Exemple #1
0
def button_event(evt):
	global n2mat, bl_mat_index, n2_shader_index, texture_param_index
	
	if(evt == BL_MAT_CHANGED):
		bl_mat_index = bl_mats_menu.val
		n2mat = n2exporter.n2Material(bl_mats[bl_mat_index])
		n2_shader_index = n2_shaders.index(n2mat.GetShader().m_name)
		
	if(evt == NEBULA_SHADER_CHANGED):
		n2_shader_index = n2_shader_menu.val
		n2mat.CreateShaderFromName(n2_shaders[n2_shader_index])
		n2mat.SetDefaults()
		
	if(evt == SHADER_PARAM_CHANGED):
		params = n2mat.GetShader().m_params
		for key in params:
			param = params[key]
			if(not n2exporter.texture_param_types.has_key(param.m_type) and (not n2exporter.misc_param_types.has_key(param.m_type))):
				val = shader_params_menu[param.m_name].val
				n2mat.SetParamValue(param.m_name, val)
			elif(param.m_type == "Vector"):
				x = shader_params_menu[param.m_name + "_x"].val
				y = shader_params_menu[param.m_name + "_y"].val
				z = shader_params_menu[param.m_name + "_z"].val
				w = shader_params_menu[param.m_name + "_w"].val
				v = n2exporter.nVector(x, y, z, w)
				n2mat.SetParamValue(param.m_name, n2exporter.VectorToString(v))
	
	if(evt == TEXTURE_PARAM_CHANGED):
		texture_param_index = shader_params_menu["TextureParams"].val
		
	if(evt == TEXTURE_SELECT_CLICKED):
		Blender.Window.FileSelector(chooseTexture, "Choose Texture", n2.lookup("/sys/servers/file2").manglepath("textures:"))
		
	Draw.Redraw(1)
Exemple #2
0
def button_event(evt):
    global n2mat, bl_mat_index, n2_shader_index, texture_param_index

    if (evt == BL_MAT_CHANGED):
        bl_mat_index = bl_mats_menu.val
        n2mat = n2exporter.n2Material(bl_mats[bl_mat_index])
        n2_shader_index = n2_shaders.index(n2mat.GetShader().m_name)

    if (evt == NEBULA_SHADER_CHANGED):
        n2_shader_index = n2_shader_menu.val
        n2mat.CreateShaderFromName(n2_shaders[n2_shader_index])
        n2mat.SetDefaults()

    if (evt == SHADER_PARAM_CHANGED):
        params = n2mat.GetShader().m_params
        for key in params:
            param = params[key]
            if (not n2exporter.texture_param_types.has_key(param.m_type) and
                (not n2exporter.misc_param_types.has_key(param.m_type))):
                val = shader_params_menu[param.m_name].val
                n2mat.SetParamValue(param.m_name, val)
            elif (param.m_type == "Vector"):
                x = shader_params_menu[param.m_name + "_x"].val
                y = shader_params_menu[param.m_name + "_y"].val
                z = shader_params_menu[param.m_name + "_z"].val
                w = shader_params_menu[param.m_name + "_w"].val
                v = n2exporter.nVector(x, y, z, w)
                n2mat.SetParamValue(param.m_name, n2exporter.VectorToString(v))

    if (evt == TEXTURE_PARAM_CHANGED):
        texture_param_index = shader_params_menu["TextureParams"].val

    if (evt == TEXTURE_SELECT_CLICKED):
        Blender.Window.FileSelector(
            chooseTexture, "Choose Texture",
            n2.lookup("/sys/servers/file2").manglepath("textures:"))

    Draw.Redraw(1)
Exemple #3
0
        n2mats = n2exporter.Getn2Materials()
        n2_shaders = n2exporter.Getn2Shaders()
        bl_mats = []
        #mat_dict = {}

        n2exporter.BuildLookupTable()
        bl_mats = n2exporter.lookup_table.keys()

        n2mat = None

        # Get current objects material if any an set as active material
        objs = Object.GetSelected()
        if (len(objs) and objs[0].getType() == "Mesh"
                and len(objs[0].getData(mesh=1).materials)
                and objs[0].getData(mesh=1).materials[0] != None):
            mat_name = objs[0].getData(mesh=1).materials[0].getName()
            print "mat_name: %s" % mat_name
            n2mat = n2exporter.n2Material(mat_name)
            bl_mat_index = bl_mats.index(mat_name)
            n2_shader_index = n2_shaders.index(n2mat.GetShader().m_name)
        elif (len(mats)):
            mat_name = mats[0].getName()
            n2mat = n2exporter.n2Material(mat_name)
            bl_mat_index = bl_mats.index(mat_name)
            n2_shader_index = n2_shaders.index(n2mat.GetShader().m_name)
        Draw.Register(draw, draw_event, button_event)
    else:
        print "Config Error|Go to Misc>Nebula Config"
        Draw.PupMenu(
            "Startup Checks Failed%t|Startup Cheks Failed, check console")
Exemple #4
0
		mats = Material.Get()
		n2mats = n2exporter.Getn2Materials()
		n2_shaders = n2exporter.Getn2Shaders()
		bl_mats = []
		#mat_dict = {}
		
		n2exporter.BuildLookupTable()
		bl_mats = n2exporter.lookup_table.keys()
		
		n2mat = None
		
		# Get current objects material if any an set as active material
		objs = Object.GetSelected()
		if(len(objs) and objs[0].getType()=="Mesh" and len(objs[0].getData(mesh=1).materials) and objs[0].getData(mesh=1).materials[0]!=None):
			mat_name = objs[0].getData(mesh=1).materials[0].getName()
			print "mat_name: %s" % mat_name
			n2mat = n2exporter.n2Material(mat_name)
			bl_mat_index = bl_mats.index(mat_name)
			n2_shader_index = n2_shaders.index(n2mat.GetShader().m_name)
		elif(len(mats)):
			mat_name = mats[0].getName()
			n2mat = n2exporter.n2Material(mat_name)
			bl_mat_index = bl_mats.index(mat_name)
			n2_shader_index = n2_shaders.index(n2mat.GetShader().m_name)
		Draw.Register(draw, draw_event, button_event)
	else:
		print "Config Error|Go to Misc>Nebula Config"
		Draw.PupMenu("Startup Checks Failed%t|Startup Cheks Failed, check console")