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Add premade Lamp Flare.

pull/182/head
Joseph Davies 5 years ago
parent
commit
2b3c285b9a
Signed by untrusted user: Deledrius
GPG Key ID: 28ACC6E8D2B24B8A
  1. 137
      korman/operators/op_mesh.py
  2. 1
      korman/ui/ui_menus.py

137
korman/operators/op_mesh.py

@ -26,6 +26,143 @@ class PlasmaMeshOperator:
return context.scene.render.engine == "PLASMA_GAME" and context.mode == "OBJECT" return context.scene.render.engine == "PLASMA_GAME" and context.mode == "OBJECT"
FLARE_MATERIAL_BASE_NAME = "FLAREGEN"
def store_material_selection(self, value):
if bpy.data.materials.get(value, None):
bpy.context.scene.plasma_scene.last_flare_material = value
class PlasmaAddFlareOperator(PlasmaMeshOperator, bpy.types.Operator):
bl_idname = "mesh.plasma_flare_add"
bl_label = "Add Lamp Flare"
bl_category = "Plasma"
bl_description = "Adds a new Plasma Lamp Flare"
bl_options = {"REGISTER", "UNDO"}
# Allows user to specify their own name stem
flare_name = bpy.props.StringProperty(name="Name",
description="Flare name stem",
default="Flare",
options=set())
flare_distance = bpy.props.FloatProperty(name="Distance",
description="Flare's distance from the illuminating object",
min=0.1, max=2.0, step=10, precision=1, default=1.0,
options=set())
flare_material_name = bpy.props.StringProperty(name="Material",
description="A specially-crafted material to use for this flare",
default=FLARE_MATERIAL_BASE_NAME,
update=store_material_selection,
options=set())
@classmethod
def poll(cls, context):
return super().poll(context) and context.mode == "OBJECT"
def draw(self, context):
layout = self.layout
box = layout.box()
box.label("Flare Name:")
row = box.row()
row.alert = not self.flare_name
row.prop(self, "flare_name", text="")
box = layout.box()
box.label("Geometry:")
row = box.row()
row.prop(self, "flare_distance")
box = layout.box()
box.label("Material:")
row = box.row()
row.prop_search(self, "flare_material_name", bpy.data, "materials", text="")
def execute(self, context):
if context.space_data.local_view:
bpy.ops.view3d.localview()
self.create_flare_objects()
return {"FINISHED"}
def create_flare_objects(self):
bpyscene = bpy.context.scene
cursor_shift = mathutils.Matrix.Translation(bpy.context.scene.cursor_location)
for obj in bpy.data.objects:
obj.select = False
# Create Empty, rotated to horizontal
flare_root = bpy.data.objects.new("{}".format(self.name_stem), None)
flare_root.empty_draw_type = "SINGLE_ARROW"
flare_root.matrix_world = cursor_shift
flare_root.rotation_euler[0] = math.radians(90)
flare_root.plasma_object.enabled = True
flare_root.select = True
bpy.context.scene.objects.link(flare_root)
bpyscene.objects.active = flare_root
# Enable VFM on Empty
bpy.ops.object.plasma_modifier_add(types="viewfacemod")
flare_root.plasma_modifiers.viewfacemod.preset_options = "Sprite"
# Create a textured Plane
with utils.bmesh_object("{}_Visible".format(self.name_stem)) as (flare_plane, bm):
flare_plane.hide_render = True
flare_plane.plasma_object.enabled = True
bpyscene.objects.active = flare_plane
# Make the actual plane mesh, facing away from the empty
bmesh.ops.create_grid(bm, size=(0.5 + self.flare_distance * 0.5), matrix=mathutils.Matrix.Rotation(math.radians(180.0), 4, 'X'))
bmesh.ops.transform(bm, matrix=mathutils.Matrix.Translation((0.0, 0.0, -self.flare_distance)), space=flare_plane.matrix_world, verts=bm.verts)
bpy.ops.object.origin_set(type="ORIGIN_GEOMETRY")
# Give the plane a basic UV unwrap, so that it's texture-ready
bpy.ops.object.editmode_toggle()
bpy.ops.uv.smart_project()
bpy.ops.object.editmode_toggle()
# Create AUTOGEN_FLARE material and texture, setting No-Z-Write
auto_mat = self.find_create_material()
flare_plane.data.materials.append(auto_mat)
# Parent Plane to Empty
flare_plane.parent = flare_root
# Enable Opacity Fader
bpy.ops.object.plasma_modifier_add(types="fademod")
flare_plane.plasma_modifiers.fademod.fader_type = "FadeOpacity"
flare_plane.plasma_modifiers.fademod.fade_in_time = 0.25
flare_plane.plasma_modifiers.fademod.fade_out_time = 0.25
flare_plane.plasma_modifiers.fademod.bounds_center = True
def find_create_material(self):
# If the selected flare material exists, use it
auto_mat = bpy.data.materials.get(self.flare_material_name, None)
if auto_mat is None:
# Generate a new flare material and texture
auto_mat = bpy.data.materials.new(name=FLARE_MATERIAL_BASE_NAME)
auto_mat.use_shadeless = True
auto_mat.use_shadows = False
auto_mat.use_cast_shadows = False
self.flare_material_name = auto_mat.name
auto_tex = bpy.data.textures.new(name=FLARE_MATERIAL_BASE_NAME, type="IMAGE")
auto_tex.use_alpha = True
auto_tex.plasma_layer.skip_depth_write = True
auto_tex.plasma_layer.skip_depth_test = True
auto_tex.plasma_layer.z_bias = True
new_slot = auto_mat.texture_slots.add()
new_slot.texture = auto_tex
new_slot.blend_type = "ADD"
return auto_mat
@property
def name_stem(self):
return self.flare_name if self.flare_name else "Flare"
class PlasmaAddLadderMeshOperator(PlasmaMeshOperator, bpy.types.Operator): class PlasmaAddLadderMeshOperator(PlasmaMeshOperator, bpy.types.Operator):
bl_idname = "mesh.plasma_ladder_add" bl_idname = "mesh.plasma_ladder_add"
bl_label = "Add Ladder" bl_label = "Add Ladder"

1
korman/ui/ui_menus.py

@ -29,6 +29,7 @@ class PlasmaAddMenu(PlasmaMenu, bpy.types.Menu):
def draw(self, context): def draw(self, context):
layout = self.layout layout = self.layout
layout.operator("mesh.plasma_flare_add", text="Lamp Flare", icon="PARTICLES")
layout.operator("mesh.plasma_ladder_add", text="Ladder", icon="COLLAPSEMENU") layout.operator("mesh.plasma_ladder_add", text="Ladder", icon="COLLAPSEMENU")
layout.operator("mesh.plasma_linkingbook_add", text="Linking Book", icon="FILE_IMAGE") layout.operator("mesh.plasma_linkingbook_add", text="Linking Book", icon="FILE_IMAGE")

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