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conversion_operators.py
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conversion_operators.py
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import bpy
from bpy.types import Operator
from ..collider_shapes.add_bounding_primitive import OBJECT_OT_add_bounding_object
from ..pyshics_materials.material_functions import set_physics_material, create_material, remove_materials
default_shape = 'box_shape'
default_group = 'USER_01'
class OBJECT_OT_regenerate_name(Operator):
"""Regenerate selected collider names based on preset"""
bl_idname = "object.regenerate_name"
bl_label = "Regenerate Name"
bl_description = 'Regenerate selected collider names based on preset'
@classmethod
def poll(cls, context):
# Convert is only supported in object mode
if context.mode != 'OBJECT':
return False
count = 0
for obj in context.selected_objects:
if obj.type == 'MESH':
count = count + 1
return count > 0
def execute(self, context):
prefs = context.preferences.addons[__package__.split('.')[0]].preferences
for obj in context.selected_objects.copy():
# skip if invalid object
if obj is None or obj.type != "MESH":
continue
if prefs.replace_name:
basename = prefs.obj_basename
elif obj.parent:
basename = obj.parent.name
else:
basename = obj.name
# get collider shape and group and set to default there is no previous data
shape_identifier = default_shape if obj.get('collider_shape') is None else obj.get('collider_shape')
user_group = default_group if obj.get('collider_group') is None else obj.get('collider_group')
new_name = OBJECT_OT_add_bounding_object.class_collider_name(shape_identifier, user_group,
basename=basename)
obj.name = new_name
OBJECT_OT_add_bounding_object.set_data_name(obj, new_name, "_data")
return {'FINISHED'}
class OBJECT_OT_convert_to_collider(OBJECT_OT_add_bounding_object, Operator):
"""Convert existing objects to be a collider"""
bl_idname = "object.convert_to_collider"
bl_label = "Mesh to Collider"
bl_description = 'Convert selected meshes to colliders'
@classmethod
def poll(cls, context):
# Convert is only supported in object mode
return False if context.mode != 'OBJECT' else super().poll(context)
def __init__(self):
super().__init__()
self.use_shape_change = True
self.use_decimation = True
self.is_mesh_to_collider = True
self.use_creation_mode = False
self.shape = 'mesh_shape'
self.use_keep_original_materials = True
def invoke(self, context, event):
super().invoke(context, event)
self.collider_shapes_idx = 3
self.collider_shapes = ['box_shape', 'sphere_shape', 'convex_shape',
'mesh_shape']
self.shape = self.collider_shapes[self.collider_shapes_idx]
return {'RUNNING_MODAL'}
def modal(self, context, event):
status = super().modal(context, event)
if status == {'FINISHED'}:
return {'FINISHED'}
if status == {'CANCELLED'}:
return {'CANCELLED'}
if status == {'PASS_THROUGH'}:
return {'PASS_THROUGH'}
elif event.type == 'Q' and event.value == 'RELEASE':
# toggle through display modes
self.collider_shapes_idx = (self.collider_shapes_idx + 1) % len(self.collider_shapes)
self.shape = self.collider_shapes[self.collider_shapes_idx]
for collider in self.new_colliders_list:
if collider:
collider['collider_shape'] = self.shape
self.update_names()
return {'RUNNING_MODAL'}
def store_initial_obj_state(self, obj, collections):
dic = {'obj': obj}
col_list = [col.name for col in collections]
dic['users_collection'] = col_list
return dic
def execute(self, context):
# CLEANUP and INIT
super().execute(context)
self.original_obj_data = []
# Create the bounding geometry, depending on edit or object mode.
for obj in self.selected_objects:
# skip if invalid object
if not self.is_valid_object(obj):
continue
new_collider = obj.copy()
new_collider.data = obj.data.copy()
user_collections = obj.users_collection
self.new_colliders_list.append(new_collider)
self.original_obj_data.append(self.store_initial_obj_state(obj, user_collections))
for collection in obj.users_collection:
collection.objects.unlink(obj)
self.primitive_postprocessing(context, new_collider, user_collections)
prefs = context.preferences.addons[__package__.split('.')[0]].preferences
if prefs.replace_name:
basename = prefs.obj_basename
elif obj.parent:
basename = obj.parent.name
else:
basename = obj.name
super().set_collider_name(new_collider, basename)
elapsed_time = self.get_time_elapsed()
super().print_generation_time("Convert to Collider", elapsed_time)
self.report({'INFO'}, f"Convert to Collider: {float(elapsed_time)}")
return {'RUNNING_MODAL'}
class OBJECT_OT_convert_to_mesh(Operator):
"""Convert selected colliders to mesh objects"""
bl_idname = "object.convert_to_mesh"
bl_label = "Collider to Mesh"
bl_description = 'Convert selected colliders to meshes'
my_string: bpy.props.StringProperty(name="Mesh Name", default='Mesh')
def invoke(self, context, event):
wm = context.window_manager
return wm.invoke_props_dialog(self)
def draw(self, context):
scene = context.scene
layout = self.layout
col = layout.column()
row = col.row()
row.prop(self, "my_string")
row = col.row()
row.prop(scene, "DefaultMeshMaterial", text='Material')
@classmethod
def poll(cls, context):
# Convert is only supported in object mode
if context.mode != 'OBJECT':
return False
# Objects need to be selected
count = 0
for obj in context.selected_objects:
if obj.type == 'MESH':
count = count + 1
return count > 0
def execute(self, context):
colSettings = context.scene.collider_tools
count = 0
for obj in bpy.context.selected_objects.copy():
if obj.get('isCollider'):
count += 1
# Reste object properties to regular mesh
obj['isCollider'] = False
obj.color = (1, 1, 1, 1)
obj.name = OBJECT_OT_add_bounding_object.unique_name(self.my_string)
obj.display_type = 'TEXTURED'
# replace collision material
remove_materials(obj)
if colSettings.defaultMeshMaterial:
set_physics_material(obj, colSettings.defaultMeshMaterial.name)
else:
default_material = create_material('Material', (1, 1, 1, 1))
colSettings.defaultMeshMaterial = default_material
set_physics_material(obj, default_material.name)
# remove from collision collection
prefs = context.preferences.addons[__package__.split('.')[0]].preferences
collection_name = prefs.col_collection_name
# remove from collision collection
for collection in bpy.data.collections:
if collection.name == collection_name:
if obj.name in collection.objects:
collection.objects.unlink(obj)
# add to default scene collection if the object is not part of any collection anymore
if len(obj.users_collection) == 0:
bpy.context.scene.collection.objects.link(obj)
if count == 0:
self.report({'WARNING'}, 'No collider selected for conversion')
else:
self.report({'INFO'}, f"{count} colliders have been converted")
return {'FINISHED'}