testing-framework / plugin_blender / view.py @ 1fdee286
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import bpy |
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class GraphischeOberflaeche(bpy.types.Panel): |
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"""Zeigt die graphische Oberfläche an"""
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bl_idname = "RENDER_PT_select"
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bl_label = "Teste für Markertracking"
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "render"
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bl_options = {'DEFAULT_CLOSED'}
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@classmethod
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def poll(cls, context): |
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return True |
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def draw_header(self, context): |
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pass
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def draw(self, context): |
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#Eigenschaften der obersten Ebene
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layout = self.layout
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layout.prop(bpy.context.scene.markerRender,"kameraID",text="Kamera") |
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layout.prop(bpy.context.scene.markerRender,"kameraDatenID",text="Kam.datenblock") |
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#Kästen erzeugen
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kasten1 = layout.box() |
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kasten1.label("Erzeugung")
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kasten2 = layout.box() |
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kasten2.label("Anpassung")
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kasten3 = layout.box() |
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kasten3.label("Positionsdaten ausgeben")
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kasten4 = layout.box() |
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kasten4.label("Texturen")
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# 1. Kasten füllen (Erzeugung)
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zeile1 = kasten1.row() |
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zeile1.prop(bpy.context.scene.markerRender,"newMarkerID",text="nächste Nummer") |
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zeile1.prop(bpy.context.scene.markerRender,"incrementNewMarkerID",text="autom. Erhöhen") |
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zeile2 = kasten1.row() |
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zeile2.prop(bpy.context.scene.markerRender,"kontrastErhoehen",text="hoher Kontrast") |
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kasten1.operator("mesh.primitive_marker_add")
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# 2. Kasten füllen (Anpassung)
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kasten2.operator("scene.adjust_units",icon="SCENE_DATA") |
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kasten2.operator("camera.adjust_camera",icon="CAMERA_DATA") |
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kasten2.operator("render.adjust_dimensions",icon="RENDER_REGION") |
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# 3. Kasten füllen (Positionsdaten ausgeben)
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k3_zeile1 = kasten3.row() |
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k3_zeile1.prop(bpy.context.scene.markerRender,"markerID",text="Marker") |
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k3_zeile2 = kasten3.row() |
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k3_zeile2.prop(bpy.context.scene.markerRender,"dateipfad",text="") |
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kasten3.operator("print_object.position",text="Ausgeben",icon="FILE_TEXT") |
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# 4. Kasten füllen (Texturen)
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k4_zeile1 = kasten4.row() |
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k4_zeile1.operator("texture.to_bart",icon="TEXTURE") |
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k4_zeile1.operator("texture.to_alvar",icon="TEXTURE") |