Cleaned up and added comments
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parent
2f819d4f6c
commit
5064a83e60
1 changed files with 38 additions and 53 deletions
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@ -172,31 +172,32 @@ def unpack(stream):
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return vertices,triangles
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class ExportCOL(Operator, ExportHelper):
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class ExportCOL(Operator, ExportHelper): #Operator that exports the collision model into .col file
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"""Save a COL file"""
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bl_idname = "export_mesh.col"
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bl_label = "Export COL"
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filter_glob = StringProperty(
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filter_glob = StringProperty(
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default="*.col",
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options={'HIDDEN'},
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)
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)#This property filters what you see in the file browser to just .col files
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check_extension = True
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filename_ext = ".col"
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filename_ext = ".col" #This is the extension that the model will have
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#To do: add material presets
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def execute(self, context): # execute() is called by blender when running the operator.
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VertexList = []
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Triangles = []
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bm = bmesh.new()
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bpy.ops.object.mode_set (mode = 'OBJECT') #Set mode to be object mode
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VertexList = [] #Store a list of verticies
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Triangles = [] #List of triangles, each containing indicies of verticies
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bm = bmesh.new() #Define new bmesh
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for Obj in bpy.context.scene.objects: #join all objects
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MyMesh = Obj.to_mesh(context.scene, True, 'PREVIEW')#make a copy of the object we can modify freely
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bm.from_mesh(MyMesh)
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bm.from_mesh(MyMesh) #Add the above copy into the bmesh
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bmesh.ops.triangulate(bm, faces=bm.faces[:], quad_method=0, ngon_method=0) #triangulate bmesh
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#triangulate_mesh(Mesh)
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Mesh = bpy.data.meshes.new( "newMesh" )
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Mesh = bpy.data.meshes.new("newMesh")
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bm.to_mesh(Mesh)
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for Vert in Mesh.vertices:
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@ -212,42 +213,42 @@ class ExportCOL(Operator, ExportHelper):
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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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class CollisionLayer(Enum):
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class CollisionLayer(Enum): #This stores the data layer names that each Unknown will be on.
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Unknown0 = "CollisionEditorUnknown0"
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Unknown1 = "CollisionEditorUnknown1"
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Unknown2 = "CollisionEditorUnknown2"
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Unknown3 = "CollisionEditorUnknown3"
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HasUnknown4 = "CollisionEditorHasUnknown4"
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Unknown2 = "CollisionEditorUnknown2" #For example Unknown2 is stored on a data layer called "CollisionEditorUnknown2"
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Unknown3 = "CollisionEditorUnknown3"
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HasUnknown4 = "CollisionEditorHasUnknown4" #This layer is an integer because boolean layers don't exist
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Unknown4 = "CollisionEditorUnknown4"
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def U0Update(self, context):
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ChangeValuesOfSelection(CollisionLayer.Unknown0.value)
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self["U3"]+=1
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def U0Update(self, context): #These functions are called when the UI elements change
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ChangeValuesOfSelection(CollisionLayer.Unknown0.value,bpy.context.scene.ColEditor.U0)
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return
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def U1Update(self, context):
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ChangeValuesOfSelection(CollisionLayer.Unknown1.value)
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def U1Update(self, context): #It would be nice to call ChangeValuesOfSelection directly but Update Functions can't have parameters as far as I am aware
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ChangeValuesOfSelection(CollisionLayer.Unknown1.value,bpy.context.scene.ColEditor.U1)
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return
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def U2Update(self, context):
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ChangeValuesOfSelection(CollisionLayer.Unknown2.value)
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ChangeValuesOfSelection(CollisionLayer.Unknown2.value,bpy.context.scene.ColEditor.U2)
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return
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def U3Update(self, context):
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ChangeValuesOfSelection(CollisionLayer.Unknown3.value)
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ChangeValuesOfSelection(CollisionLayer.Unknown3.value,bpy.context.scene.ColEditor.U3)
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print("Bobson")
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return
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def HasU4Update(self, context):
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ChangeValuesOfSelection(CollisionLayer.HasUnknown4.value)
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ToSet = 1 if bpy.context.scene.ColEditor.HasU4 else 0 #In this case a TRUE value is represented by a 1 and FALSE by 0
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ChangeValuesOfSelection(CollisionLayer.HasUnknown4.value,ToSet)
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return
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def U4Update(self, context):
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ChangeValuesOfSelection(CollisionLayer.Unknown4.value)
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ChangeValuesOfSelection(CollisionLayer.Unknown4.value,bpy.context.scene.ColEditor.U4)
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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, update = U0Update)
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U0 = IntProperty(name = "Unknown 0",default=0, min=0, max=255, update = U0Update) #Here we put parameters for the UI elements and point to the Update functions
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U1 = IntProperty(name = "Unknown 1",default=0, min=0, max=255, update = U1Update)
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U2 = IntProperty(name = "Unknown 2",default=0, min=0, max=255, update = U2Update)
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U3 = IntProperty(name = "Unknown 3",default=0, min=0, max=255, update = U3Update)
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@ -264,12 +265,12 @@ class CollisionPanel(Panel): #This panel houses the UI elements defined in the C
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EnableColumns = False #Boolean is true means we will enable the columns
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EnableInitial = False #Only allow initialise in edit mode
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if(bpy.context.object.mode == 'EDIT'):
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EnableInitial = True
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EnableInitial = True #We must be in edit mode to initalise values
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obj = bpy.context.scene.objects.active #This method might be quite taxing
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bm = bmesh.from_edit_mesh(obj.data)
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U0Layer = bm.faces.layers.int.get(CollisionLayer.Unknown0.value) #Check if this layer exists
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if U0Layer is not None: #If the model has collision values
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EnableColumns = True
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EnableColumns = True #Then we enabled editing the values
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del bm
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del obj
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@ -277,13 +278,13 @@ class CollisionPanel(Panel): #This panel houses the UI elements defined in the C
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row = self.layout.row(align=True)
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row.alignment = 'EXPAND'
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row.operator("init.colvalues", text='Initialise values')
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row.operator("init.colvalues", text='Initialise values') #Here we put the UI elements defined in CollisionProperties into rows and columns
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row.enabled = EnableInitial
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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, "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.enabled = EnableColumns
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@ -291,10 +292,10 @@ class CollisionPanel(Panel): #This panel houses the UI elements defined in the C
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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 and EnableColumns
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column2.enabled = bpy.context.scene.ColEditor.HasU4 and EnableColumns #Collision values must exist AND we must have "Has Unknown4" checked
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class InitialValues(Operator):
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class InitialValues(Operator): #This creates the data layers that store the collision values
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bl_idname = "init.colvalues"
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bl_label = "Initialise Collision Values"
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@ -302,7 +303,7 @@ class InitialValues(Operator):
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obj = bpy.context.scene.objects.active
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bm = bmesh.from_edit_mesh(obj.data)
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bm.faces.layers.int.new(CollisionLayer.Unknown0.value) #create layers to store collision values
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bm.faces.layers.int.new(CollisionLayer.Unknown0.value) #Uses Enum to get names
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bm.faces.layers.int.new(CollisionLayer.Unknown1.value)
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bm.faces.layers.int.new(CollisionLayer.Unknown2.value)
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bm.faces.layers.int.new(CollisionLayer.Unknown3.value)
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@ -310,27 +311,12 @@ class InitialValues(Operator):
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bm.faces.layers.int.new(CollisionLayer.Unknown4.value)
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return{'FINISHED'}
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def ChangeValuesOfSelection(ValueToChange):
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def ChangeValuesOfSelection(ValueToChange,ValueToSet):
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obj = bpy.context.scene.objects.active
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bm = bmesh.from_edit_mesh(obj.data)
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selected_faces = [f for f in bm.faces if f.select]
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selected_faces = [f for f in bm.faces if f.select] #This gets an array of selected faces
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#get the custom data layer by its name
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my_id = bm.faces.layers.int[ValueToChange]
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ValueToSet = 0
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if ValueToChange == CollisionLayer.Unknown0.value:
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ValueToSet = bpy.context.scene.ColEditor.U0
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elif ValueToChange == CollisionLayer.Unknown1.value:
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ValueToSet = bpy.context.scene.ColEditor.U1
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elif ValueToChange == CollisionLayer.Unknown2.value:
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ValueToSet = bpy.context.scene.ColEditor.U2
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elif ValueToChange == CollisionLayer.Unknown3.value:
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ValueToSet = bpy.context.scene.ColEditor.U3
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elif ValueToChange == CollisionLayer.HasUnknown4.value:
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ValueToSet = 1 if bpy.context.scene.ColEditor.HasU4 else 0
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elif ValueToChange == CollisionLayer.Unknown4.value:
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ValueToSet = bpy.context.scene.ColEditor.U4
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for face in bm.faces:
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if(face.select == True):
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@ -338,18 +324,18 @@ def ChangeValuesOfSelection(ValueToChange):
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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
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face[CollisionLayer.HasUnknown4.value] = 1
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bmesh.update_edit_mesh(obj.data, False,False)
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bmesh.update_edit_mesh(obj.data, False,False) #Update mesh with new values
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class UpdateUI(bpy.types.Operator):
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bl_idname = "object.updateui"
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bl_label = "Simple Object Operator"
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bl_label = "Updates the UI with values from selection"
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def execute(self, context):
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if(bpy.context.object.mode == 'EDIT'):
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obj = bpy.context.scene.objects.active #This method might be quite taxing
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obj = bpy.context.scene.objects.active
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bm = bmesh.from_edit_mesh(obj.data)
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U0Layer = bm.faces.layers.int.get(CollisionLayer.Unknown0.value) #Check if this layer exists
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if U0Layer is not None: #If the model has collision values
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@ -367,11 +353,10 @@ def register():
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#handle the keymap
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wm = bpy.context.window_manager
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km = wm.keyconfigs.user.keymaps.new(name='3D View', space_type='VIEW_3D')
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kmi = km.keymap_items.new("object.updateui", 'SELECTMOUSE', 'PRESS', any=True)
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user_keymaps.append((km, kmi))
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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) #Add to export menu
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def menu_func(self, context):
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