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Cleaned up and added comments

This commit is contained in:
Augs 2018-05-13 18:17:38 +01:00
parent 2f819d4f6c
commit 5064a83e60

View file

@ -172,31 +172,32 @@ def unpack(stream):
return vertices,triangles
class ExportCOL(Operator, ExportHelper):
class ExportCOL(Operator, ExportHelper): #Operator that exports the collision model into .col file
"""Save a COL file"""
bl_idname = "export_mesh.col"
bl_label = "Export COL"
filter_glob = StringProperty(
filter_glob = StringProperty(
default="*.col",
options={'HIDDEN'},
)
)#This property filters what you see in the file browser to just .col files
check_extension = True
filename_ext = ".col"
filename_ext = ".col" #This is the extension that the model will have
#To do: add material presets
def execute(self, context): # execute() is called by blender when running the operator.
VertexList = []
Triangles = []
bm = bmesh.new()
bpy.ops.object.mode_set (mode = 'OBJECT') #Set mode to be object mode
VertexList = [] #Store a list of verticies
Triangles = [] #List of triangles, each containing indicies of verticies
bm = bmesh.new() #Define new bmesh
for Obj in bpy.context.scene.objects: #join all objects
MyMesh = Obj.to_mesh(context.scene, True, 'PREVIEW')#make a copy of the object we can modify freely
bm.from_mesh(MyMesh)
bm.from_mesh(MyMesh) #Add the above copy into the bmesh
bmesh.ops.triangulate(bm, faces=bm.faces[:], quad_method=0, ngon_method=0) #triangulate bmesh
#triangulate_mesh(Mesh)
Mesh = bpy.data.meshes.new( "newMesh" )
Mesh = bpy.data.meshes.new("newMesh")
bm.to_mesh(Mesh)
for Vert in Mesh.vertices:
@ -212,42 +213,42 @@ class ExportCOL(Operator, ExportHelper):
bpy.data.meshes.remove(Mesh) #delete mesh
return {'FINISHED'} # this lets blender know the operator finished successfully.
class CollisionLayer(Enum):
class CollisionLayer(Enum): #This stores the data layer names that each Unknown will be on.
Unknown0 = "CollisionEditorUnknown0"
Unknown1 = "CollisionEditorUnknown1"
Unknown2 = "CollisionEditorUnknown2"
Unknown3 = "CollisionEditorUnknown3"
HasUnknown4 = "CollisionEditorHasUnknown4"
Unknown2 = "CollisionEditorUnknown2" #For example Unknown2 is stored on a data layer called "CollisionEditorUnknown2"
Unknown3 = "CollisionEditorUnknown3"
HasUnknown4 = "CollisionEditorHasUnknown4" #This layer is an integer because boolean layers don't exist
Unknown4 = "CollisionEditorUnknown4"
def U0Update(self, context):
ChangeValuesOfSelection(CollisionLayer.Unknown0.value)
self["U3"]+=1
def U0Update(self, context): #These functions are called when the UI elements change
ChangeValuesOfSelection(CollisionLayer.Unknown0.value,bpy.context.scene.ColEditor.U0)
return
def U1Update(self, context):
ChangeValuesOfSelection(CollisionLayer.Unknown1.value)
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
ChangeValuesOfSelection(CollisionLayer.Unknown1.value,bpy.context.scene.ColEditor.U1)
return
def U2Update(self, context):
ChangeValuesOfSelection(CollisionLayer.Unknown2.value)
ChangeValuesOfSelection(CollisionLayer.Unknown2.value,bpy.context.scene.ColEditor.U2)
return
def U3Update(self, context):
ChangeValuesOfSelection(CollisionLayer.Unknown3.value)
ChangeValuesOfSelection(CollisionLayer.Unknown3.value,bpy.context.scene.ColEditor.U3)
print("Bobson")
return
def HasU4Update(self, context):
ChangeValuesOfSelection(CollisionLayer.HasUnknown4.value)
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
ChangeValuesOfSelection(CollisionLayer.HasUnknown4.value,ToSet)
return
def U4Update(self, context):
ChangeValuesOfSelection(CollisionLayer.Unknown4.value)
ChangeValuesOfSelection(CollisionLayer.Unknown4.value,bpy.context.scene.ColEditor.U4)
return
class CollisionProperties(PropertyGroup): #This defines the UI elements
U0 = IntProperty(name = "Unknown 0",default=0, min=0, max=255, update = U0Update)
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
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)
@ -264,12 +265,12 @@ class CollisionPanel(Panel): #This panel houses the UI elements defined in the C
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
EnableInitial = True #We must be in edit mode to initalise values
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
EnableColumns = True #Then we enabled editing the values
del bm
del obj
@ -277,13 +278,13 @@ class CollisionPanel(Panel): #This panel houses the UI elements defined in the C
row = self.layout.row(align=True)
row.alignment = 'EXPAND'
row.operator("init.colvalues", text='Initialise values')
row.operator("init.colvalues", text='Initialise values') #Here we put the UI elements defined in CollisionProperties into rows and columns
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, "U1")
column1.prop(bpy.context.scene.ColEditor, "U2")
column1.prop(bpy.context.scene.ColEditor, "U3")
column1.enabled = EnableColumns
@ -291,10 +292,10 @@ class CollisionPanel(Panel): #This panel houses the UI elements defined in the C
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 and EnableColumns
column2.enabled = bpy.context.scene.ColEditor.HasU4 and EnableColumns #Collision values must exist AND we must have "Has Unknown4" checked
class InitialValues(Operator):
class InitialValues(Operator): #This creates the data layers that store the collision values
bl_idname = "init.colvalues"
bl_label = "Initialise Collision Values"
@ -302,7 +303,7 @@ class InitialValues(Operator):
obj = bpy.context.scene.objects.active
bm = bmesh.from_edit_mesh(obj.data)
bm.faces.layers.int.new(CollisionLayer.Unknown0.value) #create layers to store collision values
bm.faces.layers.int.new(CollisionLayer.Unknown0.value) #Uses Enum to get names
bm.faces.layers.int.new(CollisionLayer.Unknown1.value)
bm.faces.layers.int.new(CollisionLayer.Unknown2.value)
bm.faces.layers.int.new(CollisionLayer.Unknown3.value)
@ -310,27 +311,12 @@ class InitialValues(Operator):
bm.faces.layers.int.new(CollisionLayer.Unknown4.value)
return{'FINISHED'}
def ChangeValuesOfSelection(ValueToChange):
def ChangeValuesOfSelection(ValueToChange,ValueToSet):
obj = bpy.context.scene.objects.active
bm = bmesh.from_edit_mesh(obj.data)
selected_faces = [f for f in bm.faces if f.select]
selected_faces = [f for f in bm.faces if f.select] #This gets an array of selected faces
#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 bm.faces:
if(face.select == True):
@ -338,18 +324,18 @@ def ChangeValuesOfSelection(ValueToChange):
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
bmesh.update_edit_mesh(obj.data, False,False)
bmesh.update_edit_mesh(obj.data, False,False) #Update mesh with new values
class UpdateUI(bpy.types.Operator):
bl_idname = "object.updateui"
bl_label = "Simple Object Operator"
bl_label = "Updates the UI with values from selection"
def execute(self, context):
if(bpy.context.object.mode == 'EDIT'):
obj = bpy.context.scene.objects.active #This method might be quite taxing
obj = bpy.context.scene.objects.active
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
@ -367,11 +353,10 @@ def register():
#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)
bpy.types.INFO_MT_file_export.append(menu_func) #Add to export menu
def menu_func(self, context):