basic working version
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185
addons/io_scene_swbf_msh/msh_model_gather.py
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185
addons/io_scene_swbf_msh/msh_model_gather.py
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""" Gathers the Blender objects from the current scene and returns them as a list of
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Model objects. """
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import bpy
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from typing import List, Set, Dict
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from itertools import zip_longest
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from .msh_model import *
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from .msh_model_utilities import *
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from .msh_utilities import *
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SKIPPED_OBJECT_TYPES = {"LATTICE", "CAMERA", "LIGHT", "SPEAKER", "LIGHT_PROBE"}
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MESH_OBJECT_TYPES = {"MESH", "CURVE", "SURFACE", "META", "FONT", "GPENCIL"}
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def gather_models() -> List[Model]:
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""" Gathers the Blender objects from the current scene and returns them as a list of
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Model objects. """
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parents = create_parents_set()
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models_list: List[Model] = []
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for obj in bpy.context.scene.objects:
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if obj.type in SKIPPED_OBJECT_TYPES and obj.name not in parents:
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continue
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model = Model()
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model.name = obj.name
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model.model_type = get_model_type(obj)
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model.hidden = get_is_model_hidden(obj)
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model.transform.rotation = obj.rotation_quaternion.copy()
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model.transform.rotation.rotate(obj.delta_rotation_quaternion)
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model.transform.translation = add_vec(obj.location, obj.delta_location)
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if obj.parent is not None:
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model.parent = obj.parent.name
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if obj.type in MESH_OBJECT_TYPES:
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mesh = obj.to_mesh()
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model.geometry = create_mesh_geometry(mesh)
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obj.to_mesh_clear()
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mesh_scale = get_object_worldspace_scale(obj)
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scale_segments(mesh_scale, model.geometry)
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models_list.append(model)
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return models_list
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def create_parents_set() -> Set[str]:
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""" Creates a set with the names of the Blender objects from the current scene
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that have at least one child. """
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parents = set()
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for obj in bpy.context.scene.objects:
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if obj.parent is not None:
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parents.add(obj.parent.name)
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return parents
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def create_mesh_geometry(mesh: bpy.types.Mesh) -> List[GeometrySegment]:
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""" Creates a list of GeometrySegment objects from a Blender mesh.
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Does NOT create triangle strips in the GeometrySegment however. """
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mesh.validate_material_indices()
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mesh.calc_loop_triangles()
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if len(mesh.materials) != 0:
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return create_mesh_geometry_with_materials(mesh)
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return [create_mesh_geometry_without_materials(mesh)]
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def create_mesh_geometry_with_materials(mesh: bpy.types.Mesh) -> List[GeometrySegment]:
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""" Creates a list of GeometrySegment objects from a Blender mesh
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that references materials. """
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segments: List[GeometrySegment] = [GeometrySegment() for i in range(len(mesh.materials))]
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vertex_remap: List[Dict[int, int]] = [dict() for i in range(len(mesh.materials))]
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polygons: List[Set[int]] = [set() for i in range(len(mesh.materials))]
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if mesh.vertex_colors.active is not None:
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for segment in segments:
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segment.colors = []
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for segment, material in zip(segments, mesh.materials):
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segment.material_name = material.name
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def add_vertex(material_index: int, index : int) -> int:
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nonlocal segments, vertex_remap
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segment = segments[material_index]
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remap = vertex_remap[material_index]
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if index in remap:
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return remap[index]
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new_index: int = len(segment.positions)
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remap[index] = new_index
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segment.positions.append(mesh.vertices[index].co.copy())
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segment.normals.append(mesh.vertices[index].normal.copy())
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if mesh.uv_layers.active is None:
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segment.texcoords.append(Vector((0.0, 0.0)))
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else:
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segment.texcoords.append(mesh.uv_layers.active.data[index].uv.copy())
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if segment.colors is not None:
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segment.colors.append([v for v in mesh.vertex_colors.active.data[index].color])
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return new_index
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for tri in mesh.loop_triangles:
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polygons[tri.material_index].add(tri.polygon_index)
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segments[tri.material_index].triangles.append([add_vertex(tri.material_index, i) for i in tri.vertices])
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for segment, remap, polys in zip(segments, vertex_remap, polygons):
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for poly_index in polys:
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poly = mesh.polygons[poly_index]
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segment.polygons.append([remap[i] for i in poly.vertices])
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return segments
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def create_mesh_geometry_without_materials(mesh: bpy.types.Mesh) -> GeometrySegment:
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""" Creates a list of GeometrySegment objects from a Blender mesh
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that doesn't references materials. """
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segment = GeometrySegment()
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for tri in mesh.loop_triangles:
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segment.triangles.append([i for i in tri.vertices])
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for vertex in mesh.vertices:
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segment.positions.append(vertex.co.copy())
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segment.normals.append(vertex.normal.copy())
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if mesh.uv_layers.active is None:
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segment.texcoords = [Vector((0.0, 0.0))] * len(mesh.vertices)
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else:
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segment.texcoords = [texcoords.uv.copy() for texcoords in mesh.uv_layers.active.data]
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if mesh.vertex_colors.active is not None:
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segment.colors = [[v for v in color.color] for color in mesh.vertex_colors.active.data]
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for polygon in mesh.polygons:
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segment.polygons.append([v for v in polygon.vertices])
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return segment
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def get_object_worldspace_scale(obj: bpy.types.Object) -> Vector:
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""" Get the worldspace scale transform for a Blender object. """
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scale = mul_vec(obj.scale, obj.delta_scale)
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while obj.parent is not None:
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obj = obj.parent
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scale = mul_vec(scale, mul_vec(obj.scale, obj.delta_scale))
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return scale
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def get_model_type(obj: bpy.types.Object) -> ModelType:
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""" Get the ModelType for a Blender object. """
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# TODO: Skinning support, etc
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if obj.type in MESH_OBJECT_TYPES:
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return ModelType.STATIC
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return ModelType.NULL
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def get_is_model_hidden(obj: bpy.types.Object) -> bool:
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""" Gets if a Blender object should be marked as hidden in the .msh file. """
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name = obj.name.lower()
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if name.startswith("sv_"):
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return True
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if name.startswith("p_"):
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return True
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if name.startswith("collision"):
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return True
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if obj.type not in MESH_OBJECT_TYPES:
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return True
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return False
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