feat: add light object support in importing virtools file.
- fix all `def poll(self)` to `def poll(cls)` to let it fit class method name convention. - fix wrong progress counter when importing virtools file. - add light support when importing virtools file. - add corresponding conflict strategy and resolver for light.
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@ -67,20 +67,31 @@ class ConflictResolver():
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"""
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__mObjectStrategy: ConflictStrategy
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__mLightStrategy: ConflictStrategy
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__mMeshStrategy: ConflictStrategy
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__mMaterialStrategy: ConflictStrategy
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__mTextureStrategy: ConflictStrategy
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def __init__(self, obj_strategy: ConflictStrategy, mesh_strategy: ConflictStrategy, mtl_strategy: ConflictStrategy, tex_strategy: ConflictStrategy):
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def __init__(self,
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obj_strategy: ConflictStrategy,
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light_strategy: ConflictStrategy,
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mesh_strategy: ConflictStrategy,
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mtl_strategy: ConflictStrategy,
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tex_strategy: ConflictStrategy):
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self.__mObjectStrategy = obj_strategy
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self.__mLightStrategy = light_strategy
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self.__mMeshStrategy = mesh_strategy
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self.__mMaterialStrategy = mtl_strategy
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self.__mTextureStrategy = tex_strategy
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def create_object(self, name: str, data: bpy.types.Mesh) -> tuple[bpy.types.Object, bool]:
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def create_object(self, name: str, data: bpy.types.Mesh | None) -> tuple[bpy.types.Object, bool]:
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"""
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Create object according to conflict strategy.
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`data` will only be applied when creating new object (no existing instance or strategy order rename)
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`data` will only be applied when creating new object (no existing instance or strategy order rename).
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Please note this function is only used to create mesh 3d object.
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If you want to create light object, please use other functions provided by this class.
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The 3d object and data block of light is created together.
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"""
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if self.__mObjectStrategy == ConflictStrategy.Current:
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old: bpy.types.Object | None = bpy.data.objects.get(name, None)
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@ -88,6 +99,26 @@ class ConflictResolver():
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return (old, False)
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return (bpy.data.objects.new(name, data), True)
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def create_light(self, name: str) -> tuple[bpy.types.Object, bpy.types.Light, bool]:
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"""
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Create light data block and associated 3d object.
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If conflict strategy is "Current", we try fetch 3d object with given name first,
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then check whether it is light.
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If no given name object or this object is not light, we create a new one,
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otherwise return old one.
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"""
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if self.__mLightStrategy == ConflictStrategy.Current:
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old_obj: bpy.types.Object | None = bpy.data.objects.get(name, None)
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if old_obj is not None and old_obj.type == 'LIGHT':
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return (old_obj, typing.cast(bpy.types.Light, old_obj.data), False)
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# create new object.
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# if object or light name is conflict, rename it directly without considering conflict strategy.
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# create light with default point light type
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new_light: bpy.types.Light = bpy.data.lights.new(name, 'POINT')
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new_obj: bpy.types.Object = bpy.data.objects.new(name, new_light)
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return (new_obj, new_light, True)
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def create_mesh(self, name: str) -> tuple[bpy.types.Mesh, bool]:
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if self.__mMeshStrategy == ConflictStrategy.Current:
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old: bpy.types.Mesh | None = bpy.data.meshes.get(name, None)
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@ -144,6 +175,13 @@ class ImportParams():
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default = _g_EnumHelper_ConflictStrategy.to_selection(ConflictStrategy.Rename),
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) # type: ignore
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light_conflict_strategy: bpy.props.EnumProperty(
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name = "Light Name Conflict",
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items = _g_EnumHelper_ConflictStrategy.generate_items(),
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description = "Define how to process light name conflict",
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default = _g_EnumHelper_ConflictStrategy.to_selection(ConflictStrategy.Rename),
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) # type: ignore
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object_conflict_strategy: bpy.props.EnumProperty(
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name = "Object Name Conflict",
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items = _g_EnumHelper_ConflictStrategy.generate_items(),
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@ -160,6 +198,8 @@ class ImportParams():
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body.label(text = 'Object Name Conflict')
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body.prop(self, 'object_conflict_strategy', text = '')
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body.label(text = 'Light Name Conflict')
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body.prop(self, 'light_conflict_strategy', text = '')
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body.label(text = 'Mesh Name Conflict')
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body.prop(self, 'mesh_conflict_strategy', text = '')
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body.label(text = 'Material Name Conflict')
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@ -176,12 +216,16 @@ class ImportParams():
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def general_get_mesh_conflict_strategy(self) -> ConflictStrategy:
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return _g_EnumHelper_ConflictStrategy.get_selection(self.mesh_conflict_strategy)
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def general_get_light_conflict_strategy(self) -> ConflictStrategy:
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return _g_EnumHelper_ConflictStrategy.get_selection(self.light_conflict_strategy)
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def general_get_object_conflict_strategy(self) -> ConflictStrategy:
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return _g_EnumHelper_ConflictStrategy.get_selection(self.object_conflict_strategy)
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def general_get_conflict_resolver(self) -> ConflictResolver:
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return ConflictResolver(
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self.general_get_object_conflict_strategy(),
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self.general_get_light_conflict_strategy(),
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self.general_get_mesh_conflict_strategy(),
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self.general_get_material_conflict_strategy(),
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self.general_get_texture_conflict_strategy()
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