mirror of https://github.com/AxioDL/metaforce.git
Added overlay meshes to addon
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parent
ee6a812079
commit
35b71d1772
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@ -1,6 +1,4 @@
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'''
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Root HECL addon package for Blender
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'''
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'''Root HECL addon package for Blender'''
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bl_info = {
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"name": "HECL",
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@ -111,6 +109,11 @@ def scene_loaded(dummy):
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arm_obj = bpy.data.objects[subtype.linked_armature]
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mesh_obj.parent = arm_obj
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mesh_obj.parent_type = 'ARMATURE'
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for overlay in subtype.overlays:
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if overlay.linked_mesh in bpy.data.objects:
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mesh_obj = bpy.data.objects[overlay.linked_mesh]
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mesh_obj.parent = arm_obj
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mesh_obj.parent_type = 'ARMATURE'
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# Show only the active mesh and action
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@ -7,12 +7,23 @@ def active_subtype_update(self, context):
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bpy.ops.scene.sactsubtype_load()
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# Actor subtype overlay class
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class SACTSubtypeOverlay(bpy.types.PropertyGroup):
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name = bpy.props.StringProperty(name="Overlay Name")
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linked_mesh = bpy.props.StringProperty(name="Linked Mesh Object Source", update=active_subtype_update)
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show_overlay = bpy.props.BoolProperty(name="Show Overlay Mesh", update=active_subtype_update)
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# Actor subtype class
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class SACTSubtype(bpy.types.PropertyGroup):
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name = bpy.props.StringProperty(name="Actor Mesh Name")
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linked_armature = bpy.props.StringProperty(name="Linked Armature Object Source", update=active_subtype_update)
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linked_mesh = bpy.props.StringProperty(name="Linked Mesh Object Source", update=active_subtype_update)
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overlays =\
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bpy.props.CollectionProperty(type=SACTSubtypeOverlay, name="Subtype Overlay List")
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active_overlay =\
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bpy.props.IntProperty(name="Active Subtype Overlay", default=0, update=active_subtype_update)
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# Panel draw
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def draw(layout, context):
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@ -60,6 +71,25 @@ def draw(layout, context):
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if subtype.linked_mesh in bpy.data.objects:
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linked_mesh = bpy.data.objects[subtype.linked_mesh]
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# Mesh overlays
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layout.label("Overlay Meshes:")
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row = layout.row()
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row.template_list("UI_UL_list", "SCENE_UL_SACTSubtypeOverlays",
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subtype, 'overlays', subtype, 'active_overlay')
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col = row.column(align=True)
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col.operator("scene.sactsubtypeoverlay_add", icon="ZOOMIN", text="")
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col.operator("scene.sactsubtypeoverlay_remove", icon="ZOOMOUT", text="")
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overlay_mesh = None
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if len(subtype.overlays) and subtype.active_overlay >= 0:
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overlay = subtype.overlays[subtype.active_overlay]
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layout.prop(overlay, 'name', text="Name")
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overlay = subtype.overlays[subtype.active_overlay]
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layout.prop_search(overlay, 'linked_mesh', bpy.data, 'objects', text="Mesh")
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if overlay.linked_mesh in bpy.data.objects:
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overlay_mesh = bpy.data.objects[overlay.linked_mesh]
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layout.prop(overlay, 'show_overlay', text="Show Overlay")
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# Validate
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if linked_mesh is None:
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layout.label("Source mesh not set", icon='ERROR')
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@ -70,6 +100,14 @@ def draw(layout, context):
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elif linked_mesh.parent_type != 'ARMATURE':
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layout.label("Source mesh not 'ARMATURE' parent type", icon='ERROR')
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if overlay_mesh:
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if overlay_mesh.type != 'MESH':
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layout.label("Overlay mesh not 'MESH'", icon='ERROR')
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elif linked_armature is not None and overlay_mesh not in linked_armature.children:
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layout.label(overlay_mesh.name+" not a child of "+linked_armature.name, icon='ERROR')
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elif overlay_mesh.parent_type != 'ARMATURE':
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layout.label("Overlay mesh not 'ARMATURE' parent type", icon='ERROR')
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# Subtype 'add' operator
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class SACTSubtype_add(bpy.types.Operator):
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@ -151,26 +189,97 @@ class SACTSubtype_load(bpy.types.Operator):
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if object.name in context.scene.objects:
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object.hide = True
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# Hide all meshes
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# Hide all meshes (incl overlays)
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for mesh_name in actor_data.subtypes:
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if mesh_name.linked_mesh in bpy.data.objects:
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mesh = bpy.data.objects[mesh_name.linked_mesh]
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if mesh.name in context.scene.objects:
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mesh.hide = True
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for overlay in mesh_name.overlays:
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if overlay.linked_mesh in bpy.data.objects:
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mesh = bpy.data.objects[overlay.linked_mesh]
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if mesh.name in context.scene.objects:
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mesh.hide = True
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# Show only the chosen subtype
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# Show only the chosen subtype (and selected overlays)
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if subtype.linked_mesh in bpy.data.objects:
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mesh_obj = bpy.data.objects[subtype.linked_mesh]
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mesh_obj.hide = False
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if mesh_obj != linked_armature:
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mesh_obj.parent = linked_armature
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mesh_obj.parent_type = 'ARMATURE'
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for overlay in subtype.overlays:
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if overlay.show_overlay and overlay.linked_mesh in bpy.data.objects:
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mesh_obj = bpy.data.objects[overlay.linked_mesh]
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mesh_obj.hide = False
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if mesh_obj != linked_armature:
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mesh_obj.parent = linked_armature
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mesh_obj.parent_type = 'ARMATURE'
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return {'FINISHED'}
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# Subtype overlay 'add' operator
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class SACTSubtypeOverlay_add(bpy.types.Operator):
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bl_idname = "scene.sactsubtypeoverlay_add"
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bl_label = "New HECL Actor Subtype Overlay"
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bl_description = "Add New HECL Actor Subtype Overlay"
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@classmethod
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def poll(cls, context):
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actor_data = context.scene.hecl_sact_data
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return (context.scene is not None and
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not context.scene.library and
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context.scene.hecl_type == 'ACTOR' and
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len(actor_data.subtypes) and actor_data.active_subtype >= 0)
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def execute(self, context):
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actor_data = context.scene.hecl_sact_data
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subtype = actor_data.subtypes[actor_data.active_subtype]
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overlay_name = 'ActorMesh'
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if overlay_name in subtype.overlays:
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overlay_name = 'ActorMesh.001'
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overlay_idx = 1
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while overlay_name in subtype.overlays:
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overlay_idx += 1
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overlay_name = 'ActorMesh.{:0>3}'.format(overlay_idx)
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overlay = subtype.overlays.add()
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mesh.name = overlay_name
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subtype.active_overlay = len(subtype.overlays)-1
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return {'FINISHED'}
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# Subtype overlay 'remove' operator
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class SACTSubtypeOverlay_remove(bpy.types.Operator):
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bl_idname = "scene.sactsubtypeoverlay_remove"
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bl_label = "Remove HECL Actor Subtype Overlay"
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bl_description = "Remove HECL Actor Subtype Overlay"
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@classmethod
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def poll(cls, context):
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actor_data = context.scene.hecl_sact_data
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return (context.scene is not None and
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not context.scene.library and
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context.scene.hecl_type == 'ACTOR' and
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actor_data.active_subtype >= 0 and
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len(actor_data.subtypes) and
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actor_data.subtypes[actor_data.active_subtype].active_overlay >= 0 and
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len(actor_data.subtypes[actor_data.active_subtype].overlays))
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def execute(self, context):
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actor_data = context.scene.hecl_sact_data
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subtype = actor_data.subtypes[actor_data.active_subtype]
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subtype.overlays.remove(subtype.active_overlay)
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subtype.active_overlay -= 1
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if subtype.active_overlay == -1:
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subtype.active_overlay = 0
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return {'FINISHED'}
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# Registration
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def register():
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bpy.utils.register_class(SACTSubtypeOverlay)
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bpy.utils.register_class(SACTSubtypeOverlay_add)
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bpy.utils.register_class(SACTSubtypeOverlay_remove)
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bpy.utils.register_class(SACTSubtype)
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bpy.utils.register_class(SACTSubtype_add)
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bpy.utils.register_class(SACTSubtype_remove)
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@ -181,3 +290,6 @@ def unregister():
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bpy.utils.unregister_class(SACTSubtype_add)
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bpy.utils.unregister_class(SACTSubtype_remove)
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bpy.utils.unregister_class(SACTSubtype_load)
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bpy.utils.unregister_class(SACTSubtypeOverlay)
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bpy.utils.unregister_class(SACTSubtypeOverlay_add)
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bpy.utils.unregister_class(SACTSubtypeOverlay_remove)
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@ -1 +1 @@
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Subproject commit 3d90c14795d397dedd7adc404b37ed302adeca7b
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Subproject commit 4eae90984823ca9bfb039e652194ec2d068a3ee2
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@ -30,12 +30,6 @@
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#include <Athena/DNA.hpp>
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#include "../extern/xxhash/xxhash.h"
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/* Handy MIN/MAX macros */
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#ifndef MAX
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#define MAX(x, y) (((x) > (y)) ? (x) : (y))
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#define MIN(x, y) (((x) < (y)) ? (x) : (y))
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#endif
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namespace HECL
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{
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