Added list for groups, testing
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0cf4666a0a
commit
b82d901e10
1 changed files with 127 additions and 54 deletions
181
BlenderCOL.py
181
BlenderCOL.py
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@ -26,8 +26,6 @@ from bpy.props import (BoolProperty,
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PointerProperty,
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)
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class Header(Struct):
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vertex_count = uint32
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@ -78,8 +76,31 @@ class BlenderCollisionGroup:
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CollisionType = uint16
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GroupFlags = uint16
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def __init__(self,MatList):
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def __init__(self,MatList,ColType):
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self.MaterialList = MatList
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self.CollisionType=ColType
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def ValidateGroup(): #Removes any materials that shouldn't be in the list
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for mat in self.MaterialList:
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if mat is None:
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self.MaterialList.remove(mat)
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continue
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if mat.ColEditor is None: #If material doesn't have collision values remove it
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self.MaterialList.remove(mat)
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continue
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if mat.ColEditor.ColType != self.CollisionType: #We need to do this after the above statement to avoid an exception
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self.MaterialList.remove(mat)
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def AddMaterial(Mat):
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if mat.ColEditor.ColType == self.CollisionType:
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self.MaterialList.append(Mat)
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return "Material added"
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return "Not the right collision type"
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def RemoveMaterial(Mat):
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if Mat in self.MaterialList:
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MaterialList.remove(Mat)
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@ -340,55 +361,7 @@ class CollisionPanel(Panel): #This panel houses the UI elements defined in the C
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column2 = self.layout.column(align = True)
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column2.prop(mat,"ColParameterField")
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column2.enabled = mat.HasColParameterField #must have "Has ColParameter" checked
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class GroupsPanel(Panel):
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bl_label = "Edit Collision Groups"
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bl_space_type = "PROPERTIES"
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bl_region_type = "WINDOW"
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bl_context = "object"
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def draw(self, context):
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layout = self.layout
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mat = context.material
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ob = context.object
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slot = context.material_slot
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space = context.space_data
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if ob:
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row = layout.row()
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row.template_list("UI_UL_list", "", ob, "material_slots", ob, "active_material_index", rows=1)
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col = row.column(align=True)
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col.operator("colgroup.add", icon='ZOOMIN', text="")
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col.operator("colgroup.remove", icon='ZOOMOUT', text="")
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class AddGroup(bpy.types.Operator):
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bl_idname = "colgroup.add"
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bl_label = "Add group"
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def execute(self, context):
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return {'FINISHED'}
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class RemoveGroup(bpy.types.Operator):
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bl_idname = "colgroup.remove"
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bl_label = "Remove group"
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def execute(self, context):
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return {'FINISHED'}
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class CalculateGroups(bpy.types.Operator):
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bl_idname = "groups.calculate"
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bl_label = "Calculate groups"
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def execute(self, context):
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for mat in bpy.data.materials:
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print(mat.name)
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return {'FINISHED'}
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def check_material(mat):
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if mat is not None:
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if mat.use_nodes:
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@ -397,9 +370,104 @@ def check_material(mat):
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return False
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return True
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return False
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class MESH_UL_GroupsList(bpy.types.UIList):
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def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index, flt_flag):
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self.use_filter_show = True
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classes = (ExportCOL,ImportCOL, CollisionPanel,CollisionProperties,GroupsPanel,CalculateGroups,AddGroup,RemoveGroup) #list of classes to register/unregister
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if self.layout_type in {'DEFAULT', 'COMPACT'}:
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split = layout.split(0.1)
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split.prop(item, "Name", text="", emboss=False)
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split = split.split(0.3)
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split.prop(item, "ColType", text="", emboss=False)
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elif self.layout_type in {'GRID'}:
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pass
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# Called once to filter/reorder items.
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def filter_items(self, context, data, propname):#magic
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col = getattr(data, propname)
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filter_name = self.filter_name.lower()
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flt_flags = [self.bitflag_filter_item if any(
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filter_name in filter_set for filter_set in (
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str(i), item.Name.lower()
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)
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)
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else 0 for i, item in enumerate(col, 1)
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]
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if self.use_filter_sort_alpha:
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flt_neworder = [x[1] for x in sorted(
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zip(
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[x[0] for x in sorted(enumerate(col), key=lambda x: x[1].Name)],
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range(len(col))
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)
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)
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]
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else:
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flt_neworder = []
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return flt_flags, flt_neworder
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def ListClick(self, context):
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print(bpy.context.scene.CollisionGroupList[0].Name)
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class GroupsPanel(Panel):
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bl_label = "Edit Collision Groups"
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bl_space_type = "PROPERTIES"
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bl_region_type = "WINDOW"
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bl_context = "object"
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def draw(self, context):
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layout = self.layout
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ob = context.object
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if ob:
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row = layout.row()
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row.template_list("MESH_UL_GroupsList", "", context.scene, "CollisionGroupList", context.scene, "CollisionGroup_idx")
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col = row.column(align=True)
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col.operator("colgroup.add", icon='ZOOMIN', text="")
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col.operator("colgroup.remove", icon='ZOOMOUT', text="")
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if len(context.scene.CollisionGroupList) > context.scene.CollisionGroup_idx:
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print(SpecialGroupList[context.scene.CollisionGroup_idx])
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class GroupsCollection(bpy.types.PropertyGroup):
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Name = bpy.props.StringProperty()
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ColType = bpy.props.IntProperty()
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ColGroup = BlenderCollisionGroup([],0)
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class AddGroup(bpy.types.Operator):
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bl_idname = "colgroup.add"
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bl_label = "Add group"
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def execute(self, context):
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NewBlenderGroup = BlenderCollisionGroup([],0)
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item = bpy.context.scene.CollisionGroupList.add()
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item.Name = "Untitled"
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item.ColType = 0
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global SpecialGroupList
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SpecialGroupList.append(NewBlenderGroup)
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return {'FINISHED'}
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class RemoveGroup(bpy.types.Operator):
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bl_idname = "colgroup.remove"
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bl_label = "Remove group"
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def execute(self, context):
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bpy.context.scene.CollisionGroupList.remove(bpy.context.scene.CollisionGroup_idx)
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global SpecialGroupList
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SpecialGroupList.pop(bpy.context.scene.CollisionGroup_idx)
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return {'FINISHED'}
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classes = (ExportCOL,ImportCOL, CollisionPanel,CollisionProperties,GroupsPanel,AddGroup,RemoveGroup,GroupsCollection,MESH_UL_GroupsList) #list of classes to register/unregister
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def register():
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for i in classes:
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register_class(i)
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@ -407,6 +475,9 @@ def register():
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bpy.types.INFO_MT_file_export.append(menu_export) #Add to export menu
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bpy.types.INFO_MT_file_import.append(menu_import) #Add to import menu
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Scene.CollisionGroupList = bpy.props.CollectionProperty(type=GroupsCollection)
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Scene.CollisionGroup_idx = bpy.props.IntProperty(default=0)
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def menu_export(self, context):
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self.layout.operator(ExportCOL.bl_idname, text="Collision (.col)")
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@ -419,6 +490,8 @@ def unregister():
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unregister_class(i)
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bpy.types.INFO_MT_file_export.remove(menu_export)
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bpy.types.INFO_MT_file_import.remove(menu_import)
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del Scene.CollisionGroupList
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del Scene.CollisionGroup_idx
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