Esempio n. 1
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 def getParent(self):
     # The method is called currently in the single place of the code:
     # in <Renderer.prerender(..)> if (not layer.singleObject and app.layered)
     parent = self.parent
     if not self.parent:
         parent = createEmptyObject(self.name,
                                    self.parentLocation.copy(),
                                    empty_draw_size=0.01)
         parent.parent = Renderer.parent
         self.parent = parent
     return parent
Esempio n. 2
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 def getLayerParent(self):
     layerIndex = self.layerIndex
     layerParents = self.layerParents
     layerParent = layerParents[layerIndex]
     if not layerParent:
         layerParent = createEmptyObject(self.getLayerName(
             layerIndex, self.op),
                                         zeroVector(),
                                         empty_draw_size=0.01)
         layerParent.parent = Renderer.parent
         layerParents[layerIndex] = layerParent
     return layerParent
Esempio n. 3
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 def getLayerParent(self):
     layerIndex = self.layerIndex
     layerParents = self.layerParents
     layerParent = layerParents[layerIndex]
     if not layerParent:
         layerParent = createEmptyObject(
             self.getLayerName(layerIndex, self.op),
             zeroVector(),
             empty_draw_size=0.01
         )
         layerParent.parent = Renderer.parent
         layerParents[layerIndex] = layerParent
     return layerParent
Esempio n. 4
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 def parent_set(self, parent, obj):
     if "co" in parent:
         modelParent = parent.parent
         # <parent> must be for the level with the index zero
         parent = None
         for levelParent in modelParent.children:
             if "level" in levelParent and not levelParent["level"]:
                 parent = levelParent
                 break
         if not parent:
             # create a Blender parent object for the level with the index zero
             parent = createEmptyObject("level0", (0., 0., 0.), True, **Wall.emptyPropsLevel)
             parent["level"] = 0
             parent_set(modelParent, parent)
     parent_set(parent, obj)
Esempio n. 5
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    def invoke(self, context, event):
        o = context.object
        bpy.ops.object.mode_set(mode='OBJECT')
        childOffset = createEmptyObject("offset_" + o.name,
                                        context.scene.cursor_location -
                                        o.location,
                                        False,
                                        empty_draw_size=0.01)
        childOffset["t"] = "offset"
        childOffset.parent = o

        # make <childOffset> the active object
        o.select = False
        makeActiveSelected(context, childOffset)
        return {'FINISHED'}
Esempio n. 6
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 def invoke(self, context, event):
     o = context.object
     bpy.ops.object.mode_set(mode='OBJECT')
     childOffset = createEmptyObject(
         "offset_" + o.name,
         context.scene.cursor_location - o.location,
         False,
         empty_draw_size=0.01
     )
     childOffset["t"] = "offset"
     childOffset.parent = o
     
     # make <childOffset> the active object
     o.select = False
     makeActiveSelected(context, childOffset)
     return {'FINISHED'}
Esempio n. 7
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    def begin(self, app):
        self.name = os.path.basename(app.osmFilepath)
        
        if app.layered or not app.singleObject:
            self.parent = createEmptyObject(
                self.name,
                zeroVector(),
                empty_draw_size=0.01
            )
        if app.singleObject and not app.layered:
            self.bm = bmesh.new()
            self.obj = self.createBlenderObject(self.name, None, None)
            # cache material indices in <self.materialIndices>
            self.materialIndices = {}

        # store here Blender object that are to be joined
        self.toJoin = {}
Esempio n. 8
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 def execute(self, context):
     o = context.object
     o["t"] = Template.type
     o.name = "T_Frame"
     o.data.name = "T_Frame"
     location = o.location.copy()
     o.location = zeroVector
     o.show_wire = True
     o.show_all_edges = True
     o["id"] = 1
     # reverse the surface <s1> by default
     o["s1"] = "reversed"
     parent = createEmptyObject(self.objectNameBase, location, False, empty_draw_size=0.05)
     parent["t"] = context.scene.prk.workshopType
     o.parent = parent
     parent["part_counter"] = 2
     parent["vert_counter"] = 1
     return {'FINISHED'}
Esempio n. 9
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 def invoke(self, context, event):
     o = context.object
     bpy.ops.object.mode_set(mode='OBJECT')
     assetType = context.scene.prk.item.window.assetType
     # Blender EMPTY  object as a placeholder for the offset
     a = createEmptyObject(
         o.name + "_" + assetType,
         context.scene.cursor_location - o.location,
         False,
         empty_draw_size=0.01
     )
     a["t"] = "asset"
     a["t2"] = assetType
     a.parent = o
     props = context.scene.prk.item
     # side (internal or external) for the asset
     if props.assetSideIe != 'n':
         # <sie> stands for <side internal or external>
         a["sie"] = props.assetSideIe
     
     # check if there is a selected vertex and if it defines the node's open end
     index = 0
     for v in o.data.vertices:
         if v.select:
             # iterate through vertex groups of the vertex <v>
             for g in v.groups:
                 name = o.vertex_groups[g.group].name
                 if name[:2] == "e_":
                     index = int(name[2:])
                     break
             if index:
                 break
     if index:
         # remember the index of the node's open end
         a["e"] = index
         
     
     # make <a> the active object
     o.select = False
     makeActiveSelected(context, a)
     return {'FINISHED'}
Esempio n. 10
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    def begin(self, op):
        self.name = os.path.basename(op.filepath)

        if op.layered or not op.singleObject:
            self.parent = createEmptyObject(self.name,
                                            zeroVector(),
                                            empty_draw_size=0.01)
        if op.singleObject:
            if op.layered:
                self.layerMeshes = [None for _ in op.layerIndices]
                self.layerObjects = [None for _ in op.layerIndices]
                # cache material indices in <self.materialIndices>
                self.materialIndices = [None for _ in op.layerIndices]
            else:
                self.bm = bmesh.new()
                self.obj = self.createBlenderObject(self.name, None)
                # cache material indices in <self.materialIndices>
                self.materialIndices = {}
        else:
            if op.layered:
                self.layerParents = [None for _ in op.layerIndices]
Esempio n. 11
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 def execute(self, context):
     o = context.object
     o["t"] = Template.type
     o.name = "T_Frame"
     o.data.name = "T_Frame"
     location = o.location.copy()
     o.location = zeroVector
     o.show_wire = True
     o.show_all_edges = True
     o["id"] = 1
     # reverse the surface <s1> by default
     o["s1"] = "reversed"
     parent = createEmptyObject(self.objectNameBase,
                                location,
                                False,
                                empty_draw_size=0.05)
     parent["t"] = context.scene.prk.workshopType
     o.parent = parent
     parent["part_counter"] = 2
     parent["vert_counter"] = 1
     return {'FINISHED'}
Esempio n. 12
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 def setupMaster(self, context, point1, point2):
     o = self.o
     # create a master EMPTY resembling <o>
     master = createEmptyObject("tmp", o.location, empty_draw_type=o.empty_draw_type, empty_draw_size=o.empty_draw_size)
     master.lock_location[2] = True
     self.master = master
     # rotate master along the line defined by point1 and point2
     master.rotation_euler[2] = math.atan2(point2.y-point1.y, point2.x-point1.x)
     parent_set(o.parent, master)
     
     o.select = False
     # make <o> a slave of <master>
     # x
     x = o.driver_add("location", 0)
     addTransformsVariable(x, "x", master, "LOC_X")
     x.driver.expression = "x"
     # y
     y = o.driver_add("location", 1)
     addTransformsVariable(y, "y", master, "LOC_Y")
     y.driver.expression = "y"
     
     makeActiveSelected(context, master)
Esempio n. 13
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    def invoke(self, context, event):
        o = context.object
        bpy.ops.object.mode_set(mode='OBJECT')
        assetType = context.scene.prk.item.window.assetType
        # Blender EMPTY  object as a placeholder for the offset
        a = createEmptyObject(o.name + "_" + assetType,
                              context.scene.cursor_location - o.location,
                              False,
                              empty_draw_size=0.01)
        a["t"] = "asset"
        a["t2"] = assetType
        a.parent = o
        props = context.scene.prk.item
        # side (internal or external) for the asset
        if props.assetSideIe != 'n':
            # <sie> stands for <side internal or external>
            a["sie"] = props.assetSideIe

        # check if there is a selected vertex and if it defines the node's open end
        index = 0
        for v in o.data.vertices:
            if v.select:
                # iterate through vertex groups of the vertex <v>
                for g in v.groups:
                    name = o.vertex_groups[g.group].name
                    if name[:2] == "e_":
                        index = int(name[2:])
                        break
                if index:
                    break
        if index:
            # remember the index of the node's open end
            a["e"] = index

        # make <a> the active object
        o.select = False
        makeActiveSelected(context, a)
        return {'FINISHED'}
Esempio n. 14
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 def begin(self, op):
     self.name = os.path.basename(op.filepath)
     
     if op.layered or not op.singleObject:
         self.parent = createEmptyObject(
             self.name,
             zeroVector(),
             empty_draw_size=0.01
         )
     if op.singleObject:
         if op.layered:
             self.layerMeshes = [None for _ in op.layerIndices]
             self.layerObjects = [None for _ in op.layerIndices]
             # cache material indices in <self.materialIndices>
             self.materialIndices = [None for _ in op.layerIndices]
         else:
             self.bm = bmesh.new()
             self.obj = self.createBlenderObject(self.name, None)
             # cache material indices in <self.materialIndices>
             self.materialIndices = {}
     else:
         if op.layered:
             self.layerParents = [None for _ in op.layerIndices]
Esempio n. 15
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 def make(self, t, **kwargs):
     verts = t.bm.verts
     context = self.context
     hooksForNodes = kwargs["hooksForNodes"]
     # template Blender object
     _o = t.o
     # Create a Blender EMPTY object to serve as a parent for the window mesh;
     # its name doesn't have <T_> prefix
     name = _o.name[2:]
     # <pt> stands for parent template
     pt = t.parentTemplate
     if pt:
         p = createEmptyObject(name, _o.location-pt.o.location, False, empty_draw_size=0.01)
     else:
         # parent for the whole hierarchy of window Blender objects
         p = t.p
     t.meshParent = p
     # start a Blender object for the template
     o = createMeshObject(name + "_mesh")
     t.meshObject = o
     
     context.scene.update()
     # perform parenting
     parent_set(p, o)
     if t.parentTemplate:
         parent_set(pt.meshParent, p)
     context.scene.update()
     context.scene.objects.active = o
     
     t.prepareOffsets()
     
     # iterate through the vertices of the template Blender object
     numVerts = 0
     for v in verts:
         # id of the vertex
         vid = t.getVid(v)
         if not (vid in _o and _o[vid] in bpy.data.objects):
             continue
         # Blender object for the node at the vertex
         j = bpy.data.objects[_o[vid]]
         t.setNode(v, j, o, context, hooksForNodes = hooksForNodes)
         numVerts += 1
     
     # final operations: bridging or extruding edges loops of the nodes, making surfaces
     bm = getBmesh(o)
     t.bridgeOrExtendNodes(o, bm, kwargs["dissolveEndEdges"])
     if numVerts == len(verts):
         t.makeSurfaces(o, bm)
     setBmesh(o, bm)
     
     # remove unneeded vertex group
     groups = [g for g in o.vertex_groups if g.name[0] in ("e", "s", "c")]
     for g in groups:
         o.vertex_groups.remove(g)
     
     # add Edge Split modifier
     if kwargs["addEdgeSplitModifier"]:
         addEdgeSplitModifier(o, o.name)
         
     # set maximum possible range for the shape keys
     if hooksForNodes and o.data.shape_keys:
         for kb in o.data.shape_keys.key_blocks:
             kb.slider_min = -10.
             kb.slider_max = 10.
     
     t.insertAssets(context)
     
     # hide the template Blender object and all its children
     hide(t.o, True)
Esempio n. 16
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    def make(self, t, **kwargs):
        verts = t.bm.verts
        context = self.context
        hooksForNodes = kwargs["hooksForNodes"]
        # template Blender object
        _o = t.o
        # Create a Blender EMPTY object to serve as a parent for the window mesh;
        # its name doesn't have <T_> prefix
        name = _o.name[2:]
        # <pt> stands for parent template
        pt = t.parentTemplate
        if pt:
            p = createEmptyObject(name,
                                  _o.location - pt.o.location,
                                  False,
                                  empty_draw_size=0.01)
        else:
            # parent for the whole hierarchy of window Blender objects
            p = t.p
        t.meshParent = p
        # start a Blender object for the template
        o = createMeshObject(name + "_mesh")
        t.meshObject = o

        context.scene.update()
        # perform parenting
        parent_set(p, o)
        if t.parentTemplate:
            parent_set(pt.meshParent, p)
        context.scene.update()
        context.scene.objects.active = o

        t.prepareOffsets()

        # iterate through the vertices of the template Blender object
        numVerts = 0
        for v in verts:
            # id of the vertex
            vid = t.getVid(v)
            if not (vid in _o and _o[vid] in bpy.data.objects):
                continue
            # Blender object for the node at the vertex
            j = bpy.data.objects[_o[vid]]
            t.setNode(v, j, o, context, hooksForNodes=hooksForNodes)
            numVerts += 1

        # final operations: bridging or extruding edges loops of the nodes, making surfaces
        bm = getBmesh(o)
        t.bridgeOrExtendNodes(o, bm, kwargs["dissolveEndEdges"])
        if numVerts == len(verts):
            t.makeSurfaces(o, bm)
        setBmesh(o, bm)

        # remove unneeded vertex group
        groups = [g for g in o.vertex_groups if g.name[0] in ("e", "s", "c")]
        for g in groups:
            o.vertex_groups.remove(g)

        # add Edge Split modifier
        if kwargs["addEdgeSplitModifier"]:
            addEdgeSplitModifier(o, o.name)

        # set maximum possible range for the shape keys
        if hooksForNodes and o.data.shape_keys:
            for kb in o.data.shape_keys.key_blocks:
                kb.slider_min = -10.
                kb.slider_max = 10.

        t.insertAssets(context)

        # hide the template Blender object and all its children
        hide(t.o, True)