def n_check_data(self, n_data): TestBaseGeometry.n_check_data(self, n_data) n_geom = n_data.roots[0].children[0] nose.tools.assert_equal(n_geom.data.has_vertex_colors, True) nose.tools.assert_equal(len(n_geom.data.vertex_colors), 8) for i, vert in enumerate(n_geom.data.vertex_colors): self.n_check_vert(i, vert)
def b_check_object(self, b_obj): TestBaseGeometry.b_check_object(self, b_obj) b_mesh = b_obj.data nose.tools.assert_equal(len(b_mesh.vertex_colors), 1) nose.tools.assert_equal(b_mesh.vertex_colors[0].name, 'VertexColor') b_meshcolor = b_obj.data.vertex_colors["VertexColor"].data for b_col_index, b_meshcolor in enumerate(b_meshcolor): #b_faces: 0-11 self.b_check_vert(b_col_index, b_meshcolor)
def b_create_object(self): b_obj = TestBaseGeometry.b_create_object(self) bpy.ops.mesh.primitive_uv_sphere_add() b_coll = bpy.data.objects["Sphere"] b_coll.data.show_double_sided = False b_coll.name = "CollisionSphere" b_coll = bpy.data.objects["CollisionSphere"] b_coll.draw_type = 'WIRE' #Physics b_coll.game.use_collision_bounds = True b_coll.game.collision_bounds_type = 'SPHERE' b_coll.nifcollision.use_blender_properties = True b_coll.nifcollision.motion_system = "MO_SYS_FIXED" b_coll.nifcollision.oblivion_layer = "OL_STATIC" b_coll.nifcollision.quality_type = "MO_QUAL_FIXED" b_coll.nifcollision.col_filer = 0 b_coll.nifcollision.havok_material = "HAV_MAT_WOOD" b_coll.select = True #bpy.ops.wm.save_mainfile(filepath="test/autoblend/" + self.n_name) return b_obj
def b_create_object(self): b_obj = TestBaseGeometry.b_create_object(self) b_obj.name = self.b_name b_obj.draw_bounds_type = 'BOX' b_obj.draw_type = 'BOUNDS' return b_obj
def b_create_object(self): b_obj = TestBaseGeometry.b_create_object(self) b_obj.name = self.b_name b_obj.draw_bounds_type = "BOX" b_obj.draw_type = "BOUNDS" return b_obj
def b_create_object(self): b_obj = TestBaseGeometry.b_create_object(self) b_coll = TestBaseGeometry.b_create_object(self, "CollisionBox") b_coll.draw_type = 'WIRE' #Physics b_coll.game.use_collision_bounds = True b_coll.game.collision_bounds_type = 'BOX' b_coll.nifcollision.use_blender_properties = True b_coll.nifcollision.motion_system = "MO_SYS_FIXED" b_coll.nifcollision.oblivion_layer = "OL_STATIC" b_coll.nifcollision.quality_type = "MO_QUAL_FIXED" b_coll.nifcollision.col_filter = 0 b_coll.nifcollision.havok_material = "HAV_MAT_WOOD" b_coll.select = True #bpy.ops.wm.save_mainfile(filepath="test/autoblend/" + self.n_name) return b_obj
def b_create_object(self): b_obj = TestBaseGeometry.b_create_object(self) #we like working with tris's, quad faces are silly, just like yours :P bpy.ops.object.editmode_toggle() bpy.ops.mesh.quads_convert_to_tris() bpy.ops.object.editmode_toggle() #add base vertex col layer bpy.ops.mesh.vertex_color_add() b_obj.data.vertex_colors[0].name = "VertexColor" #iterate over each face, then set the vert color through lookup, for face_index, face in enumerate(self.b_faces): #nif_faces: 0-11 for vert_index, n_vert in enumerate(face): #nif_verts: 0-7 b_meshcolor = b_obj.data.vertex_colors["VertexColor"].data[face_index] b_color = getattr(b_meshcolor, "color%s" % (vert_index + 1)) b_color.r = self.vertcol[n_vert][0] b_color.g = self.vertcol[n_vert][1] b_color.b = self.vertcol[n_vert][2] #bpy.ops.wm.save_mainfile(filepath="test/autoblend/" + self.n_name) return b_obj
def b_create_object(self): b_obj = TestBaseGeometry.b_create_object(self) #we like working with tris's, quad faces are silly, just like yours :P bpy.ops.object.editmode_toggle() bpy.ops.mesh.quads_convert_to_tris() bpy.ops.object.editmode_toggle() #add base vertex col layer bpy.ops.mesh.vertex_color_add() b_obj.data.vertex_colors[0].name = "VertexColor" #iterate over each face, then set the vert color through lookup, for face_index, face in enumerate(self.b_faces): #nif_faces: 0-11 for vert_index, n_vert in enumerate(face): #nif_verts: 0-7 b_meshcolor = b_obj.data.vertex_colors["VertexColor"].data[ face_index] b_color = getattr(b_meshcolor, "color%s" % (vert_index + 1)) b_color.r = self.vertcol[n_vert][0] b_color.g = self.vertcol[n_vert][1] b_color.b = self.vertcol[n_vert][2] #bpy.ops.wm.save_mainfile(filepath="test/autoblend/" + self.n_name) return b_obj
def b_create_object(self): b_obj = TestBaseGeometry.b_create_object(self, self.b_name) bpy.ops.mesh.primitive_cylinder_add(vertices=8, radius=1.2, depth=2) b_coll = bpy.context.active_object b_coll.data.show_double_sided = False b_coll.name = "CollisionCapsule" b_coll = bpy.data.objects["CollisionCapsule"] b_coll.draw_type = 'WIRE' #Physics b_coll.game.use_collision_bounds = True b_coll.game.collision_bounds_type = 'CAPSULE' b_coll.nifcollision.use_blender_properties = True b_coll.nifcollision.motion_system = "MO_SYS_FIXED" b_coll.nifcollision.oblivion_layer = "OL_STATIC" b_coll.nifcollision.quality_type = "MO_QUAL_FIXED" b_coll.nifcollision.col_filer = 0 b_coll.nifcollision.havok_material = "HAV_MAT_WOOD" #bpy.ops.wm.save_mainfile(filepath="test/autoblend/" + self.n_name) return b_obj
def b_create_object(self): b_obj = TestBaseGeometry.b_create_object(self, self.b_name) bpy.ops.mesh.primitive_cylinder_add(vertices=8,radius=1.2,depth=2) b_coll = bpy.context.active_object b_coll.data.show_double_sided = False b_coll.name = "CollisionCapsule" b_coll = bpy.data.objects["CollisionCapsule"] b_coll.draw_type = 'WIRE' #Physics b_coll.game.use_collision_bounds = True b_coll.game.collision_bounds_type = 'CAPSULE' b_coll.nifcollision.use_blender_properties = True b_coll.nifcollision.motion_system = "MO_SYS_FIXED" b_coll.nifcollision.oblivion_layer = "OL_STATIC" b_coll.nifcollision.quality_type = "MO_QUAL_FIXED" b_coll.nifcollision.col_filer = 0 b_coll.nifcollision.havok_material = "HAV_MAT_WOOD" #bpy.ops.wm.save_mainfile(filepath="test/autoblend/" + self.n_name) return b_obj