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Added UI to change values

This commit is contained in:
Augs 2018-05-13 17:59:54 +01:00
parent 16538b051e
commit 2f819d4f6c

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@ -11,6 +11,7 @@ bl_info = {
import bpy
import bmesh
from enum import Enum
from btypes.big_endian import *
from bpy.types import PropertyGroup, Panel, Scene, Operator
from bpy.utils import register_class, unregister_class
@ -211,95 +212,165 @@ class ExportCOL(Operator, ExportHelper):
bpy.data.meshes.remove(Mesh) #delete mesh
return {'FINISHED'} # this lets blender know the operator finished successfully.
class CollisionLayer(Enum):
Unknown0 = "CollisionEditorUnknown0"
Unknown1 = "CollisionEditorUnknown1"
Unknown2 = "CollisionEditorUnknown2"
Unknown3 = "CollisionEditorUnknown3"
HasUnknown4 = "CollisionEditorHasUnknown4"
Unknown4 = "CollisionEditorUnknown4"
def U0Update(self, context):
ChangeValuesOfSelection(CollisionLayer.Unknown0.value)
self["U3"]+=1
return
def U1Update(self, context):
ChangeValuesOfSelection(CollisionLayer.Unknown1.value)
return
def U2Update(self, context):
ChangeValuesOfSelection(CollisionLayer.Unknown2.value)
return
def U3Update(self, context):
ChangeValuesOfSelection(CollisionLayer.Unknown3.value)
print("Bobson")
return
def HasU4Update(self, context):
column2.enabled = bpy.context.scene.ColEditor.HasU4
ChangeValuesOfSelection(CollisionLayer.HasUnknown4.value)
return
def U4Update(self, context):
ChangeValuesOfSelection(CollisionLayer.Unknown4.value)
return
class CollisionProperties(PropertyGroup): #This defines the UI elements
U0 = IntProperty(name = "Unknown 0",default=0, min=0, max=255)
U1 = IntProperty(name = "Unknown 1",default=0, min=0, max=255)
U2 = IntProperty(name = "Unknown 2",default=0, min=0, max=255)
U3 = IntProperty(name = "Unknown 3",default=0, min=0, max=255)
HasU4 = BoolProperty(name="Has Unknown 4", default=False)
U4 = IntProperty(name = "Unknown 4",default=0, min=0, max=65535)
U0 = IntProperty(name = "Unknown 0",default=0, min=0, max=255, update = U0Update)
U1 = IntProperty(name = "Unknown 1",default=0, min=0, max=255, update = U1Update)
U2 = IntProperty(name = "Unknown 2",default=0, min=0, max=255, update = U2Update)
U3 = IntProperty(name = "Unknown 3",default=0, min=0, max=255, update = U3Update)
HasU4 = BoolProperty(name="Has Unknown 4", default=False, update = HasU4Update)
U4 = IntProperty(name = "Unknown 4",default=0, min=0, max=65535, update = U4Update)
class CollisionPanel(Panel): #This panel houses the UI elements defined in the CollisionProperties
bl_label = "Edit Values"
bl_label = "Edit Collision Values"
bl_space_type = "PROPERTIES"
bl_region_type = "WINDOW"
bl_context = "object"
def draw(self, context):
self.layout.operator("init.colvalues", text='Initialise values')
EnableColumns = False #Boolean is true means we will enable the columns
EnableInitial = False #Only allow initialise in edit mode
if(bpy.context.object.mode == 'EDIT'):
EnableInitial = True
obj = bpy.context.scene.objects.active #This method might be quite taxing
bm = bmesh.from_edit_mesh(obj.data)
U0Layer = bm.faces.layers.int.get(CollisionLayer.Unknown0.value) #Check if this layer exists
if U0Layer is not None: #If the model has collision values
EnableColumns = True
del bm
del obj
row = self.layout.row(align=True)
row.alignment = 'EXPAND'
row.operator("init.colvalues", text='Initialise values')
row.enabled = EnableInitial
column1 = self.layout.column(align = True)
column1.prop(bpy.context.scene.ColEditor, "U0")
column1.prop(bpy.context.scene.ColEditor, "U1")
column1.prop(bpy.context.scene.ColEditor, "U2")
column1.prop(bpy.context.scene.ColEditor, "U3")
column1.enabled = EnableColumns
column1.prop(bpy.context.scene.ColEditor, "HasU4")
column2 = self.layout.column(align = True)
column2.prop(bpy.context.scene.ColEditor, "U4")
column2.enabled = bpy.context.scene.ColEditor.HasU4
column2.enabled = bpy.context.scene.ColEditor.HasU4 and EnableColumns
class OBJECT_OT_InitialValues(Operator):
"""Initialise the collision values"""
class InitialValues(Operator):
bl_idname = "init.colvalues"
bl_label = "InitialValues"
def execute(self, context):
print("Hello World")
return{'FINISHED'}
class ChangeValuesOfSelection(Operator):
"""Sets collision values of selection"""
bl_idname = "change.colvalues"
bl_label = "ChValueSelection"
ValueToChange = bpy.props.StringProperty() #This is passed in as a parameter
bl_label = "Initialise Collision Values"
def execute(self, context):
obj = bpy.context.scene.objects.active
bm = bmesh.new()
bm.from_edit_mesh(obj.data)
selected_faces = [f for f in bm.faces if f.select]
#create custom data layers
my_id = bm.faces.layers.int.new(self.ValueToChange)
#get the custom data layer by its name
my_id = bm.faces.layers.int[self.ValueToChange]
bm = bmesh.from_edit_mesh(obj.data)
ValueToSet = 0
if self.ValueToChange == "Unknown0":
ValueToSet = bpy.context.scene.ColEditor.U0
elif self.ValueToChange == "Unknown1":
ValueToSet = bpy.context.scene.ColEditor.U1
elif self.ValueToChange == "Unknown2":
ValueToSet = bpy.context.scene.ColEditor.U2
elif self.ValueToChange == "Unknown3":
ValueToSet = bpy.context.scene.ColEditor.U3
elif self.ValueToChange == "HasUnknown4":
ValueToSet = 1 if bpy.context.scene.ColEditor.HasU4 else 0
bm.faces.layers.int.new(CollisionLayer.Unknown0.value) #create layers to store collision values
bm.faces.layers.int.new(CollisionLayer.Unknown1.value)
bm.faces.layers.int.new(CollisionLayer.Unknown2.value)
bm.faces.layers.int.new(CollisionLayer.Unknown3.value)
bm.faces.layers.int.new(CollisionLayer.HasUnknown4.value)
bm.faces.layers.int.new(CollisionLayer.Unknown4.value)
return{'FINISHED'}
def ChangeValuesOfSelection(ValueToChange):
obj = bpy.context.scene.objects.active
bm = bmesh.from_edit_mesh(obj.data)
selected_faces = [f for f in bm.faces if f.select]
#get the custom data layer by its name
my_id = bm.faces.layers.int[ValueToChange]
ValueToSet = 0
if ValueToChange == CollisionLayer.Unknown0.value:
ValueToSet = bpy.context.scene.ColEditor.U0
elif ValueToChange == CollisionLayer.Unknown1.value:
ValueToSet = bpy.context.scene.ColEditor.U1
elif ValueToChange == CollisionLayer.Unknown2.value:
ValueToSet = bpy.context.scene.ColEditor.U2
elif ValueToChange == CollisionLayer.Unknown3.value:
ValueToSet = bpy.context.scene.ColEditor.U3
elif ValueToChange == CollisionLayer.HasUnknown4.value:
ValueToSet = 1 if bpy.context.scene.ColEditor.HasU4 else 0
elif ValueToChange == CollisionLayer.Unknown4.value:
ValueToSet = bpy.context.scene.ColEditor.U4
for face in selected_faces:
face[my_id] = ValueToSet
for face in bm.faces:
if(face.select == True):
face[my_id] = ValueToSet
if ValueToChange == CollisionLayer.Unknown4.value: #If you somehow edit Unknown4 when HasUnknown4 is off, like with a group selection, make sure to turn it on
face[CollisionLayer.HasUnknown4.value] = 1
bm.to_mesh(obj.data)
return{'FINISHED'}
bmesh.update_edit_mesh(obj.data, False,False)
class UpdateUI(bpy.types.Operator):
bl_idname = "object.updateui"
bl_label = "Simple Object Operator"
def execute(self, context):
if(bpy.context.object.mode == 'EDIT'):
obj = bpy.context.scene.objects.active #This method might be quite taxing
bm = bmesh.from_edit_mesh(obj.data)
U0Layer = bm.faces.layers.int.get(CollisionLayer.Unknown0.value) #Check if this layer exists
if U0Layer is not None: #If the model has collision values
selected_faces = [f for f in bm.faces if f.select]
bpy.context.scene.ColEditor.U0 = selected_faces[0][U0Layer]
return {'FINISHED'}
classes = (ExportCOL, CollisionPanel,OBJECT_OT_InitialValues,CollisionProperties) #list of classes to register/unregister
classes = (ExportCOL, CollisionPanel,InitialValues,CollisionProperties,UpdateUI) #list of classes to register/unregister
user_keymaps = []
def register():
for i in classes:
register_class(i)
Scene.ColEditor = PointerProperty(type=CollisionProperties) #store in the scene
#handle the keymap
wm = bpy.context.window_manager
km = wm.keyconfigs.user.keymaps.new(name='3D View', space_type='VIEW_3D')
kmi = km.keymap_items.new("object.updateui", 'SELECTMOUSE', 'PRESS', any=True)
user_keymaps.append((km, kmi))
bpy.types.INFO_MT_file_export.append(menu_func)
@ -309,6 +380,12 @@ def menu_func(self, context):
def unregister():
for i in classes:
unregister_class(i)
#handle the keymap
for km, kmi in user_keymaps:
km.keymap_items.remove(kmi)
user_keymaps.clear()
bpy.types.INFO_MT_file_export.remove(menu_func)