import bpy from bpy.types import Menu, Panel, UIList from bpy.props import * def update_size_prop(self, context): if context.object == None: return mdata = context.object.data i = mdata.lodlist_index ar = mdata.my_lodlist # Clamp screen size to not exceed previous entry if i > 0 and ar[i - 1].screen_size_prop < self.screen_size_prop: self.screen_size_prop = ar[i - 1].screen_size_prop class ListLodItem(bpy.types.PropertyGroup): # Group of properties representing an item in the list name = bpy.props.StringProperty( name="Name", description="A name for this item", default="") enabled_prop = bpy.props.BoolProperty( name="", description="A name for this item", default=True) screen_size_prop = bpy.props.FloatProperty( name="Screen Size", description="A name for this item", min=0.0, max=1.0, default=0.0, update=update_size_prop) class MY_UL_LodList(bpy.types.UIList): def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index): # We could write some code to decide which icon to use here... custom_icon = 'OBJECT_DATAMODE' # Make sure your code supports all 3 layout types if self.layout_type in {'DEFAULT', 'COMPACT'}: layout.prop(item, "enabled_prop") name = item.name if name == '': name = 'None' row = layout.row() row.label(name, icon=custom_icon) row.alignment = 'RIGHT' row.label("{:.2f}".format(item.screen_size_prop)) elif self.layout_type in {'GRID'}: layout.alignment = 'CENTER' layout.label("", icon = custom_icon) def initObjectProperties(): # Mesh only for now bpy.types.Mesh.my_lodlist = bpy.props.CollectionProperty(type=ListLodItem) bpy.types.Mesh.lodlist_index = bpy.props.IntProperty(name="Index for my_list", default=0) bpy.types.Mesh.lod_material = bpy.props.BoolProperty(name="Material Lod", description="Use materials of lod objects", default=False) class LIST_OT_LodNewItem(bpy.types.Operator): # Add a new item to the list bl_idname = "my_lodlist.new_item" bl_label = "Add a new item" def execute(self, context): mdata = bpy.context.object.data mdata.my_lodlist.add() mdata.lodlist_index = len(mdata.my_lodlist) - 1 return{'FINISHED'} class LIST_OT_LodDeleteItem(bpy.types.Operator): # Delete the selected item from the list bl_idname = "my_lodlist.delete_item" bl_label = "Deletes an item" @classmethod def poll(self, context): """ Enable if there's something in the list """ mdata = bpy.context.object.data return len(mdata.my_lodlist) > 0 def execute(self, context): mdata = bpy.context.object.data list = mdata.my_lodlist index = mdata.lodlist_index list.remove(index) if index > 0: index = index - 1 mdata.lodlist_index = index return{'FINISHED'} class ArmoryGenerateLodButton(bpy.types.Operator): '''Automatically generate LoD levels''' bl_idname = 'arm.generate_lod' bl_label = 'Auto Generate' def lod_name(self, name, level): return name + '_LOD' + str(level + 1) def execute(self, context): obj = context.object if obj == None: return{'CANCELLED'} # Clear mdata = context.object.data mdata.lodlist_index = 0 mdata.my_lodlist.clear() # Lod levels wrd = bpy.data.worlds['Arm'] ratio = wrd.arm_lod_gen_ratio num_levels = wrd.arm_lod_gen_levels for level in range(0, num_levels): new_obj = obj.copy() for i in range(0, 3): new_obj.location[i] = 0 new_obj.rotation_euler[i] = 0 new_obj.scale[i] = 1 new_obj.data = obj.data.copy() new_obj.name = self.lod_name(obj.name, level) new_obj.parent = obj new_obj.hide = True new_obj.hide_render = True mod = new_obj.modifiers.new('Decimate', 'DECIMATE') mod.ratio = ratio ratio *= wrd.arm_lod_gen_ratio context.scene.objects.link(new_obj) # Screen sizes for level in range(0, num_levels): mdata.my_lodlist.add() mdata.my_lodlist[-1].name = self.lod_name(obj.name, level) mdata.my_lodlist[-1].screen_size_prop = (1 - (1 / (num_levels + 1)) * level) - (1 / (num_levels + 1)) return{'FINISHED'} class ToolsLodPanel(bpy.types.Panel): bl_label = "Armory Lod" bl_space_type = "PROPERTIES" bl_region_type = "WINDOW" bl_context = "object" bl_options = {'DEFAULT_CLOSED'} def draw(self, context): layout = self.layout obj = bpy.context.object # Mesh only for now if obj.type != 'MESH': return mdata = obj.data layout.prop(mdata, "lod_material") rows = 2 if len(mdata.my_lodlist) > 1: rows = 4 row = layout.row() row.template_list("MY_UL_LodList", "The_List", mdata, "my_lodlist", mdata, "lodlist_index", rows=rows) col = row.column(align=True) col.operator("my_lodlist.new_item", icon='ZOOMIN', text="") col.operator("my_lodlist.delete_item", icon='ZOOMOUT', text="") if mdata.lodlist_index >= 0 and len(mdata.my_lodlist) > 0: item = mdata.my_lodlist[mdata.lodlist_index] row = layout.row() row.prop_search(item, "name", bpy.data, "objects", "Object") row = layout.row() row.prop(item, "screen_size_prop") # Auto lod for meshes if obj.type == 'MESH': layout.separator() layout.operator("arm.generate_lod") wrd = bpy.data.worlds['Arm'] layout.prop(wrd, 'arm_lod_advanced') if wrd.arm_lod_advanced: layout.prop(wrd, 'arm_lod_gen_levels') layout.prop(wrd, 'arm_lod_gen_ratio') def register(): bpy.utils.register_class(ListLodItem) bpy.utils.register_class(MY_UL_LodList) bpy.utils.register_class(LIST_OT_LodNewItem) bpy.utils.register_class(LIST_OT_LodDeleteItem) bpy.utils.register_class(ArmoryGenerateLodButton) bpy.utils.register_class(ToolsLodPanel) initObjectProperties() def unregister(): bpy.utils.unregister_class(ListLodItem) bpy.utils.unregister_class(MY_UL_LodList) bpy.utils.unregister_class(LIST_OT_LodNewItem) bpy.utils.unregister_class(LIST_OT_LodDeleteItem) bpy.utils.unregister_class(ArmoryGenerateLodButton) bpy.utils.unregister_class(ToolsLodPanel)