forked from LeenkxTeam/LNXSDK
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157
leenkx/blender/lnx/props_lod.py
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157
leenkx/blender/lnx/props_lod.py
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import bpy
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from bpy.props import *
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def update_size_prop(self, context):
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if context.object == None:
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return
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mdata = context.object.data
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i = mdata.lnx_lodlist_index
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ar = mdata.lnx_lodlist
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# Clamp screen size to not exceed previous entry
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if i > 0 and ar[i - 1].screen_size_prop < self.screen_size_prop:
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self.screen_size_prop = ar[i - 1].screen_size_prop
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class LnxLodListItem(bpy.types.PropertyGroup):
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# Group of properties representing an item in the list
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name: StringProperty(
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name="Name",
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description="A name for this item",
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default="")
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enabled_prop: BoolProperty(
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name="",
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description="A name for this item",
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default=True)
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screen_size_prop: FloatProperty(
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name="Screen Size",
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description="A name for this item",
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min=0.0,
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max=1.0,
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default=0.0,
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update=update_size_prop)
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class LNX_UL_LodList(bpy.types.UIList):
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def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
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layout.use_property_split = False
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if self.layout_type in {'DEFAULT', 'COMPACT'}:
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row = layout.row()
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row.separator(factor=0.1)
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row.prop(item, "enabled_prop")
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name = item.name
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if name == '':
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name = 'None'
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row.label(text=name, icon='OBJECT_DATAMODE')
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col = row.column()
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col.alignment = 'RIGHT'
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col.label(text="{:.2f}".format(item.screen_size_prop))
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elif self.layout_type in {'GRID'}:
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layout.alignment = 'CENTER'
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layout.label(text="", icon='OBJECT_DATAMODE')
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class LnxLodListNewItem(bpy.types.Operator):
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# Add a new item to the list
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bl_idname = "lnx_lodlist.new_item"
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bl_label = "Add a new item"
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bl_options = {'UNDO'}
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def execute(self, context):
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mdata = bpy.context.object.data
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mdata.lnx_lodlist.add()
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mdata.lnx_lodlist_index = len(mdata.lnx_lodlist) - 1
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return{'FINISHED'}
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class LnxLodListDeleteItem(bpy.types.Operator):
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# Delete the selected item from the list
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bl_idname = "lnx_lodlist.delete_item"
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bl_label = "Deletes an item"
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bl_options = {'INTERNAL', 'UNDO'}
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@classmethod
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def poll(cls, context):
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""" Enable if there's something in the list """
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if bpy.context.object is None:
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return False
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mdata = bpy.context.object.data
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return len(mdata.lnx_lodlist) > 0
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def execute(self, context):
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mdata = bpy.context.object.data
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lodlist = mdata.lnx_lodlist
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index = mdata.lnx_lodlist_index
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n = lodlist[index].name
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if n in context.scene.collection.objects:
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obj = bpy.data.objects[n]
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context.scene.collection.objects.unlink(obj)
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lodlist.remove(index)
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if index > 0:
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index = index - 1
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mdata.lnx_lodlist_index = index
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return{'FINISHED'}
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class LnxLodListMoveItem(bpy.types.Operator):
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# Move an item in the list
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bl_idname = "lnx_lodlist.move_item"
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bl_label = "Move an item in the list"
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bl_options = {'INTERNAL', 'UNDO'}
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direction: EnumProperty(
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items=(
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('UP', 'Up', ""),
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('DOWN', 'Down', ""),))
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def move_index(self):
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# Move index of an item render queue while clamping it
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mdata = bpy.context.object.data
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index = mdata.lnx_lodlist_index
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list_length = len(mdata.lnx_lodlist) - 1
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new_index = 0
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if self.direction == 'UP':
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new_index = index - 1
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elif self.direction == 'DOWN':
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new_index = index + 1
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new_index = max(0, min(new_index, list_length))
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mdata.lnx_lodlist.move(index, new_index)
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mdata.lnx_lodlist_index = new_index
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def execute(self, context):
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mdata = bpy.context.object.data
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list = mdata.lnx_lodlist
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index = mdata.lnx_lodlist_index
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if self.direction == 'DOWN':
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neighbor = index + 1
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self.move_index()
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elif self.direction == 'UP':
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neighbor = index - 1
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self.move_index()
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else:
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return{'CANCELLED'}
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return{'FINISHED'}
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__REG_CLASSES = (
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LnxLodListItem,
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LNX_UL_LodList,
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LnxLodListNewItem,
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LnxLodListDeleteItem,
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LnxLodListMoveItem,
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)
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__reg_classes, unregister = bpy.utils.register_classes_factory(__REG_CLASSES)
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def register():
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__reg_classes()
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bpy.types.Mesh.lnx_lodlist = CollectionProperty(type=LnxLodListItem)
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bpy.types.Mesh.lnx_lodlist_index = IntProperty(name="Index for my_list", default=0)
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bpy.types.Mesh.lnx_lod_material = BoolProperty(name="Material Lod", description="Use materials of lod objects", default=False)
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