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tetra3d.py
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tetra3d.py
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# Add-on for Tetra3D > Blender exporting
import bpy, os, bmesh, math, mathutils, aud, bpy_extras
from bpy.app.handlers import persistent
currentlyPlayingAudioName = None
currentlyPlayingAudioHandle = None
audioPaused = False
bl_info = {
"name" : "Tetra3D Addon", # The name in the addon search menu
"author" : "SolarLune Games",
"description" : "An addon for exporting GLTF content from Blender for use with Tetra3D.",
"blender" : (3, 0, 1), # Lowest version to use
"location" : "View3D",
"category" : "Gamedev",
"version" : (0, 16, 0),
"support" : "COMMUNITY",
"doc_url" : "https://github.com/SolarLune/Tetra3d/wiki/Blender-Addon",
}
objectTypes = [
("MESH", "Mesh", "A standard, visible mesh object.", 0, 0),
("GRID", "Grid", "A grid object; not visualized or 'physically present'. The vertices in Blender become grid points in Tetra3D; the edges become their connections.", 0, 1),
]
sectorTypes = [
("OBJECT", "Object", "An Object that lies in a sector will only render if the sector it is in also renders.", 0, 0),
("SECTOR", "Sector", "A Sector indicates a space that contains objects and maintains neighborly relationships with other Sectors.", 0, 1),
("STANDALONE", "Standalone", "A Standalone object will render regardless of if the sector it lies in renders (or if it lies in any sector at all).", 0, 2),
]
def listSectorTypes(self, context):
if context.object.type == "MESH" or (context.object.instance_type == "COLLECTION" and context.object.instance_collection is not None):
return sectorTypes
return sectorTypes[::2]
boundsTypes = [
("NONE", "No Bounds", "No collision will be created for this object", 0, 0),
("AABB", "AABB", "An AABB (axis-aligned bounding box). If the size isn't customized, it will be big enough to fully contain the mesh of the current object. Currently buggy when resolving intersections between AABB or other Triangle Nodes", 0, 1),
("CAPSULE", "Capsule", "A capsule, which can rotate. If the radius and height are not set, it will have a radius and height to fully contain the current object", 0, 2),
("SPHERE", "Sphere", "A sphere. If the radius is not custom set, it will have a large enough radius to fully contain the provided object", 0, 3),
("TRIANGLES", "Triangle Mesh", "A triangle mesh bounds type. Only works on mesh-type objects (i.e. an Empty won't generate a BoundingTriangles). Accurate, but slow. Currently buggy when resolving intersections between AABB or other Triangle Nodes", 0, 4),
]
gltfExportTypes = [
("GLB", ".glb", "Exports a single file, with all data packed in binary form. Textures can be packed into the file. Most efficient and portable, but more difficult to edit later", 0, 0),
("GLTF_SEPARATE", ".gltf + .bin + external textures", "Exports multiple files, with separate JSON, binary and texture data. Easiest to edit later", 0, 1),
]
sectorDetectionType = [
("VERTICES", "Vertices", "Sector neighborhood is determined by sectors sharing vertex positions. Accurate, but slower", 0, 0),
("AABB", "AABB", "Sector neighborhood is determined by AABB intersection. Fast, but inaccurate", 0, 1),
]
materialBlendModes = [
("DEFAULT", "Default", "Blends the destination by the material's color modulated by the material's alpha value. The default alpha-blending composite mode. Also known as BlendSourceOver", 0, 0),
("ADDITIVE", "Additive", "Adds the material's color to the destination. Also known as BlendLighter", 0, 1),
("MULTIPLY", "Multiply", "Multiplies the material's color by the destination. Known as Multiply compositing using a custom Blend object", 0, 2),
("CLEAR", "Clear", "Anywhere the material draws is cleared instead; useful to 'punch through' a scene to show the blank alpha zero. Also known as BlendClear", 0, 3),
]
materialTransparencyModes = [
("AUTO", "Auto", "The material is opaque until its material color has an alpha below 1; in this case, it switches to Transparent mode", 0, 0),
("OPAQUE", "Opaque", "The material is wholly opaque", 0, 1),
("ALPHA CLIP", "Alpha Clip", "Transparency is determined by the texture's alpha channel and is either wholly transparent or wholly opaque. Renders after all opaque objects and is sorted from back-to-front", 0, 2),
("TRANSPARENT", "Transparent", "Partial transparency. Renders after all opaque objects and is sorted from back-to-front", 0, 3),
]
materialBillboardModes = [
("NONE", "None", "No billboarding - the (unskinned) object with this material does not rotate to face the camera.", 0, 0),
("FIXEDVERTICAL", "Fixed Vertical", "Fixed Vertical billboarding - the (unskinned) object with this material faces the camera, with up always pointing towards the camera's local up vector (+Y). Good for top-down games.", 0, 1),
("HORIZONTAL", "Horizontal", "Horizontal billboarding - the (unskinned) object with this material rotates around to the face the camera only on the X and Z axes (not the Y axis).", 0, 2),
("FULL", "Full", "Full billboarding - the (unskinned) object rotates fully to face the camera.", 0, 3),
]
materialLightingModes = [
("DEFAULT", "Default", "Default lighting; light is dependent on normal of lit faces.", 0, 0),
("NORMAL", "Point Towards Lights", "Lighting acts as though faces always face light sources. Particularly useful for billboarded 2D sprites.", 0, 1),
("DOUBLE", "Double-Sided", "Double-sided lighting; lighting is dependent on normal of lit faces, but on both sides of a face.", 0, 2),
]
worldFogCompositeModes = [
("OFF", "Off", "No fog. Object colors aren't changed with distance from the camera.", 0, 0),
("ADDITIVE", "Additive", "Additive fog - this fog mode brightens objects in the distance, with full effect being adding the color given to the object's color at maximum distance (according to the camera's far range).", 0, 1),
("SUBTRACT", "Subtractive", "Subtractive fog - this fog mode darkens objects in the distance, with full effect being subtracting the object's color by the fog color at maximum distance (according to the camera's far range).", 0, 2),
("OVERWRITE", "Overwrite", "Overwrite fog - this fog mode overwrites the object's color with the fog color, with maximum distance being the camera's far distance.", 0, 3),
("TRANSPARENT", "Transparent", "Transparent fog - this fog mode fades the object out over distance, such that at maximum distance / fog range, the object is wholly transparent.", 0, 4),
]
worldFogCurveTypes = [
("LINEAR", "Smooth", "Smooth fog (Ease: Linear); this goes from 0% in the near range to 100% in the far range evenly.", "LINCURVE", 0),
("OUTCIRC", "Dense", "Dense fog (Ease: Out Circ); fog will increase aggressively in the near range, ramping up to 100% at the far range.", "SPHERECURVE", 1),
("INCIRC", "Light", "Light fog (Ease: In Circ); fog will increase aggressively towards the far range, ramping up to 100% at the far range.", "SHARPCURVE", 2),
]
gamePropTypes = [
("bool", "Bool", "Boolean data type", 0, 0),
("int", "Int", "Int data type", 0, 1),
("float", "Float", "Float data type", 0, 2),
("string", "String", "String data type", 0, 3),
("reference", "Object", "Object reference data type; converted to a string composed as follows on export - [SCENE NAME]:[OBJECT NAME]", 0, 4),
("color", "Color", "Color data type", 0, 5),
("vector3d", "3D Vector", "3D vector data type", 0, 6),
("file", "Filepath", "Filepath as a string", 0, 7),
("directory", "Directory Path", "Directory Path as a string", 0, 8),
]
batchModes = [
("OFF", "Off", "No automatic batching.", 0, 0),
("DYNAMIC", "Dynamic Batching", "Dynamic batching based off of one material (the first one).", 0, 1),
("STATIC", "Static Merging", "Static merging; merged objects cannot move or deviate in any way. After automatic static merging, the merged models will be automatically set to invisible.", 0, 2),
]
def filepathSet(self, value):
global currentlyPlayingAudioHandle, currentlyPlayingAudioName, audioPaused
if "valueFilepath" in self and self["valueFilepath"] == currentlyPlayingAudioName and value != self["valueFilepath"]:
currentlyPlayingAudioHandle.stop()
currentlyPlayingAudioHandle = None
currentlyPlayingAudioName = ""
audioPaused = False
self["valueFilepath"] = value
def filepathGet(self):
if "valueFilepath" in self:
return self["valueFilepath"]
return ""
class t3dGamePropertyItem__(bpy.types.PropertyGroup):
name: bpy.props.StringProperty(name="Name", default="New Property")
valueType: bpy.props.EnumProperty(items=gamePropTypes, name="Type")
valueBool: bpy.props.BoolProperty(name = "", description="The boolean value of the property")
valueInt: bpy.props.IntProperty(name = "", description="The integer value of the property")
valueFloat: bpy.props.FloatProperty(name = "", description="The float value of the property")
valueString: bpy.props.StringProperty(name = "", description="The string value of the property")
valueReference: bpy.props.PointerProperty(name = "", type=bpy.types.Object, description="The object to reference")
valueReferenceScene: bpy.props.PointerProperty(name = "", type=bpy.types.Scene, description="The scene to search for an object to reference; if this is blank, all objects from all scenes will appear in the object search field")
valueColor: bpy.props.FloatVectorProperty(name = "", description="The color value of the property", subtype="COLOR", default=[1, 1, 1, 1], size=4, min=0, max=1)
valueVector3D: bpy.props.FloatVectorProperty(name = "", description="The 3D vector value of the property", subtype="XYZ")
valueFilepath: bpy.props.StringProperty(name = "", description="The filepath of the property", subtype="FILE_PATH", set=filepathSet, get=filepathGet)
valueDirpath: bpy.props.StringProperty(name = "", description="The directory path of the property", subtype="DIR_PATH")
# valueFilepathAbsolute
# valueVector4D: bpy.props.FloatVectorProperty(name = "", description="The 4D vector value of the property")
class OBJECT_OT_tetra3dAddProp(bpy.types.Operator):
bl_idname = "object.tetra3daddprop"
bl_label = "Add Game Property"
bl_description= "Adds a game property to the currently selected object. A game property gets added to an Object's Properties object in Tetra3D"
bl_options = {'REGISTER', 'UNDO'}
mode : bpy.props.StringProperty()
def execute(self, context):
if self.mode == "scene":
target = context.scene
elif self.mode == "object":
target = context.object
elif self.mode == "material":
target = context.object.active_material
elif self.mode == "action":
target = context.active_action
# target = getattr(context, self.mode)
target.t3dGameProperties__.add()
target.t3dGameProperties__.move(len(target.t3dGameProperties__)-1, 0)
return {'FINISHED'}
class OBJECT_OT_tetra3dDeleteProp(bpy.types.Operator):
bl_idname = "object.tetra3ddeleteprop"
bl_label = "Delete Game Property"
bl_description= "Deletes a game property from the currently selected object"
bl_options = {'REGISTER', 'UNDO'}
index : bpy.props.IntProperty()
mode : bpy.props.StringProperty()
def execute(self, context):
if self.mode == "scene":
target = context.scene
elif self.mode == "object":
target = context.object
elif self.mode == "material":
target = context.object.active_material
elif self.mode == "action":
target = context.active_action
prop = target.t3dGameProperties__[self.index]
global currentlyPlayingAudioHandle, currentlyPlayingAudioName
if prop.valueType == "file" and prop.valueFilepath == currentlyPlayingAudioName and currentlyPlayingAudioHandle:
currentlyPlayingAudioHandle.stop()
currentlyPlayingAudioHandle = None
target.t3dGameProperties__.remove(self.index)
return {'FINISHED'}
class OBJECT_OT_tetra3dReorderProps(bpy.types.Operator):
bl_idname = "object.tetra3dreorderprops"
bl_label = "Re-order Game Property"
bl_description= "Moves a game property up or down in the list"
bl_options = {'REGISTER', 'UNDO'}
index : bpy.props.IntProperty()
moveUp : bpy.props.BoolProperty()
mode : bpy.props.StringProperty()
def execute(self, context):
if self.mode == "scene":
target = context.scene
elif self.mode == "object":
target = context.object
elif self.mode == "material":
target = context.object.active_material
elif self.mode == "action":
target = context.active_action
if self.moveUp:
target.t3dGameProperties__.move(self.index, self.index-1)
else:
target.t3dGameProperties__.move(self.index, self.index+1)
return {'FINISHED'}
class OBJECT_OT_tetra3dSetVector(bpy.types.Operator):
bl_idname = "object.t3dsetvec"
bl_label = "" ## We don't want the label to show
bl_description= "Sets vector value"
bl_options = {'REGISTER', 'UNDO'}
index : bpy.props.IntProperty()
mode : bpy.props.StringProperty()
buttonMode : bpy.props.StringProperty()
@classmethod
def description(cls, context, properties):
if properties.buttonMode == "object location":
return "Set to object world position"
else:
return "Set to 3D Cursor position"
def execute(self, context):
if self.mode == "scene":
target = context.scene
elif self.mode == "object":
target = context.object
elif self.mode == "material":
target = context.object.active_material
elif self.mode == "action":
target = context.active_action
if self.buttonMode == "object location":
target.t3dGameProperties__[self.index].valueVector3D = context.object.location
elif self.buttonMode == "3D cursor":
target.t3dGameProperties__[self.index].valueVector3D = context.scene.cursor.location
return {'FINISHED'}
class OBJECT_OT_tetra3dFocusObject(bpy.types.Operator):
bl_idname = "object.t3dfocusobject"
bl_label = "" ## We don't want the label to show
bl_description= "Focuses the camera on the specified object"
bl_options = {'REGISTER', 'UNDO'}
target : bpy.props.StringProperty()
def execute(self, context):
if self.target != "":
old_selected = bpy.context.selected_objects.copy()
ob = bpy.data.objects[self.target]
bpy.ops.object.select_all(action='DESELECT')
context.window.scene = ob.users_scene[0]
context.window.view_layer = ob.users_scene[0].view_layers[0]
override_window = context.window
override_screen = override_window.screen
areas = [area for area in override_screen.areas if area.type == "VIEW_3D"]
for area in areas:
override_region = [region for region in area.regions if region.type == 'WINDOW']
with context.temp_override(window=override_window, area=area, region=override_region[0]):
ob.select_set(True)
bpy.ops.view3d.view_selected()
context.region_data.view_distance += 25
# print(context.region_data)
bpy.ops.object.select_all(action='DESELECT')
for obj in old_selected:
obj.select_set(True)
return {'FINISHED'}
search_name = False
def enum_search(scene, context):
options = set()
def check_properties(o):
global search_name
for p in o.t3dGameProperties__:
if search_name:
options.add((p.name, p.name, ""))
else:
if p.valueType == "string":
options.add((p.valueString, p.valueString, ""))
for o in bpy.data.objects:
check_properties(o)
for o in bpy.data.materials:
check_properties(o)
for o in bpy.data.actions:
check_properties(o)
for o in bpy.data.scenes:
check_properties(o)
result = sorted(list(options), key=lambda x: x[0].lower())
return result
class OBJECT_OT_tetra3dSearchStringProperties(bpy.types.Operator):
bl_idname = "object.t3dsearchstringproperties"
bl_label = ""
bl_description = "Search for previously-used strings in the blend file"
bl_options = {'REGISTER', 'UNDO'}
bl_property = "search_options"
index : bpy.props.IntProperty()
search_options: bpy.props.EnumProperty(name="Search Options", items=enum_search)
mode : bpy.props.StringProperty()
search_name : bpy.props.BoolProperty()
def execute(self, context):
if self.mode == "scene":
target = context.scene
elif self.mode == "object":
target = context.object
elif self.mode == "material":
target = context.object.active_material
elif self.mode == "action":
target = context.active_action
if self.search_name:
target.t3dGameProperties__[self.index].name = self.search_options
else:
target.t3dGameProperties__[self.index].valueString = self.search_options
return {'FINISHED'}
def invoke(self, context, event):
global search_name
if self.search_name:
search_name = True
else:
search_name = False
context.window_manager.invoke_search_popup(self)
return {'FINISHED'}
def copyProp(fromProp, toProp):
toProp.name = fromProp.name
toProp.valueType = fromProp.valueType
toProp.valueBool = fromProp.valueBool
toProp.valueInt = fromProp.valueInt
toProp.valueFloat = fromProp.valueFloat
toProp.valueString = fromProp.valueString
toProp.valueReference = fromProp.valueReference
toProp.valueReferenceScene = fromProp.valueReferenceScene
toProp.valueColor = fromProp.valueColor
toProp.valueVector3D = fromProp.valueVector3D
toProp.valueFilepath = fromProp.valueFilepath
toProp.valueDirpath = fromProp.valueDirpath
class OBJECT_OT_tetra3dOverrideProp(bpy.types.Operator):
bl_idname = "object.tetra3doverrideprop"
bl_label = "Override Game Property"
bl_description= "Copies a game property to the collection instance for overriding."
bl_options = {'REGISTER', 'UNDO'}
objectIndex : bpy.props.IntProperty()
propIndex : bpy.props.IntProperty()
def execute(self, context):
targetProp = context.object.instance_collection.objects[self.objectIndex].t3dGameProperties__[self.propIndex]
newProp = None
for prop in context.object.t3dGameProperties__:
if prop.name == targetProp.name:
newProp = prop
break
if newProp is None:
newProp = context.object.t3dGameProperties__.add()
copyProp(targetProp, newProp)
return {'FINISHED'}
class OBJECT_OT_tetra3dCopyProps(bpy.types.Operator):
bl_idname = "object.tetra3dcopyprops"
bl_label = "Copy Game Properties"
bl_description= "Copies game properties from the currently selected object to all other selected objects"
bl_options = {'REGISTER', 'UNDO'}
def execute(self, context):
selected = context.object
for o in context.selected_objects:
if o == selected:
continue
o.t3dGameProperties__.clear()
for prop in selected.t3dGameProperties__:
newProp = o.t3dGameProperties__.add()
copyProp(prop, newProp)
return {'FINISHED'}
class MATERIAL_OT_tetra3dMaterialCopyProps(bpy.types.Operator):
bl_idname = "material.tetra3dcopyprops"
bl_label = "Overwrite Game Property on All Materials"
bl_description= "Overwrites game properties from the currently selected material to all other materials on this object"
bl_options = {'REGISTER', 'UNDO'}
def execute(self, context):
selected = context.object
for slot in selected.material_slots:
if slot.material == None or slot.material == selected.active_material:
continue
slot.material.t3dGameProperties__.clear()
for prop in selected.active_material.t3dGameProperties__:
newProp = slot.material.t3dGameProperties__.add()
copyProp(prop, newProp)
return {'FINISHED'}
class OBJECT_OT_tetra3dCopyOneProperty(bpy.types.Operator):
bl_idname = "object.tetra3dcopyoneproperty"
bl_label = "Copy Game Property"
bl_description= "Copies a single game property from the currently selected object to all other selected objects"
bl_options = {'REGISTER', 'UNDO'}
index : bpy.props.IntProperty()
def execute(self, context):
selected = context.object
for o in context.selected_objects:
if o == selected:
continue
fromProp = selected.t3dGameProperties__[self.index]
if fromProp.name in o.t3dGameProperties__:
toProp = o.t3dGameProperties__[fromProp.name]
else:
toProp = o.t3dGameProperties__.add()
copyProp(fromProp, toProp)
return {'FINISHED'}
class OBJECT_OT_tetra3dCopyNodePathToClipboard(bpy.types.Operator):
bl_idname = "object.tetra3dcopynodepath"
bl_label = "Copy Node Path To Clipboard"
bl_description= "Copies an object's node path to clipboard"
bl_options = {'REGISTER', 'UNDO'}
def execute(self, context):
bpy.context.window_manager.clipboard = objectNodePath(context.object)
return {'FINISHED'}
class OBJECT_OT_tetra3dClearProps(bpy.types.Operator):
bl_idname = "object.tetra3dclearprops"
bl_label = "Clear Game Properties"
bl_description= "Clears game properties from all currently selected objects"
bl_options = {'REGISTER', 'UNDO'}
mode : bpy.props.StringProperty()
def execute(self, context):
if self.mode == "object":
for o in context.selected_objects:
o.t3dGameProperties__.clear()
elif self.mode == "scene":
context.scene.t3dGameProperties__.clear()
elif self.mode == "material" and context.object.active_material is not None:
context.object.active_material.t3dGameProperties__.clear()
return {'FINISHED'}
class OBJECT_OT_tetra3dPlaySample(bpy.types.Operator):
bl_idname = "object.t3dplaysound"
bl_label = "Preview Music File"
bl_description= "Previews music file"
bl_options = {'REGISTER'}
filepath : bpy.props.StringProperty()
def execute(self, context):
global currentlyPlayingAudioHandle, currentlyPlayingAudioName, audioPaused
device = aud.Device()
if currentlyPlayingAudioHandle:
if currentlyPlayingAudioName == self.filepath:
currentlyPlayingAudioHandle.resume()
audioPaused = False
else:
currentlyPlayingAudioHandle.stop()
if not currentlyPlayingAudioHandle or currentlyPlayingAudioName != self.filepath:
sound = aud.Sound(bpy.path.abspath(self.filepath))
currentlyPlayingAudioHandle = device.play(sound)
currentlyPlayingAudioHandle.volume = 0.5
currentlyPlayingAudioHandle.loop_count = -1
currentlyPlayingAudioName = self.filepath
return {'FINISHED'}
class OBJECT_OT_tetra3dStopSample(bpy.types.Operator):
bl_idname = "object.t3dpausesound"
bl_label = "Pauses Previewing Music File"
bl_description= "Stops currently playing music file"
bl_options = {'REGISTER', 'UNDO'}
filepath : bpy.props.StringProperty()
def execute(self, context):
global currentlyPlayingAudioHandle, audioPaused
if currentlyPlayingAudioHandle:
currentlyPlayingAudioHandle.pause()
audioPaused = True
return {'FINISHED'}
class OBJECT_OT_tetra3dSetAnimationInterpolationAll(bpy.types.Operator):
bl_idname = "object.t3dsetanimationinterpolationall"
bl_label = "All Animations"
bl_description= "Sets interpolation for all keys in all animations in the blend file to the specified interpolation mode"
bl_options = {'REGISTER'}
interpolationType : bpy.props.StringProperty()
def execute(self, context):
for action in bpy.data.actions:
for curve in action.fcurves:
for point in curve.keyframe_points:
point.interpolation = self.interpolationType
return {'FINISHED'}
class OBJECT_OT_tetra3dSetAnimationInterpolation(bpy.types.Operator):
bl_idname = "object.t3dsetanimationinterpolation"
bl_label = "Current Animation"
bl_description= "Sets interpolation for all keys for the current animation on the object to the specified interpolation mode"
bl_options = {'REGISTER'}
interpolationType : bpy.props.StringProperty()
forAll : bpy.props.BoolProperty()
def execute(self, context):
if bpy.context.active_object and bpy.context.active_object.animation_data and bpy.context.active_object.animation_data.action:
action = bpy.context.active_object.animation_data.action
for curve in action.fcurves:
for point in curve.keyframe_points:
point.interpolation = self.interpolationType
return {'FINISHED'}
class RENDER_OT_tetra3dQuickSetRenderResolution(bpy.types.Operator):
bl_idname = "render.t3dquicksetrenderresolution"
bl_label = "Set render resolution"
bl_description= "Sets the render resolution for cameras in this blend file to quick-values"
bl_options = {'REGISTER', 'UNDO'}
resolutionHeight : bpy.props.IntProperty()
def execute(self, context):
asr = 16/9
context.scene.t3dRenderResolutionW__ = int(self.resolutionHeight * asr)
context.scene.t3dRenderResolutionH__ = int(self.resolutionHeight)
return {'FINISHED'}
def objectNodePath(object):
p = object.name
if object.parent:
if object.parent_type == "BONE":
armaturePath = ""
parentBoneName = object.parent_bone
armatureData = object.parent.data
parent = armatureData.bones[parentBoneName]
while parent:
armaturePath = parent.name + "/" + armaturePath
parent = parent.parent
p = objectNodePath(object.parent) + "/" + armaturePath + object.name
else:
p = objectNodePath(object.parent) + "/" + object.name
return p
class MESH_PT_tetra3d(bpy.types.Panel):
bl_idname = "MESH_PT_tetra3d"
bl_label = "Tetra3d Mesh Properties"
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "data"
def draw(self, context):
row = self.layout.row()
meshData = context.object.data
if meshData and context.object.type == "MESH":
row.prop(meshData, "t3dUniqueMesh__")
row = self.layout.row()
row.prop(meshData, "t3dUniqueMaterials__")
if "t3dUniqueMesh__" in meshData:
row.enabled = meshData["t3dUniqueMesh__"]
else:
row.enabled = False
class ACTION_PT_tetra3d(bpy.types.Panel):
bl_idname = "ACTION_PT_tetra3d"
bl_label = "Tetra3d Action Properties"
bl_space_type = 'DOPESHEET_EDITOR'
bl_region_type = 'UI'
bl_context = "ANIMATION"
bl_category = "Action"
@classmethod
def poll(self,context):
return context.active_action is not None
def draw(self, context):
row = self.layout.row()
row.prop(context.active_action, "t3dRelativeMotion__")
row = self.layout.row()
add = row.operator("object.tetra3daddprop", text="Add Game Property", icon="PLUS")
add.mode = "action"
# row.operator("object.tetra3dcopyprops", text="Overwrite All Game Properties", icon="COPYDOWN")
handleT3DProperties(self, None, context.active_action.t3dGameProperties__, "action")
row = self.layout.row()
# No scene equivalent for this, so there is no mode property for this class
clear = row.operator("object.tetra3dclearprops", text="Clear All Game Properties", icon="CANCEL")
clear.mode = "action"
class OBJECT_PT_tetra3d(bpy.types.Panel):
bl_idname = "OBJECT_PT_tetra3d"
bl_label = "Tetra3d Object Properties"
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "object"
@classmethod
def poll(self,context):
return context.object is not None
def draw(self, context):
row = self.layout.row()
np = objectNodePath(context.object)
np = " / ".join(np.split("/"))
row.label(text="Node Path : " + np)
row = self.layout.row()
row.operator("object.tetra3dcopynodepath", text="Copy Node Path to Clipboard", icon="COPYDOWN")
row = self.layout.row()
row.enabled = context.object.t3dObjectType__ == 'MESH'
row.prop(context.object, "t3dVisible__")
if context.object.type == "MESH":
box = self.layout.box()
row = box.row()
row.enabled = context.object.t3dObjectType__ == 'MESH'
row.prop(context.object, "t3dAutoBatch__")
row = box.row()
row.label(text="Object Type: ")
row.prop(context.object, "t3dObjectType__", expand=True)
row = box.row()
row.enabled = context.object.t3dObjectType__ == 'MESH'
row.prop(context.object, "t3dAutoSubdivide__")
if context.object.t3dAutoSubdivide__:
row.prop(context.object, "t3dAutoSubdivideSize__")
isCollection = context.object.instance_type == "COLLECTION" and context.object.instance_collection is not None
box = self.layout.box()
row = box.row()
row.label(text="Sector Type:")
if isCollection:
row = box.row()
row.enabled = context.object.t3dObjectType__ == 'MESH'
row.prop(context.object, "t3dSectorTypeOverride__", expand=True)
row = box.row()
if isCollection:
row.enabled = context.object.t3dSectorTypeOverride__
else:
row.enabled = context.object.t3dObjectType__ == 'MESH'
row.prop(context.object, "t3dSectorType__", expand=True)
row = self.layout.row()
row.prop(context.object, "t3dBoundsType__")
row = self.layout.row()
if context.object.t3dBoundsType__ == 'AABB':
row.prop(context.object, "t3dAABBCustomEnabled__")
if context.object.t3dAABBCustomEnabled__:
row = self.layout.row()
row.prop(context.object, "t3dAABBCustomSize__")
elif context.object.t3dBoundsType__ == 'CAPSULE':
row.prop(context.object, "t3dCapsuleCustomEnabled__")
if context.object.t3dCapsuleCustomEnabled__:
row = self.layout.row()
row.prop(context.object, "t3dCapsuleCustomRadius__")
row.prop(context.object, "t3dCapsuleCustomHeight__")
elif context.object.t3dBoundsType__ == 'SPHERE':
row.prop(context.object, "t3dSphereCustomEnabled__")
if context.object.t3dSphereCustomEnabled__:
row = self.layout.row()
row.prop(context.object, "t3dSphereCustomRadius__")
elif context.object.t3dBoundsType__ == 'TRIANGLES':
row.prop(context.object, "t3dTrianglesCustomBroadphaseEnabled__")
if context.object.t3dTrianglesCustomBroadphaseEnabled__:
row.prop(context.object, "t3dTrianglesCustomBroadphaseGridSize__")
row = self.layout.row()
row.separator()
if isCollection:
row = self.layout.row()
row.label(text="Collection Object Properties")
row.prop(context.scene, "t3dExpandOverrideProps__", icon="TRIA_DOWN" if context.scene.t3dExpandOverrideProps__ else "TRIA_RIGHT", icon_only=True, emboss=False)
if context.scene.t3dExpandOverrideProps__:
col = context.object.instance_collection
for objectIndex, object in enumerate(col.objects):
if object.parent == None:
row = self.layout.row()
box = row.box()
box.label(text="Object: " + object.name)
box.row().separator()
handleT3DProperties(self, box, object.t3dGameProperties__, "object", False)
row = self.layout.row()
row.label(text="Game Properties")
row.prop(context.scene, "t3dExpandGameProps__", icon="TRIA_DOWN" if context.scene.t3dExpandGameProps__ else "TRIA_RIGHT", icon_only=True, emboss=False)
if context.scene.t3dExpandGameProps__:
row = self.layout.row()
add = row.operator("object.tetra3daddprop", text="Add Game Property", icon="PLUS")
add.mode = "object"
row.operator("object.tetra3dcopyprops", text="Overwrite All Game Properties", icon="COPYDOWN")
handleT3DProperties(self, None, context.active_object.t3dGameProperties__, "object")
row = self.layout.row()
# No scene equivalent for this, so there is no mode property for this class
clear = row.operator("object.tetra3dclearprops", text="Clear All Game Properties", icon="CANCEL")
clear.mode = "object"
class SCENE_PT_tetra3d(bpy.types.Panel):
bl_idname = "SCENE_PT_tetra3d"
bl_label = "Tetra3d Scene Properties"
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "scene"
@classmethod
def poll(self,context):
return context.scene is not None
def draw(self, context):
row = self.layout.row()
add = row.operator("object.tetra3daddprop", text="Add Game Property", icon="PLUS")
add.mode = "scene"
handleT3DProperties(self, None, context.scene.t3dGameProperties__, "scene")
row = self.layout.row()
clear = row.operator("object.tetra3dclearprops", text="Clear All Game Properties", icon="CANCEL")
clear.mode = "scene"
class CAMERA_PT_tetra3d(bpy.types.Panel):
bl_idname = "CAMERA_PT_tetra3d"
bl_label = "Tetra3d Camera Properties"
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "data"
@classmethod
def poll(self,context):
return context.object is not None and context.object.type == "CAMERA"
def draw(self, context):
row = self.layout.row()
row.prop(context.object.data, "type")
row = self.layout.row()
if context.object.data.type == "PERSP":
row.prop(context.object.data, "t3dFOV__")
else:
row.prop(context.object.data, "ortho_scale")
row = self.layout.row()
row.prop(context.object.data, "clip_start")
row.prop(context.object.data, "clip_end")
row = self.layout.row()
row.prop(context.object.data, "t3dMaxLightCount__")
box = self.layout.box()
box.prop(context.object.data, "t3dSectorRendering__")
row = box.row()
sectorRenderingOn = context.object.data.t3dSectorRendering__
row.enabled = sectorRenderingOn
row.prop(context.object.data, "t3dSectorRenderDepth__")
row.enabled = sectorRenderingOn
box = self.layout.box()
row = box.row()
row.prop(context.object.data, "t3dPerspectiveCorrectedTextureMapping__")
def handleT3DProperties(self, box, props, operatorType, enabled=True):
for index, prop in enumerate(props):
if box is None:
box = self.layout.box()
row = box.row()
row.prop(prop, "name")
op = row.operator(OBJECT_OT_tetra3dSearchStringProperties.bl_idname, text="", icon="VIEWZOOM")
op.search_name = True
op.index = index
op.mode = operatorType
moveUpOptions = row.operator(OBJECT_OT_tetra3dReorderProps.bl_idname, text="", icon="TRIA_UP")
moveUpOptions.index = index
moveUpOptions.moveUp = True
moveUpOptions.mode = operatorType
moveDownOptions = row.operator(OBJECT_OT_tetra3dReorderProps.bl_idname, text="", icon="TRIA_DOWN")
moveDownOptions.index = index
moveDownOptions.moveUp = False
moveDownOptions.mode = operatorType
copy = row.operator(OBJECT_OT_tetra3dCopyOneProperty.bl_idname, text="", icon="COPYDOWN")
copy.index = index
deleteOptions = row.operator(OBJECT_OT_tetra3dDeleteProp.bl_idname, text="", icon="TRASH")
deleteOptions.index = index
deleteOptions.mode = operatorType
row = box.row()
row.enabled = enabled
row.prop(prop, "valueType")
if prop.valueType == "bool":
row.prop(prop, "valueBool")
elif prop.valueType == "int":
row.prop(prop, "valueInt")
elif prop.valueType == "float":
row.prop(prop, "valueFloat")
elif prop.valueType == "string":
row.prop(prop, "valueString")
op = row.operator(OBJECT_OT_tetra3dSearchStringProperties.bl_idname, text="", icon="VIEWZOOM")
op.index = index
op.mode = operatorType
op.search_name = False
elif prop.valueType == "reference":
row.prop(prop, "valueReferenceScene")
if prop.valueReferenceScene != None:
row.prop_search(prop, "valueReference", prop.valueReferenceScene, "objects")
else:
row.prop(prop, "valueReference")
op = row.operator("object.t3dfocusobject", text="", icon="CAMERA_DATA")
if prop.valueReference:
op.target = prop.valueReference.name
elif prop.valueType == "color":
row.prop(prop, "valueColor")
elif prop.valueType == "vector3d":
row = box.row()
row.enabled = enabled
row.prop(prop, "valueVector3D")
if operatorType == "object" or operatorType == "material":
setCur = row.operator("object.t3dsetvec", text="", icon="OBJECT_ORIGIN")
setCur.index = index
setCur.mode = operatorType
setCur.buttonMode = "object location"
setCur = row.operator("object.t3dsetvec", text="", icon="PIVOT_CURSOR")
setCur.index = index
setCur.mode = operatorType
setCur.buttonMode = "3D cursor"
elif prop.valueType == "file":
row.prop(prop, "valueFilepath")
ext = os.path.splitext(prop.valueFilepath)[1]
if ext in bpy.path.extensions_audio:
global currentlyPlayingAudioHandle, audioPaused
if currentlyPlayingAudioHandle and not audioPaused:
playButton = row.operator("object.t3dpausesound", text="", icon="PAUSE")
else:
playButton = row.operator("object.t3dplaysound", text="", icon="PLAY")
playButton.filepath = prop.valueFilepath
elif prop.valueType == "directory":
row.prop(prop, "valueDirpath")
class MATERIAL_PT_tetra3d(bpy.types.Panel):
bl_idname = "MATERIAL_PT_tetra3d"
bl_label = "Tetra3d Material Properties"
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "material"
@classmethod
def poll(self,context):
return context.material is not None
def draw(self, context):
row = self.layout.row()
row.prop(context.material, "t3dMaterialColor__")
# row = self.layout.row()
# row.prop(context.material, "t3dColorTexture0__")