quakeforge/tools/io_qfmap/entity.py
Bill Currie 825ce0dad6 Make the type of EntityClass.flagnames consistent.
Sometimes list and sometimes tuple makes for a mess.
2012-09-09 17:01:23 +09:00

124 lines
4.3 KiB
Python

# vim:ts=4:et
# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
import bpy
from bpy.props import BoolProperty, FloatProperty, StringProperty, EnumProperty
from bpy.props import BoolVectorProperty, PointerProperty
def qfentity_items(self, context):
qfmap = context.scene.qfmap
entclasses = qfmap.entity_classes.entity_classes
eclist = list(entclasses.keys())
eclist.sort()
return tuple(map(lambda ec: (ec, ec, entclasses[ec].comment), eclist))
class QFEntity(bpy.types.PropertyGroup):
classname = EnumProperty(items = qfentity_items, name = "Entity Class")
flags = BoolVectorProperty(size=12)
class EntityPanel(bpy.types.Panel):
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = 'object'
bl_label = 'QF Entity'
@classmethod
def poll(cls, context):
return True
def draw(self, context):
layout = self.layout
obj = context.active_object
qfmap = context.scene.qfmap
ec = qfmap.entity_classes.entity_classes[obj.qfentity.classname]
flags = ec.flagnames + ("",) * (8 - len(ec.flagnames))
flags += ("!easy", "!medium", "!hard", "!dm")
layout.prop(obj.qfentity, "classname")
split = layout.split()
for c in range(3):
col = split.column()
sub = col.column(align=True)
for r in range(4):
idx = c * 4 + r
sub.prop(obj.qfentity, "flags", text = flags[idx], index = idx)
def default_brush_entity(entityclass):
name = entityclass.name
verts = [(-8, -8, -8),
( 8, 8, -8),
(-8, 8, 8),
( 8, -8, 8)]
faces = [(0, 2, 1),
(0, 3, 2),
(0, 1, 3),
(1, 2, 3)]
mesh = bpy.data.meshes.new(name)
mesh.from_pydata(verts, [], faces)
return mesh
def entity_box(entityclass):
name = entityclass.name
size = entityclass.size
color = entityclass.color
if name in bpy.data.meshes:
return bpy.data.meshes[name]
verts = [(size[0][0], size[0][1], size[0][2]),
(size[0][0], size[0][1], size[1][2]),
(size[0][0], size[1][1], size[0][2]),
(size[0][0], size[1][1], size[1][2]),
(size[1][0], size[0][1], size[0][2]),
(size[1][0], size[0][1], size[1][2]),
(size[1][0], size[1][1], size[0][2]),
(size[1][0], size[1][1], size[1][2])]
faces = [(0, 1, 3, 2),
(0, 2, 6, 4),
(0, 4, 5, 1),
(4, 6, 7, 5),
(6, 2, 3, 7),
(1, 5, 7, 3)]
mesh = bpy.data.meshes.new(name)
mesh.from_pydata(verts, [], faces)
mat = bpy.data.materials.new(name)
mat.diffuse_color = color
mat.use_raytrace = False
mesh.materials.append(mat)
return mesh
def add_entity(self, context, entclass):
entity_class = context.scene.qfmap.entity_classes.entity_classes[entclass]
context.user_preferences.edit.use_global_undo = False
for obj in bpy.data.objects:
obj.select = False
if entity_class.size:
mesh = entity_box(entity_class)
else:
mesh = default_brush_entity(entity_class)
obj = bpy.data.objects.new(entity_class.name, mesh)
obj.location = context.scene.cursor_location
obj.select = True
obj.qfentity.classname = entclass
context.scene.objects.link(obj)
bpy.context.scene.objects.active=obj
context.user_preferences.edit.use_global_undo = True
return {'FINISHED'}
def register():
bpy.types.Object.qfentity = PointerProperty(type=QFEntity)