194 lines
6.3 KiB
Python
Executable file
194 lines
6.3 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
|
|
|
|
# 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_module(__name__)
|
|
initObjectProperties()
|
|
|
|
def unregister():
|
|
bpy.utils.unregister_module(__name__)
|