585 lines
14 KiB
Python
585 lines
14 KiB
Python
#!BPY
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# """
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# Name: 'FlightGear Animation (.xml)'
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# Blender: 243
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# Group: 'Export'
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# Submenu: 'Generate textured lights' LIGHTS
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# Submenu: 'Rotation' ROTATE
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# Submenu: 'Range (LOD)' RANGE
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# Submenu: 'Translation from origin' TRANS0
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# Submenu: 'Translation from cursor' TRANSC
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# Tooltip: 'FlightGear Animation'
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# """
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# BLENDER PLUGIN
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#
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# Put this file into ~/.blender/scripts/. You'll then find
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# it in Blender under "File->Export->FlightGear Animation (*.xml)"
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#
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# For the script to work properly, make sure a directory
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# ~/.blender/scripts/bpydata/config/ exists. To change the
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# script parameters, edit file fgfs_animation.cfg in that
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# dir, or in blender, switch to "Scripts Window" view, select
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# "Scripts->System->Scripts Config Editor" and there select
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# "Export->FlightGear Animation (*.xml)". Don't forget to
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# "apply" the changes.
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#
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# This file is Public Domain.
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__author__ = "Melchior FRANZ < mfranz # aon : at >"
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__url__ = "http://members.aon.at/mfranz/flightgear/"
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__version__ = "$Revision$ -- $Date$"
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__bpydoc__ = """\
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== Generate textured lights ==
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Adds linked "light objects" (square consisting of two triangles at
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origin) for each selected vertex, and creates FlightGear animation
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code that scales all faces according to view distance, moves them to
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the vertex location, turns the face towards the viewer and blends
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it with other (semi)transparent objects. All lights are turned off
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at daylight.
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== Translation from origin ==
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Generates "translate" animation for each selected vertex and for the
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cursor, if it is not at origin. This mode is thought for moving
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objects to their proper location after scaling them at origin, a
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technique that is used for lights.
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== Translation from cursor ==
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Same as above, except that movements from the cursor location are
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calculated.
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== Rotation ==
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Generates one "rotate" animation from two selected vertices
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(rotation axis), and the cursor (rotation center).
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== Range ==
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Generates "range" animation skeleton with list of all selected objects.
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"""
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#==================================================================================================
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import sys
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import Blender
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from math import sqrt
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from Blender import Mathutils
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from Blender.Mathutils import Vector, VecMultMat
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REG_KEY = 'fgfs_animation'
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MODE = __script__['arg']
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ORIGIN = [0, 0, 0]
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FILENAME = Blender.Get("filename")
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(BASENAME, EXTNAME) = Blender.sys.splitext(FILENAME)
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DIRNAME = Blender.sys.dirname(BASENAME)
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FILENAME = Blender.sys.basename(BASENAME) + "-export.xml"
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TOOLTIPS = {
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'PATHNAME': "where exported data should be saved (current dir if empty)",
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'INDENT': "number of spaces per indentation level, or 0 for tabs",
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}
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reg = Blender.Registry.GetKey(REG_KEY, True)
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if not reg:
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print "WRITING REGISTRY"
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Blender.Registry.SetKey(REG_KEY, {
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'INDENT': 0,
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'PATHNAME': "",
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'tooltips': TOOLTIPS,
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}, True)
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#==================================================================================================
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class Error(Exception):
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pass
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class BlenderSetup:
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def __init__(self):
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#Blender.Window.WaitCursor(1)
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self.is_editmode = Blender.Window.EditMode()
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if self.is_editmode:
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Blender.Window.EditMode(0)
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def __del__(self):
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#Blender.Window.WaitCursor(0)
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if self.is_editmode:
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Blender.Window.EditMode(1)
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class XMLExporter:
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def __init__(self, filename):
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cursor = Blender.Window.GetCursorPos()
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self.file = open(filename, "w")
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self.write('<?xml version="1.0"?>\n')
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self.write("<!-- project: %s -->\n" % Blender.Get("filename"))
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self.write("<!-- cursor: %0.12f %0.12f %0.12f -->\n\n" % (cursor[0], cursor[1], cursor[2]))
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self.write("<PropertyList>\n")
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self.write("\t<path>%s.ac</path>\n\n" % BASENAME)
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def __del__(self):
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try:
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self.write("</PropertyList>\n")
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self.file.close()
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except AttributeError: # opening in __init__ failed
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pass
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def write(self, s):
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global INDENT
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if INDENT <= 0:
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self.file.write(s)
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else:
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self.file.write(s.expandtabs(INDENT))
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def comment(self, s, e = "", a = ""):
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self.write(a + "<!-- " + s + " -->\n" + e)
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def translate(self, name, va, vb):
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x = vb[0] - va[0]
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y = vb[1] - va[1]
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z = vb[2] - va[2]
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length = sqrt(x * x + y * y + z * z)
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s = """\
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<animation>
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<type>translate</type>
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<object-name>%s</object-name>
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<offset-m>%s</offset-m>
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<axis>
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<x>%s</x>
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<y>%s</y>
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<z>%s</z>
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</axis>
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</animation>\n\n"""
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self.write(s % (name, Round(length), Round(x), Round(y), Round(z)))
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def rotate(self, name, center, va, vb):
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x = Round(vb[0] - va[0])
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y = Round(vb[1] - va[1])
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z = Round(vb[2] - va[2])
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self.write("\t<!-- Vertex 0: %f %f %f -->\n" % (va[0], va[1], va[2]))
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self.write("\t<!-- Vertex 1: %f %f %f -->\n" % (vb[0], vb[1], vb[2]))
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s = """\
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<animation>
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<type>rotate</type>
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<object-name>%s</object-name>
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<property>null</property>
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<!--min-deg>0</min-deg-->
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<!--max-deg>360</max-deg-->
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<!--factor>1</factor-->
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<center>
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<x-m>%s</x-m>
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<y-m>%s</y-m>
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<z-m>%s</z-m>
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</center>
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<axis>
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<x>%s</x>
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<y>%s</y>
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<z>%s</z>
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</axis>
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</animation>\n\n"""
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self.write(s % (name, Round(center[0]), Round(center[1]), Round(center[2]), x, y, z))
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def billboard(self, name, spherical = "true"):
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s = """\
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<animation>
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<type>billboard</type>
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<object-name>%s</object-name>
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<spherical type="bool">%s</spherical>
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</animation>\n\n"""
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self.write(s % (name, spherical))
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def group(self, name, objects):
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self.write("\t<animation>\n");
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self.write("\t\t<name>%s</name>\n" % name);
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for o in objects:
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self.write("\t\t<object-name>%s</object-name>\n" % o.name)
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self.write("\t</animation>\n\n");
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def alphatest(self, name, factor = 0.001):
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s = """\
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<animation>
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<type>alpha-test</type>
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<object-name>%s</object-name>
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<alpha-factor>%s</alpha-factor>
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</animation>\n\n"""
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self.write(s % (name, factor))
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def sunselect(self, name, angle = 1.57):
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s = """\
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<animation>
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<type>select</type>
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<name>%s</name>
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<object-name>%s</object-name>
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<condition>
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<greater-than>
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<property>/sim/time/sun-angle-rad</property>
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<value>%s</value>
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</greater-than>
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</condition>
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</animation>\n\n"""
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self.write(s % (name + "Night", name, angle))
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def distscale(self, name, base):
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s = """\
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<animation>
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<type>dist-scale</type>
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<object-name>%s</object-name>
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<interpolation>
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<entry>
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<ind>0</ind>
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<dep alias="../../../../%sparams/light-near"/>
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</entry>
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<entry>
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<ind>500</ind>
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<dep alias="../../../../%sparams/light-med"/>
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</entry>
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<entry>
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<ind>16000</ind>
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<dep alias="../../../../%sparams/light-far"/>
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</entry>
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</interpolation>
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</animation>\n\n"""
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self.write(s % (name, base, base, base))
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def range(self, objects):
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self.write("\t<animation>\n")
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self.write("\t\t<type>range</type>\n")
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for o in objects:
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self.write("\t\t<object-name>%s</object-name>\n" % o.name)
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self.write("""\
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<min-m>0</min-m>
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<!--
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<max-property>/sim/rendering/static-lod/detailed</max-property>
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<min-property>/sim/rendering/static-lod/detailed</min-property>
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<max-property>/sim/rendering/static-lod/rough</max-property>
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<min-property>/sim/rendering/static-lod/rough</min-property>
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-->
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<max-property>/sim/rendering/static-lod/bare</max-property>\n""")
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self.write("\t</animation>\n\n")
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def lightrange(self, dist = 25000):
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s = """\
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<animation>
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<type>range</type>
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<min-m>0</min-m>
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<max-m>%s</max-m>
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</animation>\n\n"""
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self.write(s % dist)
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#==================================================================================================
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def Round(f, digits = 6):
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r = round(f, digits)
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if r == int(r):
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return str(int(r))
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else:
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return str(r)
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def serial(i, max = 0):
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if max == 1:
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return ""
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if max < 10:
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return "%d" % i
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if max < 100:
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return "%02d" % i
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if max < 1000:
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return "%03d" % i
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if max < 10000:
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return "%04d" % i
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return "%d" % i
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def needsObjects(objects, n):
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def error(e):
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raise Error("wrong number of selected mesh objects: please select " + e)
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if n < 0 and len(objects) < -n:
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if n == -1:
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error("at least one object")
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else:
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error("at least %d objects" % -n)
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elif n > 0 and len(objects) != n:
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if n == 1:
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error("exactly one object")
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else:
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error("exactly %d objects" % n)
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def checkName(name):
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""" check if name is already in use """
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try:
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Blender.Object.Get(name)
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raise Error("can't generate object '" + name + "'; name already in use")
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except AttributeError:
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pass
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except ValueError:
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pass
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def selectedVertices(object):
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verts = []
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mat = object.getMatrix('worldspace')
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for v in object.getData().verts:
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if not v.sel:
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continue
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vec = Vector([v[0], v[1], v[2]])
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vec.resize4D()
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vec *= mat
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v[0], v[1], v[2] = vec[0], vec[1], vec[2]
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verts.append(v)
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return verts
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def createLightMesh(name, size = 1):
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mesh = Blender.NMesh.New(name + "mesh")
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mesh.mode = Blender.NMesh.Modes.NOVNORMALSFLIP
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mesh.verts.append(Blender.NMesh.Vert(-size, 0, -size))
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mesh.verts.append(Blender.NMesh.Vert(size, 0, -size))
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mesh.verts.append(Blender.NMesh.Vert(size, 0, size))
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mesh.verts.append(Blender.NMesh.Vert(-size, 0, size))
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face1 = Blender.NMesh.Face()
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face1.v.append(mesh.verts[0])
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face1.v.append(mesh.verts[1])
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face1.v.append(mesh.verts[2])
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mesh.faces.append(face1)
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face2 = Blender.NMesh.Face()
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face2.v.append(mesh.verts[0])
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face2.v.append(mesh.verts[2])
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face2.v.append(mesh.verts[3])
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mesh.faces.append(face2)
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mat = Blender.Material.New(name + "mat")
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mat.setRGBCol(1, 1, 1)
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mat.setMirCol(1, 1, 1)
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mat.setAlpha(1)
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mat.setEmit(1)
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mat.setSpecCol(0, 0, 0)
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mat.setSpec(0)
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mat.setAmb(0)
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mesh.setMaterials([mat])
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return mesh
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def createLight(mesh, name):
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object = Blender.Object.New("Mesh", name)
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object.link(mesh)
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Blender.Scene.getCurrent().link(object)
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return object
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# modes ===========================================================================================
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class mode:
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def __init__(self, xml = None):
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self.cursor = Blender.Window.GetCursorPos()
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self.objects = [o for o in Blender.Object.GetSelected() if o.getType() == 'Mesh']
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if xml != None:
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BlenderSetup()
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self.test()
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self.execute(xml)
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def test(self):
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pass
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class translationFromOrigin(mode):
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def execute(self, xml):
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if self.cursor != ORIGIN:
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xml.translate("BlenderCursor", ORIGIN, self.cursor)
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needsObjects(self.objects, 1)
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object = self.objects[0]
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verts = selectedVertices(object)
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if len(verts):
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xml.comment('[%s] translate from origin: "%s"' % (BASENAME, object.name), '\n')
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for i, v in enumerate(verts):
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xml.translate("X%d" % i, ORIGIN, v)
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class translationFromCursor(mode):
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def test(self):
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needsObjects(self.objects, 1)
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self.object = self.objects[0]
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self.verts = selectedVertices(self.object)
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if not len(self.verts):
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raise Error("no vertex selected")
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def execute(self, xml):
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xml.comment('[%s] translate from cursor: "%s"' % (BASENAME, self.object.name), '\n')
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for i, v in enumerate(self.verts):
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xml.translate("X%d" % i, self.cursor, v)
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class rotation(mode):
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def test(self):
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needsObjects(self.objects, 1)
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self.object = self.objects[0]
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self.verts = selectedVertices(self.object)
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if len(self.verts) != 2:
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raise Error("you have to select two vertices that define the rotation axis!")
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def execute(self, xml):
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xml.comment('[%s] rotate "%s"' % (BASENAME, self.object.name), '\n')
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if self.cursor == ORIGIN:
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Blender.Draw.PupMenu("The cursor is still at origin!%t|"\
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"But nevertheless, I pretend it is the rotation center.")
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xml.rotate(self.object.name, self.cursor, self.verts[0], self.verts[1])
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class levelOfDetail(mode):
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def test(self):
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needsObjects(self.objects, -1)
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def execute(self, xml):
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xml.comment('[%s] level of detail' % BASENAME, '\n')
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xml.range(self.objects)
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class interpolation(mode):
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def test(self):
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needsObjects(self.objects, -2)
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def execute(self, xml):
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print
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for i, o in enumerate(self.objects):
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print "%d: %s" % (i, o.name)
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raise Error("this mode doesn't do anything useful yet")
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class texturedLights(mode):
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def test(self):
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needsObjects(self.objects, 1)
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self.object = self.objects[0]
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self.verts = selectedVertices(self.object)
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if not len(self.verts):
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raise Error("there are no vertices to put lights at")
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self.lightname = self.object.name + "X"
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checkName(self.lightname)
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for i, v in enumerate(self.verts):
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checkName(self.lightname + serial(i, len(self.verts)))
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def execute(self, xml):
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lightname = self.lightname
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verts = self.verts
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object = self.object
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lightmesh = createLightMesh(lightname)
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lights = []
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for i, v in enumerate(verts):
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lights.append(createLight(lightmesh, lightname + serial(i, len(verts))))
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parent = object.getParent()
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if parent != None:
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parent.makeParent(lights)
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for l in lights:
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l.Layer = object.Layer
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xml.lightrange()
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xml.write("\t<%sparams>\n" % lightname)
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xml.write("\t\t<light-near>%s</light-near>\n" % "0.4")
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xml.write("\t\t<light-med>%s</light-med>\n" % "0.8")
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xml.write("\t\t<light-far>%s</light-far>\n" % "10")
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xml.write("\t</%sparams>\n\n" % lightname)
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if len(lights) == 1:
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xml.sunselect(lightname)
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xml.alphatest(lightname)
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else:
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xml.group(lightname + "Group", lights)
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xml.sunselect(lightname + "Group")
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xml.alphatest(lightname + "Group")
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for i, l in enumerate(lights):
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xml.translate(l.name, ORIGIN, verts[i])
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for l in lights:
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xml.billboard(l.name)
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for l in lights:
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xml.distscale(l.name, lightname)
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Blender.Redraw(-1)
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execute = {
|
|
'LIGHTS' : texturedLights,
|
|
'TRANS0' : translationFromOrigin,
|
|
'TRANSC' : translationFromCursor,
|
|
'ROTATE' : rotation,
|
|
'RANGE' : levelOfDetail,
|
|
'INTERPOL' : interpolation
|
|
}
|
|
|
|
|
|
|
|
# main() ==========================================================================================
|
|
|
|
|
|
def dofile(filename):
|
|
try:
|
|
xml = XMLExporter(filename)
|
|
execute[MODE](xml)
|
|
|
|
except Error, e:
|
|
xml.comment("ERROR: " + e.args[0], '\n')
|
|
raise Error(e.args[0])
|
|
|
|
except IOError, (errno, strerror):
|
|
raise Error(strerror)
|
|
|
|
|
|
def main():
|
|
try:
|
|
global FILENAME, INDENT
|
|
reg = Blender.Registry.GetKey(REG_KEY, True)
|
|
if reg:
|
|
PATHNAME = reg['PATHNAME'] or ""
|
|
INDENT = reg['INDENT'] or 0
|
|
else:
|
|
PATHNAME = ""
|
|
INDENT = 0
|
|
|
|
if PATHNAME:
|
|
FILENAME = Blender.sys.join(PATHNAME, FILENAME)
|
|
|
|
print 'writing to "' + FILENAME + '"'
|
|
dofile(FILENAME)
|
|
|
|
except Error, e:
|
|
print "ERROR: " + e.args[0]
|
|
Blender.Draw.PupMenu("ERROR%t|" + e.args[0])
|
|
|
|
|
|
|
|
if MODE:
|
|
main()
|
|
|
|
|