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https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-10 15:22:04 +00:00
Implement the add_entity operator.
Doesn't work for brush entities yet.
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3 changed files with 75 additions and 30 deletions
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@ -52,6 +52,7 @@ from bpy_extras.io_utils import ExportHelper, ImportHelper, path_reference_mode,
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from bpy.app.handlers import persistent
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from bpy.app.handlers import persistent
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from .entityclass import EntityClassDict
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from .entityclass import EntityClassDict
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from . import entity
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from . import import_map
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from . import import_map
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#from . import export_map
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#from . import export_map
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@ -66,6 +67,8 @@ def ecm_draw(self, context):
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icon = 'MESH_DATA'
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icon = 'MESH_DATA'
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op = layout.operator("object.add_entity", text=item[0], icon=icon)
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op = layout.operator("object.add_entity", text=item[0], icon=icon)
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op.entclass=item[1]
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op.entclass=item[1]
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if ec.comment:
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pass
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else:
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else:
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layout.menu(item[1].bl_idname)
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layout.menu(item[1].bl_idname)
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@ -121,12 +124,14 @@ def ec_script_update(self, context):
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self.script_update(context)
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self.script_update(context)
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class AddEntity(bpy.types.Operator):
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class AddEntity(bpy.types.Operator):
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'''Add an entity'''
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bl_idname = "object.add_entity"
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bl_idname = "object.add_entity"
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bl_label = "Entity"
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bl_label = "Entity"
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entclass = StringProperty(name = "entclass")
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entclass = StringProperty(name = "entclass")
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def execute(self, context):
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def execute(self, context):
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return {'FINISHED'}
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keywords = self.as_keywords()
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return entity.add_entity(self, context, **keywords)
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class QFEntityClasses(bpy.types.PropertyGroup):
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class QFEntityClasses(bpy.types.PropertyGroup):
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wadpath = StringProperty(
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wadpath = StringProperty(
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@ -221,7 +226,7 @@ def menu_func_export(self, context):
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self.layout.operator(ExportMap.bl_idname, text="Quake map (.map)")
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self.layout.operator(ExportMap.bl_idname, text="Quake map (.map)")
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def menu_func_add(self, context):
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def menu_func_add(self, context):
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self.layout.menu(context.scene.qfmap.ecm.bl_idname)
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self.layout.menu(context.scene.qfmap.ecm.bl_idname, icon='PLUGIN')
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def register():
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def register():
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bpy.utils.register_module(__name__)
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bpy.utils.register_module(__name__)
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67
tools/io_qfmap/entity.py
Normal file
67
tools/io_qfmap/entity.py
Normal file
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@ -0,0 +1,67 @@
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# vim:ts=4:et
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# ##### BEGIN GPL LICENSE BLOCK #####
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
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import bpy
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def entity_box(entityclass):
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name = entityclass.name
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size = entityclass.size
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color = entityclass.color
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if name in bpy.data.meshes:
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return bpy.data.meshes[name]
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verts = [(size[0][0], size[0][1], size[0][2]),
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(size[0][0], size[0][1], size[1][2]),
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(size[0][0], size[1][1], size[0][2]),
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(size[0][0], size[1][1], size[1][2]),
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(size[1][0], size[0][1], size[0][2]),
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(size[1][0], size[0][1], size[1][2]),
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(size[1][0], size[1][1], size[0][2]),
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(size[1][0], size[1][1], size[1][2])]
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faces = [(0, 1, 3, 2),
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(0, 2, 6, 4),
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(0, 4, 5, 1),
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(4, 6, 7, 5),
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(6, 2, 3, 7),
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(1, 5, 7, 3)]
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mesh = bpy.data.meshes.new(name)
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mesh.from_pydata(verts, [], faces)
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mat = bpy.data.materials.new(name)
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mat.diffuse_color = color
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mat.use_raytrace = False
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mesh.materials.append(mat)
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return mesh
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def add_entity(self, context, entclass):
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entity_class = context.scene.qfmap.entity_classes.entity_classes[entclass]
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context.user_preferences.edit.use_global_undo = False
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for obj in bpy.data.objects:
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obj.select = False
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if entity_class.size:
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mesh = entity_box(entity_class)
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else:
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mesh = None
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obj = bpy.data.objects.new(entity_class.name, mesh)
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obj.location = context.scene.cursor_location
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obj.select = True
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context.scene.objects.link(obj)
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bpy.context.scene.objects.active=obj
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context.user_preferences.edit.use_global_undo = True
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return {'FINISHED'}
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@ -28,6 +28,7 @@ from mathutils import Vector,Matrix
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from .map import parse_map, MapError
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from .map import parse_map, MapError
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from .quakepal import palette
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from .quakepal import palette
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from .wad import WadFile
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from .wad import WadFile
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from .entity import entity_box
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def parse_vector(vstr):
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def parse_vector(vstr):
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v = vstr.split()
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v = vstr.split()
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@ -35,34 +36,6 @@ def parse_vector(vstr):
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v[i] = float(v[i])
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v[i] = float(v[i])
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return Vector(v)
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return Vector(v)
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def entity_box(entityclass):
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name = entityclass.name
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size = entityclass.size
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color = entityclass.color
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if name in bpy.data.meshes:
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return bpy.data.meshes[name]
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verts = [(size[0][0], size[0][1], size[0][2]),
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(size[0][0], size[0][1], size[1][2]),
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(size[0][0], size[1][1], size[0][2]),
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(size[0][0], size[1][1], size[1][2]),
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(size[1][0], size[0][1], size[0][2]),
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(size[1][0], size[0][1], size[1][2]),
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(size[1][0], size[1][1], size[0][2]),
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(size[1][0], size[1][1], size[1][2])]
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faces = [(0, 1, 3, 2),
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(0, 2, 6, 4),
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(0, 4, 5, 1),
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(4, 6, 7, 5),
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(6, 2, 3, 7),
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(1, 5, 7, 3)]
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mesh = bpy.data.meshes.new(name)
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mesh.from_pydata(verts, [], faces)
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mat = bpy.data.materials.new(name)
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mat.diffuse_color = color
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mat.use_raytrace = False
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mesh.materials.append(mat)
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return mesh
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def load_image(tx):
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def load_image(tx):
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if tx.name in bpy.data.images:
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if tx.name in bpy.data.images:
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return bpy.data.images[tx.name]
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return bpy.data.images[tx.name]
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