[feat] improve element adder
- fix ambiguous default side setter for floor adder. use "update" field of EnumProperty instead. also applied for dup element with span adder. - divide component adder into 3 different adder, to process different add strategies. - update elements placeholder adder. this change will force all element placeholder share a single mesh in the whole map. - add series element adder.
This commit is contained in:
parent
d292ce389a
commit
e153e51abd
@ -1,12 +1,34 @@
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import bpy, mathutils
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from . import UTILS_constants, UTILS_functions, UTILS_icons_manager
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# ================================================= actual add
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# =============== Common Class ================
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class common_add_component_props(bpy.types.Operator):
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attentionElements = ("PC_TwoFlames", "PR_Resetpoint")
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uniqueElements = ("PS_FourFlames", "PE_Balloon")
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class BALLANCE_OT_add_components(bpy.types.Operator):
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"""Add sector related elements"""
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elements_sector: bpy.props.IntProperty(
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name="Sector",
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description="Define which sector the object will be grouped in",
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min=1, max=8,
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default=1,
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)
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def get_component_name(self, raw_comp_name):
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if raw_comp_name in self.uniqueElements:
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return raw_comp_name + "_01"
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elif raw_comp_name in self.attentionElements:
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return raw_comp_name + "_0" + str(self.elements_sector)
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else:
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return raw_comp_name + "_0" + str(self.elements_sector) + "_"
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def parent_draw(self, parent_layout, raw_comp_name):
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if raw_comp_name not in self.uniqueElements:
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parent_layout.prop(self, 'elements_sector')
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class BALLANCE_OT_add_components(common_add_component_props):
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"""Add Elements"""
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bl_idname = "ballance.add_components"
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bl_label = "Add elements"
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bl_label = "Add Elements"
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bl_options = {'UNDO'}
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elements_type: bpy.props.EnumProperty(
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@ -20,52 +42,17 @@ class BALLANCE_OT_add_components(bpy.types.Operator):
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),
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)
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attentionElements = ("PC_TwoFlames", "PR_Resetpoint")
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uniqueElements = ("PS_FourFlames", "PE_Balloon")
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canDuplicatedElements = ('P_Extra_Point', 'P_Modul_18', 'P_Modul_26')
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elements_sector: bpy.props.IntProperty(
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name="Sector",
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description="Define which sector the object will be grouped in",
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min=1, max=8,
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default=1,
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)
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elements_duplicated: bpy.props.BoolProperty(
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name="Duplicated",
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description="Whether duplicate elements (Nong xxx / 脓xxx)",
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default=False,
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)
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elements_dup_times: bpy.props.IntProperty(
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name="Duplication Times",
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description="How many this element should be duplicated.",
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min=1, max=64,
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soft_min=1, soft_max=32,
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default=1,
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)
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def execute(self, context):
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# get name
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if self.elements_type in self.uniqueElements:
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finalObjectName = self.elements_type + "_01"
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elif self.elements_type in self.attentionElements:
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finalObjectName = self.elements_type + "_0" + str(self.elements_sector)
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else:
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finalObjectName = self.elements_type + "_0" + str(self.elements_sector) + "_"
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finalObjectName = self.get_component_name(self.elements_type)
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# create object
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loadedMesh = UTILS_functions.load_component(
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UTILS_constants.bmfile_componentList.index(self.elements_type))
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UTILS_constants.bmfile_componentList.index(self.elements_type)
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)
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obj = bpy.data.objects.new(finalObjectName, loadedMesh)
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UTILS_functions.add_into_scene_and_move_to_cursor(obj)
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# extra duplication
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if (self.elements_type in self.canDuplicatedElements) and self.elements_duplicated:
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for i in range(self.elements_dup_times - 1):
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obj = bpy.data.objects.new(finalObjectName, loadedMesh)
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UTILS_functions.add_into_scene_and_move_to_cursor(obj)
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return {'FINISHED'}
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def invoke(self, context, event):
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@ -76,16 +63,148 @@ class BALLANCE_OT_add_components(bpy.types.Operator):
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layout = self.layout
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# attension notice
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if self.elements_type in self.attentionElements:
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layout.label(text="Please note that sector is suffix.")
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if self.elements_type in self.canDuplicatedElements:
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layout.label(text="This element can use duplication feature.")
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layout.label(text="NOTE: Check Sector ID carefully.")
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if self.elements_type in self.uniqueElements:
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layout.label(text="NOTE: This element have unique name.")
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# cfg
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layout.prop(self, "elements_type")
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if self.elements_type not in self.uniqueElements:
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layout.prop(self, "elements_sector")
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self.parent_draw(layout, self.elements_type)
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if self.elements_type in self.canDuplicatedElements:
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layout.separator()
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layout.prop(self, "elements_duplicated")
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class BALLANCE_OT_add_components_dup(common_add_component_props):
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"""Add Duplicated Elements"""
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bl_idname = "ballance.add_components_dup"
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bl_label = "Add Duplicated Elements"
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bl_options = {'UNDO'}
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elements_type: bpy.props.EnumProperty(
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name="Type",
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description="This element type",
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#items=tuple(map(lambda x: (x, x, ""), UTILS_constants.bmfile_componentList)),
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items=tuple(
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# token, display name, descriptions, icon, index
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(blk, blk, "", UTILS_icons_manager.get_element_icon(blk), idx)
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for idx, blk in enumerate(
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('P_Extra_Point', 'P_Modul_18', 'P_Modul_26')
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)
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),
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)
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elements_dup_times: bpy.props.IntProperty(
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name="Duplication Count",
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description="How many this element should be duplicated.",
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min=2, max=64,
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soft_min=2, soft_max=32,
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default=2,
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)
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def execute(self, context):
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# get name
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finalObjectName = self.get_component_name(self.elements_type)
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# load mesh
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loadedMesh = UTILS_functions.load_component(
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UTILS_constants.bmfile_componentList.index(self.elements_type)
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)
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# create object
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for i in range(self.elements_dup_times):
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obj = bpy.data.objects.new(finalObjectName, loadedMesh)
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UTILS_functions.add_into_scene_and_move_to_cursor(obj)
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return {'FINISHED'}
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def invoke(self, context, event):
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wm = context.window_manager
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return wm.invoke_props_dialog(self)
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def draw(self, context):
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layout = self.layout
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layout.prop(self, "elements_type")
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self.parent_draw(layout, self.elements_type)
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layout.prop(self, "elements_dup_times")
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class BALLANCE_OT_add_components_series(common_add_component_props):
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"""Add Elements with a Series."""
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bl_idname = "ballance.add_components_series"
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bl_label = "Add Series Elements"
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bl_options = {'REGISTER', 'UNDO'}
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supported_series = {
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# format: key: (description: str, real_component: str, unit_transition: mathutils.Vector, default_span: float)
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# key will become enum property's identifier
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"MODUL_41": ('Tilting Block Series', 'P_Modul_41', mathutils.Vector((1.0, 0.0, 0.0)), 6.0022),
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"MODUL_18_V": ('Fan Vertical Series', 'P_Modul_18', mathutils.Vector((0.0, 0.0, 1.0)), 15),
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"MODUL_18_H": ('Fan Horizonal Series', 'P_Modul_18', mathutils.Vector((1.0, 0.0, 0.0)), 30),
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}
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# the updator for default span
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def element_type_updated(self, context):
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# set span
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self.elements_span = BALLANCE_OT_add_components_series.supported_series[self.elements_type][3]
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# blender required
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return None
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elements_type: bpy.props.EnumProperty(
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name="Type",
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description="This element type",
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#items=tuple(map(lambda x: (x, x, ""), UTILS_constants.bmfile_componentList)),
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items=tuple(
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# token, display name, descriptions, icon, index
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(skey, sitem[0], "", UTILS_icons_manager.get_element_icon(sitem[1]), idx)
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for (idx, (skey, sitem)) in enumerate(supported_series.items())
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),
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default=0,
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update=element_type_updated
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)
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elements_dup_times: bpy.props.IntProperty(
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name="Duplication Count",
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description="How many this element should be duplicated.",
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min=2, max=64,
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soft_min=2, soft_max=32,
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default=2,
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)
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elements_span: bpy.props.FloatProperty(
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name="Elements Span",
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description="The span between each elements.",
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min=0.0,
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default=0.0,
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)
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def invoke(self, context, event):
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# force trigger span update once to treat span normally
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self.element_type_updated(context)
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return self.execute(context)
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def execute(self, context):
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# get unit span and real element name for loading mesh and creating name
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(_, real_element_name, unit_span, _) = self.supported_series[self.elements_type]
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# get name
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finalObjectName = self.get_component_name(real_element_name)
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# load mesh
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loadedMesh = UTILS_functions.load_component(
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UTILS_constants.bmfile_componentList.index(real_element_name)
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)
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# create object
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for i in range(self.elements_dup_times):
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obj = bpy.data.objects.new(finalObjectName, loadedMesh)
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UTILS_functions.add_into_scene_and_move_to_cursor(obj)
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obj.matrix_world.translation += unit_span * (self.elements_span * i)
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return {'FINISHED'}
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def draw(self, context):
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layout = self.layout
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layout.prop(self, "elements_type")
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self.parent_draw(layout, self.elements_type)
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layout.prop(self, "elements_dup_times")
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layout.prop(self, "elements_span")
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@ -12,6 +12,23 @@ class BALLANCE_OT_add_floors(bpy.types.Operator):
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bl_label = "Add floor"
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bl_options = {'REGISTER', 'UNDO'}
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# the updator for default side value
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def floor_type_updated(self, context):
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# get floor prototype
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floor_prototype = UTILS_constants.floor_blockDict[self.floor_type]
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# try sync default value
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default_sides = floor_prototype['DefaultSideConfig']
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self.use_2d_top = default_sides['UseTwoDTop']
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self.use_2d_right = default_sides['UseTwoDRight']
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self.use_2d_bottom = default_sides['UseTwoDBottom']
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self.use_2d_left = default_sides['UseTwoDLeft']
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self.use_3d_top = default_sides['UseThreeDTop']
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self.use_3d_bottom = default_sides['UseThreeDBottom']
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# blender required
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return None
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floor_type: bpy.props.EnumProperty(
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name="Type",
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description="Floor type",
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@ -25,7 +42,7 @@ class BALLANCE_OT_add_floors(bpy.types.Operator):
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(blk, blk, "", UTILS_icons_manager.get_floor_icon(blk), idx)
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for idx, blk in enumerate(UTILS_constants.floor_blockDict.keys())
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),
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update=floor_type_updated
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)
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expand_length_1 : bpy.props.IntProperty(
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@ -74,8 +91,6 @@ class BALLANCE_OT_add_floors(bpy.types.Operator):
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default=True
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)
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previous_floor_type = ''
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@classmethod
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def poll(self, context):
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prefs = bpy.context.preferences.addons[__package__].preferences
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@ -130,27 +145,15 @@ class BALLANCE_OT_add_floors(bpy.types.Operator):
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UTILS_functions.add_into_scene_and_move_to_cursor(obj)
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return {'FINISHED'}
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def invoke(self, context, event):
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# yyc marked. Blumia reported.
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# prepare settings before registing
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# otherwise the mesh will not be created when first run.
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# (do not change any properties)
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# get floor prototype
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floor_prototype = UTILS_constants.floor_blockDict[self.floor_type]
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# try sync default value
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if self.previous_floor_type != self.floor_type:
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self.previous_floor_type = self.floor_type
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default_sides = floor_prototype['DefaultSideConfig']
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self.use_2d_top = default_sides['UseTwoDTop']
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self.use_2d_right = default_sides['UseTwoDRight']
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self.use_2d_bottom = default_sides['UseTwoDBottom']
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self.use_2d_left = default_sides['UseTwoDLeft']
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self.use_3d_top = default_sides['UseThreeDTop']
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self.use_3d_bottom = default_sides['UseThreeDBottom']
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# yyc marked again.
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# now I migrate default side value setter to updator of enum property.
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# nothing need to process in here now.
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return self.execute(context)
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@ -116,8 +116,21 @@ def parse_material_nodes(mtl):
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# load component
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def load_component(component_id):
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# get file first
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# get component name from id
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component_name = UTILS_constants.bmfile_componentList[component_id]
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# create real mesh.
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# if component mesh is existed, use existed one.
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(mesh, skip_init) = create_instance_with_option(
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UTILS_constants.BmfileInfoType.MESH,
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"BlcBldPlg_EleMesh_" + component_name,
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'CURRENT'
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)
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if skip_init:
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return mesh
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# mesh is not existing. start to load mesh
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# get file first
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selected_file = os.path.join(
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os.path.dirname(__file__),
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'meshes',
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@ -127,9 +140,6 @@ def load_component(component_id):
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# read file. please note this sector is sync with import_bm's mesh's code. when something change, please change each other.
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fmesh = open(selected_file, 'rb')
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# create real mesh, we don't need to consider name. blender will solve duplicated name
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mesh = bpy.data.meshes.new('mesh_' + component_name)
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vList = []
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vnList = []
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faceList = []
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@ -204,6 +214,10 @@ def create_instance_with_option(instance_type, instance_name, instance_opt,
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For object, you should provide `extra_mesh`.
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For texture, you should provide `extra_texture_path` and `extra_texture_filename`.
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Value type:
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`instance_type`: one integer in UTILS_constants.BmfileInfoType
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`instance_name`: a string of new data block name
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`instance_opt`: 'RENAME' or 'CURRENT'
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"""
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def get_instance():
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@ -127,12 +127,17 @@ class BALLANCE_MT_AddElementsMenu(bpy.types.Menu):
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def draw(self, context):
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layout = self.layout
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layout.label(text="Basic Elements")
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for item in UTILS_constants.bmfile_componentList:
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cop = layout.operator(
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OBJS_add_components.BALLANCE_OT_add_components.bl_idname,
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text=item, icon_value = UTILS_icons_manager.get_element_icon(item))
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cop.elements_type = item
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layout.label(text="Special Elements")
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layout.operator(OBJS_add_components.BALLANCE_OT_add_components_dup.bl_idname, text="Dup Elements")
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layout.operator(OBJS_add_components.BALLANCE_OT_add_components_series.bl_idname, text="Elements Series")
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# =============================================
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# blender call system
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@ -149,6 +154,8 @@ classes = (
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BALLANCE_MT_ThreeDViewerMenu,
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OBJS_add_components.BALLANCE_OT_add_components,
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OBJS_add_components.BALLANCE_OT_add_components_dup,
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OBJS_add_components.BALLANCE_OT_add_components_series,
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OBJS_add_rails.BALLANCE_OT_add_rails,
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OBJS_add_rails.BALLANCE_OT_add_tunnels,
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OBJS_add_floors.BALLANCE_OT_add_floors,
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