[Bf-extensions-cvs] SVN commit: /data/svn/bf-extensions [1881] moving texture paint to trunk

Luca Bonavita mindrones at gmail.com
Sat Apr 30 12:43:34 CEST 2011


Revision: 1881
          http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-extensions&revision=1881
Author:   mindrones
Date:     2011-04-30 10:43:34 +0000 (Sat, 30 Apr 2011)
Log Message:
-----------
moving texture paint to trunk

- renamed: texpaint_ui.py -> texture_paint_layer_manager.py to follow naming conventions
- fixed the tracker url

Added Paths:
-----------
    trunk/py/scripts/addons/texture_paint_layer_manager.py

Removed Paths:
-------------
    contrib/py/scripts/addons/texpaint_ui.py

Deleted: contrib/py/scripts/addons/texpaint_ui.py
===================================================================
--- contrib/py/scripts/addons/texpaint_ui.py	2011-04-29 22:51:33 UTC (rev 1880)
+++ contrib/py/scripts/addons/texpaint_ui.py	2011-04-30 10:43:34 UTC (rev 1881)
@@ -1,645 +0,0 @@
-bl_info = {
-    "name": "Texture Paint Layer Manager",
-    "author": "Michael Wiliamson",
-    "version": (1, 0),
-    "blender": (2, 5, 6),
-    "api": 35964,
-    "location": "Texture paint 'nkey' panel",
-    "description": "adds a layer manager for image based texture slots in paint and quick add layer tools",
-    "warning": "",
-    "wiki_url": "http://wiki.blender.org/index.php/Extensions:2.5/Py/Scripts/3D_interaction/Texture_paint_layers",
-    "tracker_url": "http://projects.blender.org/tracker/index.php?func=detail&aid=26789&group_id=153&atid=467",
-    "category": "Texture"}
-        
-        
-import bpy
-from bpy.props import*
-import os
-from io_utils import ImportHelper
-
-
-#-------------------------------------------
-
-def load_a_brush(context, filepath):
-    if os.path.isdir(filepath):
-        return
-        
-    else:
-
-        try:
-            fn = bpy.path.display_name_from_filepath(filepath)
-            #create image and load...
-            img = bpy.data.images.load(filepath)
-            img.use_fake_user =True
-            
-            #create a texture
-            tex = bpy.data.textures.new(name =fn, type='IMAGE')
-            tex.use_fake_user =True
-            #tex.use_calculate_alpha = True
-            
-            #link the img to the texture
-            tex.image = img
-            
-        except:
-            print(f,'is not image?')
-
-    return {'FINISHED'}
-
-
-
-
-class load_single_brush(bpy.types.Operator, ImportHelper):
-    ''' Load an image as a brush texture'''
-    bl_idname = "texture.load_single_brush"  
-    bl_label = "Load Image as Brush"
-
-
-    @classmethod
-    def poll(cls, context):
-        return context.active_object != None
-
-    def execute(self, context):
-        return load_a_brush(context, self.filepath)
-
-#-------------------------------------------
-
-def loadbrushes(context, filepath):
-    if os.path.isdir(filepath):
-        directory = filepath
-        
-    else:
-        #is a file, find parent directory    
-        li = filepath.split(os.sep)
-        directory = filepath.rstrip(li[-1])
-        
-        
-    files = os.listdir(directory)
-    for f in files:
-        try:
-            fn = f[3:]
-            #create image and load...
-            img = bpy.data.images.load(filepath = directory +os.sep + f)
-            img.use_fake_user =True
-            
-            #create a texture
-            tex = bpy.data.textures.new(name =fn, type='IMAGE')
-            tex.use_fake_user =True
-            #tex.use_calculate_alpha = True
-            
-            #link the img to the texture
-            tex.image = img
-            
-        except:
-            print(f,'is not image?')
-            continue
-    return {'FINISHED'}
-
-
-
-
-class ImportBrushes(bpy.types.Operator, ImportHelper):
-    ''' Load a directory of images as brush textures '''
-    bl_idname = "texture.load_brushes"  
-    bl_label = "Load brushes directory"
-
-
-    @classmethod
-    def poll(cls, context):
-        return context.active_object != None
-
-    def execute(self, context):
-        return loadbrushes(context, self.filepath)
-
-#-------------------------------------------------------------------
-
-class OBJECT_PT_LoadBrushes(bpy.types.Panel):
-    bl_label = "Load Brush images"
-    bl_space_type = "VIEW_3D"
-    bl_region_type = "TOOLS"
-    #bl_context = "texturepaint"
-    
-    @classmethod
-    def poll(cls, context):
-        return (context.sculpt_object or context.image_paint_object)
-    
-    def draw(self, context):
-        layout = self.layout
-        row = layout.row()
-        row.operator('texture.load_brushes')
-        row = layout.row()
-        row.operator('texture.load_single_brush')
-
-
-#======================================================================
-
-
-
-
-
-class OBJECT_PT_Texture_paint_layers(bpy.types.Panel):
-    bl_label = "Texture Paint Layers"
-    bl_space_type = "VIEW_3D"
-    bl_region_type = "UI"
-    #bl_context = "texturepaint"
-    
-    @classmethod
-    def poll(cls, context):
-        return (context.image_paint_object)
-    
-    def draw(self, context):
-        layout = self.layout
-
-        ob = bpy.context.image_paint_object
-        if ob:
-            me = ob.data
-            mat = ob.active_material
-            if not mat:
-                row = layout.row() 
-                row.label(' Add a Material first!', icon = 'ERROR')
-            else:
-                row = layout.row()        
-                row.template_list(ob, "material_slots", ob, 
-                    "active_material_index", rows=2 )
-                
-        
-                
-                #list Paintable textures
-                #TODO add filter for channel type
-                i = -1
-                for t in mat.texture_slots:
-                    i+=1
-                    try:
-                        if t.texture.type =='IMAGE':                
-                            row = layout.row(align= True)                
-                            if t.texture == mat.active_texture:
-                                ai =  'BRUSH_DATA'
-                            else:
-                                ai = 'BLANK1'
-                            row.operator('object.set_active_paint_layer', 
-                                text = "", icon = ai).tex_index =i   
-                            row.prop(t.texture,'name', text = "")
-            
-        
-                            #Visibility
-                            if t.use:
-                                ic = 'RESTRICT_VIEW_OFF'
-                            else:
-                                ic = 'RESTRICT_VIEW_ON'
-                            row.prop(t,'use', text = "",icon = ic)
-                    except:
-                         continue
-    
-            
-    
-
-
-            
-            ts = mat.texture_slots[mat.active_texture_index]
-    
-            if ts:
-                row = layout.row()
-
-    
-                
-                
-                col = layout.column(align =True)
-                col.label('Active Properties:', icon = 'BRUSH_DATA') 
-                    
-                #use if rather than elif... can be mapped to multiple things                                   
-                if ts.use_map_diffuse:
-                    col.prop(ts,'diffuse_factor', slider = True)
-                if ts.use_map_color_diffuse:
-                    col.prop(ts,'diffuse_color_factor', slider = True)
-                if ts.use_map_alpha:
-                    col.prop(ts,'alpha_factor', slider = True)
-                if ts.use_map_translucency:
-                    col.prop(ts,'translucency_factor', slider = True)
-                if ts.use_map_specular:
-                    col.prop(ts,'specular_factor', slider = True)
-                if ts.use_map_color_spec:
-                    col.prop(ts,'specular_color_factor', slider = True)
-                if ts.use_map_hardness:
-                    col.prop(ts,'hardness_factor', slider = True)
-                    
-                if ts.use_map_normal:
-                    col.prop(ts,'normal_factor', slider = True)
-                if ts.use_map_warp:
-                    col.prop(ts,'warp_factor', slider = True)
-                if ts.use_map_displacement:
-                    col.prop(ts,'displacement_factor', slider = True)  
-                    
-                if ts.use_map_ambient:
-                    col.prop(ts,'ambient_factor', slider = True)               
-                if ts.use_map_emit:
-                    col.prop(ts,'emit_factor', slider = True)                  
-                if ts.use_map_mirror:
-                    col.prop(ts,'mirror_factor', slider = True)    
-                if ts.use_map_raymir:
-                    col.prop(ts,'raymir_factor', slider = True)    
-                 
-                                    
-                col.prop(ts,'blend_type',text='')   
-        
-            else:
-                row=layout.row()
-                row.label('No paint layers in material', icon = 'ERROR')        
-
-#            
-#        row = layout.row()
-#        row.label('')              
-#        row = layout.row()
-#        row.label('WIP: Use the X to delete!:')                  
-#        row = layout.row()                 
-#        row.template_ID(mat, "active_texture", new="texture.new") 
-
-
-class OBJECT_PT_Texture_paint_add(bpy.types.Panel):
-    bl_label = "Add Paint Layers"
-    bl_space_type = "VIEW_3D"
-    bl_region_type = "UI"
-    #bl_context = "texturepaint"
-    
-    @classmethod
-    def poll(cls, context):
-        return (context.image_paint_object)
-
-    def draw(self, context):
-        layout = self.layout
-
-        ob = bpy.context.image_paint_object
-        if ob:
-            me = ob.data
-            mat = ob.active_material
-            
-            if mat:
-                
-                #row = layout.row()   
-                col = layout.column(align =True)
-        
-        
-                col.operator('object.add_paint_layer',
-                    text = "Add Color").ttype = 'COLOR' 
-                col.operator('object.add_paint_layer',
-                    text = "Add Bump").ttype = 'NORMAL'
-                    
-                col = layout.column(align =True)
-                col.operator('object.add_paint_layer',
-                    text = "Add Specular").ttype = 'SPECULAR'
-                col.operator('object.add_paint_layer',
-                    text = "Add Spec Col").ttype = 'SPEC_COL'
-                col.operator('object.add_paint_layer',
-                    text = "Add Hardness").ttype = 'HARDNESS' 
-                    
-                col = layout.column(align =True)    
-                col.operator('object.add_paint_layer',
-                    text = "Add Alpha").ttype = 'ALPHA' 
-                col.operator('object.add_paint_layer',
-                    text = "Add Translucency").ttype = 'TRANSLUCENCY'
-                    
-#                col = layout.column(align =True)                      
-#                col.operator('object.add_paint_layer',

@@ Diff output truncated at 10240 characters. @@


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