|
@@ -0,0 +1,230 @@
|
|
|
|
+import bpy
|
|
|
|
+import mathutils
|
|
|
|
+import math
|
|
|
|
+import random
|
|
|
|
+
|
|
|
|
+# load outfittemplate-nocube.blend, then run this
|
|
|
|
+
|
|
|
|
+# add an ominous red lamp
|
|
|
|
+
|
|
|
|
+bpy.ops.object.add(type='LIGHT', location=(3,-3,0))
|
|
|
|
+lamp = bpy.context.object
|
|
|
|
+lamp.data.type = 'POINT'
|
|
|
|
+lamp.data.energy = 55
|
|
|
|
+lamp.data.color = [1.0,0.2,0.1]
|
|
|
|
+
|
|
|
|
+# we need five materials
|
|
|
|
+# - the monitor (image texture)
|
|
|
|
+# - the metal for the case
|
|
|
|
+# - three colors for the buttons
|
|
|
|
+# - green (pressed down)
|
|
|
|
+# - grey/clear (most unpressed)
|
|
|
|
+# - red (unpressed but alert)
|
|
|
|
+
|
|
|
|
+monitor_mat = bpy.data.materials.new("ComputerMonitor")
|
|
|
|
+monitor_mat.diffuse_color = [0, 0.02, 0, 1]
|
|
|
|
+monitor_mat.specular_color = [0.9, 1, 0.9]
|
|
|
|
+monitor_mat.roughness = 0.05
|
|
|
|
+
|
|
|
|
+monitor_mat.use_nodes = True
|
|
|
|
+mon_nodes = monitor_mat.node_tree.nodes
|
|
|
|
+mon_links = monitor_mat.node_tree.links
|
|
|
|
+mon_mat_output = mon_nodes.get('Material Output')
|
|
|
|
+mon_bsdf = mon_nodes.get('Principled BSDF')
|
|
|
|
+mon_bsdf.inputs['Roughness'].default_value = 0.1
|
|
|
|
+mon_bsdf.inputs['Emission Strength'].default_value = 30
|
|
|
|
+
|
|
|
|
+mon_img = bpy.data.images.load(filepath = '/home/jmelesky/code/endless-sky-artificial-crew-models/images/oscilloscreen red.png')
|
|
|
|
+mon_imgtx = mon_nodes.new('ShaderNodeTexImage')
|
|
|
|
+mon_imgtx.image = mon_img
|
|
|
|
+
|
|
|
|
+mon_links.new(mon_imgtx.outputs['Color'], mon_bsdf.inputs['Base Color'])
|
|
|
|
+
|
|
|
|
+mon_ramp = mon_nodes.new('ShaderNodeValToRGB')
|
|
|
|
+mon_ramp.color_ramp.interpolation = 'B_SPLINE'
|
|
|
|
+mon_ramp.color_ramp.elements[0].position = 0.1
|
|
|
|
+mon_ramp.color_ramp.elements[1].color = [1.0, 0.2, 0.1, 1.0]
|
|
|
|
+
|
|
|
|
+mon_links.new(mon_imgtx.outputs['Color'], mon_ramp.inputs['Fac'])
|
|
|
|
+mon_links.new(mon_ramp.outputs['Color'], mon_bsdf.inputs['Emission Color'])
|
|
|
|
+
|
|
|
|
+metal_mat = bpy.data.materials.new("ComputerMetal")
|
|
|
|
+metal_mat.use_nodes = True
|
|
|
|
+metal_nodes = metal_mat.node_tree.nodes
|
|
|
|
+metal_links = metal_mat.node_tree.links
|
|
|
|
+metal_mat_output = metal_nodes.get('Material Output')
|
|
|
|
+metal_bsdf = metal_nodes.get('Principled BSDF')
|
|
|
|
+metal_bsdf.inputs['Metallic'].default_value = 1.0
|
|
|
|
+metal_bsdf.inputs['Base Color'].default_value = [0.16, 0.12, 0.08, 1.0]
|
|
|
|
+
|
|
|
|
+# metal_noise = metal_nodes.new('ShaderNodeTexNoise')
|
|
|
|
+# metal_noise.inputs['Scale'].default_value = 70.0
|
|
|
|
+# metal_noise.inputs['Detail'].default_value = 15.0
|
|
|
|
+# metal_noise.inputs['Roughness'].default_value = 0.6
|
|
|
|
+
|
|
|
|
+# metal_ramp = metal_nodes.new('ShaderNodeValToRGB')
|
|
|
|
+# metal_ramp.color_ramp.elements[0].color = [0.08, 0.07, 0.03, 1.0]
|
|
|
|
+# metal_ramp.color_ramp.elements[1].color = [0.16, 0.155, 0.08, 1.0]
|
|
|
|
+
|
|
|
|
+# metal_links.new(metal_noise.outputs['Fac'], metal_ramp.inputs['Fac'])
|
|
|
|
+# metal_links.new(metal_ramp.outputs['Color'], metal_bsdf.inputs['Base Color'])
|
|
|
|
+
|
|
|
|
+metal_bump = metal_nodes.new('ShaderNodeBump')
|
|
|
|
+metal_bump.invert = True
|
|
|
|
+metal_bump.inputs['Strength'].default_value = 0.3
|
|
|
|
+
|
|
|
|
+metal_noise2 = metal_nodes.new('ShaderNodeTexNoise')
|
|
|
|
+metal_noise2.inputs['Scale'].default_value = 70.0
|
|
|
|
+metal_noise2.inputs['Detail'].default_value = 15.0
|
|
|
|
+metal_noise2.inputs['Roughness'].default_value = 0.6
|
|
|
|
+
|
|
|
|
+metal_links.new(metal_noise2.outputs['Fac'], metal_bump.inputs['Height'])
|
|
|
|
+metal_links.new(metal_bump.outputs['Normal'], metal_bsdf.inputs['Normal'])
|
|
|
|
+metal_links.new(metal_bump.outputs['Normal'], metal_bsdf.inputs['Roughness'])
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+down_button_mat = bpy.data.materials.new("DownButton")
|
|
|
|
+down_button_mat.use_nodes = True
|
|
|
|
+down_button_mat.blend_method = 'BLEND'
|
|
|
|
+down_bsdf = down_button_mat.node_tree.nodes.get('Principled BSDF')
|
|
|
|
+down_bsdf.inputs['Base Color'].default_value = [0.5, 0.5, 0.5, 0.95]
|
|
|
|
+down_bsdf.inputs['Roughness'].default_value = 0.4
|
|
|
|
+down_bsdf.inputs['Emission Color'].default_value = [0.2, 0.85, 0.2, 0.3]
|
|
|
|
+down_bsdf.inputs['Emission Strength'].default_value = 0.8
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+up_button_mat = bpy.data.materials.new("UpButton")
|
|
|
|
+up_button_mat.diffuse_color = [0.5, 0.5, 0.5, 0.4]
|
|
|
|
+up_button_mat.roughness = 0.8
|
|
|
|
+up_button_mat.blend_method = 'BLEND'
|
|
|
|
+
|
|
|
|
+attn_button_mat = bpy.data.materials.new("AttnButton")
|
|
|
|
+attn_button_mat.use_nodes = True
|
|
|
|
+attn_button_mat.blend_method = 'BLEND'
|
|
|
|
+attn_bsdf = attn_button_mat.node_tree.nodes.get('Principled BSDF')
|
|
|
|
+attn_bsdf.inputs['Base Color'].default_value = [0.5, 0.5, 0.5, 0.95]
|
|
|
|
+attn_bsdf.inputs['Roughness'].default_value = 0.4
|
|
|
|
+attn_bsdf.inputs['Emission Color'].default_value = [0.7, 0.1, 0.1, 0.3]
|
|
|
|
+attn_bsdf.inputs['Emission Strength'].default_value = 0.7
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+# now the big box
|
|
|
|
+back_bottom_left = (0,0,0)
|
|
|
|
+back_top_left = (0,0,8)
|
|
|
|
+front_top_left = (2,0,8)
|
|
|
|
+front_mid_left = (4,0,3)
|
|
|
|
+front_bottom_left = (4,0,0)
|
|
|
|
+back_bottom_right = (0,10,0)
|
|
|
|
+back_top_right = (0,10,8)
|
|
|
|
+front_top_right = (2,10,8)
|
|
|
|
+front_mid_right = (4,10,3)
|
|
|
|
+front_bottom_right = (4,10,0)
|
|
|
|
+
|
|
|
|
+box_vertices = [back_bottom_left, back_top_left, back_bottom_right, back_top_right,
|
|
|
|
+ front_top_left, front_top_right, front_mid_left, front_mid_right,
|
|
|
|
+ front_bottom_left, front_bottom_right]
|
|
|
|
+box_faces = [
|
|
|
|
+ (0,1,3,2), # the back of the box: back_bottom_left, back_top_left, back_top_right, back_bottom_right
|
|
|
|
+ (0,2,9,8), # the bottom: back_bottom_left, back_bottom_right, front_bottom_right, front_bottom_left
|
|
|
|
+ (8,9,7,6), # lower front plate: front_bottom_left, front_bottom_right, front_mid_right, front_mid_left
|
|
|
|
+ (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
|
|
|
|
+ (0,8,6,4,1), # left side panel: back_bottom_left, front_bottom_left, front_mid_left, front_top_left, back_top_left
|
|
|
|
+ (6,7,5,4), # upper front plate: front_mid_left, front_mid_right, front_top_right, front_top_left
|
|
|
|
+ (4,5,3,1), # top: front_top_left, front_top_right, back_top_right, back_top_left
|
|
|
|
+]
|
|
|
|
+
|
|
|
|
+# box_mat = bpy.data.materials.new('MyBoxMaterial')
|
|
|
|
+# box_mat.use_nodes = True
|
|
|
|
+
|
|
|
|
+# if box_mat.node_tree:
|
|
|
|
+# box_mat.node_tree.links.clear()
|
|
|
|
+# box_mat.node_tree.nodes.clear()
|
|
|
|
+
|
|
|
|
+# box_output = box_mat.node_tree.nodes.new(type='ShaderNodeOutputMaterial')
|
|
|
|
+# box_shader = box_mat.node_tree.nodes.new(type='ShaderNodeBsdfDiffuse')
|
|
|
|
+# box_mat.node_tree.nodes['Diffuse BSDF'].inputs[0].default_value = (.125, .179, .263, 1)
|
|
|
|
+# box_mat.node_tree.links.new(box_shader.outputs[0], box_output.inputs[0])
|
|
|
|
+
|
|
|
|
+box_mesh = bpy.data.meshes.new('MyComputerBoxMesh')
|
|
|
|
+box_mesh.from_pydata(box_vertices, [], box_faces)
|
|
|
|
+
|
|
|
|
+box_obj = bpy.data.objects.new('MyComputerBox', box_mesh)
|
|
|
|
+box_obj.data.materials.append(metal_mat)
|
|
|
|
+bpy.context.scene.collection.objects.link(box_obj)
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+# the oscilloscope-style monitor
|
|
|
|
+
|
|
|
|
+monitor_location = mathutils.Vector((3, 2.5, 5.5))
|
|
|
|
+monitor_scale = mathutils.Vector((.4, 1, 1))
|
|
|
|
+monitor_rotation = mathutils.Euler((0, math.radians(203), math.radians(180)))
|
|
|
|
+
|
|
|
|
+bpy.ops.mesh.primitive_uv_sphere_add(
|
|
|
|
+ segments=32,
|
|
|
|
+ ring_count=16,
|
|
|
|
+ radius=2,
|
|
|
|
+ location=monitor_location,
|
|
|
|
+ scale=monitor_scale, # this is relative to the size
|
|
|
|
+ rotation=monitor_rotation)
|
|
|
|
+
|
|
|
|
+# smooth the monitor, add a texture
|
|
|
|
+
|
|
|
|
+monitor_obj = bpy.context.active_object
|
|
|
|
+for f in monitor_obj.data.polygons:
|
|
|
|
+ f.use_smooth = True
|
|
|
|
+monitor_obj.data.update()
|
|
|
|
+
|
|
|
|
+monitor_obj.data.materials.append(monitor_mat)
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+# three rows of buttons, randomly depressed
|
|
|
|
+#
|
|
|
|
+# a better way to do this would be to set the buttons in a group,
|
|
|
|
+# then rotate that entire group. i'm not there yet, so we're
|
|
|
|
+# using some magic numbers for positional offsets.
|
|
|
|
+
|
|
|
|
+buttons = []
|
|
|
|
+
|
|
|
|
+for i in [7, 5.5, 4]:
|
|
|
|
+ for j in [6.8, 7.2, 7.6, 8, 8.4, 8.8, 9.2]:
|
|
|
|
+ if random.random() > .9:
|
|
|
|
+ button_location = mathutils.Vector((5.0 - (i/2.5), j, i-.1))
|
|
|
|
+ button_material = down_button_mat
|
|
|
|
+ else:
|
|
|
|
+ button_location = mathutils.Vector((5.2 - (i/2.5), j, i))
|
|
|
|
+ if random.random() > .2:
|
|
|
|
+ button_material = attn_button_mat
|
|
|
|
+ else:
|
|
|
|
+ button_material = up_button_mat
|
|
|
|
+
|
|
|
|
+ bpy.ops.mesh.primitive_cube_add(
|
|
|
|
+ size=1,
|
|
|
|
+ location=button_location,
|
|
|
|
+ rotation=monitor_rotation,
|
|
|
|
+ scale=mathutils.Vector((.8, .2, .6)))
|
|
|
|
+
|
|
|
|
+ button = bpy.context.active_object
|
|
|
|
+ buttons.append(button)
|
|
|
|
+ button.data.materials.append(button_material)
|
|
|
|
+
|
|
|
|
+box_obj.select_set(True)
|
|
|
|
+monitor_obj.select_set(True)
|
|
|
|
+for b in buttons:
|
|
|
|
+ b.select_set(True)
|
|
|
|
+
|
|
|
|
+bpy.ops.transform.resize(
|
|
|
|
+ value=(0.5, 0.5, 0.5)
|
|
|
|
+)
|
|
|
|
+
|
|
|
|
+bpy.ops.transform.rotate(
|
|
|
|
+ value=math.radians(90)
|
|
|
|
+)
|
|
|
|
+
|
|
|
|
+bpy.ops.transform.translate(
|
|
|
|
+ value=(-2.5,-5,-3.3)
|
|
|
|
+)
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+
|