Blender Addon 1.8.4
Compatible with Enfusion Tools 2025.09
This commit is contained in:
@@ -0,0 +1,333 @@
|
||||
import bpy
|
||||
import math
|
||||
import csv
|
||||
import os
|
||||
import json
|
||||
from mathutils import Vector
|
||||
|
||||
### GENRATE MLOD ###
|
||||
|
||||
plugin_dir = bpy.utils.user_resource('SCRIPTS')
|
||||
plugin_path = "addons\L1960Tools"
|
||||
L1960_path = os.path.join(plugin_dir, plugin_path)
|
||||
|
||||
colorpalettes = [
|
||||
json.dumps(["ColorPalette_01.png", "BF1BC94A0DE4398F"]),
|
||||
json.dumps(["ColorPalette_02.png", "A95B2794A0EE8340"])
|
||||
]
|
||||
|
||||
enum_palettes = []
|
||||
for palettes in colorpalettes:
|
||||
file = json.loads(palettes)[0]
|
||||
enum_palettes.append((palettes, file[:-4], "Select " + file[:-4] + " for MLOD"))
|
||||
|
||||
class EnumColorPalettes(bpy.types.PropertyGroup):
|
||||
mlod_enum_selection: bpy.props.EnumProperty(name="Color Palettes for MLOD", items = enum_palettes, description = "Choose a palette", default = 0)
|
||||
|
||||
class MESH_OT_set_up_mlod(bpy.types.Operator):
|
||||
"""Set´s up a material to be used for MLOD´s"""
|
||||
|
||||
bl_idname = "mesh.set_up_mlod"
|
||||
bl_label = "Set´s up a material to be used for MLOD´s"
|
||||
bl_options = {"REGISTER", "UNDO"}
|
||||
|
||||
def execute(self, context):
|
||||
|
||||
#Load Color Palettes
|
||||
self.import_palettes_textures()
|
||||
|
||||
#Selected Mesh
|
||||
obj = bpy.context.active_object
|
||||
|
||||
if obj not in bpy.context.selected_objects or obj.type != "MESH":
|
||||
self.report({'WARNING'}, 'Select a Mesh to continue')
|
||||
return {"CANCELLED"}
|
||||
|
||||
arr_layers = obj.data.uv_layers
|
||||
if not arr_layers.get("MLOD") or len(arr_layers) > 1:
|
||||
for uv_layer in reversed(arr_layers):
|
||||
arr_layers.remove(uv_layer)
|
||||
arr_layers.new(name = 'MLOD')
|
||||
|
||||
if not len(obj.data.materials) == 0:
|
||||
obj.data.materials.clear()
|
||||
|
||||
palette_enum_selection = json.loads(context.scene.color_palettes.mlod_enum_selection)
|
||||
mlod_material_name = "MLOD_" + palette_enum_selection[0][:-4] + "_" + palette_enum_selection[1]
|
||||
|
||||
if not bpy.data.materials.get(mlod_material_name):
|
||||
material = bpy.data.materials.new(name=mlod_material_name)
|
||||
material.use_nodes = True
|
||||
bsdf_node = material.node_tree.nodes["Principled BSDF"]
|
||||
texImage = material.node_tree.nodes.new('ShaderNodeTexImage')
|
||||
texImage.image = bpy.data.images.get(palette_enum_selection[0])
|
||||
|
||||
material.node_tree.links.new(bsdf_node.inputs['Base Color'], texImage.outputs['Color'])
|
||||
|
||||
obj.data.materials.append(bpy.data.materials.get(mlod_material_name))
|
||||
|
||||
self.report({'INFO'}, 'Mesh configured like MLOD')
|
||||
return {"FINISHED"}
|
||||
|
||||
def import_palettes_textures(self):
|
||||
for image_name in colorpalettes:
|
||||
image_name = json.loads(image_name)[0]
|
||||
texture_name = image_name.split(".")[0]
|
||||
if texture_name not in bpy.data.textures:
|
||||
texture = bpy.data.textures.new(name=texture_name, type='IMAGE')
|
||||
else:
|
||||
texture = bpy.data.textures.get(texture_name)
|
||||
if image_name not in bpy.data.images:
|
||||
image = bpy.data.images.load(os.path.join(L1960_path, image_name))
|
||||
else:
|
||||
image = bpy.data.images.get(image_name)
|
||||
texture.image = image
|
||||
|
||||
# texture_filepath = os.path.join(L1960_path, colorpalettes[1])
|
||||
|
||||
### Palette MLOD ###
|
||||
# class MESH_OT_bake_basic_mlod(bpy.types.Operator):
|
||||
# """Set´s up a basic MLOD via Bake"""
|
||||
|
||||
# bl_idname = "mesh.bake_basic_mlod"
|
||||
# bl_label = "Set´s up a basic MLOD via Bake"
|
||||
# bl_options = {"REGISTER", "UNDO"}
|
||||
|
||||
# def execute(self, context):
|
||||
# obj = context.active_object
|
||||
|
||||
# #Palette selection
|
||||
# palette_enum_selection = json.loads(context.scene.color_palettes.mlod_enum_selection)
|
||||
|
||||
# if obj not in bpy.context.selected_objects or obj.type != "MESH":
|
||||
# self.report({'WARNING'}, 'Select a Mesh to continue')
|
||||
# return {"CANCELLED"}
|
||||
|
||||
# faces_with_color = self.get_faces_with_color(obj)
|
||||
|
||||
# grouped_colors = self.groupe_colors(faces_with_color, threshold=50)
|
||||
|
||||
# matched_colors = self.find_matching_color(grouped_colors, palette_enum_selection[0][:-4])
|
||||
|
||||
# self.adjust_UV(obj, matched_colors)
|
||||
|
||||
# #Entfernen des referenz Bake Image
|
||||
# #bpy.data.images.remove(bpy.data.images["MLOD_Temp"])
|
||||
|
||||
# # Entfernen aller Meterials
|
||||
# if not len(obj.data.materials) == 0:
|
||||
# obj.data.materials.clear()
|
||||
|
||||
# # Create new Material with selected Palette
|
||||
# mlod_material_name = "MLOD_" + palette_enum_selection[0][:-4] + palette_enum_selection[1]
|
||||
|
||||
# texture_filepath = os.path.join(L1960_path, palette_enum_selection[0])
|
||||
# image = bpy.data.images.load(texture_filepath)
|
||||
|
||||
# if not bpy.data.materials.get(mlod_material_name):
|
||||
# material = bpy.data.materials.new(name=mlod_material_name)
|
||||
# material.use_nodes = True
|
||||
# bsdf_node = material.node_tree.nodes["Principled BSDF"]
|
||||
# texImage = material.node_tree.nodes.new('ShaderNodeTexImage')
|
||||
# texImage.image = image
|
||||
# material.node_tree.links.new(bsdf_node.inputs['Base Color'], texImage.outputs['Color'])
|
||||
# obj.data.materials.append(bpy.data.materials.get(mlod_material_name))
|
||||
|
||||
# self.report({'INFO'}, f'MLOD sucessfully created with {palette_enum_selection[0][:-4]}.')
|
||||
# return {"FINISHED"}
|
||||
|
||||
# def get_faces_with_color(self, obj):
|
||||
|
||||
# #Bake Image
|
||||
# image = self.bake_diffuse(obj)
|
||||
|
||||
# mesh = obj.data
|
||||
# uv_layer = mesh.uv_layers.active.data # direct UV access
|
||||
|
||||
# colors = []
|
||||
|
||||
# for poly in mesh.polygons: # same as "face" in BMesh
|
||||
# # Durchschnittliche UV-Koordinaten berechnen
|
||||
# uv = Vector((0.0, 0.0))
|
||||
# for loop_index in poly.loop_indices:
|
||||
# uv += uv_layer[loop_index].uv
|
||||
# uv /= len(poly.loop_indices)
|
||||
|
||||
# # UV → Pixel-Koordinaten (Bildgröße)
|
||||
# x = int(uv.x * (image.size[0] - 1))
|
||||
# y = int(uv.y * (image.size[1] - 1))
|
||||
|
||||
# # RGBA Pixel holen
|
||||
# index = (y * image.size[0] + x) * 4
|
||||
# pixel = image.pixels[index:index+4]
|
||||
|
||||
# # In 0–255 Werte umwandeln
|
||||
# rgb_255 = [round(c * 255) for c in pixel][:3]
|
||||
|
||||
# colors.append({
|
||||
# "face": poly.index,
|
||||
# "rgb": rgb_255
|
||||
# })
|
||||
|
||||
# # print(colors[-1]) # -> [{'face': <BMFace(0x000002B417086A30), index=0, totverts=4>, 'rgb': [0, 0, 0]}]
|
||||
|
||||
# return colors
|
||||
|
||||
# def groupe_colors(self, color_list, threshold = 10):
|
||||
# groups = []
|
||||
|
||||
# for color in color_list:
|
||||
# found_group = False
|
||||
# for group in groups:
|
||||
# # Compute average color of the group
|
||||
# avg_color = [sum(c["rgb"][i] for c in group)/len(group) for i in range(3)]
|
||||
# if self.color_distance(color["rgb"], avg_color) <= threshold:
|
||||
# group.append(color)
|
||||
# found_group = True
|
||||
# break
|
||||
# if not found_group:
|
||||
# groups.append([color])
|
||||
|
||||
# # Compute the average color for each group
|
||||
# grouped_colors = [{
|
||||
# "face": [c["face"] for c in group],
|
||||
# "rgb": [round(sum(c["rgb"][i] for c in group) / len(group)) for i in range(3)]
|
||||
# }
|
||||
# for group in groups
|
||||
# ]
|
||||
|
||||
# return grouped_colors
|
||||
|
||||
# def color_distance(self, c1, c2):
|
||||
# return math.sqrt(
|
||||
# (c1[0]-c2[0])**2 +
|
||||
# (c1[1]-c2[1])**2 +
|
||||
# (c1[2]-c2[2])**2
|
||||
# )
|
||||
|
||||
# def read_color_csv(self, palette):
|
||||
# colors = []
|
||||
# try:
|
||||
# with open(f"{palette}.csv", newline="") as datei:
|
||||
# reader = csv.DictReader(datei)
|
||||
# for row in reader:
|
||||
# colors.append({
|
||||
# "rgb": [int(row["r"]), int(row["g"]), int(row["b"])],
|
||||
# "norm_x": float(row["norm_x"]),
|
||||
# "norm_y": float(row["norm_y"])
|
||||
# })
|
||||
# return colors
|
||||
# except:
|
||||
# return []
|
||||
|
||||
# def find_matching_color(self, colors, palette):
|
||||
# match = []
|
||||
# for color in colors:
|
||||
# best = None
|
||||
# min_dist = float("inf")
|
||||
|
||||
# for target in self.read_color_csv(palette):
|
||||
# dist = self.color_distance(target["rgb"], color["rgb"])
|
||||
# if dist < min_dist:
|
||||
# min_dist = dist
|
||||
# best = {
|
||||
# "face": color["face"],
|
||||
# "rgb": color["rgb"],
|
||||
# "norm_x": target["norm_x"],
|
||||
# "norm_y": target["norm_y"]
|
||||
# }
|
||||
# match.append(best)
|
||||
# return match
|
||||
|
||||
# def adjust_UV(self, obj, new_face_coords):
|
||||
# scale = 0.001 # Skalierung
|
||||
|
||||
# mesh = obj.data
|
||||
|
||||
# arr_layers = obj.data.uv_layers
|
||||
# if not arr_layers.get("MLOD") or len(arr_layers) > 1:
|
||||
# for uv_layer in reversed(arr_layers):
|
||||
# arr_layers.remove(uv_layer)
|
||||
# arr_layers.new(name = 'MLOD')
|
||||
# uv_layer = arr_layers.get("MLOD")
|
||||
# mesh.uv_layers.active = uv_layer
|
||||
|
||||
# for poly in mesh.polygons:
|
||||
# for coords in new_face_coords:
|
||||
# if poly.index in coords["face"]:
|
||||
|
||||
# # Mittelpunkt der UVs dieses Polygons berechnen
|
||||
# uvs = [uv_layer.data[i].uv.copy() for i in poly.loop_indices]
|
||||
# center = sum(uvs, Vector((0.0, 0.0))) / len(uvs)
|
||||
|
||||
# # Skalieren + Verschieben
|
||||
# for i in poly.loop_indices:
|
||||
# uv = uv_layer.data[i].uv
|
||||
# uv -= center
|
||||
# uv *= scale
|
||||
# uv += Vector((float(coords["norm_x"]), float(coords["norm_y"])))
|
||||
|
||||
# # Mesh updaten
|
||||
# mesh.update()
|
||||
|
||||
# def bake_diffuse(self, selected_obj, res = 1024):
|
||||
|
||||
# source_obj = None
|
||||
# for obj in bpy.data.objects:
|
||||
# if obj.type == 'MESH' and obj.name.endswith("_LOD0"):
|
||||
# print(obj.name)
|
||||
# source_obj = obj.copy()
|
||||
# source_obj.data = obj.data.copy()
|
||||
# bpy.context.collection.objects.link(source_obj)
|
||||
# break
|
||||
|
||||
# if source_obj is None:
|
||||
# source_obj = selected_obj.copy()
|
||||
# source_obj.data = selected_obj.data.copy()
|
||||
# bpy.context.collection.objects.link(source_obj)
|
||||
|
||||
# # Material erstellen
|
||||
# if "MLOD_Temp" in bpy.data.materials:
|
||||
# mat = bpy.data.materials.remove["MLOD_Temp"]
|
||||
# mat = bpy.data.materials.new(name="MLOD_Temp")
|
||||
# source_obj.data.materials.clear()
|
||||
# source_obj.data.materials.append(mat)
|
||||
|
||||
# # WICHTIG: Material als aktives Material setzen
|
||||
# mat.use_nodes = True
|
||||
# source_obj.active_material = mat
|
||||
|
||||
# # Ziel Image Node konfigurieren
|
||||
# nodes = mat.node_tree.nodes
|
||||
# links = mat.node_tree.links
|
||||
# nodes.clear()
|
||||
# tex_node = nodes.new(type="ShaderNodeTexImage")
|
||||
# bsdf = nodes.new(type="ShaderNodeBsdfPrincipled")
|
||||
# output = nodes.new(type="ShaderNodeOutputMaterial")
|
||||
# links.new(bsdf.outputs["BSDF"], output.inputs["Surface"])
|
||||
# links.new(tex_node.outputs["Color"], bsdf.inputs["Base Color"])
|
||||
# nodes.active = tex_node
|
||||
|
||||
# # Erstellen des Images
|
||||
# if "MLOD_Temp" in bpy.data.images:
|
||||
# bpy.data.images.remove(bpy.data.images["MLOD_Temp"])
|
||||
# image = bpy.data.images.new("MLOD_Temp", res, res)
|
||||
# tex_node.image = image
|
||||
|
||||
# # Selected Object = Quelle
|
||||
# bpy.context.view_layer.objects.active = source_obj
|
||||
# # Active Object = Ziel
|
||||
# selected_obj.select_set(True)
|
||||
|
||||
# # Bake
|
||||
# bpy.context.scene.render.engine = 'CYCLES'
|
||||
# bpy.ops.object.bake(type='COMBINED', width=512, height=512, cage_extrusion=0.5, pass_filter={'COLOR'}, margin=16, use_selected_to_active=True)
|
||||
|
||||
# # Temporäre Helfer entfernen
|
||||
# bpy.data.objects.remove(source_obj, do_unlink=True)
|
||||
# if "MLOD_Temp" in bpy.data.materials:
|
||||
# bpy.data.materials.remove(mat)
|
||||
|
||||
# bpy.context.view_layer.objects.active = selected_obj
|
||||
|
||||
# return image
|
||||
1025
Blender/L1960_Tools/_Source/L1960_Tools_1_8_4/ColorPalette_01.csv
Normal file
1025
Blender/L1960_Tools/_Source/L1960_Tools_1_8_4/ColorPalette_01.csv
Normal file
File diff suppressed because it is too large
Load Diff
Binary file not shown.
|
After Width: | Height: | Size: 9.7 KiB |
1025
Blender/L1960_Tools/_Source/L1960_Tools_1_8_4/ColorPalette_02.csv
Normal file
1025
Blender/L1960_Tools/_Source/L1960_Tools_1_8_4/ColorPalette_02.csv
Normal file
File diff suppressed because it is too large
Load Diff
Binary file not shown.
|
After Width: | Height: | Size: 9.1 KiB |
@@ -0,0 +1,94 @@
|
||||
import bpy
|
||||
from math import pi
|
||||
|
||||
L1960_Arr_PlainData = [
|
||||
["Proj_Empty_01", (0, 0, 2), (0, 0, 0)],
|
||||
["Proj_Empty_02", (2, 0, 0), ((pi * 90 / 180), 0, (pi * 90 / 180))],
|
||||
["Proj_Empty_03", (0, 2, 0), ((pi * 90 / 180), 0, (pi * 180 / 180))],
|
||||
["Proj_Empty_04", (0, 0, -2), ((pi * 180 / 180), 0, 0)],
|
||||
["Proj_Empty_05", (-2, 0, 0), ((pi * 90 / 180), 0, (pi * -90 / 180))],
|
||||
["Proj_Empty_06", (0, -2, 0), ((pi * 90 / 180), 0, 0)]
|
||||
]
|
||||
|
||||
class MESH_OT_add_auto_cube_projection(bpy.types.Operator):
|
||||
"""Check Empty´s for projecting, if not existing create new one´s"""
|
||||
|
||||
bl_idname = "mesh.add_auto_cube_projection"
|
||||
bl_label = "Add Plain_Axes to scene"
|
||||
bl_options = {"REGISTER", "UNDO"}
|
||||
|
||||
def execute(self, context):
|
||||
|
||||
scene = context.scene
|
||||
oldSelection = context.selected_objects
|
||||
oldActive = context.active_object
|
||||
|
||||
for EmptyData in L1960_Arr_PlainData:
|
||||
|
||||
EmptyName = EmptyData[0]
|
||||
EmptyLocation = EmptyData[1]
|
||||
EmptyRotation = EmptyData[2]
|
||||
|
||||
if not scene.objects.get(EmptyName):
|
||||
bpy.ops.object.empty_add(type='PLAIN_AXES', align='WORLD', location=EmptyLocation, scale=(1, 1, 1), rotation=EmptyRotation)
|
||||
empty = context.active_object
|
||||
empty.name = EmptyName
|
||||
empty.hide_select = True
|
||||
empty.hide_set(True)
|
||||
|
||||
#Change back to old selection and select old active
|
||||
for obj in oldSelection:
|
||||
obj.select_set(True)
|
||||
context.view_layer.objects.active = oldActive
|
||||
|
||||
self.report({'INFO'}, 'Added/Fixed Emptys for Projection to Scene')
|
||||
return {"FINISHED"}
|
||||
|
||||
class MESH_OT_add_modifier_to_mesh(bpy.types.Operator):
|
||||
"""Add Modifier to selected Mesh´s and prepare UV-Maps"""
|
||||
|
||||
bl_idname = "mesh.add_modifier_to_mesh"
|
||||
bl_label = "Add Modifier to selected Mesh"
|
||||
bl_options = {"REGISTER", "UNDO"}
|
||||
|
||||
def execute(self, context):
|
||||
|
||||
newModifierName = "CubeTexModifier"
|
||||
arr_obj = context.selected_objects
|
||||
if not arr_obj:
|
||||
self.report({'WARNING'}, 'Select a mesh to add the UVProject-Modifier')
|
||||
return {"CANCELLED"}
|
||||
|
||||
empty_objs = [emp_obj for emp_obj in context.scene.objects if emp_obj.name.startswith("Proj_Empty")]
|
||||
if len(empty_objs) < 6:
|
||||
self.report({'WARNING'}, 'Create/Recreate projectors, they need to be set up first!')
|
||||
return {"CANCELLED"};
|
||||
|
||||
for obj in arr_obj:
|
||||
|
||||
if obj.data.uv_layers.get("UVMap"):
|
||||
obj.data.uv_layers['UVMap'].name = 'UVMap0'
|
||||
|
||||
if not obj.data.uv_layers.get("UVMap0"):
|
||||
obj.data.uv_layers.new(name = 'UVMap0')
|
||||
|
||||
if not obj.data.uv_layers.get("UVMap1"):
|
||||
obj.data.uv_layers.new(name = 'UVMap1')
|
||||
|
||||
|
||||
if obj.type == "MESH" and newModifierName not in obj.modifiers:
|
||||
obj.modifiers.new(type='UV_PROJECT', name=newModifierName)
|
||||
mod = obj.modifiers[newModifierName]
|
||||
mod.uv_layer = "UVMap1"
|
||||
mod.projector_count = 6
|
||||
|
||||
i = 0
|
||||
for p in mod.projectors:
|
||||
p.object = bpy.data.objects[L1960_Arr_PlainData[i][0]]
|
||||
i = i+1
|
||||
else:
|
||||
self.report({'INFO'}, 'UVProject-Modifier allready set')
|
||||
return {"FINISHED"}
|
||||
|
||||
self.report({'INFO'}, 'Added UVProject-Modifier to mesh')
|
||||
return {"FINISHED"}
|
||||
187
Blender/L1960_Tools/_Source/L1960_Tools_1_8_4/Dekogon.py
Normal file
187
Blender/L1960_Tools/_Source/L1960_Tools_1_8_4/Dekogon.py
Normal file
@@ -0,0 +1,187 @@
|
||||
import bpy
|
||||
import re
|
||||
import os
|
||||
|
||||
### GROUP OBJECTS TO COLLECTIONS ###
|
||||
|
||||
class MESH_OT_group_objects_in_collections(bpy.types.Operator):
|
||||
"""Groups objects by name into seperate collections, usefull for Unreal Decogon import"""
|
||||
|
||||
bl_idname = "mesh.group_objects_in_collections"
|
||||
bl_label = "Groups objects by name into seperate collections, usefull for Unreal Decogon import"
|
||||
bl_options = {"REGISTER", "UNDO"}
|
||||
|
||||
def execute(self, context):
|
||||
# Erstellen einer leeren Dictionary zur Speicherung der Collections nach Basisnamen
|
||||
collection_dict = {}
|
||||
|
||||
# Durchlaufen aller Objekte in der Szene
|
||||
for obj in context.scene.objects:
|
||||
# Überprüfen, ob das Objekt ein leeres Elternobjekt ist
|
||||
if obj.type == 'EMPTY':
|
||||
# Anwenden der Regex auf den Objektnamen
|
||||
match = re.match(r'^(.*?)_(.*?)_(\d+)([a-zA-Z]+)$', obj.name)
|
||||
if match:
|
||||
prefix = match.group(1)
|
||||
name = match.group(2)
|
||||
number = match.group(3)
|
||||
letter = match.group(4)
|
||||
|
||||
# Extrahieren des Basisnamens für die Collection
|
||||
base_name = f"L1960_{name}"
|
||||
|
||||
# Hinzufügen des Objekts zur entsprechenden Liste in der Dictionary
|
||||
if base_name not in collection_dict:
|
||||
collection_dict[base_name] = {}
|
||||
if number not in collection_dict[base_name]:
|
||||
collection_dict[base_name][number] = {}
|
||||
if letter not in collection_dict[base_name][number]:
|
||||
collection_dict[base_name][number][letter] = {'empty': obj, 'children': []}
|
||||
|
||||
# Durchlaufen der Dictionary und Erstellen der Collections
|
||||
for base_name, number_dict in collection_dict.items():
|
||||
# Erstellen einer neuen Collection für den Basisnamen
|
||||
base_collection = bpy.data.collections.new(base_name)
|
||||
bpy.context.scene.collection.children.link(base_collection)
|
||||
|
||||
# Durchlaufen der sortierten Liste der Objekte und Verschieben in die Collections
|
||||
for number, letter_dict in number_dict.items():
|
||||
# Erstellen einer Collection für die Nummer und Verschieben des leeren Elternobjekts dorthin
|
||||
number_collection = bpy.data.collections.new(f"{base_name}_{number}")
|
||||
base_collection.children.link(number_collection)
|
||||
|
||||
# Durchlaufen der Buchstaben und Erstellen der Buchstaben-Collection unter der Nummer
|
||||
for letter, obj_data in letter_dict.items():
|
||||
empty = obj_data['empty']
|
||||
children = empty.children
|
||||
|
||||
letter_collection = bpy.data.collections.new(f"{base_name}_{number}{letter}")
|
||||
number_collection.children.link(letter_collection)
|
||||
|
||||
# Verschieben des leeren Elternobjekts in die entsprechende Collection
|
||||
letter_collection.objects.link(empty)
|
||||
|
||||
# Verschieben der Kinder des leeren Elternobjekts in die entsprechende Collection
|
||||
for child in children:
|
||||
letter_collection.objects.link(child)
|
||||
|
||||
# Entfernen des leeren Elternobjekts und seiner Kinder aus der Szene
|
||||
bpy.context.collection.objects.unlink(empty)
|
||||
for child in children:
|
||||
bpy.context.collection.objects.unlink(child)
|
||||
|
||||
# -------------------------------------------------------------------------------------------
|
||||
# Regular expression pattern to match any _LOD1, _LOD2, etc., but not _LOD0
|
||||
pattern = re.compile(r"_LOD[1-9]\d*$")
|
||||
|
||||
# Loop through all objects in the scene
|
||||
for obj in bpy.context.scene.objects:
|
||||
# If the object name matches the pattern, hide it
|
||||
if pattern.search(obj.name):
|
||||
obj.hide_set(True) # This hides the object in the viewport
|
||||
else:
|
||||
obj.hide_set(False) # Ensure _LOD0 objects remain visible
|
||||
|
||||
# Update the view layer to reflect changes
|
||||
bpy.context.view_layer.update()
|
||||
|
||||
self.report({'INFO'}, 'All objects sorted')
|
||||
return {"FINISHED"}
|
||||
|
||||
|
||||
### ASSIGN TEXTURES ###
|
||||
|
||||
class MESH_OT_assign_textures(bpy.types.Operator):
|
||||
"""Assign Textures to Mesh´s, usefull for Unreal Decogon import"""
|
||||
|
||||
bl_idname = "mesh.assign_textures"
|
||||
bl_label = "Assign Textures to Mesh´s, usefull for Unreal Decogon import"
|
||||
bl_options = {"REGISTER", "UNDO"}
|
||||
|
||||
def execute(self, context):
|
||||
|
||||
# Define the path to the folder containing your textures
|
||||
texture_folder_path = context.scene.dekogon_file_path
|
||||
|
||||
texture_prefix = context.scene.dekogon_settings_prefix
|
||||
if texture_prefix != "":
|
||||
if texture_prefix[-1] != "_":
|
||||
texture_prefix = texture_prefix + "_"
|
||||
|
||||
texture_suffix = context.scene.dekogon_settings_suffix
|
||||
if texture_suffix != "":
|
||||
if texture_suffix[0] != "_":
|
||||
texture_suffix = "_" + texture_suffix
|
||||
|
||||
texture_filetype = context.scene.dekogon_settings_filetype
|
||||
|
||||
if not os.path.exists(texture_folder_path):
|
||||
self.report({'ERROR'}, f"The texture folder path '{texture_folder_path}' does not exist.")
|
||||
return {"FINISHED"}
|
||||
else:
|
||||
self.report({'INFO'}, f"Texture folder path: {texture_folder_path}")
|
||||
# List all files in the texture folder for debugging purposes
|
||||
#texture_files = os.listdir(texture_folder_path)
|
||||
#self.report({'INFO'}, "Files in texture folder:")
|
||||
#for f in texture_files:
|
||||
# print(f" - {f}")
|
||||
|
||||
# Iterate over all materials in the Blender file
|
||||
for material in bpy.data.materials:
|
||||
self.report({'INFO'}, f"Processing material: {material.name}")
|
||||
# Ensure the material uses nodes
|
||||
if not material.use_nodes:
|
||||
material.use_nodes = True
|
||||
self.report({'INFO'}, f"Enabled nodes for material: {material.name}")
|
||||
|
||||
# Get the node tree of the material
|
||||
if material.node_tree is None:
|
||||
self.report({'WARNING'}, f"Material {material.name} has no node tree.")
|
||||
continue
|
||||
|
||||
nodes = material.node_tree.nodes
|
||||
|
||||
# Find or create an Image Texture node
|
||||
image_texture_node = None
|
||||
for node in nodes:
|
||||
if node.type == 'TEX_IMAGE':
|
||||
image_texture_node = node
|
||||
break
|
||||
if image_texture_node is None:
|
||||
image_texture_node = nodes.new(type='ShaderNodeTexImage')
|
||||
self.report({'INFO'}, f"Created new Image Texture node for material: {material.name}")
|
||||
else:
|
||||
self.report({'INFO'}, f"Found existing Image Texture node for material: {material.name}")
|
||||
|
||||
# Construct the expected texture filename based on the material name
|
||||
texture_filename = f"{texture_prefix}{material.name}{texture_suffix}.{texture_filetype}"
|
||||
texture_filepath = os.path.join(texture_folder_path, texture_filename)
|
||||
self.report({'INFO'}, f"Looking for texture: {texture_filepath}")
|
||||
|
||||
# Check if the texture file exists
|
||||
if os.path.exists(texture_filepath):
|
||||
try:
|
||||
# Load the image and assign it to the Image Texture node
|
||||
image = bpy.data.images.load(texture_filepath)
|
||||
image_texture_node.image = image
|
||||
self.report({'INFO'}, f"Loaded texture: {texture_filename} for material: {material.name}")
|
||||
|
||||
# Link the Image Texture node to the Base Color of the Principled BSDF shader
|
||||
principled_node = None
|
||||
for node in nodes:
|
||||
if node.type == 'BSDF_PRINCIPLED':
|
||||
principled_node = node
|
||||
break
|
||||
if principled_node is not None:
|
||||
links = material.node_tree.links
|
||||
links.new(image_texture_node.outputs['Color'], principled_node.inputs['Base Color'])
|
||||
self.report({'INFO'}, f"Linked texture to Principled BSDF for material: {material.name}")
|
||||
else:
|
||||
self.report({'WARNING'}, f"No Principled BSDF node found for material: {material.name}")
|
||||
except RuntimeError as e:
|
||||
self.report({'ERROR'}, f"Failed to load image {texture_filename}: {e}")
|
||||
else:
|
||||
self.report({'WARNING'}, "Texture file not found for material {material.name}: {texture_filename}")
|
||||
|
||||
self.report({'INFO'}, 'Texture assignment complete.')
|
||||
return {"FINISHED"}
|
||||
139
Blender/L1960_Tools/_Source/L1960_Tools_1_8_4/Helper.py
Normal file
139
Blender/L1960_Tools/_Source/L1960_Tools_1_8_4/Helper.py
Normal file
@@ -0,0 +1,139 @@
|
||||
import bpy
|
||||
import bmesh
|
||||
|
||||
### FIX MATERIALS ###
|
||||
|
||||
class MESH_OT_fix_material_names(bpy.types.Operator):
|
||||
"""Fixes the material naming, if duplicated are present e.g. Material.001, Material.002 ..."""
|
||||
|
||||
bl_idname = "mesh.fix_material_names"
|
||||
bl_label = "Fixes the material naming, if duplicated are present"
|
||||
bl_options = {"REGISTER", "UNDO"}
|
||||
|
||||
def execute(self, context):
|
||||
#Remove all duplicated materials
|
||||
self.merge_duplicated_materials()
|
||||
|
||||
#Merge material slots for every mesh in the scene
|
||||
for obj in bpy.context.scene.objects:
|
||||
if obj.type == "MESH":
|
||||
self.merge_material_slots(obj)
|
||||
|
||||
|
||||
self.report({'INFO'}, 'All duplicated Materials fixed')
|
||||
return {"FINISHED"}
|
||||
|
||||
def merge_duplicated_materials(self):
|
||||
for material in bpy.data.materials:
|
||||
#Remove MI for Dekogon material names
|
||||
if material.name.split('_')[0] == 'MI':
|
||||
material.name = material.name[3:]
|
||||
#Check for .001 at end and remove
|
||||
if material.name[-3:].isnumeric():
|
||||
opti_matName = material.name[:-4]
|
||||
if bpy.data.materials.get(opti_matName): #check if og_mat exists
|
||||
material.user_remap(bpy.data.materials.get(opti_matName))
|
||||
print("Removed Material: " + material.name)
|
||||
bpy.data.materials.remove(material)
|
||||
else:
|
||||
material.name = opti_matName
|
||||
|
||||
def merge_material_slots(self, obj):
|
||||
duplicated_material_list = []
|
||||
|
||||
#create list with indexes of material slots with the same name and merge them
|
||||
for og_slot in obj.material_slots:
|
||||
for slot in obj.material_slots:
|
||||
if slot.name == og_slot.name:
|
||||
if slot.slot_index == og_slot.slot_index:
|
||||
continue
|
||||
if og_slot.slot_index in duplicated_material_list:
|
||||
continue
|
||||
duplicated_material_list.append(int(slot.slot_index))
|
||||
|
||||
#delete all material slots within list
|
||||
for slot_index in sorted(duplicated_material_list, reverse=True):
|
||||
obj.data.materials.pop(index = slot_index)
|
||||
|
||||
|
||||
### FIX NAMING CONVENTIONS ###
|
||||
|
||||
class MESH_OT_fix_naming_conventions(bpy.types.Operator):
|
||||
"""Changes . to _ to solve naming issues with workbench"""
|
||||
|
||||
bl_idname = "mesh.fix_naming_convention"
|
||||
bl_label = "Changes . to _ to solve naming issues with workbench"
|
||||
bl_options = {"REGISTER", "UNDO"}
|
||||
|
||||
def execute(self, context):
|
||||
for obj in bpy.data.objects:
|
||||
obj.name = obj.name.replace(".","_")
|
||||
|
||||
self.report({'INFO'}, 'Fixed Naming')
|
||||
return {"FINISHED"}
|
||||
|
||||
class MESH_OT_generate_empty_for_mesh(bpy.types.Operator):
|
||||
"""Generates a Empty with the objects name at it´s position"""
|
||||
|
||||
bl_idname = "mesh.generate_empty_for_mesh"
|
||||
bl_label = "Generates a Empty with the objects name at it´s position"
|
||||
bl_options = {"REGISTER", "UNDO"}
|
||||
|
||||
def execute(self, context):
|
||||
scene = bpy.context.scene
|
||||
Selection = bpy.context.selected_objects
|
||||
FilteredSelection = [obj for obj in Selection if obj.type != 'EMPTY']
|
||||
ActiveObj = bpy.context.active_object
|
||||
|
||||
for obj in FilteredSelection:
|
||||
oldEmpty = scene.objects.get("Socket_" + obj.name)
|
||||
if oldEmpty:
|
||||
oldEmpty.location = obj.location
|
||||
oldEmpty.rotation_euler = obj.rotation_euler
|
||||
else:
|
||||
obj.select_set(True)
|
||||
bpy.ops.object.empty_add(type='PLAIN_AXES', align='WORLD', location=obj.location, scale=(1, 1, 1), rotation=obj.rotation_euler)
|
||||
empty = bpy.context.active_object
|
||||
empty.name = "Socket_" + obj.name
|
||||
|
||||
#Change back to selection and select old active
|
||||
bpy.ops.object.select_all(action='DESELECT')
|
||||
|
||||
self.report({'INFO'}, 'Generated Emptys for selectes Meshes in Scene')
|
||||
return {"FINISHED"}
|
||||
|
||||
class MESH_OT_select_face_id(bpy.types.Operator):
|
||||
"""Highlights Face with given ID"""
|
||||
|
||||
bl_idname = "mesh.select_face_id"
|
||||
bl_label = "Highlight/Select Face with given Index"
|
||||
bl_options = {"REGISTER", "UNDO"}
|
||||
|
||||
def execute(self, context):
|
||||
EditObj = bpy.context.active_object
|
||||
|
||||
face_Index = int(context.scene.face_id_field)
|
||||
|
||||
if EditObj != None:
|
||||
bpy.ops.object.mode_set(mode='EDIT')
|
||||
bpy.ops.mesh.select_all(action='DESELECT')
|
||||
bm = bmesh.from_edit_mesh(EditObj.data)
|
||||
bm.faces.ensure_lookup_table()
|
||||
|
||||
for area in bpy.context.screen.areas:
|
||||
if area.type == 'VIEW_3D':
|
||||
for space in area.spaces:
|
||||
if space.type == 'VIEW_3D':
|
||||
space.shading.type = 'WIREFRAME'
|
||||
try:
|
||||
bm.faces[face_Index].select = True
|
||||
bmesh.update_edit_mesh(EditObj.data)
|
||||
|
||||
self.report({'INFO'}, f'Highlighted Face with Index: {face_Index}')
|
||||
return {"FINISHED"}
|
||||
except IndexError:
|
||||
self.report({'INFO'}, f'Index: {face_Index} out of range!')
|
||||
return {"FINISHED"}
|
||||
else:
|
||||
self.report({'INFO'}, 'Please select a Mesh first.')
|
||||
return {"FINISHED"}
|
||||
227
Blender/L1960_Tools/_Source/L1960_Tools_1_8_4/MaterialToMask.py
Normal file
227
Blender/L1960_Tools/_Source/L1960_Tools_1_8_4/MaterialToMask.py
Normal file
@@ -0,0 +1,227 @@
|
||||
import bpy
|
||||
import bmesh
|
||||
|
||||
# Callback for Enum Items
|
||||
def get_uv_layers(self, context):
|
||||
items = []
|
||||
obj = context.object
|
||||
|
||||
if obj and obj.type == 'MESH' and obj.data.uv_layers:
|
||||
for i, uv in enumerate(obj.data.uv_layers):
|
||||
items.append((str(i), uv.name, f"UV Layer {i}"))
|
||||
else:
|
||||
items.append(("NONE", "No UVs", "No UV available within Mesh"))
|
||||
|
||||
return items
|
||||
|
||||
class UVEnumProperties(bpy.types.PropertyGroup):
|
||||
uv_enum: bpy.props.EnumProperty(name="UV Map", description="Select UV-Layer", items=get_uv_layers, default=0)
|
||||
|
||||
class MESH_OT_merge_materials_to_mask(bpy.types.Operator):
|
||||
"""Merges 4 Materials into one Material (Mask)"""
|
||||
|
||||
bl_idname = "mesh.merge_materials_to_mask"
|
||||
bl_label = "Merges 4 Materials into one Material (Mask)"
|
||||
bl_options = {"REGISTER", "UNDO"}
|
||||
|
||||
def execute(self, context):
|
||||
scene = context.scene
|
||||
arr_obj = context.selected_objects
|
||||
activeObj = context.active_object
|
||||
|
||||
ignore_custom = context.scene.settings_multi_ignor
|
||||
island_margin_custom = context.scene.uv_island_margin_slider
|
||||
|
||||
# Scale and offset for UV allignment
|
||||
SCALE = 0.5
|
||||
OFFSETS = [
|
||||
(0.0, 0.5),
|
||||
(0.5, 0.5),
|
||||
(0.0, 0.0),
|
||||
(0.5, 0.0)
|
||||
]
|
||||
IGNORE = ["glass", "glas", "grass", "gras", "atlas"]
|
||||
if ignore_custom.strip():
|
||||
CUSTOM_IGNORE = ignore_custom.split(",")
|
||||
IGNORE.extend(CUSTOM_IGNORE)
|
||||
|
||||
# No Mesh selected
|
||||
if not arr_obj:
|
||||
self.report({'WARNING'}, 'Select one mesh')
|
||||
return {"CANCELLED"}
|
||||
|
||||
# Only one Mesh selected?
|
||||
if len(arr_obj) > 1:
|
||||
self.report({'WARNING'}, 'Only one Mesh can be selected')
|
||||
return {"CANCELLED"}
|
||||
|
||||
obj = arr_obj[0]
|
||||
selected_uv = context.scene.uv_enum_props.uv_enum
|
||||
|
||||
# UV Maps present?
|
||||
if not obj.data.uv_layers or not selected_uv:
|
||||
self.report({'WARNING'}, 'No UV-Map selected')
|
||||
return {"CANCELLED"}
|
||||
|
||||
obj.data.uv_layers.active_index = int(selected_uv)
|
||||
|
||||
skip = 0
|
||||
idx_multi = None
|
||||
delete = []
|
||||
|
||||
# Loop through all Materials
|
||||
for i, slot in enumerate(obj.material_slots):
|
||||
|
||||
# Skip Materials in static ignore list or user ignore list
|
||||
if any(str(name).lower() in slot.material.name.lower() for name in IGNORE):
|
||||
self.report({'INFO'}, f'Material "{slot.material.name}" skipped.')
|
||||
skip += 1
|
||||
continue
|
||||
|
||||
# Switch to edit mode
|
||||
bpy.ops.object.mode_set(mode='EDIT')
|
||||
|
||||
# Create bmesh to work with
|
||||
bm = bmesh.from_edit_mesh(obj.data)
|
||||
uv_layer = bm.loops.layers.uv.active
|
||||
|
||||
# Deselect all
|
||||
bpy.ops.mesh.select_all(action='DESELECT')
|
||||
|
||||
if slot.material:
|
||||
# Select Mat slot
|
||||
obj.active_material_index = i
|
||||
|
||||
# Select all Faces of Mat
|
||||
bpy.ops.object.material_slot_select()
|
||||
|
||||
# If UV has assigned faces
|
||||
if any(f.select for f in bm.faces):
|
||||
# Repack UV Islands
|
||||
bpy.ops.uv.select_all(action='SELECT')
|
||||
bpy.ops.uv.pack_islands(margin=island_margin_custom)
|
||||
|
||||
# Select Offset
|
||||
group = (i - skip) % len(OFFSETS)
|
||||
offset = OFFSETS[group]
|
||||
|
||||
# Scale and offset UV
|
||||
for f in bm.faces:
|
||||
if f.select:
|
||||
for loop in f.loops:
|
||||
uv = loop[uv_layer].uv
|
||||
uv[0] = offset[0] + uv[0] * SCALE
|
||||
uv[1] = offset[1] + uv[1] * SCALE
|
||||
|
||||
# Apply Changes
|
||||
bmesh.update_edit_mesh(obj.data)
|
||||
|
||||
# Create Texture Attributes with previous material names
|
||||
match group:
|
||||
case 0:
|
||||
mat = bpy.data.materials.get(obj.material_slots[i].name)
|
||||
mat["1. Black "] = mat.name
|
||||
|
||||
# Change name and use as base to merge
|
||||
mat.name = "Multi_" + mat.name
|
||||
idx_multi = i
|
||||
self.report({'INFO'}, f'Material "{mat.name}" created.')
|
||||
continue
|
||||
case 1:
|
||||
mat = bpy.data.materials.get(obj.material_slots[idx_multi].name)
|
||||
mat["2. Red "] = slot.material.name
|
||||
case 2:
|
||||
mat = bpy.data.materials.get(obj.material_slots[idx_multi].name)
|
||||
mat["3. Green "] = slot.material.name
|
||||
case 3:
|
||||
mat = bpy.data.materials.get(obj.material_slots[idx_multi].name)
|
||||
mat["4. Blue "] = slot.material.name
|
||||
case _:
|
||||
pass
|
||||
|
||||
# Merge Material A -> B
|
||||
self.merge_mat_A_to_B(obj, i, idx_multi)
|
||||
|
||||
# Add Material B to delete list
|
||||
delete.insert(0, i)
|
||||
|
||||
# Switch to object mode
|
||||
bpy.ops.object.mode_set(mode='OBJECT')
|
||||
|
||||
# Delete not used materials from list
|
||||
for mat in delete:
|
||||
obj.active_material_index = mat
|
||||
bpy.ops.object.material_slot_remove()
|
||||
|
||||
# Put UV first
|
||||
self.put_UV_first(obj, selected_uv)
|
||||
|
||||
# Change UV names like in Reforger Tools
|
||||
mesh = obj.data
|
||||
uv_layers = mesh.uv_layers
|
||||
for i, layer in enumerate(uv_layers):
|
||||
layer.name = f"UVMap{i + 1}"
|
||||
|
||||
self.report({'INFO'}, 'Merged Materials to Multitextures.')
|
||||
return {"FINISHED"}
|
||||
|
||||
def merge_mat_A_to_B(self, obj, mat_A, mat_B):
|
||||
# check if Mat Name is index or string and convert
|
||||
if type(mat_A) is str:
|
||||
mat_A = bpy.data.materials.get(mat_A)
|
||||
mat_A = obj.material_slots.find(mat_A)
|
||||
if type(mat_B) is str:
|
||||
mat_B = bpy.data.materials.get(mat_B)
|
||||
mat_B = obj.material_slots.find(mat_B)
|
||||
|
||||
# Change to Edit Mode
|
||||
bpy.ops.object.mode_set(mode='EDIT')
|
||||
bpy.ops.mesh.select_all(action='DESELECT')
|
||||
|
||||
# Select all Faces from Mat B
|
||||
obj.active_material_index = mat_A
|
||||
bpy.ops.object.material_slot_select()
|
||||
|
||||
# Select Mat A and assign Faces from Mat B
|
||||
obj.active_material_index = mat_B
|
||||
bpy.ops.object.material_slot_assign() # Faces from B → A
|
||||
|
||||
# Switch to object mode
|
||||
bpy.ops.object.mode_set(mode='OBJECT')
|
||||
|
||||
def put_UV_first(self, obj, target_index):
|
||||
mesh = obj.data
|
||||
uv_layers = mesh.uv_layers
|
||||
|
||||
if len(uv_layers) <= 1:
|
||||
return
|
||||
|
||||
# Sicherstellen, dass wir im Object Mode sind
|
||||
if obj.mode != 'OBJECT':
|
||||
bpy.ops.object.mode_set(mode='OBJECT')
|
||||
|
||||
# UV-Daten + Namen sichern
|
||||
uv_backup = []
|
||||
for layer in uv_layers:
|
||||
uv_backup.append({
|
||||
"name": layer.name,
|
||||
"data": [loop.uv.copy() for loop in layer.data]
|
||||
})
|
||||
|
||||
# Neue Reihenfolge
|
||||
indices = list(range(len(uv_layers)))
|
||||
new_order = [i for i in indices if i != target_index]
|
||||
|
||||
# Alle UV-Layer löschen (rückwärts!)
|
||||
for i in range(len(uv_layers) - 1, -1, -1):
|
||||
uv_layers.remove(uv_layers[i])
|
||||
|
||||
# UV-Layer neu erstellen
|
||||
for idx in new_order:
|
||||
info = uv_backup[idx]
|
||||
new_layer = uv_layers.new(name=info["name"])
|
||||
for i, uv in enumerate(info["data"]):
|
||||
new_layer.data[i].uv = uv
|
||||
|
||||
# Ersten UV-Layer aktiv setzen
|
||||
uv_layers.active_index = 0
|
||||
42
Blender/L1960_Tools/_Source/L1960_Tools_1_8_4/PrepareLods.py
Normal file
42
Blender/L1960_Tools/_Source/L1960_Tools_1_8_4/PrepareLods.py
Normal file
@@ -0,0 +1,42 @@
|
||||
import bpy
|
||||
|
||||
### PREPARE LODS ###
|
||||
|
||||
class MESH_OT_prepare_lods_decimate(bpy.types.Operator):
|
||||
"""Copy current Mesh and apply decimate Modifier"""
|
||||
|
||||
bl_idname = "mesh.prepare_lods_decimate"
|
||||
bl_label = "Copy current Mesh and apply decimate Modifier"
|
||||
bl_options = {"REGISTER", "UNDO"}
|
||||
|
||||
def execute(self, context):
|
||||
|
||||
#Selected Mesh
|
||||
obj = bpy.context.active_object
|
||||
|
||||
if obj not in bpy.context.selected_objects or obj.type != "MESH":
|
||||
self.report({'WARNING'}, 'Select a Mesh to continue')
|
||||
return {"CANCELLED"}
|
||||
|
||||
if not obj.name[:-1].endswith('LOD'):
|
||||
obj.name = obj.name + '_LOD0'
|
||||
|
||||
LODnumber = context.scene.lod_slider #Get from Slider
|
||||
startLODcount = int(obj.name[-1])
|
||||
endLODcount = startLODcount + LODnumber
|
||||
|
||||
for i in range (startLODcount + 1, endLODcount):
|
||||
new_obj = obj.copy()
|
||||
new_obj.data = obj.data.copy()
|
||||
new_obj.name = obj.name[:-1] + str(i)
|
||||
bpy.context.collection.objects.link(new_obj)
|
||||
|
||||
for t in range (startLODcount, i):
|
||||
newModifierName = 'LOD_Decimate_' + str(t)
|
||||
new_obj.modifiers.new(type='DECIMATE', name=newModifierName)
|
||||
mod = new_obj.modifiers[newModifierName]
|
||||
mod.ratio = 0.49
|
||||
mod.use_collapse_triangulate = True
|
||||
|
||||
self.report({'INFO'}, 'LOD´s created')
|
||||
return {"FINISHED"}
|
||||
@@ -0,0 +1,30 @@
|
||||
from PIL import Image
|
||||
import csv
|
||||
|
||||
palettes = ["ColorPalette_01", "ColorPalette_02"]
|
||||
|
||||
for palette in palettes:
|
||||
# Bild öffnen (Pfad anpassen)
|
||||
bild = Image.open(f"{palette}.png").convert("RGB")
|
||||
|
||||
breite, hoehe = bild.size
|
||||
tiles_x, tiles_y = 32, 32
|
||||
|
||||
# Auf 32x32 verkleinern (nimmt repräsentative Pixel pro Kachel)
|
||||
klein = bild.resize((32, 32), Image.NEAREST)
|
||||
|
||||
# CSV-Datei schreiben
|
||||
with open(f"{palette}.csv", mode="w", newline="") as datei:
|
||||
writer = csv.writer(datei)
|
||||
writer.writerow(["norm_x", "norm_y", "r", "g", "b"])
|
||||
|
||||
for py in range(tiles_y):
|
||||
for px in range(tiles_x):
|
||||
# Farbe an diesem Pixel holen
|
||||
r, g, b = bild.getpixel((int(px), int(py)))
|
||||
|
||||
# Normalisierung [0,1]
|
||||
norm_x = (px / (breite)) + 1/64
|
||||
norm_y = 1.0 - ((py / (hoehe))) - 1/64
|
||||
|
||||
writer.writerow([f"{norm_x:.6f}", f"{norm_y:.6f}", r, g, b])
|
||||
219
Blender/L1960_Tools/_Source/L1960_Tools_1_8_4/__init__.py
Normal file
219
Blender/L1960_Tools/_Source/L1960_Tools_1_8_4/__init__.py
Normal file
@@ -0,0 +1,219 @@
|
||||
bl_info = {
|
||||
"name": "L1960 Tools",
|
||||
"author": "Prodeath21",
|
||||
"version": (1, 8, 4),
|
||||
"blender": (4, 2, 0),
|
||||
"location": "3D Viewport > Sidebar > 1960Life category",
|
||||
"description": "Set´s up the Projection-Modifier automatically and add´s in the Emptys if not allready created.",
|
||||
"category": "Object",
|
||||
}
|
||||
|
||||
# ----------------------------------------------
|
||||
# Import modules
|
||||
# ----------------------------------------------
|
||||
if "bpy" in locals():
|
||||
import imp
|
||||
imp.reload(Dekogon)
|
||||
imp.reload(CubeProjection)
|
||||
imp.reload(Helper)
|
||||
imp.reload(PrepareLods)
|
||||
imp.reload(AutoColorPalette)
|
||||
imp.reload(MaterialToMask)
|
||||
print("L1960 Tools: Reloaded multifiles")
|
||||
else:
|
||||
from . import Dekogon
|
||||
from . import CubeProjection
|
||||
from . import Helper
|
||||
from . import PrepareLods
|
||||
from . import AutoColorPalette
|
||||
from . import MaterialToMask
|
||||
|
||||
import bpy
|
||||
|
||||
from . Dekogon import MESH_OT_group_objects_in_collections, MESH_OT_assign_textures
|
||||
from . CubeProjection import MESH_OT_add_auto_cube_projection, MESH_OT_add_modifier_to_mesh
|
||||
from . Helper import MESH_OT_fix_material_names, MESH_OT_fix_naming_conventions, MESH_OT_generate_empty_for_mesh, MESH_OT_select_face_id
|
||||
from . PrepareLods import MESH_OT_prepare_lods_decimate
|
||||
from . AutoColorPalette import MESH_OT_set_up_mlod, EnumColorPalettes
|
||||
from . MaterialToMask import UVEnumProperties, MESH_OT_merge_materials_to_mask
|
||||
|
||||
class L1960_PT_dekogon(bpy.types.Panel):
|
||||
#where to add the panel
|
||||
bl_space_type = "VIEW_3D"
|
||||
bl_region_type = "UI"
|
||||
|
||||
#add labels
|
||||
bl_label = "1960-Life Import"
|
||||
bl_category = "1960-Life"
|
||||
bl_options = {'DEFAULT_CLOSED'}
|
||||
|
||||
def draw(self, context):
|
||||
box = self.layout.box()
|
||||
# Dekogon-Import
|
||||
box.label(text="Dekogon-Import")
|
||||
row = box.row()
|
||||
row.enabled = context.mode == 'OBJECT'
|
||||
row.operator("mesh.group_objects_in_collections", text="Group to Collections")
|
||||
row = box.row()
|
||||
split = row.split(factor=0.5)
|
||||
split.enabled = context.mode == 'OBJECT'
|
||||
split.operator("mesh.assign_textures", text="Assign Textures")
|
||||
split.prop(context.scene, "dekogon_file_path", text="")
|
||||
row = box.row()
|
||||
row.prop(context.scene, "section1",
|
||||
text="Settings",
|
||||
icon="TRIA_DOWN" if context.scene.section1 else "TRIA_RIGHT",
|
||||
emboss=False)
|
||||
if context.scene.section1:
|
||||
box.prop(context.scene, "dekogon_settings_prefix", text="Prefix")
|
||||
box.prop(context.scene, "dekogon_settings_suffix", text="Suffix")
|
||||
box.prop(context.scene, "dekogon_settings_filetype", text="File Type")
|
||||
self.layout.separator()
|
||||
|
||||
box = self.layout.box()
|
||||
# Americano-Import
|
||||
box.label(text="Materials-to-Multi")
|
||||
row = box.row()
|
||||
row.enabled = context.mode == 'OBJECT'
|
||||
row.operator("mesh.merge_materials_to_mask", text="Merge Materials to Mask")
|
||||
row = box.row()
|
||||
row.prop(context.scene, "section2",
|
||||
text="Settings",
|
||||
icon="TRIA_DOWN" if context.scene.section2 else "TRIA_RIGHT",
|
||||
emboss=False)
|
||||
if context.scene.section2:
|
||||
row = box.row()
|
||||
props = context.scene.uv_enum_props
|
||||
row.prop(props, "uv_enum", text="Use UV")
|
||||
box.prop(context.scene, "settings_multi_ignor", text="Ignore")
|
||||
box.prop(context.scene, "uv_island_margin_slider", text="Island Margin")
|
||||
|
||||
class L1960_PT_tools(bpy.types.Panel):
|
||||
#where to add the panel
|
||||
bl_space_type = "VIEW_3D"
|
||||
bl_region_type = "UI"
|
||||
|
||||
#add labels
|
||||
bl_label = "1960-Life Tools"
|
||||
bl_category = "1960-Life"
|
||||
|
||||
def draw(self, context):
|
||||
"""define the layout of the panel"""
|
||||
box = self.layout.box()
|
||||
# UV-Project helper
|
||||
box.label(text="UV-Projection")
|
||||
row = box.row()
|
||||
row.enabled = context.mode == 'OBJECT'
|
||||
row.operator("mesh.add_auto_cube_projection", text="Set up Projectors")
|
||||
row = box.row()
|
||||
row.operator("mesh.add_modifier_to_mesh", text="Add Modifier to Mesh")
|
||||
self.layout.separator()
|
||||
# Helpers
|
||||
box = self.layout.box()
|
||||
box.label(text="Various Helper")
|
||||
row = box.row()
|
||||
row.enabled = context.mode == 'OBJECT'
|
||||
row.operator("mesh.fix_material_names", text="Fix Material Name´s")
|
||||
row = box.row()
|
||||
row.operator("mesh.fix_naming_convention", text="Fix Naming Convention")
|
||||
row = box.row()
|
||||
row.enabled = context.mode == 'OBJECT'
|
||||
row.operator("mesh.generate_empty_for_mesh", text="Generate Empty")
|
||||
row = box.row()
|
||||
split = row.split(factor=0.7)
|
||||
split.operator("mesh.select_face_id", text="Show Face Index")
|
||||
split.prop(context.scene, "face_id_field", text="")
|
||||
self.layout.separator()
|
||||
# Generate LODs
|
||||
box = self.layout.box()
|
||||
box.label(text="LOD´s")
|
||||
row = box.row()
|
||||
row.operator("mesh.prepare_lods_decimate", text="Create LOD´s")
|
||||
box.prop(context.scene, "lod_slider", text="Amount")
|
||||
box = self.layout.box()
|
||||
box.prop(context.scene.color_palettes, "mlod_enum_selection", expand=True)
|
||||
row = box.row()
|
||||
row.enabled = context.mode == 'OBJECT'
|
||||
# row.operator("mesh.set_up_mlod", text="Set up MLOD")
|
||||
row.operator("mesh.set_up_mlod", text="Set up MLOD (Palette)")
|
||||
self.layout.separator()
|
||||
###############################
|
||||
# Enfusion Blender Tools Linked
|
||||
box = self.layout.box()
|
||||
box.label(text="EBT Linked")
|
||||
row = box.row()
|
||||
row.operator("ebt.sort_collections", text="Sort Objects")
|
||||
# colliders setup is allowed in both OBJECT and EDIT mode
|
||||
row = box.row()
|
||||
row.operator("ebt.collider_cache_reload", icon="FILE_REFRESH", text="")
|
||||
row.operator("ebt.collider_setup", text=" Colliders Setup")
|
||||
# Light Setup
|
||||
row = box.row()
|
||||
row.operator("ebt.setup_light", text=" Light Setup")
|
||||
# Update Materials
|
||||
row = box.row()
|
||||
col = row.column(align=True)
|
||||
col.operator(
|
||||
"ebt.update_enf_materials",
|
||||
)
|
||||
row = box.row()
|
||||
col = row.column(align=True)
|
||||
col.operator("ebt.open_in_workbench")
|
||||
row.prop(context.scene, "ebt_xob_path")
|
||||
row = box.row()
|
||||
col = row.column(align=True)
|
||||
|
||||
#register the panel with blender
|
||||
modules = [ L1960_PT_dekogon,
|
||||
L1960_PT_tools,
|
||||
MESH_OT_add_auto_cube_projection,
|
||||
MESH_OT_add_modifier_to_mesh,
|
||||
MESH_OT_merge_materials_to_mask,
|
||||
MESH_OT_fix_material_names,
|
||||
MESH_OT_group_objects_in_collections,
|
||||
MESH_OT_assign_textures,
|
||||
MESH_OT_fix_naming_conventions,
|
||||
MESH_OT_generate_empty_for_mesh,
|
||||
MESH_OT_prepare_lods_decimate,
|
||||
MESH_OT_set_up_mlod,
|
||||
EnumColorPalettes,
|
||||
MESH_OT_select_face_id,
|
||||
UVEnumProperties
|
||||
]
|
||||
|
||||
def register():
|
||||
for mod in modules:
|
||||
bpy.utils.register_class(mod)
|
||||
|
||||
bpy.types.Scene.lod_slider = bpy.props.IntProperty(name="LOD Number", default=3, min=0, max=10)
|
||||
bpy.types.Scene.color_palettes = bpy.props.PointerProperty(type=EnumColorPalettes)
|
||||
bpy.types.Scene.face_id_field = bpy.props.IntProperty(name="Face ID", default=0, min=0)
|
||||
bpy.types.Scene.section1 = bpy.props.BoolProperty(name="Expand Section", default=False)
|
||||
bpy.types.Scene.section2 = bpy.props.BoolProperty(name="Expand Section", default=False)
|
||||
bpy.types.Scene.dekogon_file_path = bpy.props.StringProperty(name="Textures", description="Path to the texture folder, textures to be applied from", subtype="DIR_PATH", default="")
|
||||
bpy.types.Scene.dekogon_settings_prefix = bpy.props.StringProperty(name="Prefix", default="TX")
|
||||
bpy.types.Scene.dekogon_settings_suffix = bpy.props.StringProperty(name="Suffix", default="ALB")
|
||||
bpy.types.Scene.dekogon_settings_filetype = bpy.props.StringProperty(name="File Type", default="tga")
|
||||
bpy.types.Scene.settings_multi_ignor = bpy.props.StringProperty(name="Ignore", default="", description="Ignore material when string is in name (split by comma)")
|
||||
bpy.types.Scene.uv_enum_props = bpy.props.PointerProperty(type=UVEnumProperties)
|
||||
bpy.types.Scene.uv_island_margin_slider = bpy.props.FloatProperty(name="Island Margin", default=0.02, min=0.01, max=0.1)
|
||||
|
||||
def unregister():
|
||||
for mod in modules:
|
||||
bpy.utils.unregister_class(mod)
|
||||
|
||||
del bpy.types.Scene.lod_slider
|
||||
del bpy.types.Scene.color_palettes
|
||||
del bpy.types.Scene.face_id_field
|
||||
del bpy.types.Scene.section1
|
||||
del bpy.types.Scene.section2
|
||||
del bpy.types.Scene.dekogon_file_path
|
||||
del bpy.types.Scene.dekogon_settings_prefix
|
||||
del bpy.types.Scene.dekogon_settings_suffix
|
||||
del bpy.types.Scene.dekogon_settings_filetype
|
||||
del bpy.types.Scene.settings_multi_ignor
|
||||
del bpy.types.Scene.uv_enum_props
|
||||
del bpy.types.Scene.uv_island_margin_slider
|
||||
|
||||
if __name__== "__main__":
|
||||
register()
|
||||
Reference in New Issue
Block a user