def accept(save=False): dia.acceptData() print("RESULTS", dia.results) if dia.results['render/mode'].startswith('smooth'): res = utils.subDict(dia.results, 'render/', strip=False) matname = dia.results['render/material'] matdata = utils.subDict(dia.results, 'material/') # Currently, set both in cfg and Material db pf.cfg['material/%s' % matname] = matdata pf.GUI.materials[matname] = canvas.Material(matname, **matdata) else: res = utils.selectDict(dia.results, ['render/mode', 'render/lighting']) res['_save_'] = save print("RES", res) updateSettings(res) print(pf.cfg) vp = pf.GUI.viewports.current vp.resetLighting() #if pf.cfg['render/mode'] != vp.rendermode: print("SETMODE %s %s" % (pf.cfg['render/mode'], pf.cfg['render/lighting'])) vp.setRenderMode(pf.cfg['render/mode'], pf.cfg['render/lighting']) print(vp.rendermode, vp.settings.lighting) vp.update() toolbar.updateLightButton()
def setCurrent(self,canv): """Make the specified viewport the current one. canv can be either a viewport or viewport number. """ if type(canv) == int and canv in range(len(self.all)): canv = self.all[canv] if canv == self.current: return # already current if canv in self.all: if self.current: self.current.focus = False self.current.updateGL() self.current = canv self.current.focus = True self.current.updateGL() toolbar.updateTransparencyButton() toolbar.updatePerspectiveButton() toolbar.updateLightButton()
def accept(save=False): dia.acceptData() print("RESULTS",dia.results) if dia.results['render/mode'].startswith('smooth'): res = utils.subDict(dia.results,'render/',strip=False) matname = dia.results['render/material'] matdata = utils.subDict(dia.results,'material/') # Currently, set both in cfg and Material db pf.cfg['material/%s' % matname] = matdata pf.GUI.materials[matname] = canvas.Material(matname,**matdata) else: res = utils.selectDict(dia.results,['render/mode','render/lighting']) res['_save_'] = save print("RES",res) updateSettings(res) print(pf.cfg) vp = pf.GUI.viewports.current vp.resetLighting() #if pf.cfg['render/mode'] != vp.rendermode: print("SETMODE %s %s" % (pf.cfg['render/mode'],pf.cfg['render/lighting'])) vp.setRenderMode(pf.cfg['render/mode'],pf.cfg['render/lighting']) print(vp.rendermode,vp.settings.lighting) vp.update() toolbar.updateLightButton()
def accept(save=False): dia.acceptData() print "RESULTS", dia.results if dia.results["render/mode"].startswith("smooth"): res = utils.subDict(dia.results, "render/", strip=False) matname = dia.results["render/material"] matdata = utils.subDict(dia.results, "material/") # Currently, set both in cfg and Material db pf.cfg["material/%s" % matname] = matdata pf.GUI.materials[matname] = canvas.Material(matname, **matdata) else: res = utils.selectDict(dia.results, ["render/mode", "render/lighting"]) res["_save_"] = save print "RES", res updateSettings(res) print pf.cfg vp = pf.GUI.viewports.current vp.resetLighting() # if pf.cfg['render/mode'] != vp.rendermode: print "SETMODE %s %s" % (pf.cfg["render/mode"], pf.cfg["render/lighting"]) vp.setRenderMode(pf.cfg["render/mode"], pf.cfg["render/lighting"]) print vp.rendermode, vp.lighting vp.update() toolbar.updateLightButton()
def lights(state=True): """Set the lights on or off""" pf.canvas.setLighting(state) pf.canvas.update() toolbar.updateLightButton() pf.GUI.processEvents()
def renderMode(mode, avg=False): pf.canvas.setRenderMode(mode) pf.canvas.update() toolbar.updateNormalsButton() toolbar.updateLightButton() pf.GUI.processEvents()