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+import bpy
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+import mathutils
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+import math
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+import random
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+
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+# load outfittemplate-nocube.blend, then run this
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+
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+# add an ominous red lamp
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+
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+bpy.ops.object.add(type='LIGHT', location=(3,-3,0))
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+lamp = bpy.context.object
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+lamp.data.type = 'POINT'
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+lamp.data.energy = 55
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+lamp.data.color = [1.0,0.2,0.1]
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+
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+# we need five materials
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+# - the monitor (image texture)
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+# - the metal for the case
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+# - three colors for the buttons
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+# - green (pressed down)
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+# - grey/clear (most unpressed)
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+# - red (unpressed but alert)
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+
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+monitor_mat = bpy.data.materials.new("ComputerMonitor")
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+monitor_mat.diffuse_color = [0, 0.02, 0, 1]
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+monitor_mat.specular_color = [0.9, 1, 0.9]
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+monitor_mat.roughness = 0.05
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+
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+monitor_mat.use_nodes = True
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+mon_nodes = monitor_mat.node_tree.nodes
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+mon_links = monitor_mat.node_tree.links
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+mon_mat_output = mon_nodes.get('Material Output')
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+mon_bsdf = mon_nodes.get('Principled BSDF')
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+mon_bsdf.inputs['Roughness'].default_value = 0.1
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+mon_bsdf.inputs['Emission Strength'].default_value = 30
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+
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+mon_img = bpy.data.images.load(filepath = '/home/jmelesky/code/endless-sky-artificial-crew-models/images/oscilloscreen red.png')
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+mon_imgtx = mon_nodes.new('ShaderNodeTexImage')
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+mon_imgtx.image = mon_img
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+
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+mon_links.new(mon_imgtx.outputs['Color'], mon_bsdf.inputs['Base Color'])
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+
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+mon_ramp = mon_nodes.new('ShaderNodeValToRGB')
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+mon_ramp.color_ramp.interpolation = 'B_SPLINE'
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+mon_ramp.color_ramp.elements[0].position = 0.1
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+mon_ramp.color_ramp.elements[1].color = [1.0, 0.2, 0.1, 1.0]
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+
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+mon_links.new(mon_imgtx.outputs['Color'], mon_ramp.inputs['Fac'])
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+mon_links.new(mon_ramp.outputs['Color'], mon_bsdf.inputs['Emission Color'])
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+
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+metal_mat = bpy.data.materials.new("ComputerMetal")
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+metal_mat.use_nodes = True
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+metal_nodes = metal_mat.node_tree.nodes
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+metal_links = metal_mat.node_tree.links
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+metal_mat_output = metal_nodes.get('Material Output')
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+metal_bsdf = metal_nodes.get('Principled BSDF')
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+metal_bsdf.inputs['Metallic'].default_value = 1.0
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+metal_bsdf.inputs['Base Color'].default_value = [0.16, 0.12, 0.08, 1.0]
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+
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+# metal_noise = metal_nodes.new('ShaderNodeTexNoise')
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+# metal_noise.inputs['Scale'].default_value = 70.0
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+# metal_noise.inputs['Detail'].default_value = 15.0
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+# metal_noise.inputs['Roughness'].default_value = 0.6
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+
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+# metal_ramp = metal_nodes.new('ShaderNodeValToRGB')
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+# metal_ramp.color_ramp.elements[0].color = [0.08, 0.07, 0.03, 1.0]
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+# metal_ramp.color_ramp.elements[1].color = [0.16, 0.155, 0.08, 1.0]
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+
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+# metal_links.new(metal_noise.outputs['Fac'], metal_ramp.inputs['Fac'])
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+# metal_links.new(metal_ramp.outputs['Color'], metal_bsdf.inputs['Base Color'])
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+
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+metal_bump = metal_nodes.new('ShaderNodeBump')
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+metal_bump.invert = True
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+metal_bump.inputs['Strength'].default_value = 0.3
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+
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+metal_noise2 = metal_nodes.new('ShaderNodeTexNoise')
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+metal_noise2.inputs['Scale'].default_value = 70.0
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+metal_noise2.inputs['Detail'].default_value = 15.0
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+metal_noise2.inputs['Roughness'].default_value = 0.6
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+
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+metal_links.new(metal_noise2.outputs['Fac'], metal_bump.inputs['Height'])
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+metal_links.new(metal_bump.outputs['Normal'], metal_bsdf.inputs['Normal'])
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+metal_links.new(metal_bump.outputs['Normal'], metal_bsdf.inputs['Roughness'])
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+
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+
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+down_button_mat = bpy.data.materials.new("DownButton")
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+down_button_mat.use_nodes = True
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+down_button_mat.blend_method = 'BLEND'
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+down_bsdf = down_button_mat.node_tree.nodes.get('Principled BSDF')
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+down_bsdf.inputs['Base Color'].default_value = [0.5, 0.5, 0.5, 0.95]
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+down_bsdf.inputs['Roughness'].default_value = 0.4
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+down_bsdf.inputs['Emission Color'].default_value = [0.2, 0.85, 0.2, 0.3]
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+down_bsdf.inputs['Emission Strength'].default_value = 0.8
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+
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+
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+up_button_mat = bpy.data.materials.new("UpButton")
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+up_button_mat.diffuse_color = [0.5, 0.5, 0.5, 0.4]
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+up_button_mat.roughness = 0.8
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+up_button_mat.blend_method = 'BLEND'
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+
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+attn_button_mat = bpy.data.materials.new("AttnButton")
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+attn_button_mat.use_nodes = True
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+attn_button_mat.blend_method = 'BLEND'
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+attn_bsdf = attn_button_mat.node_tree.nodes.get('Principled BSDF')
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+attn_bsdf.inputs['Base Color'].default_value = [0.5, 0.5, 0.5, 0.95]
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+attn_bsdf.inputs['Roughness'].default_value = 0.4
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+attn_bsdf.inputs['Emission Color'].default_value = [0.7, 0.1, 0.1, 0.3]
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+attn_bsdf.inputs['Emission Strength'].default_value = 0.7
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+
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+
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+
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+# now the big box
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+back_bottom_left = (0,0,0)
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+back_top_left = (0,0,8)
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+front_top_left = (2,0,8)
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+front_mid_left = (4,0,3)
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+front_bottom_left = (4,0,0)
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+back_bottom_right = (0,10,0)
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+back_top_right = (0,10,8)
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+front_top_right = (2,10,8)
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+front_mid_right = (4,10,3)
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+front_bottom_right = (4,10,0)
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+
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+box_vertices = [back_bottom_left, back_top_left, back_bottom_right, back_top_right,
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+ front_top_left, front_top_right, front_mid_left, front_mid_right,
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+ front_bottom_left, front_bottom_right]
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+box_faces = [
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+ (0,1,3,2), # the back of the box: back_bottom_left, back_top_left, back_top_right, back_bottom_right
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+ (0,2,9,8), # the bottom: back_bottom_left, back_bottom_right, front_bottom_right, front_bottom_left
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+ (8,9,7,6), # lower front plate: front_bottom_left, front_bottom_right, front_mid_right, front_mid_left
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+ (9,2,3,5,7), # right side panel (5 edges): front_bottom_right, back_bottom_right, back_top_right, front_top_right, front_mid_right
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+ (0,8,6,4,1), # left side panel: back_bottom_left, front_bottom_left, front_mid_left, front_top_left, back_top_left
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+ (6,7,5,4), # upper front plate: front_mid_left, front_mid_right, front_top_right, front_top_left
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+ (4,5,3,1), # top: front_top_left, front_top_right, back_top_right, back_top_left
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+]
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+
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+# box_mat = bpy.data.materials.new('MyBoxMaterial')
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+# box_mat.use_nodes = True
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+
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+# if box_mat.node_tree:
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+# box_mat.node_tree.links.clear()
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+# box_mat.node_tree.nodes.clear()
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+
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+# box_output = box_mat.node_tree.nodes.new(type='ShaderNodeOutputMaterial')
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+# box_shader = box_mat.node_tree.nodes.new(type='ShaderNodeBsdfDiffuse')
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+# box_mat.node_tree.nodes['Diffuse BSDF'].inputs[0].default_value = (.125, .179, .263, 1)
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+# box_mat.node_tree.links.new(box_shader.outputs[0], box_output.inputs[0])
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+
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+box_mesh = bpy.data.meshes.new('MyComputerBoxMesh')
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+box_mesh.from_pydata(box_vertices, [], box_faces)
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+
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+box_obj = bpy.data.objects.new('MyComputerBox', box_mesh)
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+box_obj.data.materials.append(metal_mat)
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+bpy.context.scene.collection.objects.link(box_obj)
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+
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+
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+# the oscilloscope-style monitor
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+
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+monitor_location = mathutils.Vector((3, 2.5, 5.5))
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+monitor_scale = mathutils.Vector((.4, 1, 1))
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+monitor_rotation = mathutils.Euler((0, math.radians(203), math.radians(180)))
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+
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+bpy.ops.mesh.primitive_uv_sphere_add(
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+ segments=32,
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+ ring_count=16,
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+ radius=2,
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+ location=monitor_location,
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+ scale=monitor_scale, # this is relative to the size
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+ rotation=monitor_rotation)
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+
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+# smooth the monitor, add a texture
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+
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+monitor_obj = bpy.context.active_object
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+for f in monitor_obj.data.polygons:
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+ f.use_smooth = True
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+monitor_obj.data.update()
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+
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+monitor_obj.data.materials.append(monitor_mat)
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+
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+
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+# three rows of buttons, randomly depressed
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+#
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+# a better way to do this would be to set the buttons in a group,
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+# then rotate that entire group. i'm not there yet, so we're
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+# using some magic numbers for positional offsets.
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+
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+buttons = []
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+
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+for i in [7, 5.5, 4]:
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+ for j in [6.8, 7.2, 7.6, 8, 8.4, 8.8, 9.2]:
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+ if random.random() > .9:
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+ button_location = mathutils.Vector((5.0 - (i/2.5), j, i-.1))
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+ button_material = down_button_mat
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+ else:
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+ button_location = mathutils.Vector((5.2 - (i/2.5), j, i))
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+ if random.random() > .2:
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+ button_material = attn_button_mat
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+ else:
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+ button_material = up_button_mat
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+
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+ bpy.ops.mesh.primitive_cube_add(
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+ size=1,
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+ location=button_location,
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+ rotation=monitor_rotation,
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+ scale=mathutils.Vector((.8, .2, .6)))
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+
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+ button = bpy.context.active_object
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+ buttons.append(button)
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+ button.data.materials.append(button_material)
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+
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+box_obj.select_set(True)
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+monitor_obj.select_set(True)
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+for b in buttons:
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+ b.select_set(True)
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+
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+bpy.ops.transform.resize(
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+ value=(0.5, 0.5, 0.5)
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+)
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+
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+bpy.ops.transform.rotate(
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+ value=math.radians(90)
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+)
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+
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+bpy.ops.transform.translate(
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+ value=(-2.5,-5,-3.3)
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+)
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+
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+
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+
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+
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