armory/blender/arm/props_lod.py
2017-03-15 12:30:14 +01:00

205 lines
6.8 KiB
Python
Executable file

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)