":
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ValueToSet = bpy.context.scene.ColEditor.U2
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elif self.ValueToChange == "Unknown3":
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ValueToSet = bpy.context.scene.ColEditor.U3
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elif self.ValueToChange == "HasUnknown4":
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ValueToSet = 1 if bpy.context.scene.ColEditor.HasU4 else 0
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for face in selected_faces:
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face[my_id] = ValueToSet
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bm.to_mesh(obj.data)
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return{'FINISHED'}
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classes = (ExportCOL, CollisionPanel,OBJECT_OT_InitialValues,CollisionProperties) #list of classes to register/unregister
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def register():
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def register():
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bpy.utils.register_class(ExportCOL)
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for i in classes:
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register_class(i)
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Scene.ColEditor = PointerProperty(type=CollisionProperties) #store in the scene
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bpy.types.INFO_MT_file_export.append(menu_func)
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bpy.types.INFO_MT_file_export.append(menu_func)
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def menu_func(self, context):
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def menu_func(self, context):
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self.layout.operator(ExportCOL.bl_idname, text="Collision (.col)")
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self.layout.operator(ExportCOL.bl_idname, text="Collision (.col)")
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def unregister():
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def unregister():
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bpy.utils.unregister_class(ExportCOL)
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for i in classes:
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unregister_class(i)
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bpy.types.INFO_MT_file_export.remove(menu_func)
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bpy.types.INFO_MT_file_export.remove(menu_func)
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