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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")