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Make script work with both Blender 2.7 and 2.8

master
poikilos 5 years ago
committed by Jacob Gustafson
parent
commit
30ccec4250
  1. 94
      utilities/blender/generate_lua_collisionbox.py

94
utilities/blender/generate_lua_collisionbox.py

@ -1,27 +1,31 @@
#!/usr/bin/env python #!/usr/bin/env python
"""
# collisionbox Lua generator collisionbox Lua generator
# 1. Select a mob mesh or an Empty 1. Select a mob mesh or an Empty
# 2. Press the "Run Script" button below 2. Press the "Run Script" button below
# - The script copies the collisionbox the the clipboard. - The script copies the collisionbox the the clipboard.
# - An 'Empty' with the object's name will appear, - An 'Empty' with the object's name will appear,
# which visually represents the collisionbox which visually represents the collisionbox
# (which MUST be symmetrical on horizontal axes and (which MUST be symmetrical on horizontal axes and
# centered at 0,0,0 for Minetest, since centered at 0,0,0 for Minetest, since
# collision boxes to not turn). collision boxes to not turn).
# 3. To adjust, scale the Empty.collisionbox.* object 3. To adjust, scale the Empty.collisionbox.* object
# in Blender then repeat steps 1-2. To keep the Empty in Blender then repeat steps 1-2. To keep the Empty
# symmetrical for Minetest, scale ONLY with one symmetrical for Minetest, scale ONLY with one
# of the following hotkey sequences (with of the following hotkey sequences (with
# the mouse pointer in the 3D View): the mouse pointer in the 3D View):
# - 's' - 's'
# - 's', 'z' - 's', 'z'
# - 's', "shift z" - 's', "shift z"
print("How to use: Paste this script into a Blender" How to use: Paste this script into a Blender"
" Text Editor panel, select an object," Text Editor panel, select an object,"
" press the 'Run Script' button") press the 'Run Script' button")
"""
print("""
STARTING generate_lua_collisionbox...
""")
y_up = True y_up = True
enable_minetest = True enable_minetest = True
enable_lowest_h = False enable_lowest_h = False
@ -36,19 +40,18 @@ v = 2 # vertical axis index
#if y_up: #if y_up:
# hs = (0, 2) # hs = (0, 2)
# v = 1 # v = 1
try:
import bpy import bpy
except ImportError:
print(__doc__)
exit(1)
# from mathutils import Matrix # from mathutils import Matrix
from mathutils import Vector from mathutils import Vector
# from mathutils import Euler # from mathutils import Euler
def calculate_one(): def calculate_one():
ob1 = None ob1 = None
try: ob1 = bpy.context.active_object # works with 2.7 or 2.8
ob1 = obj.select_get()
except:
# < 2.8
ob1 = bpy.context.scene.objects.active
calculate_collisionbox(ob1) calculate_collisionbox(ob1)
@ -71,12 +74,11 @@ class MessageBox(bpy.types.Operator):
width=400) width=400)
def draw(self, context): def draw(self, context):
self.layout.label(self.message) self.layout.label(text=self.message)
self.layout.label("") self.layout.label(text="")
# col = self.layout.column(align = True) # col = self.layout.column(align = True)
# col.prop(context.scene, "my_string_prop") # col.prop(context.scene, "my_string_prop")
bpy.utils.register_class(MessageBox) bpy.utils.register_class(MessageBox)
msgSuffix = "" msgSuffix = ""
@ -84,14 +86,17 @@ msgSuffix = ""
def calculate_collisionbox(ob1): def calculate_collisionbox(ob1):
global msgSuffix global msgSuffix
mesh = None mesh = None
if ob1 is None:
if len(bpy.context.selected_objects) > 0:
ob1 = bpy.context.selected_objects[0]
if ob1 is not None: if ob1 is not None:
mesh = ob1.data mesh = ob1.data
if ob1 is None: if ob1 is None:
msg = "Nothing is selected." msg = "Nothing is selected."
bpy.ops.message.messagebox('INVOKE_DEFAULT', message = msg) bpy.ops.message.messagebox('INVOKE_DEFAULT', message = msg)
elif (mesh is not None) and (not hasattr(mesh, 'vertices')): elif (mesh is not None) and (not hasattr(mesh, 'vertices')):
msg = "Collision box for armatures cannot be calculated." msg = ("A collision box cannot be calculated for a non-mesh"
" object.")
bpy.ops.message.messagebox('INVOKE_DEFAULT', message = msg) bpy.ops.message.messagebox('INVOKE_DEFAULT', message = msg)
else: else:
# extents1 = ob1.dimensions.copy() # extents1 = ob1.dimensions.copy()
@ -159,7 +164,14 @@ def calculate_collisionbox(ob1):
# i += 1 # i += 1
else: else:
extents1 = ob1.scale.copy() extents1 = ob1.scale.copy()
print(dir(ob1))
# Object is an empty, so scale up for Minetest # Object is an empty, so scale up for Minetest
try:
extents1.x = extents1.x * (ob1.empty_display_size * 2.0)
extents1.y = extents1.y * (ob1.empty_display_size * 2.0)
extents1.z = extents1.z * (ob1.empty_display_size * 2.0)
except AttributeError:
# Blender 2.7
extents1.x = extents1.x * (ob1.empty_draw_size * 2.0) extents1.x = extents1.x * (ob1.empty_draw_size * 2.0)
extents1.y = extents1.y * (ob1.empty_draw_size * 2.0) extents1.y = extents1.y * (ob1.empty_draw_size * 2.0)
extents1.z = extents1.z * (ob1.empty_draw_size * 2.0) extents1.z = extents1.z * (ob1.empty_draw_size * 2.0)
@ -208,9 +220,21 @@ def calculate_collisionbox(ob1):
loc = (centers[0], centers[1], centers[2]) loc = (centers[0], centers[1], centers[2])
bpy.ops.object.add(type='EMPTY', radius=.5, location=loc) bpy.ops.object.add(type='EMPTY', radius=.5, location=loc)
collisionboxName = "Empty.collisionbox." + ob1.name collisionboxName = "Empty.collisionbox." + ob1.name
newEmpty = bpy.context.scene.objects.active newEmpty = bpy.context.object # works with 2.7 or 2.8
# newEmpty = bpy.context.selected_objects[0]
try:
pass
# bpy.context.scene.collection.objects.link(newEmpty)
except AttributeError:
# Blender 2.7
pass
newEmpty.name = collisionboxName newEmpty.name = collisionboxName
newEmpty.location = (centers[0], centers[1], centers[2]) newEmpty.location = (centers[0], centers[1], centers[2])
try:
newEmpty.empty_display_type = 'CUBE'
# newEmpty.empty_display_size = (sizes[0], sizes[1], sizes[2])
except AttributeError:
# Blender 2.7:
newEmpty.empty_draw_type = 'CUBE' newEmpty.empty_draw_type = 'CUBE'
# newEmpty.empty_draw_size = (sizes[0], sizes[1], sizes[2]) # newEmpty.empty_draw_size = (sizes[0], sizes[1], sizes[2])
# newEmpty.dimensions = (sizes[0], sizes[1], sizes[2]) # newEmpty.dimensions = (sizes[0], sizes[1], sizes[2])

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