50 Commits

Author SHA1 Message Date
9c24569a06 fix add_floor texture problem again 2020-11-08 10:31:29 +08:00
031458bfc8 fix add_floor material error 2020-11-07 19:32:07 +08:00
3d1cf14334 update to bm spec 1.3 2020-11-06 21:34:47 +08:00
df44426195 fix suffix error when using add_element 2020-11-06 16:23:36 +08:00
670cc830fd finish version 2.0 2020-10-21 13:48:36 +08:00
582e96615a add rail_uv projection param. Update export bm UI (use PointerProperty) 2020-10-19 22:12:27 +08:00
ac9d196e3e update zh-cn document 2020-10-10 20:17:37 +08:00
f332e15791 finish flatten uv 2020-10-10 19:56:15 +08:00
0fb53f6827 add flatten uv. still have bug 2020-10-10 17:00:31 +08:00
c74141a346 fix move 2 cursor error 2020-10-10 11:11:08 +08:00
b3ee636848 finish all floor prototype 2020-10-10 10:27:15 +08:00
83ba270184 finish all basic floor protorype 2020-10-10 09:53:07 +08:00
027e267cc7 WIP adding floor prototype (2/3) 2020-10-09 21:59:06 +08:00
f5275b2abd WIP adding block prototype 2020-10-09 21:26:17 +08:00
93d077f18d add prototype 2020-10-09 17:16:36 +08:00
078dc952e7 add triangle face support 2020-10-09 16:39:20 +08:00
112b63319f WIP floor prototype 2020-10-09 12:53:00 +08:00
e2949708e6 finish add_derived_floor and debug 2020-10-08 21:19:06 +08:00
512cbce7fe WIP. write derived block creator 2020-10-08 17:12:38 +08:00
f0e3c3a597 finish add_basic_floor debug 2020-10-08 13:07:43 +08:00
75bfcbea02 add add_floor core function. WIP. no debug 2020-10-07 22:25:02 +08:00
4259d057fd fix rail_uv bbox calc bug 2020-10-07 20:38:01 +08:00
6ae4cbeddc finish add_floor ui display 2020-10-07 15:49:12 +08:00
35655a671d update message box and rail_uv 2020-10-07 15:20:51 +08:00
a8203dcb9c try use pointer property for rail_uv 2020-10-06 23:57:21 +08:00
612c641391 WIP, update some code 2020-10-06 12:57:25 +08:00
da722fe4bb adding add_floor function WIP 2020-10-05 22:30:06 +08:00
c5fc214384 increase bm version 2020-09-06 10:27:49 +08:00
ff24707186 update to bm 1.2 2020-09-06 10:11:48 +08:00
1fe77d843e add import opt, for BMERevenge import 2020-09-04 17:01:01 +08:00
d236925612 delete debug print 2020-09-04 11:10:46 +08:00
0af7f204dc finish rail section operator 2020-09-03 23:44:47 +08:00
79a04f1496 finish add elements 2020-09-03 13:57:06 +08:00
08eb6dcff9 [add] add ui and fix naming problem
- renaming all classes
- add conflict option for importing bm. no real code
- add shift + a menu, still no real code
2020-09-02 23:04:21 +08:00
751ff15b95 fix some name error and add no uv checker 2020-08-31 21:56:08 +08:00
97659f74cc remove debug print 2020-08-30 21:28:22 +08:00
41d3c5f3b7 use with syntax to save file and fix no uv bug 2020-08-30 21:22:25 +08:00
40756b0178 create document and bump version 2020-08-08 11:35:32 +08:00
af05f2ae21 fully finish bm import/export function 2020-08-07 14:17:13 +08:00
034f1e55aa update export module into bm 1.1 2020-08-07 10:41:50 +08:00
da4f07f37a add smooth feature 2020-08-06 14:43:31 +08:00
d90d05170b last edit 2020-08-06 12:17:06 +08:00
f61c3e1cef fix edit mode switch crash 2020-08-06 11:41:52 +08:00
bc13386f55 update mesh algo. but it still have bugs 2020-08-06 11:17:29 +08:00
72fe37040c add some prefs and finish bm import (no debug) 2020-08-05 16:19:38 +08:00
dcfc397421 fix fatal face export error 2020-07-23 11:21:11 +08:00
5b2314dbf8 move a settings' location 2020-07-20 16:14:39 +08:00
0dc526535c move some codes and add poll function for rail uv 2020-07-20 10:13:18 +08:00
6c00b2cb7b fix typo 2020-07-19 15:13:55 +08:00
654ce39a02 add pref and align tools 2020-07-19 15:05:43 +08:00
68 changed files with 5495 additions and 431 deletions

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# our generated mesh should be save as binary
*.bin binary

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# Ballance Blender Helper
This is a Blender plugin which is served for Ballance mapping.
[中文版本](README_ZH.md)
WIP. Only BM export function is finished. But it is enough. Following function will be added in the future and it just like the decoration of BM export. Because once we have BM export, every map can be converted from Blender to Virtools.
## Brief introduction
BM file spec can be seen in [there](https://github.com/yyc12345/gist/tree/master/BMFileSpec)
This is a Blender plugin which is served for Ballance mapping in Blender.
The latest commit may not be stable to use, please visit the Release page to get a stable version.
## Technical infomation
Used BM file spec can be found in [there](https://github.com/yyc12345/gist/blob/master/BMFileSpec/BMSpec_ZH.md)(Chinese only).
Used tools chain principle and the file format located in `meshes` can be found in [there](https://github.com/yyc12345/gist/blob/master/BMFileSpec/YYCToolsChainSpec_ZH.md)(Chinese only).
The format of the files which are under the `jsons` folder and belong to the BMERevenge section, can be found in [here](https://github.com/yyc12345/gist/blob/master/BMERevenge/DevDocument_ZH.md)
This plugin will continuously support Blender lastest **LTS** version. This plugin will migrate to new version when the new LTS version released. Currently, it based on Blender 2.83.x.
## Function introduction
### Plugin settings
* External texture folder: Please fill in the Texture directory of Ballance, the plugin will call the external texture file from this directory (the texture file originally with Ballance)
* No component collection: Objects in this collection will be forced to be set as non-Component. If left blank, this function will be shutdown.
* Temp texture folder: used to cache texture files extracted from BM files. Please arrange a directory that will not be automatically cleaned up. Since Blender will continue to read texture files from this directory, it cannot be emptied at will. And it also does not allow files with the same name to exist, that is, if I import two BMs for two maps, and there are two files with the same name but different images in the two BMs, the later files will overwrite the previous files , And in turn caused a texture error when the first blender document was opened again. For solving this problem, please refer to the subsequent BM import / export
### BM import / export
For import, in order to prevent texture errors, the best way is to force packaging once. After successfully importing the BM, choose to pack all into the blend file, and then clear the directory where the Temp texture folder is located, and then click Unpack to file if necessary, this operation will re-depend the textures in the texture library under the project folder.
For export, you can choose to export a collection or an object (Export mode), and specify the target (Export target).
It should be noted that once the BM is exported, all the faces in the file will be converted to triangular faces, please make a backup in advance. And it is recommended to use a flat collection structure, do not put a collections within another collection, which may cause some unnecessary problems.
### Ballance 3D
Ballance 3D is a set of light tools related to 3D operations, which can be found in the upper right corner of the 3D view.
#### 3ds Max Align
Provide 3ds Max like align tools. Current active will be seen as reference object. All selected objects(except active object) will be seen as operating object (So you can select multiple objects to align to the reference object).
#### Create Rail UV
To create UVs for the rails in the map, you need to select the objects that need to add UVs similar to the rails, and then click this button to create.
In the dialog, you can select the material to be used. You can also choose the unfolding mode. For shorter rails, you can choose Point mode. For longer rails, you can use Uniform mode. If you need to manually adjust the zoom ratio, please select Scale mode and specify the ratio (not recommended).
You can also select the projection axis for better UV distribution.
### Flatten UV
In the object editing mode, it is a operator which is used to attach the currently selected surface to the UV. And you can specific the edge which will be attached into the V axis. Note that only convex faces are supported.
In the edit mode, select the surface, click Flatten UV, and then scroll the slider to select an edge as a reference. If the generated UV is not attached correctly, such as the FloorSide's band is pasted to the bottom, you can reselect the reference edge and redo the operation until it is correct.
### Add Menu
In the add menu, we have added a set of commonly used objects. After adding, the object will move to the 3D cursor.
#### Elements
Add elements, you can also specify attributes such as section when adding (it will not be displayed for unique objects such as start point)
#### Rail section
Add rail section, you can choose monorail or rail (just decide the number of rail section loops added, and will not help you rotate the angle), as well as rail radius and rail span.
#### Floors
Adding floor is part of the BMERevenge project. Basic floor is a basic floor component, and Derived floor is a common component composed of basic components. The extension(length) and the side configuration can be set according to its properties. It also has the advantage of reducing vertices.
It is recommended to merge the vertices by distance, unless there is a need to delete the surface after adding it
## Install
Put `ballance_blender_plugin` into Blender's plugin folder, `scripts/addons_contrib`. Then enable this plugin in Blender's preferences (Don't forget to configure this plugin's settings).
Support criteria: Only support the lastest **LTS** version.

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# Ballance Blender Helper
[English version](README.md)
## 简介
这是一个用于Blender的插件其主要是服务于Ballance制图。
请使用Release中打tag的最新版本最新的commit不能保证其是稳定可用的
## 技术信息
使用的BM文件标准可以在[这里](https://github.com/yyc12345/gist/blob/master/BMFileSpec/BMSpec_ZH.md)查找
使用的制图链标准以及`meshes`文件夹下的文件的格式可以在[这里](https://github.com/yyc12345/gist/blob/master/BMFileSpec/YYCToolsChainSpec_ZH.md)查找
`jsons`文件夹下的隶属于BMERevenge部分的文件的格式可以在[这里](https://github.com/yyc12345/gist/blob/master/BMERevenge/DevDocument_ZH.md)查找
支持Blender的原则是支持当前最新的 **LTS** 版本在最新的LTS版本释出之后会花一些时间迁移插件。当前插件基于2.83.x版本
## 功能介绍
### 插件设置
* External texture folder请填写为Ballance的Texture目录插件将从此目录下调用外置贴图文件即Ballance原本带有的贴图文件
* No component collection处于此集合中的物体将被强制指定为非Component。如果留空则表示不需要这个功能。
* Temp texture folder用于缓存从BM文件中提取的贴图文件请安排一个平时不会被自动清理的目录。由于Blender会持续从这个目录读取贴图文件因此不能随意清空。并且其也不允许同名文件存在即如果我为2个地图分别导入两个BM这两个BM中存在贴图文件名相同但图像不同的两个文件那么后来的文件将会覆盖前面的文件并进而导致前者导入后的文档再次打开时出现贴图错误。关于解决这个问题的方法请参考后续的BM导入导出
### BM导入导出
对于导入而言为了防止贴图出错最好的方法是强制打包一次。在导入BM成功之后选择全部打包到blend文件然后清空Temp texture folder所在目录然后如果有需要可以再点击解包到文件将贴图重新依赖到工程文件夹下的贴图库内。
对于导出可以选择导出一个集合或者是一个物体Export mode并给定对象Export target即可。
需要注意的是一旦导出BM文件中所有的面将全部转换为三角形面请做好备份。并且建议使用平铺的集合结构不要在集合内嵌套集合可能会导致一些不必要的问题。
### Ballance 3D
Ballance 3D是一套简单的用于制图3D相关的轻型工具集合可以在3D视图右上角找到。
#### 3ds Max Align
提供一种类似于3ds Max的对齐方式。当前活动物体将被设为参照对象当前选中的所有物体如果参照也被选中则去掉参照对象将被视为操作对象因此可以选择多个物体一起对齐到参照对象
#### Create Rail UV
为地图中的钢轨创建UV你需要先选中需要添加类似钢轨UV的物体然后点击这个按钮以创建。
在弹出设置窗口中可以选择使用的材质。还可以选择展开模式对于较短的钢轨可以选择Point模式对于较长的钢轨可以使用Uniform模式如果需要手动调整缩放比请选择Scale模式并指定比率不推荐
还可以选择投影轴以获取更好的UV分布。
### Flatten UV
在物体编辑模式下用于将当前选中面按某一边贴附到V轴上的模式展开到UV上。注意只支持凸边面。
编辑模式下选中面点击Flatten UV然后滚动滑条选中一个边作为参考如果最后生成的边贴附不对比如把路面花纹贴到了下部可以重新选择参考边再进行操作直到正确为止。
### 添加菜单
在添加菜单中我们添加了一套较为常用的物体。添加后物体会移动到3D游标处。
#### Elements
添加机关,添加时还可以指定添加的小节等属性(对于飞船等唯一物体不会显示)
#### Rail section
添加钢轨截面,可以选择单轨还是双轨(只是决定添加的界面数量,并不会帮你旋转角度),以及轨道半径和轨道间距
#### Floors
添加路面隶属于BMERevenge工程的拓展。Basic floor是基本的路面组件而Derived floor则是由基本组件组成的常用组件。可以根据其属性设置其延展以及各边是否显示。其还具有减少顶点的优点。
建议添加后除非有消除面的需求外,应该立即按距离合并顶点一次以避免各类问题
## 安装
`ballance_blender_plugin`直接复制到Blender插件目录`scripts/addons_contrib`内即可。然后在Blender偏好设置中启用即可记得配置插件设置

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"name":"Ballance Blender Plugin",
"description":"Ballance mapping tools for Blender",
"author":"yyc12345",
"version":(0,1),
"version":(2,0),
"blender":(2,83,0),
"category":"Object",
"support":"TESTING"
"support":"TESTING",
"warning": "Please read document before using this plugin.",
"wiki_url": "https://github.com/yyc12345/BallanceBlenderHelper",
"tracker_url": "https://github.com/yyc12345/BallanceBlenderHelper/issues"
}
# ============================================= import system
import bpy,bpy_extras
import bpy.utils.previews
import os
# import my code (with reload)
if "bpy" in locals():
import importlib
if "bm_import_export" in locals():
importlib.reload(bm_import_export)
if "floor_rail_uv" in locals():
importlib.reload(floor_rail_uv)
if "rail_uv" in locals():
importlib.reload(rail_uv)
if "utils" in locals():
importlib.reload(utils)
if "config" in locals():
importlib.reload(config)
from . import config, utils, bm_import_export, floor_rail_uv
# ============================================= func block
class ImportBM(bpy.types.Operator, bpy_extras.io_utils.ImportHelper):
"""Load a Ballance Map File"""
bl_idname = "import_scene.bm"
bl_label = "Import BM"
bl_options = {'PRESET', 'UNDO'}
filename_ext = ".bm"
def execute(self, context):
bm_import_export.import_bm(context, self.filepath)
return {'FINISHED'}
class ExportBM(bpy.types.Operator, bpy_extras.io_utils.ExportHelper):
"""Save a Ballance Map File"""
bl_idname = "export_scene.bm"
bl_label = 'Export BM'
bl_options = {'PRESET'}
filename_ext = ".bm"
export_mode: bpy.props.EnumProperty(
name="Export mode",
items=(('COLLECTION', "Selected collection", "Export the selected collection"),
('OBJECT', "Selected objects", "Export the selected objects"),
),
)
export_target: bpy.props.StringProperty(
name="Export target",
description="Which one will be exported",
)
no_component_suffix: bpy.props.StringProperty(
name="No component suffix",
description="The object which have this suffix will not be saved as component.",
)
def execute(self, context):
bm_import_export.export_bm(context, self.filepath, self.export_mode, self.export_target, self.no_component_suffix)
return {'FINISHED'}
if "preferences" in locals():
importlib.reload(preferences)
if "threedsmax_align" in locals():
importlib.reload(threedsmax_align)
if "no_uv_checker" in locals():
importlib.reload(no_uv_checker)
if "add_elements" in locals():
importlib.reload(add_elements)
if "add_floor" in locals():
importlib.reload(add_floor)
if "flatten_uv" in locals():
importlib.reload(flatten_uv)
from . import config, utils, bm_import_export, rail_uv, preferences, threedsmax_align, no_uv_checker, add_elements, add_floor, flatten_uv
# ============================================= menu system
class RailUVOperator(bpy.types.Operator):
"""Create a UV for rail"""
bl_idname = "ballance.rail_uv"
bl_label = "Create Rail UV"
bl_options = {'UNDO'}
def execute(self, context):
floor_rail_uv.create_rail_uv()
return {'FINISHED'}
class FloorUVOperator(bpy.types.Operator):
"""Virtoolize the UV of floor"""
bl_idname = "ballance.floor_uv"
bl_label = "Virtoolize floor UV"
bl_options = {'UNDO'}
def execute(self, context):
floor_rail_uv.virtoolize_floor_uv()
return {'FINISHED'}
class ThreeDViewerMenu(bpy.types.Menu):
class BALLANCE_MT_ThreeDViewerMenu(bpy.types.Menu):
"""Ballance related 3D operator"""
bl_idname = "BALLANCE_MT_ThreeDViewerMenu"
bl_label = "Ballance 3D"
bl_idname = "OBJECT_MT_ballance3d_menu"
def draw(self, context):
layout = self.layout
layout.operator("ballance.super_align")
layout.operator("ballance.rail_uv")
layout.operator("ballance.floor_uv")
layout.operator("ballance.no_uv_checker")
layout.operator("ballance.flatten_uv")
class BALLANCE_MT_AddFloorMenu(bpy.types.Menu):
"""Add Ballance floor"""
bl_idname = "BALLANCE_MT_AddFloorMenu"
bl_label = "Floors"
def draw(self, context):
layout = self.layout
layout.label(text="Basic floor")
for item in config.floor_basic_block_list:
cop = layout.operator("ballance.add_floor", text=item, icon_value = config.blenderIcon_floor_dict[item])
cop.floor_type = item
layout.separator()
layout.label(text="Derived floor")
for item in config.floor_derived_block_list:
cop = layout.operator("ballance.add_floor", text=item, icon_value = config.blenderIcon_floor_dict[item])
cop.floor_type = item
# ============================================= blender call system
classes = (
ImportBM,
ExportBM,
RailUVOperator,
FloorUVOperator,
ThreeDViewerMenu
preferences.BallanceBlenderPluginPreferences,
preferences.MyPropertyGroup,
bm_import_export.BALLANCE_OT_import_bm,
bm_import_export.BALLANCE_OT_export_bm,
rail_uv.BALLANCE_OT_rail_uv,
threedsmax_align.BALLANCE_OT_super_align,
no_uv_checker.BALLANCE_OT_no_uv_checker,
flatten_uv.BALLANCE_OT_flatten_uv,
BALLANCE_MT_ThreeDViewerMenu,
add_elements.BALLANCE_OT_add_elements,
add_elements.BALLANCE_OT_add_rail,
add_floor.BALLANCE_OT_add_floor,
BALLANCE_MT_AddFloorMenu
)
def menu_func_bm_import(self, context):
self.layout.operator(ImportBM.bl_idname, text="Ballance Map (.bm)")
self.layout.operator(bm_import_export.BALLANCE_OT_import_bm.bl_idname, text="Ballance Map (.bmx)")
def menu_func_bm_export(self, context):
self.layout.operator(ExportBM.bl_idname, text="Ballance Map (.bm)")
self.layout.operator(bm_import_export.BALLANCE_OT_export_bm.bl_idname, text="Ballance Map (.bmx)")
def menu_func_ballance_3d(self, context):
layout = self.layout
layout.menu(ThreeDViewerMenu.bl_idname)
layout.menu(BALLANCE_MT_ThreeDViewerMenu.bl_idname)
def menu_func_ballance_add(self, context):
layout = self.layout
layout.separator()
layout.label(text="Ballance")
layout.operator_menu_enum("ballance.add_elements", "elements_type", icon='MESH_ICOSPHERE', text="Elements")
layout.operator("ballance.add_rail", icon='MESH_CIRCLE', text="Rail section")
layout.menu(BALLANCE_MT_AddFloorMenu.bl_idname, icon='MESH_CUBE')
def register():
# we need init all icon first
icon_path = os.path.join(os.path.dirname(__file__), "icons")
config.blenderIcon_floor = bpy.utils.previews.new()
for key, value in config.floor_block_dict.items():
blockIconName = "Ballance_FloorIcon_" + key
config.blenderIcon_floor.load(blockIconName, os.path.join(icon_path, "floor", value["BindingDisplayTexture"]), 'IMAGE')
config.blenderIcon_floor_dict[key] = config.blenderIcon_floor[blockIconName].icon_id
for cls in classes:
bpy.utils.register_class(cls)
bpy.types.Scene.BallanceBlenderPluginProperty = bpy.props.PointerProperty(type=preferences.MyPropertyGroup)
bpy.types.TOPBAR_MT_file_import.append(menu_func_bm_import)
bpy.types.TOPBAR_MT_file_export.append(menu_func_bm_export)
bpy.types.VIEW3D_HT_header.append(menu_func_ballance_3d)
bpy.types.VIEW3D_MT_add.append(menu_func_ballance_add)
def unregister():
bpy.types.TOPBAR_MT_file_import.remove(menu_func_bm_import)
bpy.types.TOPBAR_MT_file_export.remove(menu_func_bm_export)
bpy.types.VIEW3D_HT_header.remove(menu_func_ballance_3d)
bpy.types.VIEW3D_MT_add.remove(menu_func_ballance_add)
for cls in classes:
bpy.utils.unregister_class(cls)
# we need uninstall all icon after all classes unregister
bpy.utils.previews.remove(config.blenderIcon_floor)
if __name__=="__main__":
register()

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import bpy,mathutils
from . import utils, config, bm_import_export
# ================================================= actual add
class BALLANCE_OT_add_elements(bpy.types.Operator):
"""Add sector related elements"""
bl_idname = "ballance.add_elements"
bl_label = "Add elements"
bl_options = {'UNDO'}
elements_type: bpy.props.EnumProperty(
name="Type",
description="This element type",
items=tuple(map(lambda x: (x, x, ""), config.component_list)),
)
attentionElements = ["PC_TwoFlames", "PR_Resetpoint"]
uniqueElements = ["PS_FourFlames", "PE_Balloon"]
elements_sector: bpy.props.IntProperty(
name="Sector",
description="Define which sector the object will be grouped in",
min=1,
max=8,
default=1,
)
def execute(self, context):
# get name
if self.elements_type in self.uniqueElements:
finalObjectName = self.elements_type + "_01"
elif self.elements_type in self.attentionElements:
finalObjectName = self.elements_type + "_0" + str(self.elements_sector)
else:
finalObjectName = self.elements_type + "_0" + str(self.elements_sector) + "_"
# create object
loadedMesh = bm_import_export.load_component(config.component_list.index(self.elements_type))
obj = bpy.data.objects.new(finalObjectName, loadedMesh)
utils.AddSceneAndMove2Cursor(obj)
return {'FINISHED'}
def invoke(self, context, event):
wm = context.window_manager
return wm.invoke_props_dialog(self)
def draw(self, context):
layout = self.layout
layout.prop(self, "elements_type")
if self.elements_type not in self.uniqueElements:
layout.prop(self, "elements_sector")
if self.elements_type in self.attentionElements:
layout.label(text="Please note that sector is suffix.")
class BALLANCE_OT_add_rail(bpy.types.Operator):
"""Add rail"""
bl_idname = "ballance.add_rail"
bl_label = "Add rail section"
bl_options = {'UNDO'}
rail_type: bpy.props.EnumProperty(
name="Type",
description="Rail type",
items=(('MONO', "Monorail", ""),
('DOUBLE', "Rail", ""),
),
)
rail_radius: bpy.props.FloatProperty(
name="Rail radius",
description="Define rail section radius",
default=0.375,
)
rail_span: bpy.props.FloatProperty(
name="Rail span",
description="Define rail span",
default=3.75,
)
def execute(self, context):
bpy.ops.object.select_all(action='DESELECT')
# create one first
bpy.ops.mesh.primitive_circle_add(vertices=8,
radius=self.rail_radius,
fill_type='NOTHING',
calc_uvs=False,
enter_editmode=False,
align='WORLD',
location=(0.0, 0.0, 0.0))
firstObj = bpy.context.selected_objects[0]
# for double rail
if self.rail_type == 'DOUBLE':
bpy.ops.object.select_all(action='DESELECT')
bpy.ops.mesh.primitive_circle_add(vertices=8,
radius=self.rail_radius,
fill_type='NOTHING',
calc_uvs=False,
enter_editmode=False,
align='WORLD',
location=(self.rail_span, 0.0, 0.0))
secondObj = bpy.context.selected_objects[0]
# merge
bpy.ops.object.select_all(action='DESELECT')
bpy.context.view_layer.objects.active = firstObj
firstObj.select_set(True)
secondObj.select_set(True)
bpy.ops.object.join()
# apply 3d cursor
utils.Move2Cursor(firstObj)
return {'FINISHED'}
def invoke(self, context, event):
wm = context.window_manager
return wm.invoke_props_dialog(self)
def draw(self, context):
layout = self.layout
layout.prop(self, "rail_type")
layout.prop(self, "rail_radius")
if self.rail_type == 'DOUBLE':
layout.prop(self, "rail_span")

View File

@ -0,0 +1,512 @@
import bpy,mathutils
import os, math
from bpy_extras import io_utils,node_shader_utils
# from bpy_extras.io_utils import unpack_list
from bpy_extras.image_utils import load_image
from . import utils, config
class BALLANCE_OT_add_floor(bpy.types.Operator):
"""Add Ballance floor"""
bl_idname = "ballance.add_floor"
bl_label = "Add floor"
bl_options = {'UNDO'}
floor_type: bpy.props.EnumProperty(
name="Type",
description="Floor type",
items=tuple((x, x, "") for x in config.floor_block_dict.keys()),
)
expand_length_1 : bpy.props.IntProperty(
name="D1 length",
description="The length of expand direction 1",
min=0,
default=0,
)
expand_length_2 : bpy.props.IntProperty(
name="D2 length",
description="The length of expand direction 2",
min=0,
default=0,
)
height_multiplier : bpy.props.FloatProperty(
name="Height",
description="The multiplier for height. Default height is 5",
min=0.0,
default=1.0,
)
use_2d_top : bpy.props.BoolProperty(
name="Top side"
)
use_2d_right : bpy.props.BoolProperty(
name="Right side"
)
use_2d_bottom : bpy.props.BoolProperty(
name="Bottom side"
)
use_2d_left : bpy.props.BoolProperty(
name="Left side"
)
use_3d_top : bpy.props.BoolProperty(
name="Top face"
)
use_3d_bottom : bpy.props.BoolProperty(
name="Bottom face"
)
previous_floor_type = ''
@classmethod
def poll(self, context):
prefs = bpy.context.preferences.addons[__package__].preferences
return os.path.isdir(prefs.external_folder)
def execute(self, context):
# load mesh
objmesh = bpy.data.meshes.new('done_')
if self.floor_type in config.floor_basic_block_list:
load_basic_floor(
objmesh,
self.floor_type,
'R0',
self.height_multiplier,
self.expand_length_1,
self.expand_length_2,
(self.use_2d_top,
self.use_2d_right,
self.use_2d_bottom,
self.use_2d_left,
self.use_3d_top,
self.use_3d_bottom),
(0.0, 0.0))
elif self.floor_type in config.floor_derived_block_list:
load_derived_floor(
objmesh,
self.floor_type,
self.height_multiplier,
self.expand_length_1,
self.expand_length_2,
(self.use_2d_top,
self.use_2d_right,
self.use_2d_bottom,
self.use_2d_left,
self.use_3d_top,
self.use_3d_bottom))
# normalization mesh
objmesh.validate(clean_customdata=False)
objmesh.update(calc_edges=False, calc_edges_loose=False)
# create object and link it
obj=bpy.data.objects.new('A_Floor_BMERevenge_', objmesh)
utils.AddSceneAndMove2Cursor(obj)
return {'FINISHED'}
def invoke(self, context, event):
wm = context.window_manager
return wm.invoke_props_dialog(self)
def draw(self, context):
# get floor prototype
floor_prototype = config.floor_block_dict[self.floor_type]
# try sync default value
if self.previous_floor_type != self.floor_type:
self.previous_floor_type = self.floor_type
default_sides = floor_prototype['DefaultSideConfig']
self.use_2d_top = default_sides['UseTwoDTop']
self.use_2d_right = default_sides['UseTwoDRight']
self.use_2d_bottom = default_sides['UseTwoDBottom']
self.use_2d_left = default_sides['UseTwoDLeft']
self.use_3d_top = default_sides['UseThreeDTop']
self.use_3d_bottom = default_sides['UseThreeDBottom']
# show property
layout = self.layout
col = layout.column()
col.label(text="Basic param")
col.prop(self, "floor_type")
col.prop(self, "height_multiplier")
col.separator()
col.label(text="Expand")
if floor_prototype['ExpandType'] == 'Column' or floor_prototype['ExpandType'] == 'Freedom':
col.prop(self, "expand_length_1")
if floor_prototype['ExpandType'] == 'Freedom':
col.prop(self, "expand_length_2")
col.label(text="Unit size: " + floor_prototype['UnitSize'])
col.label(text="Expand mode: " + floor_prototype['ExpandType'])
grids = col.grid_flow(row_major=True, columns=3)
grids.separator()
grids.label(text=config.floor_expand_direction_map[floor_prototype['InitColumnDirection']][floor_prototype['ExpandType']][0])
grids.separator()
grids.label(text=config.floor_expand_direction_map[floor_prototype['InitColumnDirection']][floor_prototype['ExpandType']][3])
grids.template_icon(icon_value = config.blenderIcon_floor_dict[self.floor_type])
grids.label(text=config.floor_expand_direction_map[floor_prototype['InitColumnDirection']][floor_prototype['ExpandType']][1])
grids.separator()
grids.label(text=config.floor_expand_direction_map[floor_prototype['InitColumnDirection']][floor_prototype['ExpandType']][2])
grids.separator()
col.separator()
col.label(text="Faces")
row = col.row()
row.prop(self, "use_3d_top")
row.prop(self, "use_3d_bottom")
col.separator()
col.label(text="Sides")
grids = col.grid_flow(row_major=True, columns=3)
grids.separator()
grids.prop(self, "use_2d_top")
grids.separator()
grids.prop(self, "use_2d_left")
grids.template_icon(icon_value = config.blenderIcon_floor_dict[self.floor_type])
grids.prop(self, "use_2d_right")
grids.separator()
grids.prop(self, "use_2d_bottom")
grids.separator()
def face_fallback(normal_face, expand_face, height):
if expand_face == None:
return normal_face
if height <= 1.0:
return normal_face
else:
return expand_face
def create_or_get_material(material_name):
# WARNING: this code is shared with bm_import_export
deconflict_name = "BMERevenge_" + material_name
try:
m = bpy.data.materials[deconflict_name]
except:
# it is not existed, we need create a new one
m = bpy.data.materials.new(deconflict_name)
# we need init it.
# load texture first
externalTextureFolder = bpy.context.preferences.addons[__package__].preferences.external_folder
txur = load_image(config.floor_texture_corresponding_map[material_name], externalTextureFolder, check_existing=False) # force reload, we don't want it is shared with normal material
# create material and link texture
m.use_nodes=True
for node in m.node_tree.nodes:
m.node_tree.nodes.remove(node)
bnode=m.node_tree.nodes.new(type="ShaderNodeBsdfPrincipled")
mnode=m.node_tree.nodes.new(type="ShaderNodeOutputMaterial")
m.node_tree.links.new(bnode.outputs[0],mnode.inputs[0])
inode=m.node_tree.nodes.new(type="ShaderNodeTexImage")
inode.image=txur
m.node_tree.links.new(inode.outputs[0],bnode.inputs[0])
# write custom property
for try_item in config.floor_material_statistic:
if material_name in try_item['member']:
m['virtools-ambient'] = try_item['data']['ambient']
m['virtools-diffuse'] = try_item['data']['diffuse']
m['virtools-specular'] = try_item['data']['specular']
m['virtools-emissive'] = try_item['data']['emissive']
m['virtools-power'] = try_item['data']['power']
break
return m
def solve_vec_data(str_data, d1, d2, d3, unit, unit_height):
sp = str_data.split(';')
sp_point = sp[0].split(',')
vec = [float(sp_point[0]), float(sp_point[1]), float(sp_point[2])]
for i in range(3):
symbol = sp[i+1]
if symbol == '':
continue
factor = 1.0 if symbol[0] == '+' else -1.0
p = symbol[1:]
if p == 'd1':
vec[i] += d1 * unit * factor
elif p == 'd2':
vec[i] += d2 * unit * factor
elif p == 'd3':
vec[i] += (d3 - 1) * unit_height * factor
return vec
def rotate_translate_vec(vec, rotation, unit, extra_translate):
vec[0] -= unit / 2
vec[1] -= unit / 2
if rotation == 'R0':
coso=1
sino=0
elif rotation == 'R90':
coso=0
sino=1
elif rotation == 'R180':
coso=-1
sino=0
elif rotation == 'R270':
coso=0
sino=-1
return (
coso * vec[0] - sino * vec[1] + unit / 2 + extra_translate[0],
sino * vec[0] + coso * vec[1] + unit / 2 + extra_translate[1],
vec[2]
)
def solve_uv_data(str_data, d1, d2, d3, unit):
sp = str_data.split(';')
sp_point = sp[0].split(',')
vec = [float(sp_point[0]), float(sp_point[1])]
for i in range(2):
symbol = sp[i+1]
if symbol == '':
continue
factor = 1.0 if symbol[0] == '+' else -1.0
p = symbol[1:]
if p == 'd1':
vec[i] += d1 * unit * factor
elif p == 'd2':
vec[i] += d2 * unit * factor
elif p == 'd3':
vec[i] += (d3 - 1) * unit * factor
return tuple(vec)
def solve_normal_data(point1, point2, point3):
vector1 = (
point2[0] - point1[0],
point2[1] - point1[1],
point2[2] - point1[2]
)
vector2 = (
point3[0] - point2[0],
point3[1] - point2[1],
point3[2] - point2[2]
)
# do vector x mutiply
# vector1 x vector2
nor = [
vector1[1] * vector2[2] - vector1[2] * vector2[1],
vector1[2] * vector2[0] - vector1[0] * vector2[2],
vector1[0] * vector2[1] - vector1[1] * vector2[0]
]
# do a normalization
length = math.sqrt(nor[0] ** 2 + nor[1] ** 2 + nor[2] ** 2)
nor[0] /= length
nor[1] /= length
nor[2] /= length
return tuple(nor)
def solve_smashed_position(str_data, d1, d2):
sp=str_data.split(';')
sp_pos = sp[0].split(',')
sp_sync = sp[1].split(',')
vec = [int(sp_pos[0]), int(sp_pos[1])]
for i in range(2):
offset = 0 if sp_sync[i * 2] == '' else int(sp_sync[i * 2])
if sp_sync[i*2+1] == 'd1':
vec[i] += d1 + offset
elif sp_sync[i*2+1] == 'd2':
vec[i] += d2 + offset
return tuple(vec)
def virtual_foreach_set(collection, field, base_num, data):
counter = 0
for i in data:
exec("a[j]." + field + "=q", {}, {
'a': collection,
'j': counter + base_num,
'q': i
})
counter+=1
'''
sides_struct should be a tuple and it always have 6 bool items
(use_2d_top, use_2d_right, use_2d_bottom, use_2d_left, use_3d_top, use_3d_bottom)
WARNING: this code is shared with bm import export
'''
def load_basic_floor(mesh, floor_type, rotation, height_multiplier, d1, d2, sides_struct, extra_translate):
floor_prototype = config.floor_block_dict[floor_type]
# set some unit
height_unit = 5.0
if floor_prototype['UnitSize'] == 'Small':
block_3dworld_unit = 2.5
block_uvworld_unit = 0.5
elif floor_prototype['UnitSize'] == 'Large':
block_3dworld_unit = 5.0
block_uvworld_unit = 1.0
# got all needed faces
needCreatedFaces = []
if sides_struct[0]:
needCreatedFaces.append(face_fallback(floor_prototype['TwoDTopSide'], floor_prototype['TwoDTopSideExpand'], height_multiplier))
if sides_struct[1]:
needCreatedFaces.append(face_fallback(floor_prototype['TwoDRightSide'], floor_prototype['TwoDRightSideExpand'], height_multiplier))
if sides_struct[2]:
needCreatedFaces.append(face_fallback(floor_prototype['TwoDBottomSide'], floor_prototype['TwoDBottomSideExpand'], height_multiplier))
if sides_struct[3]:
needCreatedFaces.append(face_fallback(floor_prototype['TwoDLeftSide'], floor_prototype['TwoDLeftSideExpand'], height_multiplier))
if sides_struct[4]:
needCreatedFaces.append(floor_prototype['ThreeDTopFace'])
if sides_struct[5]:
needCreatedFaces.append(floor_prototype['ThreeDBottomFace'])
# resolve face
# solve material first
materialDict = {}
allmat = mesh.materials[:]
counter = len(allmat)
for face_define in needCreatedFaces:
for face in face_define['Faces']:
new_texture = face['Textures']
if new_texture not in materialDict.keys():
# try get from existed solt
pending_material = create_or_get_material(new_texture)
if pending_material not in allmat:
# no matched. add it
mesh.materials.append(pending_material)
materialDict[new_texture] = counter
counter += 1
else:
# use existed index
materialDict[new_texture] = allmat.index(pending_material)
# now, we can process real mesh
# load existed base count
global_offset_vec = len(mesh.vertices)
global_offset_polygons = len(mesh.polygons)
global_offset_loops = len(mesh.loops)
vecList = []
uvList = []
normalList = []
faceList = []
faceIndList = []
faceMatList = []
for face_define in needCreatedFaces:
base_indices = len(vecList)
for vec in face_define['Vertices']:
vecList.append(rotate_translate_vec(
solve_vec_data(vec, d1, d2, height_multiplier, block_3dworld_unit, height_unit),
rotation, block_3dworld_unit, extra_translate))
for uv in face_define['UVs']:
uvList.append(solve_uv_data(uv, d1, d2, height_multiplier, block_uvworld_unit))
for face in face_define['Faces']:
if face['Type'] == 'RECTANGLE':
# rectangle
vec_indices = (
face['P1'] + base_indices,
face['P2'] + base_indices,
face['P3'] + base_indices,
face['P4'] + base_indices)
indCount = 4
elif face['Type'] == 'TRIANGLE':
# triangle
vec_indices = (
face['P1'] + base_indices,
face['P2'] + base_indices,
face['P3'] + base_indices)
indCount = 3
# we need calc normal and push it into list
point_normal = solve_normal_data(vecList[vec_indices[0]], vecList[vec_indices[1]], vecList[vec_indices[2]])
for i in range(indCount):
normalList.append(point_normal)
# push indices into list
for i in range(indCount):
faceList.append(vec_indices[i] + global_offset_vec)
# push material into list
faceMatList.append(materialDict[face['Textures']])
# push face vec count into list
faceIndList.append(indCount)
# push data into blender struct
mesh.vertices.add(len(vecList))
mesh.loops.add(len(faceList))
mesh.polygons.add(len(faceMatList))
mesh.create_normals_split()
if mesh.uv_layers.active is None:
# if no uv, create it
mesh.uv_layers.new(do_init=False)
virtual_foreach_set(mesh.vertices, "co", global_offset_vec, vecList)
virtual_foreach_set(mesh.loops, "vertex_index", global_offset_loops, faceList)
virtual_foreach_set(mesh.loops, "normal", global_offset_loops, normalList)
virtual_foreach_set(mesh.uv_layers[0].data, "uv", global_offset_loops, uvList)
cache_counter = 0
for i in range(len(faceMatList)):
indCount = faceIndList[i]
mesh.polygons[i + global_offset_polygons].loop_start = global_offset_loops + cache_counter
mesh.polygons[i + global_offset_polygons].loop_total = indCount
mesh.polygons[i + global_offset_polygons].material_index = faceMatList[i]
mesh.polygons[i + global_offset_polygons].use_smooth = True
cache_counter += indCount
def load_derived_floor(mesh, floor_type, height_multiplier, d1, d2, sides_struct):
floor_prototype = config.floor_block_dict[floor_type]
# set some unit
if floor_prototype['UnitSize'] == 'Small':
block_3dworld_unit = 2.5
elif floor_prototype['UnitSize'] == 'Large':
block_3dworld_unit = 5.0
# construct face dict
sides_dict = {
'True': True,
'False': False,
'2dTop': sides_struct[0],
'2dRight': sides_struct[1],
'2dBottom': sides_struct[2],
'2dLeft': sides_struct[3],
'3dTop': sides_struct[4],
'3dBottom': sides_struct[5]
}
# iterate smahsed blocks
for blk in floor_prototype['SmashedBlocks']:
start_pos = solve_smashed_position(blk['StartPosition'], d1, d2)
expand_pos = solve_smashed_position(blk['ExpandPosition'], d1, d2)
sides_data = tuple(sides_dict[x] for x in blk['SideSync'].split(';'))
# call basic floor creator
load_basic_floor(
mesh,
blk['Type'],
blk['Rotation'],
height_multiplier,
expand_pos[0],
expand_pos[1],
sides_data,
(start_pos[0] * block_3dworld_unit, start_pos[1] * block_3dworld_unit)
)

File diff suppressed because it is too large Load Diff

View File

@ -1,85 +1,233 @@
import json
import os
external_texture_list = set([
'Ball_LightningSphere1.bmp',
'Ball_LightningSphere2.bmp',
'Ball_LightningSphere3.bmp',
'Ball_Paper.bmp',
'Ball_Stone.bmp',
'Ball_Wood.bmp',
'Brick.bmp',
'Button01_deselect.tga',
'Button01_select.tga',
'Button01_special.tga',
'Column_beige.bmp',
'Column_beige_fade.tga',
'Column_blue.bmp',
'Cursor.tga',
'Dome.bmp',
'DomeEnvironment.bmp',
'DomeShadow.tga',
'ExtraBall.bmp',
'ExtraParticle.bmp',
'E_Holzbeschlag.bmp',
'FloorGlow.bmp',
'Floor_Side.bmp',
'Floor_Top_Border.bmp',
'Floor_Top_Borderless.bmp',
'Floor_Top_Checkpoint.bmp',
'Floor_Top_Flat.bmp',
'Floor_Top_Profil.bmp',
'Floor_Top_ProfilFlat.bmp',
'Font_1.tga',
'Gravitylogo_intro.bmp',
'HardShadow.bmp',
'Laterne_Glas.bmp',
'Laterne_Schatten.tga',
'Laterne_Verlauf.tga',
'Logo.bmp',
'Metal_stained.bmp',
'Misc_Ufo.bmp',
'Misc_UFO_Flash.bmp',
'Modul03_Floor.bmp',
'Modul03_Wall.bmp',
'Modul11_13_Wood.bmp',
'Modul11_Wood.bmp',
'Modul15.bmp',
'Modul16.bmp',
'Modul18.bmp',
'Modul18_Gitter.tga',
'Modul30_d_Seiten.bmp',
'Particle_Flames.bmp',
'Particle_Smoke.bmp',
'PE_Bal_balloons.bmp',
'PE_Bal_platform.bmp',
'PE_Ufo_env.bmp',
'Pfeil.tga',
'P_Extra_Life_Oil.bmp',
'P_Extra_Life_Particle.bmp',
'P_Extra_Life_Shadow.bmp',
'Rail_Environment.bmp',
'sandsack.bmp',
'SkyLayer.bmp',
'Sky_Vortex.bmp',
'Stick_Bottom.tga',
'Stick_Stripes.bmp',
'Target.bmp',
'Tower_Roof.bmp',
'Trafo_Environment.bmp',
'Trafo_FlashField.bmp',
'Trafo_Shadow_Big.tga',
'Tut_Pfeil01.tga',
'Tut_Pfeil_Hoch.tga',
'Wolken_intro.tga',
'Wood_Metal.bmp',
'Wood_MetalStripes.bmp',
'Wood_Misc.bmp',
'Wood_Nailed.bmp',
'Wood_Old.bmp',
'Wood_Panel.bmp',
'Wood_Plain.bmp',
'Wood_Plain2.bmp',
'Wood_Raft.bmp'
"atari.avi",
"atari.bmp",
"Ball_LightningSphere1.bmp",
"Ball_LightningSphere2.bmp",
"Ball_LightningSphere3.bmp",
"Ball_Paper.bmp",
"Ball_Stone.bmp",
"Ball_Wood.bmp",
"Brick.bmp",
"Button01_deselect.tga",
"Button01_select.tga",
"Button01_special.tga",
"Column_beige.bmp",
"Column_beige_fade.tga",
"Column_blue.bmp",
"Cursor.tga",
"Dome.bmp",
"DomeEnvironment.bmp",
"DomeShadow.tga",
"ExtraBall.bmp",
"ExtraParticle.bmp",
"E_Holzbeschlag.bmp",
"FloorGlow.bmp",
"Floor_Side.bmp",
"Floor_Top_Border.bmp",
"Floor_Top_Borderless.bmp",
"Floor_Top_Checkpoint.bmp",
"Floor_Top_Flat.bmp",
"Floor_Top_Profil.bmp",
"Floor_Top_ProfilFlat.bmp",
"Font_1.tga",
"Gravitylogo_intro.bmp",
"HardShadow.bmp",
"Laterne_Glas.bmp",
"Laterne_Schatten.tga",
"Laterne_Verlauf.tga",
"Logo.bmp",
"Metal_stained.bmp",
"Misc_Ufo.bmp",
"Misc_UFO_Flash.bmp",
"Modul03_Floor.bmp",
"Modul03_Wall.bmp",
"Modul11_13_Wood.bmp",
"Modul11_Wood.bmp",
"Modul15.bmp",
"Modul16.bmp",
"Modul18.bmp",
"Modul18_Gitter.tga",
"Modul30_d_Seiten.bmp",
"Particle_Flames.bmp",
"Particle_Smoke.bmp",
"PE_Bal_balloons.bmp",
"PE_Bal_platform.bmp",
"PE_Ufo_env.bmp",
"Pfeil.tga",
"P_Extra_Life_Oil.bmp",
"P_Extra_Life_Particle.bmp",
"P_Extra_Life_Shadow.bmp",
"Rail_Environment.bmp",
"sandsack.bmp",
"SkyLayer.bmp",
"Sky_Vortex.bmp",
"Stick_Bottom.tga",
"Stick_Stripes.bmp",
"Target.bmp",
"Tower_Roof.bmp",
"Trafo_Environment.bmp",
"Trafo_FlashField.bmp",
"Trafo_Shadow_Big.tga",
"Tut_Pfeil01.tga",
"Tut_Pfeil_Hoch.tga",
"Wolken_intro.tga",
"Wood_Metal.bmp",
"Wood_MetalStripes.bmp",
"Wood_Misc.bmp",
"Wood_Nailed.bmp",
"Wood_Old.bmp",
"Wood_Panel.bmp",
"Wood_Plain.bmp",
"Wood_Plain2.bmp",
"Wood_Raft.bmp"
])
component_list = [
]
"P_Extra_Life",
"P_Extra_Point",
"P_Trafo_Paper",
"P_Trafo_Stone",
"P_Trafo_Wood",
"P_Ball_Paper",
"P_Ball_Stone",
"P_Ball_Wood",
"P_Box",
"P_Dome",
"P_Modul_01",
"P_Modul_03",
"P_Modul_08",
"P_Modul_17",
"P_Modul_18",
"P_Modul_19",
"P_Modul_25",
"P_Modul_26",
"P_Modul_29",
"P_Modul_30",
"P_Modul_34",
"P_Modul_37",
"P_Modul_41",
"PC_TwoFlames",
"PE_Balloon",
"PR_Resetpoint",
"PS_FourFlames"
]
'''
format: key is diection, value is a dict
dict's key is expand mode, value is a tuple
tuple always have 4 items, it means (TOP_STR, RIGHT_STR, BOTTOM_STR, LEFT_STR)
'''
floor_expand_direction_map = {
"PositiveX": {
"Static": ("X", "X", "X", "X"),
"Column": ("X", "X", "D1", "X"),
"Freedom": ("X", "X", "D1", "D2"),
},
"NegativeX": {
"Static": ("X", "X", "X", "X"),
"Column": ("D1", "X", "X", "X"),
"Freedom": ("D1", "D2", "X", "X"),
},
"PositiveY": {
"Static": ("X", "X", "X", "X"),
"Column": ("X", "D1", "X", "X"),
"Freedom": ("X", "D1", "D2", "X"),
},
"NegativeY": {
"Static": ("X", "X", "X", "X"),
"Column": ("X", "X", "X", "D1"),
"Freedom": ("D2", "X", "X", "D1"),
}
}
floor_texture_corresponding_map = {
"FloorSide": "Floor_Side.bmp",
"FloorTopBorder": "Floor_Top_Border.bmp",
"FloorTopBorder_ForSide": "Floor_Top_Border.bmp",
"FloorTopBorderless": "Floor_Top_Borderless.bmp",
"FloorTopBorderless_ForSide": "Floor_Top_Borderless.bmp",
"FloorTopFlat": "Floor_Top_Flat.bmp",
"FloorTopProfil": "Floor_Top_Profil.bmp",
"FloorTopProfilFlat": "Floor_Top_ProfilFlat.bmp",
"BallWood": "Ball_Wood.bmp",
"BallPaper": "Ball_Paper.bmp",
"BallStone": "Ball_Stone.bmp"
}
# WARNING: this data is shared with BallanceVirtoolsPlugin - mapping_BM.cpp - fix_blender_texture
floor_material_statistic = [
{
"member": [
"FloorSide",
"FloorTopBorder_ForSide",
"FloorTopBorderless_ForSide"
],
"data": {
"ambient": (0, 0, 0),
"diffuse": (122 / 255.0, 122 / 255.0, 122 / 255.0),
"specular": (0.0, 0.0, 0.0),
"emissive": (104 / 255.0, 104 / 255.0, 104 / 255.0),
"power": 0
}
},
{
"member": [
"FloorTopBorder",
"FloorTopBorderless",
"FloorTopFlat",
"FloorTopProfilFlat"
],
"data": {
"ambient": (0, 0, 0),
"diffuse": (1.0, 1.0, 1.0),
"specular": (80 / 255.0, 80 / 255.0, 80 / 255.0),
"emissive": (0.0, 0.0, 0.0),
"power": 100
}
},
{
"member": [
"BallPaper"
],
"data": {
"ambient": (25 / 255.0, 25 / 255.0, 25 / 255.0),
"diffuse": (1.0, 1.0, 1.0),
"specular": (0.0, 0.0, 0.0),
"emissive": (100 / 255.0, 100 / 255.0, 100 / 255.0),
"power": 0
}
},
{
"member": [
"BallStone",
"BallWood"
],
"data": {
"ambient": (25 / 255.0, 25 / 255.0, 25 / 255.0),
"diffuse": (1.0, 1.0, 1.0),
"specular": (229 / 255.0, 229 / 255.0, 229 / 255.0),
"emissive": (60 / 255.0, 60 / 255.0, 60 / 255.0),
"power": 0
}
}
]
floor_block_dict = {}
floor_basic_block_list = []
floor_derived_block_list = []
with open(os.path.join(os.path.dirname(__file__), "json", "BasicBlock.json")) as fp:
for item in json.load(fp):
floor_basic_block_list.append(item["Type"])
floor_block_dict[item["Type"]] = item
with open(os.path.join(os.path.dirname(__file__), "json", "DerivedBlock.json")) as fp:
for item in json.load(fp):
floor_derived_block_list.append(item["Type"])
floor_block_dict[item["Type"]] = item
blenderIcon_floor = None
blenderIcon_floor_dict = {}
# blenderIcon_elements = None
# blenderIcon_elements_dict = {}

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@ -0,0 +1,117 @@
import bpy,mathutils
import bmesh
from . import utils
class BALLANCE_OT_flatten_uv(bpy.types.Operator):
"""Flatten selected face UV. Only works for convex face"""
bl_idname = "ballance.flatten_uv"
bl_label = "Flatten UV"
bl_options = {'UNDO'}
reference_edge : bpy.props.IntProperty(
name="Reference_edge",
description="The references edge of UV. It will be placed in V axis.",
min=0,
soft_min=0,
soft_max=3,
default=0,
)
@classmethod
def poll(self, context):
obj = bpy.context.active_object
if obj == None:
return False
if obj.type != 'MESH':
return False
if obj.mode != 'EDIT':
return False
return True
def invoke(self, context, event):
wm = context.window_manager
return wm.invoke_props_dialog(self)
def execute(self, context):
no_processed_count = real_flatten_uv(bpy.context.active_object.data, self.reference_edge)
if no_processed_count != 0:
utils.ShowMessageBox(("{} faces may not be processed correctly because they have problem.".format(no_processed_count), ), "Warning", 'ERROR')
return {'FINISHED'}
def draw(self, context):
layout = self.layout
layout.prop(self, "reference_edge")
def real_flatten_uv(mesh, reference_edge):
no_processed_count = 0
if mesh.uv_layers.active is None:
# if no uv, create it
mesh.uv_layers.new(do_init=False)
bm = bmesh.from_edit_mesh(mesh)
uv_lay = bm.loops.layers.uv.active
for face in bm.faces:
if not face.select:
continue
allPoint = len(face.loops)
if allPoint <= reference_edge:
no_processed_count+=1
continue
# get correct new corrdinate system
p1Relative = reference_edge
p2Relative = reference_edge + 1
p3Relative = reference_edge + 2
if p2Relative >= allPoint:
p2Relative -= allPoint
if p3Relative >= allPoint:
p3Relative -= allPoint
p1=mathutils.Vector(tuple(face.loops[p1Relative].vert.co[x] for x in range(3)))
p2=mathutils.Vector(tuple(face.loops[p2Relative].vert.co[x] for x in range(3)))
p3=mathutils.Vector(tuple(face.loops[p3Relative].vert.co[x] for x in range(3)))
new_y_axis = p2 - p1
new_y_axis.normalize()
vec1 = p3 - p2
vec1.normalize()
new_z_axis = new_y_axis.cross(vec1)
new_z_axis.normalize()
new_x_axis = new_y_axis.cross(new_z_axis)
new_x_axis.normalize()
# construct rebase matrix
origin_base = mathutils.Matrix((
(1.0, 0, 0),
(0, 1.0, 0),
(0, 0, 1.0)
))
origin_base.invert()
new_base = mathutils.Matrix((
(new_x_axis.x, new_y_axis.x, new_z_axis.x),
(new_x_axis.y, new_y_axis.y, new_z_axis.y),
(new_x_axis.z, new_y_axis.z, new_z_axis.z)
))
transition_matrix = origin_base @ new_base
transition_matrix.invert()
# process each face
for loop_index in range(allPoint):
pp = mathutils.Vector(tuple(face.loops[loop_index].vert.co[x] for x in range(3)))
vec = pp-p1
new_vec = transition_matrix @ vec
face.loops[loop_index][uv_lay].uv = (
(new_vec.x if new_vec.x >=0 else -new_vec.x) / 5,
(new_vec.y) / 5
)
# Show the updates in the viewport
bmesh.update_edit_mesh(mesh)
return no_processed_count

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@ -1,34 +0,0 @@
import bpy,bmesh
from . import utils
def create_rail_uv():
meshList = []
for obj in bpy.context.selected_objects:
if obj.type != 'MESH':
continue
if obj.data.uv_layers.active.data == None:
utils.ShowMessageBox("You should create a UV layer for this object firstly. Then execute this operator.", "No UV layer", 'ERROR')
return
meshList.append(obj.data)
for mesh in meshList:
# vecList = mesh.vertices[:]
uv_layer = mesh.uv_layers.active.data
for poly in mesh.polygons:
for loop_index in range(poly.loop_start, poly.loop_start + poly.loop_total):
# index = mesh.loops[loop_index].vertex_index
uv_layer[loop_index].uv[0] = 0 # vecList[index].co[0]
uv_layer[loop_index].uv[1] = 1 # vecList[index].co[1]
def virtoolize_floor_uv():
pass
def mesh_triangulate(me):
bm = bmesh.new()
bm.from_mesh(me)
bmesh.ops.triangulate(bm, faces=bm.faces)
bm.to_mesh(me)
bm.free()

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[
{
"Type": "SinkFloor",
"BindingDisplayTexture": "SinkFloor.png",
"UnitSize": "Small",
"ExpandType": "Column",
"InitColumnDirection": "PositiveX",
"DefaultSideConfig": {
"UseTwoDTop": false,
"UseTwoDRight": true,
"UseTwoDBottom": false,
"UseTwoDLeft": true,
"UseThreeDTop": true,
"UseThreeDBottom": false
},
"SmashedBlocks": [
{
"Type": "SinkBorder",
"StartPosition": "0,0;,,,",
"ExpandPosition": "0,0;,d1,,",
"Rotation": "R0",
"SideSync": "2dTop;False;2dBottom;2dLeft;3dTop;3dBottom"
},
{
"Type": "SinkBorder",
"StartPosition": "0,1;,d1,,",
"ExpandPosition": "0,0;,d1,,",
"Rotation": "R180",
"SideSync": "2dBottom;False;2dTop;2dRight;3dTop;3dBottom"
}
]
},
{
"Type": "NormalFloor",
"BindingDisplayTexture": "NormalFloor.png",
"UnitSize": "Small",
"ExpandType": "Column",
"InitColumnDirection": "PositiveX",
"DefaultSideConfig": {
"UseTwoDTop": false,
"UseTwoDRight": true,
"UseTwoDBottom": false,
"UseTwoDLeft": true,
"UseThreeDTop": true,
"UseThreeDBottom": false
},
"SmashedBlocks": [
{
"Type": "NormalBorder",
"StartPosition": "0,0;,,,",
"ExpandPosition": "0,0;,d1,,",
"Rotation": "R0",
"SideSync": "2dTop;False;2dBottom;2dLeft;3dTop;3dBottom"
},
{
"Type": "NormalBorder",
"StartPosition": "0,1;,d1,,",
"ExpandPosition": "0,0;,d1,,",
"Rotation": "R180",
"SideSync": "2dBottom;False;2dTop;2dRight;3dTop;3dBottom"
}
]
},
{
"Type": "NormalFloorHead",
"BindingDisplayTexture": "NormalFloorHead.png",
"UnitSize": "Small",
"ExpandType": "Column",
"InitColumnDirection": "PositiveX",
"DefaultSideConfig": {
"UseTwoDTop": true,
"UseTwoDRight": true,
"UseTwoDBottom": true,
"UseTwoDLeft": true,
"UseThreeDTop": true,
"UseThreeDBottom": false
},
"SmashedBlocks": [
{
"Type": "NormalBorder",
"StartPosition": "1,0;,,,",
"ExpandPosition": "0,0;,d1,,",
"Rotation": "R0",
"SideSync": "False;False;False;2dLeft;3dTop;3dBottom"
},
{
"Type": "NormalBorder",
"StartPosition": "1,1;,d1,,",
"ExpandPosition": "0,0;,d1,,",
"Rotation": "R180",
"SideSync": "False;False;False;2dRight;3dTop;3dBottom"
},
{
"Type": "NormalOutterCorner",
"StartPosition": "0,0;,,,",
"ExpandPosition": "0,0;,,,",
"Rotation": "R0",
"SideSync": "2dTop;False;False;2dLeft;3dTop;3dBottom"
},
{
"Type": "NormalOutterCorner",
"StartPosition": "0,0;2,d1,,",
"ExpandPosition": "0,0;,,,",
"Rotation": "R90",
"SideSync": "2dLeft;False;False;2dBottom;3dTop;3dBottom"
},
{
"Type": "NormalOutterCorner",
"StartPosition": "0,1;2,d1,,",
"ExpandPosition": "0,0;,,,",
"Rotation": "R180",
"SideSync": "2dBottom;False;False;2dRight;3dTop;3dBottom"
},
{
"Type": "NormalOutterCorner",
"StartPosition": "0,1;,,,",
"ExpandPosition": "0,0;,,,",
"Rotation": "R270",
"SideSync": "2dRight;False;False;2dTop;3dTop;3dBottom"
}
]
},
{
"Type": "SinkFloorHead",
"BindingDisplayTexture": "SinkFloorHead.png",
"UnitSize": "Small",
"ExpandType": "Column",
"InitColumnDirection": "PositiveX",
"DefaultSideConfig": {
"UseTwoDTop": true,
"UseTwoDRight": true,
"UseTwoDBottom": true,
"UseTwoDLeft": true,
"UseThreeDTop": true,
"UseThreeDBottom": false
},
"SmashedBlocks": [
{
"Type": "SinkBorder",
"StartPosition": "1,0;,,,",
"ExpandPosition": "0,0;,d1,,",
"Rotation": "R0",
"SideSync": "False;False;False;2dLeft;3dTop;3dBottom"
},
{
"Type": "SinkBorder",
"StartPosition": "1,1;,d1,,",
"ExpandPosition": "0,0;,d1,,",
"Rotation": "R180",
"SideSync": "False;False;False;2dRight;3dTop;3dBottom"
},
{
"Type": "SinkOutterCorner",
"StartPosition": "0,0;,,,",
"ExpandPosition": "0,0;,,,",
"Rotation": "R0",
"SideSync": "2dTop;False;False;2dLeft;3dTop;3dBottom"
},
{
"Type": "SinkOutterCorner",
"StartPosition": "0,0;2,d1,,",
"ExpandPosition": "0,0;,,,",
"Rotation": "R90",
"SideSync": "2dLeft;False;False;2dBottom;3dTop;3dBottom"
},
{
"Type": "SinkOutterCorner",
"StartPosition": "0,1;2,d1,,",
"ExpandPosition": "0,0;,,,",
"Rotation": "R180",
"SideSync": "2dBottom;False;False;2dRight;3dTop;3dBottom"
},
{
"Type": "SinkOutterCorner",
"StartPosition": "0,1;,,,",
"ExpandPosition": "0,0;,,,",
"Rotation": "R270",
"SideSync": "2dRight;False;False;2dTop;3dTop;3dBottom"
}
]
},
{
"Type": "Sink1x1",
"BindingDisplayTexture": "Sink1x1.png",
"UnitSize": "Small",
"ExpandType": "Static",
"InitColumnDirection": "PositiveX",
"DefaultSideConfig": {
"UseTwoDTop": true,
"UseTwoDRight": true,
"UseTwoDBottom": true,
"UseTwoDLeft": true,
"UseThreeDTop": true,
"UseThreeDBottom": false
},
"SmashedBlocks": [
{
"Type": "SinkOutterCorner",
"StartPosition": "0,0;,,,",
"ExpandPosition": "0,0;,,,",
"Rotation": "R0",
"SideSync": "2dTop;False;False;2dLeft;3dTop;3dBottom"
},
{
"Type": "SinkOutterCorner",
"StartPosition": "1,0;,,,",
"ExpandPosition": "0,0;,,,",
"Rotation": "R90",
"SideSync": "2dLeft;False;False;2dBottom;3dTop;3dBottom"
},
{
"Type": "SinkOutterCorner",
"StartPosition": "1,1;,,,",
"ExpandPosition": "0,0;,,,",
"Rotation": "R180",
"SideSync": "2dBottom;False;False;2dRight;3dTop;3dBottom"
},
{
"Type": "SinkOutterCorner",
"StartPosition": "0,1;,,,",
"ExpandPosition": "0,0;,,,",
"Rotation": "R270",
"SideSync": "2dRight;False;False;2dTop;3dTop;3dBottom"
}
]
},
{
"Type": "Normal1x1",
"BindingDisplayTexture": "Normal1x1.png",
"UnitSize": "Small",
"ExpandType": "Static",
"InitColumnDirection": "PositiveX",
"DefaultSideConfig": {
"UseTwoDTop": true,
"UseTwoDRight": true,
"UseTwoDBottom": true,
"UseTwoDLeft": true,
"UseThreeDTop": true,
"UseThreeDBottom": false
},
"SmashedBlocks": [
{
"Type": "NormalOutterCorner",
"StartPosition": "0,0;,,,",
"ExpandPosition": "0,0;,,,",
"Rotation": "R0",
"SideSync": "2dTop;False;False;2dLeft;3dTop;3dBottom"
},
{
"Type": "NormalOutterCorner",
"StartPosition": "1,0;,,,",
"ExpandPosition": "0,0;,,,",
"Rotation": "R90",
"SideSync": "2dLeft;False;False;2dBottom;3dTop;3dBottom"
},
{
"Type": "NormalOutterCorner",
"StartPosition": "1,1;,,,",
"ExpandPosition": "0,0;,,,",
"Rotation": "R180",
"SideSync": "2dBottom;False;False;2dRight;3dTop;3dBottom"
},
{
"Type": "NormalOutterCorner",
"StartPosition": "0,1;,,,",
"ExpandPosition": "0,0;,,,",
"Rotation": "R270",
"SideSync": "2dRight;False;False;2dTop;3dTop;3dBottom"
}
]
},
{
"Type": "NormalPlatform",
"BindingDisplayTexture": "NormalPlatform.png",
"UnitSize": "Small",
"ExpandType": "Freedom",
"InitColumnDirection": "PositiveY",
"DefaultSideConfig": {
"UseTwoDTop": true,
"UseTwoDRight": true,
"UseTwoDBottom": true,
"UseTwoDLeft": true,
"UseThreeDTop": true,
"UseThreeDBottom": false
},
"SmashedBlocks": [
{
"Type": "Flat",
"StartPosition": "1,1;,,,",
"ExpandPosition": "0,0;,d1,,d2",
"Rotation": "R0",
"SideSync": "False;False;False;False;3dTop;3dBottom"
},
{
"Type": "NormalBorder",
"StartPosition": "1,0;,,,",
"ExpandPosition": "0,0;,d2,,",
"Rotation": "R0",
"SideSync": "False;False;False;2dLeft;3dTop;3dBottom"
},
{
"Type": "NormalBorder",
"StartPosition": "0,1;2,d2,,",
"ExpandPosition": "0,0;,d1,,",
"Rotation": "R90",
"SideSync": "False;False;False;2dBottom;3dTop;3dBottom"
},
{
"Type": "NormalBorder",
"StartPosition": "0,0;1,d2,2,d1",
"ExpandPosition": "0,0;,d2,,",
"Rotation": "R180",
"SideSync": "False;False;False;2dRight;3dTop;3dBottom"
},
{
"Type": "NormalBorder",
"StartPosition": "0,0;,,1,d1",
"ExpandPosition": "0,0;,d1,,",
"Rotation": "R270",
"SideSync": "False;False;False;2dTop;3dTop;3dBottom"
},
{
"Type": "NormalOutterCorner",
"StartPosition": "0,0;,,,",
"ExpandPosition": "0,0;,,,",
"Rotation": "R0",
"SideSync": "2dTop;False;False;2dLeft;3dTop;3dBottom"
},
{
"Type": "NormalOutterCorner",
"StartPosition": "0,0;2,d2,,",
"ExpandPosition": "0,0;,,,",
"Rotation": "R90",
"SideSync": "2dLeft;False;False;2dBottom;3dTop;3dBottom"
},
{
"Type": "NormalOutterCorner",
"StartPosition": "0,0;2,d2,2,d1",
"ExpandPosition": "0,0;,,,",
"Rotation": "R180",
"SideSync": "2dBottom;False;False;2dRight;3dTop;3dBottom"
},
{
"Type": "NormalOutterCorner",
"StartPosition": "0,0;,,2,d1",
"ExpandPosition": "0,0;,,,",
"Rotation": "R270",
"SideSync": "2dRight;False;False;2dTop;3dTop;3dBottom"
}
]
},
{
"Type": "NormalLConnector",
"BindingDisplayTexture": "NormalLConnector.png",
"UnitSize": "Small",
"ExpandType": "Static",
"InitColumnDirection": "PositiveX",
"DefaultSideConfig": {
"UseTwoDTop": true,
"UseTwoDRight": false,
"UseTwoDBottom": false,
"UseTwoDLeft": true,
"UseThreeDTop": true,
"UseThreeDBottom": false
},
"SmashedBlocks": [
{
"Type": "NormalOutterCorner",
"StartPosition": "0,0;,,,",
"ExpandPosition": "0,0;,,,",
"Rotation": "R0",
"SideSync": "2dTop;False;False;2dLeft;3dTop;3dBottom"
},
{
"Type": "NormalBorder",
"StartPosition": "1,0;,,,",
"ExpandPosition": "0,0;,,,",
"Rotation": "R0",
"SideSync": "False;False;2dBottom;2dLeft;3dTop;3dBottom"
},
{
"Type": "NormalInnerCorner",
"StartPosition": "1,1;,,,",
"ExpandPosition": "0,0;,,,",
"Rotation": "R0",
"SideSync": "False;2dRight;2dBottom;False;3dTop;3dBottom"
},
{
"Type": "NormalBorder",
"StartPosition": "0,1;,,,",
"ExpandPosition": "0,0;,,,",
"Rotation": "R270",
"SideSync": "2dRight;False;False;2dTop;3dTop;3dBottom"
}
]
},
{
"Type": "NormalTConnector",
"BindingDisplayTexture": "NormalTConnector.png",
"UnitSize": "Small",
"ExpandType": "Static",
"InitColumnDirection": "PositiveX",
"DefaultSideConfig": {
"UseTwoDTop": true,
"UseTwoDRight": false,
"UseTwoDBottom": false,
"UseTwoDLeft": false,
"UseThreeDTop": true,
"UseThreeDBottom": false
},
"SmashedBlocks": [
{
"Type": "NormalInnerCorner",
"StartPosition": "1,0;,,,",
"ExpandPosition": "0,0;,,,",
"Rotation": "R270",
"SideSync": "False;2dBottom;2dLeft;False;3dTop;3dBottom"
},
{
"Type": "NormalInnerCorner",
"StartPosition": "1,1;,,,",
"ExpandPosition": "0,0;,,,",
"Rotation": "R0",
"SideSync": "False;2dRight;2dBottom;False;3dTop;3dBottom"
},
{
"Type": "NormalBorder",
"StartPosition": "0,1;,,,",
"ExpandPosition": "1,0;,,,",
"Rotation": "R270",
"SideSync": "2dRight;False;2dLeft;2dTop;3dTop;3dBottom"
}
]
},
{
"Type": "NormalCrossroad",
"BindingDisplayTexture": "NormalCrossroad.png",
"UnitSize": "Small",
"ExpandType": "Static",
"InitColumnDirection": "PositiveX",
"DefaultSideConfig": {
"UseTwoDTop": false,
"UseTwoDRight": false,
"UseTwoDBottom": false,
"UseTwoDLeft": false,
"UseThreeDTop": true,
"UseThreeDBottom": false
},
"SmashedBlocks": [
{
"Type": "NormalInnerCorner",
"StartPosition": "1,1;,,,",
"ExpandPosition": "0,0;,,,",
"Rotation": "R0",
"SideSync": "False;2dRight;2dBottom;False;3dTop;3dBottom"
},
{
"Type": "NormalInnerCorner",
"StartPosition": "0,1;,,,",
"ExpandPosition": "0,0;,,,",
"Rotation": "R90",
"SideSync": "False;2dTop;2dRight;False;3dTop;3dBottom"
},
{
"Type": "NormalInnerCorner",
"StartPosition": "0,0;,,,",
"ExpandPosition": "0,0;,,,",
"Rotation": "R180",
"SideSync": "False;2dLeft;2dTop;False;3dTop;3dBottom"
},
{
"Type": "NormalInnerCorner",
"StartPosition": "1,0;,,,",
"ExpandPosition": "0,0;,,,",
"Rotation": "R270",
"SideSync": "False;2dBottom;2dLeft;False;3dTop;3dBottom"
}
]
},
{
"Type": "SinkLConnector",
"BindingDisplayTexture": "SinkLConnector.png",
"UnitSize": "Small",
"ExpandType": "Static",
"InitColumnDirection": "PositiveX",
"DefaultSideConfig": {
"UseTwoDTop": true,
"UseTwoDRight": false,
"UseTwoDBottom": false,
"UseTwoDLeft": true,
"UseThreeDTop": true,
"UseThreeDBottom": false
},
"SmashedBlocks": [
{
"Type": "SinkOutterCorner",
"StartPosition": "0,0;,,,",
"ExpandPosition": "0,0;,,,",
"Rotation": "R0",
"SideSync": "2dTop;False;False;2dLeft;3dTop;3dBottom"
},
{
"Type": "SinkBorder",
"StartPosition": "1,0;,,,",
"ExpandPosition": "0,0;,,,",
"Rotation": "R0",
"SideSync": "False;False;2dBottom;2dLeft;3dTop;3dBottom"
},
{
"Type": "SinkInnerCorner",
"StartPosition": "1,1;,,,",
"ExpandPosition": "0,0;,,,",
"Rotation": "R0",
"SideSync": "False;2dRight;2dBottom;False;3dTop;3dBottom"
},
{
"Type": "SinkBorder",
"StartPosition": "0,1;,,,",
"ExpandPosition": "0,0;,,,",
"Rotation": "R270",
"SideSync": "2dRight;False;False;2dTop;3dTop;3dBottom"
}
]
},
{
"Type": "SinkTConnector",
"BindingDisplayTexture": "SinkTConnector.png",
"UnitSize": "Small",
"ExpandType": "Static",
"InitColumnDirection": "PositiveX",
"DefaultSideConfig": {
"UseTwoDTop": true,
"UseTwoDRight": false,
"UseTwoDBottom": false,
"UseTwoDLeft": false,
"UseThreeDTop": true,
"UseThreeDBottom": false
},
"SmashedBlocks": [
{
"Type": "SinkInnerCorner",
"StartPosition": "1,0;,,,",
"ExpandPosition": "0,0;,,,",
"Rotation": "R270",
"SideSync": "False;2dBottom;2dLeft;False;3dTop;3dBottom"
},
{
"Type": "SinkInnerCorner",
"StartPosition": "1,1;,,,",
"ExpandPosition": "0,0;,,,",
"Rotation": "R0",
"SideSync": "False;2dRight;2dBottom;False;3dTop;3dBottom"
},
{
"Type": "SinkBorder",
"StartPosition": "0,1;,,,",
"ExpandPosition": "1,0;,,,",
"Rotation": "R270",
"SideSync": "2dRight;False;2dLeft;2dTop;3dTop;3dBottom"
}
]
},
{
"Type": "SinkCrossroad",
"BindingDisplayTexture": "SinkCrossroad.png",
"UnitSize": "Small",
"ExpandType": "Static",
"InitColumnDirection": "PositiveX",
"DefaultSideConfig": {
"UseTwoDTop": false,
"UseTwoDRight": false,
"UseTwoDBottom": false,
"UseTwoDLeft": false,
"UseThreeDTop": true,
"UseThreeDBottom": false
},
"SmashedBlocks": [
{
"Type": "SinkInnerCorner",
"StartPosition": "1,1;,,,",
"ExpandPosition": "0,0;,,,",
"Rotation": "R0",
"SideSync": "False;2dRight;2dBottom;False;3dTop;3dBottom"
},
{
"Type": "SinkInnerCorner",
"StartPosition": "0,1;,,,",
"ExpandPosition": "0,0;,,,",
"Rotation": "R90",
"SideSync": "False;2dTop;2dRight;False;3dTop;3dBottom"
},
{
"Type": "SinkInnerCorner",
"StartPosition": "0,0;,,,",
"ExpandPosition": "0,0;,,,",
"Rotation": "R180",
"SideSync": "False;2dLeft;2dTop;False;3dTop;3dBottom"
},
{
"Type": "SinkInnerCorner",
"StartPosition": "1,0;,,,",
"ExpandPosition": "0,0;,,,",
"Rotation": "R270",
"SideSync": "False;2dBottom;2dLeft;False;3dTop;3dBottom"
}
]
}
]

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@ -0,0 +1,48 @@
import bpy,bmesh
from . import utils
class BALLANCE_OT_no_uv_checker(bpy.types.Operator):
"""Check whether the currently selected object has UV"""
bl_idname = "ballance.no_uv_checker"
bl_label = "Check UV"
bl_options = {'UNDO'}
@classmethod
def poll(self, context):
return check_valid_target()
def execute(self, context):
check_target()
return {'FINISHED'}
# ====================== method
def check_valid_target():
return (len(bpy.context.selected_objects) > 0)
def check_target():
noUVObject = []
invalidObjectCount = 0
for obj in bpy.context.selected_objects:
if obj.type != 'MESH':
invalidObjectCount+=1
continue
if obj.mode != 'OBJECT':
invalidObjectCount+=1
continue
if obj.data.uv_layers.active is None:
noUVObject.append(obj.name)
if len(noUVObject) > 4:
print("Following object don't have UV:")
for item in noUVObject:
print(item)
utils.ShowMessageBox((
"All objects: {}".format(len(bpy.context.selected_objects)),
"Skipped: {}".format(invalidObjectCount),
"No UV Count: {}".format(len(noUVObject)),
"",
"Following object don't have UV: "
) + tuple(noUVObject[:4]) +
(("Too much objects don't have UV. Please open terminal to browse them." if len(noUVObject) > 4 else "") ,), "Check result", 'INFO')

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@ -0,0 +1,49 @@
import bpy
import bpy.types
class MyPropertyGroup(bpy.types.PropertyGroup):
material_picker : bpy.props.PointerProperty(
type=bpy.types.Material,
name="Material",
description="The material used for rail"
)
collection_picker : bpy.props.PointerProperty(
type=bpy.types.Collection,
name="Collection",
description="The collection which will be exported"
)
object_picker : bpy.props.PointerProperty(
type=bpy.types.Object,
name="Object",
description="The object which will be exported"
)
class BallanceBlenderPluginPreferences(bpy.types.AddonPreferences):
bl_idname = __package__
external_folder: bpy.props.StringProperty(
name="External texture folder",
description="The Ballance texture folder which will be used by this plugin to get external texture.",
)
no_component_collection: bpy.props.StringProperty(
name="No component collection",
description="(Import) The object which stored in this collectiion will not be saved as component. (Export) All forced no component objects will be stored in this collection",
)
temp_texture_folder: bpy.props.StringProperty(
name="Temp texture folder",
description="The folder which will temporarily store the textures which are extracted from bm. Due to system temp folder will be deleted after decoding of bm, so this path should not be blank.",
)
def draw(self, context):
layout = self.layout
row = layout.row()
col = row.column()
col.prop(self, "external_folder")
col.prop(self, "no_component_collection")
col.prop(self, "temp_texture_folder")

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@ -0,0 +1,169 @@
import bpy,bmesh
import mathutils
import bpy.types
from . import utils, preferences
class BALLANCE_OT_rail_uv(bpy.types.Operator):
"""Create a UV for rail"""
bl_idname = "ballance.rail_uv"
bl_label = "Create Rail UV"
bl_options = {'UNDO'}
uv_type: bpy.props.EnumProperty(
name="Type",
description="Define how to create UV",
items=(
("POINT", "Point", "All UV will be created in a specific point"),
("UNIFORM", "Uniform", "All UV will be created within 1x1"),
("SCALE", "Scale", "Give a scale number to scale UV")
),
)
projection_axis: bpy.props.EnumProperty(
name="Projection axis",
description="Projection axis",
items=(
("X", "X axis", "X axis"),
("Y", "Y axis", "Y axis"),
("Z", "Z axis", "Z axis")
),
)
uv_scale : bpy.props.FloatProperty(
name="Scale",
description="The scale of UV",
min=0.0,
default=1.0,
)
@classmethod
def poll(self, context):
return check_rail_target()
def invoke(self, context, event):
wm = context.window_manager
return wm.invoke_props_dialog(self)
def execute(self, context):
if context.scene.BallanceBlenderPluginProperty.material_picker == None:
utils.ShowMessageBox(("No specific material", ), "Lost parameter", 'ERROR')
else:
create_rail_uv(self.uv_type, context.scene.BallanceBlenderPluginProperty.material_picker, self.uv_scale, self.projection_axis)
return {'FINISHED'}
def draw(self, context):
layout = self.layout
layout.prop(self, "uv_type")
layout.prop(context.scene.BallanceBlenderPluginProperty, "material_picker")
if self.uv_type != 'POINT':
layout.prop(self, "projection_axis")
if self.uv_type == 'SCALE':
layout.prop(self, "uv_scale")
# ====================== method
def check_rail_target():
for obj in bpy.context.selected_objects:
if obj.type != 'MESH':
continue
if obj.mode != 'OBJECT':
continue
return True
return False
def get_distance(iterator):
is_first_min = True
is_first_max = True
max_value = 0.0
min_value = 0.0
for item in iterator:
if is_first_max:
is_first_max = False
max_value = item
else:
if item > max_value:
max_value = item
if is_first_min:
is_first_min = False
min_value = item
else:
if item < min_value:
min_value = item
return max_value - min_value
def create_rail_uv(rail_type, material_pointer, scale_size, projection_axis):
objList = []
ignoredObj = []
for obj in bpy.context.selected_objects:
if obj.type != 'MESH':
ignoredObj.append(obj.name)
continue
if obj.mode != 'OBJECT':
ignoredObj.append(obj.name)
continue
if obj.data.uv_layers.active is None:
# create a empty uv for it.
obj.data.uv_layers.new(do_init=False)
objList.append(obj)
for obj in objList:
mesh = obj.data
# clean it material and set rail first
obj.data.materials.clear()
obj.data.materials.append(material_pointer)
# copy mesh vec for scale or uniform mode
vecList = mesh.vertices[:]
real_scale = 1.0
if rail_type == 'SCALE':
real_scale = scale_size
elif rail_type == 'UNIFORM':
# calc proper scale
if projection_axis == 'X':
maxLength = max(
get_distance(vec.co[1] for vec in vecList),
get_distance(vec.co[2] for vec in vecList)
)
elif projection_axis == 'Y':
maxLength = max(
get_distance(vec.co[0] for vec in vecList),
get_distance(vec.co[2] for vec in vecList)
)
elif projection_axis == 'Z':
maxLength = max(
get_distance(vec.co[0] for vec in vecList),
get_distance(vec.co[1] for vec in vecList)
)
real_scale = 1.0 / maxLength
uv_layer = mesh.uv_layers.active.data
for poly in mesh.polygons:
for loop_index in range(poly.loop_start, poly.loop_start + poly.loop_total):
# get correspond vec index
index = mesh.loops[loop_index].vertex_index
if rail_type == 'POINT':
# set to 1 point
uv_layer[loop_index].uv[0] = 0
uv_layer[loop_index].uv[1] = 1
else:
# following xy -> uv scale
#
# use Z axis: X->U Y->V
# use X axis: Y->U Z->V
# use Y axis: X->U Z->V
if projection_axis == 'X':
uv_layer[loop_index].uv[0] = vecList[index].co[1] * real_scale
uv_layer[loop_index].uv[1] = vecList[index].co[2] * real_scale
elif projection_axis == 'Y':
uv_layer[loop_index].uv[0] = vecList[index].co[0] * real_scale
uv_layer[loop_index].uv[1] = vecList[index].co[2] * real_scale
elif projection_axis == 'Z':
uv_layer[loop_index].uv[0] = vecList[index].co[0] * real_scale
uv_layer[loop_index].uv[1] = vecList[index].co[1] * real_scale
if len(ignoredObj) != 0:
utils.ShowMessageBox(("Following objects are not processed due to they are not suit for this function now: ", ) + tuple(ignoredObj), "Execution result", 'INFO')

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@ -0,0 +1,128 @@
import bpy,mathutils
from . import utils
class BALLANCE_OT_super_align(bpy.types.Operator):
"""Align object with 3ds Max way"""
bl_idname = "ballance.super_align"
bl_label = "3ds Max Align"
bl_options = {'UNDO'}
align_x: bpy.props.BoolProperty(name="X position")
align_y: bpy.props.BoolProperty(name="Y position")
align_z: bpy.props.BoolProperty(name="Z position")
current_references: bpy.props.EnumProperty(
name="Reference",
items=(('MIN', "Min", ""),
('CENTER', "Center (bound box)", ""),
('POINT', "Center (axis)", ""),
('MAX', "Max", "")
),
)
target_references: bpy.props.EnumProperty(
name="Target",
items=(('MIN', "Min", ""),
('CENTER', "Center (bound box)", ""),
('POINT', "Center (axis)", ""),
('MAX', "Max", "")
),
)
@classmethod
def poll(self, context):
return check_align_target()
def execute(self, context):
align_object(self.align_x, self.align_y, self.align_z, self.current_references, self.target_references)
return {'FINISHED'}
def invoke(self, context, event):
wm = context.window_manager
return wm.invoke_props_dialog(self)
def draw(self, context):
layout = self.layout
col = layout.column()
col.label(text="Align axis")
row = col.row()
row.prop(self, "align_x")
row.prop(self, "align_y")
row.prop(self, "align_z")
col.prop(self, "current_references")
col.prop(self, "target_references")
# ============================== method
def check_align_target():
if bpy.context.active_object is None:
return False
selected = bpy.context.selected_objects[:]
length = len(selected)
if bpy.context.active_object in selected:
length -= 1
if length == 0:
return False
return True
def align_object(use_x, use_y, use_z, currentMode, targetMode):
if not (use_x or use_y or use_z):
return
# calc active object data
currentObj = bpy.context.active_object
currentObjBbox = [currentObj.matrix_world @ mathutils.Vector(corner) for corner in currentObj.bound_box]
currentObjRef = provideObjRefPoint(currentObj, currentObjBbox, currentMode)
# calc target
targetObjList = bpy.context.selected_objects[:]
if currentObj in targetObjList:
targetObjList.remove(currentObj)
# process each obj
for targetObj in targetObjList:
targetObjBbox = [targetObj.matrix_world @ mathutils.Vector(corner) for corner in targetObj.bound_box]
targetObjRef = provideObjRefPoint(targetObj, targetObjBbox, targetMode)
if use_x:
targetObj.location.x += currentObjRef.x - targetObjRef.x
if use_y:
targetObj.location.y += currentObjRef.y - targetObjRef.y
if use_z:
targetObj.location.z += currentObjRef.z - targetObjRef.z
def provideObjRefPoint(obj, vecList, mode):
refPoint = mathutils.Vector((0, 0, 0))
if (mode == 'MIN'):
refPoint.x = min([vec.x for vec in vecList])
refPoint.y = min([vec.y for vec in vecList])
refPoint.z = min([vec.z for vec in vecList])
elif (mode == 'MAX'):
refPoint.x = max([vec.x for vec in vecList])
refPoint.y = max([vec.y for vec in vecList])
refPoint.z = max([vec.z for vec in vecList])
elif (mode == 'CENTER'):
maxVecCache = mathutils.Vector((0, 0, 0))
minVecCache = mathutils.Vector((0, 0, 0))
minVecCache.x = min([vec.x for vec in vecList])
minVecCache.y = min([vec.y for vec in vecList])
minVecCache.z = min([vec.z for vec in vecList])
maxVecCache.x = max([vec.x for vec in vecList])
maxVecCache.y = max([vec.y for vec in vecList])
maxVecCache.z = max([vec.z for vec in vecList])
refPoint.x = (maxVecCache.x + minVecCache.x) / 2
refPoint.y = (maxVecCache.y + minVecCache.y) / 2
refPoint.z = (maxVecCache.z + minVecCache.z) / 2
else:
refPoint.x = obj.location.x
refPoint.y = obj.location.y
refPoint.z = obj.location.z
return refPoint

View File

@ -1,8 +1,21 @@
import bpy
from bpy_extras.io_utils import unpack_list
def ShowMessageBox(message = "", title = "Message Box", icon = 'INFO'):
def ShowMessageBox(message, title, icon):
def draw(self, context):
self.layout.label(text=message)
layout = self.layout
for item in message:
layout.label(text=item, translate=False)
bpy.context.window_manager.popup_menu(draw, title = title, icon = icon)
bpy.context.window_manager.popup_menu(draw, title = title, icon = icon)
def AddSceneAndMove2Cursor(obj):
Move2Cursor(obj)
view_layer = bpy.context.view_layer
collection = view_layer.active_layer_collection.collection
collection.objects.link(obj)
def Move2Cursor(obj):
obj.location = bpy.context.scene.cursor.location