Blender Plugin 1.6.0
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94
Blender/_Source/L1960_Tools_1_6_0/CubeProjection.py
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94
Blender/_Source/L1960_Tools_1_6_0/CubeProjection.py
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import bpy
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from math import pi
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L1960_Arr_PlainData = [
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["Proj_Empty_01", (0, 0, 2), (0, 0, 0)],
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["Proj_Empty_02", (2, 0, 0), ((pi * 90 / 180), 0, (pi * 90 / 180))],
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["Proj_Empty_03", (0, 2, 0), ((pi * 90 / 180), 0, (pi * 180 / 180))],
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["Proj_Empty_04", (0, 0, -2), ((pi * 180 / 180), 0, 0)],
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["Proj_Empty_05", (-2, 0, 0), ((pi * 90 / 180), 0, (pi * -90 / 180))],
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["Proj_Empty_06", (0, -2, 0), ((pi * 90 / 180), 0, 0)]
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]
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class MESH_OT_add_auto_cube_projection(bpy.types.Operator):
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"""Check Empty´s for projecting, if not existing create new one´s"""
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bl_idname = "mesh.add_auto_cube_projection"
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bl_label = "Add Plain_Axes to scene"
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bl_options = {"REGISTER", "UNDO"}
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def execute(self, context):
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scene = bpy.context.scene
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oldSelection = bpy.context.selected_objects
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oldActive = bpy.context.active_object
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for EmptyData in L1960_Arr_PlainData:
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EmptyName = EmptyData[0]
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EmptyLocation = EmptyData[1]
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EmptyRotation = EmptyData[2]
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if not scene.objects.get(EmptyName):
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bpy.ops.object.empty_add(type='PLAIN_AXES', align='WORLD', location=EmptyLocation, scale=(1, 1, 1), rotation=EmptyRotation)
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empty = bpy.context.active_object
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empty.name = EmptyName
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empty.hide_select = True
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empty.hide_set(True)
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#Change back to old selection and select old active
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for obj in oldSelection:
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obj.select_set(True)
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bpy.context.view_layer.objects.active = oldActive
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self.report({'INFO'}, 'Added/Fixed Emptys for Projection to Scene')
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return {"FINISHED"}
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class MESH_OT_add_modifier_to_mesh(bpy.types.Operator):
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"""Add Modifier to selected Mesh´s and prepare UV-Maps"""
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bl_idname = "mesh.add_modifier_to_mesh"
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bl_label = "Add Modifier to selected Mesh"
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bl_options = {"REGISTER", "UNDO"}
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def execute(self, context):
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newModifierName = "CubeTexModifier"
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Arr_obj = bpy.context.selected_objects
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if len(Arr_obj) < 1:
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self.report({'WARNING'}, 'Select a mesh to add the UVProject-Modifier')
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return {"CANCELLED"}
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empty_objs = [emp_obj for emp_obj in bpy.context.scene.objects if emp_obj.name.startswith("Proj_Empty")]
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if len(empty_objs) < 6:
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self.report({'WARNING'}, 'Create/Recreate projectors, they need to be set up first!')
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return {"CANCELLED"};
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for obj in Arr_obj:
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if obj.data.uv_layers.get("UVMap"):
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obj.data.uv_layers['UVMap'].name = 'UVMap0'
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if not obj.data.uv_layers.get("UVMap0"):
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obj.data.uv_layers.new(name = 'UVMap0')
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if not obj.data.uv_layers.get("UVMap1"):
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obj.data.uv_layers.new(name = 'UVMap1')
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if obj.type == "MESH" and newModifierName not in obj.modifiers:
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obj.modifiers.new(type='UV_PROJECT', name=newModifierName)
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mod = obj.modifiers[newModifierName]
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mod.uv_layer = "UVMap1"
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mod.projector_count = 6
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i = 0
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for p in mod.projectors:
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p.object = bpy.data.objects[L1960_Arr_PlainData[i][0]]
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i = i+1
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else:
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self.report({'INFO'}, 'UVProject-Modifier allready set')
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return {"FINISHED"}
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self.report({'INFO'}, 'Added UVProject-Modifier to mesh')
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return {"FINISHED"}
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