[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [24155] trunk/blender/release/scripts: Script templates, including game logic scripts from 2. 4x and new operator template.
Campbell Barton
ideasman42 at gmail.com
Thu Oct 29 12:26:47 CET 2009
Revision: 24155
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=24155
Author: campbellbarton
Date: 2009-10-29 12:26:44 +0100 (Thu, 29 Oct 2009)
Log Message:
-----------
Script templates, including game logic scripts from 2.4x and new operator template.
Files copied into scripts/templates will automatically appear in the menu.
the operator template is a bit rough but a start.
Modified Paths:
--------------
trunk/blender/release/scripts/io/export_ply.py
trunk/blender/release/scripts/ui/space_text.py
Added Paths:
-----------
trunk/blender/release/scripts/templates/
trunk/blender/release/scripts/templates/gamelogic.py
trunk/blender/release/scripts/templates/gamelogic_basic.py
trunk/blender/release/scripts/templates/gamelogic_module.py
trunk/blender/release/scripts/templates/operator.py
trunk/blender/release/scripts/templates/operator_simple.py
Modified: trunk/blender/release/scripts/io/export_ply.py
===================================================================
--- trunk/blender/release/scripts/io/export_ply.py 2009-10-29 11:12:59 UTC (rev 24154)
+++ trunk/blender/release/scripts/io/export_ply.py 2009-10-29 11:26:44 UTC (rev 24155)
@@ -278,4 +278,4 @@
menu_item = dynamic_menu.add(bpy.types.INFO_MT_file_export, menu_func)
if __name__ == "__main__":
- bpy.ops.EXPORT_OT_ply(path="/tmp/test.ply")
+ bpy.ops.export.ply(path="/tmp/test.ply")
Added: trunk/blender/release/scripts/templates/gamelogic.py
===================================================================
--- trunk/blender/release/scripts/templates/gamelogic.py (rev 0)
+++ trunk/blender/release/scripts/templates/gamelogic.py 2009-10-29 11:26:44 UTC (rev 24155)
@@ -0,0 +1,78 @@
+# This script must be assigned to a python controller
+# where it can access the object that owns it and the sensors/actuators that it connects to.
+
+# GameLogic has been added to the global namespace no need to import
+
+# for keyboard event comparison
+# import GameKeys
+
+# support for Vector(), Matrix() types and advanced functions like AngleBetweenVecs(v1,v2) and RotationMatrix(...)
+# import Mathutils
+
+# for functions like getWindowWidth(), getWindowHeight()
+# import Rasterizer
+
+def main():
+ cont = GameLogic.getCurrentController()
+
+ # The KX_GameObject that owns this controller.
+ own = cont.owner
+
+ # for scripts that deal with spacial logic
+ own_pos = own.worldPosition
+
+
+ # Some example functions, remove to write your own script.
+ # check for a positive sensor, will run on any object without errors.
+ print 'Logic info for KX_GameObject', own.name
+ input = False
+
+ for sens in cont.sensors:
+ # The sensor can be on another object, we may want to use it
+ own_sens = sens.owner
+ print ' sensor:', sens.name,
+ if sens.positive:
+ print '(true)'
+ input = True
+ else:
+ print '(false)'
+
+ for actu in cont.actuators:
+ # The actuator can be on another object, we may want to use it
+ own_actu = actu.owner
+ print ' actuator:', actu.name
+
+ # This runs the actuator or turns it off
+ # note that actuators will continue to run unless explicitly turned off.
+ if input:
+ cont.activate(actu)
+ else:
+ cont.deactivate(actu)
+
+ # Its also good practice to get sensors and actuators by name
+ # rather then index so any changes to their order wont break the script.
+
+ # sens_key = cont.sensors['key_sensor']
+ # actu_motion = cont.actuators['motion']
+
+
+ # Loop through all other objects in the scene
+ sce = GameLogic.getCurrentScene()
+ print 'Scene Objects:', sce.name
+ for ob in sce.objects:
+ print ' ', ob.name, ob.worldPosition
+
+
+ # Example where collision objects are checked for their properties
+ # adding to our objects "life" property
+ """
+ actu_collide = cont.sensors['collision_sens']
+ for ob in actu_collide.objectHitList:
+ # Check to see the object has this property
+ if ob.has_key('life'):
+ own['life'] += ob['life']
+ ob['life'] = 0
+ print own['life']
+ """
+
+main()
Added: trunk/blender/release/scripts/templates/gamelogic_basic.py
===================================================================
--- trunk/blender/release/scripts/templates/gamelogic_basic.py (rev 0)
+++ trunk/blender/release/scripts/templates/gamelogic_basic.py 2009-10-29 11:26:44 UTC (rev 24155)
@@ -0,0 +1,15 @@
+
+def main():
+
+ cont = GameLogic.getCurrentController()
+ own = cont.owner
+
+ sens = cont.sensors['mySensor']
+ actu = cont.actuators['myActuator']
+
+ if sens.positive:
+ cont.activate(actu)
+ else:
+ cont.deactivate(actu)
+
+main()
Added: trunk/blender/release/scripts/templates/gamelogic_module.py
===================================================================
--- trunk/blender/release/scripts/templates/gamelogic_module.py (rev 0)
+++ trunk/blender/release/scripts/templates/gamelogic_module.py 2009-10-29 11:26:44 UTC (rev 24155)
@@ -0,0 +1,26 @@
+# This module can be accessed by a python controller with
+# its execution method set to 'Module'
+# * Set the module string to "gamelogic_module.main" (without quotes)
+# * When renaming the script it MUST have a .py extension
+# * External text modules are supported as long as they are at
+# the same location as the blendfile or one of its libraries.
+
+import GameLogic
+
+# variables defined here will only be set once when the
+# module is first imported. Set object spesific vars
+# inside the function if you intend to use the module
+# with multiple objects.
+
+def main(cont):
+ own = cont.owner
+
+ sens = cont.sensors['mySensor']
+ actu = cont.actuators['myActuator']
+
+ if sens.positive:
+ cont.activate(actu)
+ else:
+ cont.deactivate(actu)
+
+# dont call main(GameLogic.getCurrentController()), the py controller will
Added: trunk/blender/release/scripts/templates/operator.py
===================================================================
--- trunk/blender/release/scripts/templates/operator.py (rev 0)
+++ trunk/blender/release/scripts/templates/operator.py 2009-10-29 11:26:44 UTC (rev 24155)
@@ -0,0 +1,53 @@
+def write_some_data(context, path, use_some_setting):
+ pass
+
+class ExportSomeData(bpy.types.Operator):
+ '''This appiers in the tooltip of the operator and in the generated docs.'''
+ __idname__ = "export.some_data" # this is important since its how bpy.ops.export.some_data is constructed
+ __label__ = "Export Some Data"
+
+ # List of operator properties, the attributes will be assigned
+ # to the class instance from the operator settings before calling.
+
+ # TODO, add better example props
+ __props__ = [
+ bpy.props.StringProperty(attr="path", name="File Path", description="File path used for exporting the PLY file", maxlen= 1024, default= ""),
+ bpy.props.BoolProperty(attr="use_some_setting", name="Apply Modifiers", description="Apply Modifiers to the exported mesh", default= True),
+ ]
+
+ def poll(self, context):
+ return context.active_object != None
+
+ def execute(self, context):
+ if not self.is_property_set("path"):
+ raise Exception("filename not set")
+
+ write(self.path, context, use_setting, SOME_SETTING = self.use_some_setting)
+
+ return ('FINISHED',)
+
+ def invoke(self, context, event):
+ wm = context.manager
+
+ if True:
+ # File selector
+ wm.add_fileselect(self.__operator__) # will run self.execute()
+ return ('RUNNING_MODAL',)
+ else if 0:
+ # Redo popup
+ wm.invoke_props_popup(self.__operator__, event) #
+ return ('RUNNING_MODAL',)
+ else if 0:
+ return self.execute(context)
+
+
+bpy.ops.add(ExportSomeData)
+
+# Only needed if you want to add into a dynamic menu
+import dynamic_menu
+menu_func = lambda self, context: self.layout.itemO("export.some_data", text="Example Exporter...")
+menu_item = dynamic_menu.add(bpy.types.INFO_MT_file_export, menu_func)
+
+# Use for running this script directly
+if __name__ == "__main__":
+ bpy.ops.export.some_data(path="/tmp/test.ply")
\ No newline at end of file
Added: trunk/blender/release/scripts/templates/operator_simple.py
===================================================================
--- trunk/blender/release/scripts/templates/operator_simple.py (rev 0)
+++ trunk/blender/release/scripts/templates/operator_simple.py 2009-10-29 11:26:44 UTC (rev 24155)
@@ -0,0 +1,20 @@
+def main(context):
+ for ob in context.scene.objects:
+ print(ob)
+
+class SimpleOperator(bpy.types.Operator):
+ ''''''
+ __idname__ = "object.simple_operator"
+ __label__ = "Simple Object Operator"
+
+ def poll(self, context):
+ return context.active_object != None
+
+ def execute(self, context):
+ main(context)
+ return ('FINISHED',)
+
+bpy.ops.add(SimpleOperator)
+
+if __name__ == "__main__":
+ bpy.ops.object.simple_operator()
Modified: trunk/blender/release/scripts/ui/space_text.py
===================================================================
--- trunk/blender/release/scripts/ui/space_text.py 2009-10-29 11:12:59 UTC (rev 24154)
+++ trunk/blender/release/scripts/ui/space_text.py 2009-10-29 11:26:44 UTC (rev 24155)
@@ -135,12 +135,45 @@
layout.itemO("text.properties", icon='ICON_MENU_PANEL')
+
+
#ifndef DISABLE_PYTHON
# XXX layout.column()
# XXX uiDefIconTextBlockBut(block, text_template_scriptsmenu, NULL, ICON_RIGHTARROW_THIN, "Script Templates", 0, yco-=20, 120, 19, "");
# XXX uiDefIconTextBlockBut(block, text_plugin_scriptsmenu, NULL, ICON_RIGHTARROW_THIN, "Text Plugins", 0, yco-=20, 120, 19, "");
#endif
+
+ layout.itemM("TEXT_MT_templates")
+
+
+class TEXT_MT_templates(bpy.types.Menu):
+ '''
+ Creates the menu items by scanning scripts/templates
+ '''
+ __label__ = "Script Templates"
+
+ def draw(self, context):
+ import os
+
+ def path_to_name(f):
+ f_base = os.path.splitext(f)[0]
+ f_base = f_base.replace("_", " ")
+ return ' '.join([w[0].upper() + w[1:] for w in f_base.split()])
+
+ layout = self.layout
+ template_dir = os.path.join(os.path.dirname(__file__), os.path.pardir, "templates")
+
+ for f in sorted(os.listdir(template_dir)):
+
+ if f.startswith("."):
+ continue
+
+ path = os.path.join(template_dir, f)
+ layout.item_stringO("text.open", "path", path, text=path_to_name(f))
+
+
+
class TEXT_MT_edit_view(bpy.types.Menu):
__label__ = "View"
@@ -233,6 +266,7 @@
bpy.types.register(TEXT_PT_properties)
bpy.types.register(TEXT_PT_find)
bpy.types.register(TEXT_MT_text)
+bpy.types.register(TEXT_MT_templates)
bpy.types.register(TEXT_MT_format)
bpy.types.register(TEXT_MT_edit)
bpy.types.register(TEXT_MT_edit_view)
More information about the Bf-blender-cvs
mailing list