Initial code commit

This commit is contained in:
Colin Basnett
2021-02-06 00:03:27 -08:00
parent ac4abe99bc
commit 0bb81b35e6
7 changed files with 453 additions and 0 deletions

55
src/__init__.py Normal file
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bl_info = {
'name': 'ASCII Scene Export',
'description': 'Export ASE (ASCII Scene Export) files',
'author': 'Colin Basnett (Darklight Games',
'version': (1, 0, 0),
'blender': (2, 90, 0),
'location': 'File > Import-Export',
'warning': 'This add-on is under development.',
'wiki_url': 'https://github.com/cmbasnett/io_scene_ase/wiki',
'tracker_url': 'https://github.com/cmbasnett/io_scene_ase/issues',
'support': 'COMMUNITY',
'category': 'Import-Export'
}
if 'bpy' in locals():
import importlib
if 'ase' in locals(): importlib.reload(ase)
if 'builder' in locals(): importlib.reload(builder)
if 'writer' in locals(): importlib.reload(writer)
if 'exporter' in locals(): importlib.reload(exporter)
import bpy
import bpy.utils.previews
from bpy.props import IntProperty, CollectionProperty, StringProperty
import os
from . import ase
from . import builder
from . import writer
from . import exporter
icons = [
# 'lambda',
]
classes = (
exporter.ASE_OT_ExportOperator,
)
def menu_func_export(self, context):
self.layout.operator(exporter.ASE_OT_ExportOperator.bl_idname, text='ASCII Scene Export (.ase)')
def register():
for cls in classes:
bpy.utils.register_class(cls)
bpy.types.TOPBAR_MT_file_export.append(menu_func_export)
def unregister():
bpy.types.TOPBAR_MT_file_export.remove(menu_func_export)
for cls in classes:
bpy.utils.unregister_class(cls)

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src/ase.py Normal file
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class ASEFace(object):
def __init__(self):
self.a = 0
self.b = 0
self.c = 0
self.ab = 0
self.bc = 0
self.ca = 0
self.smoothing = 0
self.material_index = 0
class ASEVertexNormal(object):
def __init__(self):
self.vertex_index = 0
self.normal = (0.0, 0.0, 0.0)
class ASEFaceNormal(object):
def __init__(self):
self.normal = (0.0, 0.0, 1.0)
self.vertex_normals = [ASEVertexNormal()] * 3
def is_collision_name(name):
return name.startswith('MCDCX_')
class ASEGeometryObject(object):
def __init__(self):
self.name = ''
self.vertices = []
self.texture_vertices = []
self.faces = []
self.texture_vertex_faces = []
self.face_normals = []
self.vertex_offset = 0
self.texture_vertex_offset = 0
@property
def is_collision(self):
return is_collision_name(self.name)
class ASE(object):
def __init__(self):
self.materials = []
self.geometry_objects = []

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src/builder.py Normal file
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from .ase import *
import bpy
import bmesh
import math
from mathutils import Matrix
class ASEBuilderError(Exception):
pass
class ASEBuilderOptions(object):
def __init__(self):
self.scale = 1.0
class ASEBuilder(object):
def build(self, context, options: ASEBuilderOptions):
ase = ASE()
main_geometry_object = None
for obj in context.selected_objects:
if obj is None or obj.type != 'MESH':
continue
mesh_data = obj.data
if not is_collision_name(obj.name) and main_geometry_object is not None:
geometry_object = main_geometry_object
else:
geometry_object = ASEGeometryObject()
geometry_object.name = obj.name
if not geometry_object.is_collision:
main_geometry_object = geometry_object
ase.geometry_objects.append(geometry_object)
if not geometry_object.is_collision and len(mesh_data.materials) == 0:
raise ASEBuilderError(f'Mesh \'{obj.name}\' must have at least one material')
geometry_object.vertex_offset += len(geometry_object.vertices)
vertex_transform = Matrix.Scale(options.scale, 4) @ Matrix.Rotation(math.pi, 4, 'Z') @ obj.matrix_world
for vertex_index, vertex in enumerate(mesh_data.vertices):
geometry_object.vertices.append(vertex_transform @ vertex.co)
material_indices = []
if not geometry_object.is_collision:
for mesh_material_index, material in enumerate(mesh_data.materials):
if material is None:
raise ASEBuilderError(f'Material slot {mesh_material_index + 1} for mesh \'{obj.name}\' cannot be empty')
try:
# Reuse existing material entries for duplicates
material_index = ase.materials.index(material.name)
except ValueError:
material_index = len(ase.materials)
ase.materials.append(material.name)
material_indices.append(material_index)
mesh_data.calc_loop_triangles()
mesh_data.calc_normals_split()
poly_groups, groups = mesh_data.calc_smooth_groups(use_bitflags=False)
# Faces
for face_index, loop_triangle in enumerate(mesh_data.loop_triangles):
face = ASEFace()
face.a = geometry_object.vertex_offset + mesh_data.loops[loop_triangle.loops[0]].vertex_index
face.b = geometry_object.vertex_offset + mesh_data.loops[loop_triangle.loops[1]].vertex_index
face.c = geometry_object.vertex_offset + mesh_data.loops[loop_triangle.loops[2]].vertex_index
if not geometry_object.is_collision:
face.material_index = material_indices[loop_triangle.material_index]
face.smoothing = poly_groups[loop_triangle.polygon_index]
geometry_object.faces.append(face)
# Normals
if not geometry_object.is_collision:
for face_index, loop_triangle in enumerate(mesh_data.loop_triangles):
face_normal = ASEFaceNormal()
face_normal.normal = loop_triangle.normal
face_normal.vertex_normals = []
for i in range(3):
vertex_normal = ASEVertexNormal()
vertex_normal.vertex_index = geometry_object.vertex_offset + mesh_data.loops[loop_triangle.loops[i]].vertex_index
vertex_normal.normal = loop_triangle.split_normals[i]
face_normal.vertex_normals.append(vertex_normal)
geometry_object.face_normals.append(face_normal)
uv_layer = mesh_data.uv_layers.active.data
# Texture Coordinates
geometry_object.texture_vertex_offset += len(geometry_object.texture_vertices)
if not geometry_object.is_collision:
for loop_index, loop in enumerate(mesh_data.loops):
u, v = uv_layer[loop_index].uv
geometry_object.texture_vertices.append((u, v, 0.0))
# Texture Faces
if not geometry_object.is_collision:
for loop_triangle in mesh_data.loop_triangles:
geometry_object.texture_vertex_faces.append((
geometry_object.texture_vertex_offset + loop_triangle.loops[0],
geometry_object.texture_vertex_offset + loop_triangle.loops[1],
geometry_object.texture_vertex_offset + loop_triangle.loops[2]
))
if len(ase.geometry_objects) == 0:
raise ASEBuilderError('At least one mesh object must be selected')
if main_geometry_object is None:
raise ASEBuilderError('At least one non-collision mesh must be exported')
return ase

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src/exporter.py Normal file
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import bpy
import bpy_extras
from bpy.props import StringProperty, FloatProperty, EnumProperty
from .builder import *
from .writer import *
class ASE_OT_ExportOperator(bpy.types.Operator, bpy_extras.io_utils.ExportHelper):
bl_idname = 'io_scene_ase.ase_export' # important since its how bpy.ops.import_test.some_data is constructed
bl_label = 'Export ASE'
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
filename_ext = '.ase'
filter_glob: StringProperty(
default="*.ase",
options={'HIDDEN'},
maxlen=255, # Max internal buffer length, longer would be hilighted.
)
units = EnumProperty(
items=(('M', 'Meters', ''),
('U', 'Unreal', '')),
name='Units'
)
units_scale = {
'M': 60.352,
'U': 1.0
}
def draw(self, context):
layout = self.layout
layout.prop(self, 'units', expand=False)
def execute(self, context):
options = ASEBuilderOptions()
options.scale = self.units_scale[self.units]
try:
ase = ASEBuilder().build(context, options)
ASEWriter().write(self.filepath, ase)
self.report({'INFO'}, 'ASE exported successful')
return {'FINISHED'}
except ASEBuilderError as e:
self.report({'ERROR'}, str(e))
return {'CANCELLED'}

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from .ase import *
class ASEFile(object):
def __init__(self):
self.commands = []
def add_command(self, name):
command = ASECommand(name)
self.commands.append(command)
return command
class ASECommand(object):
def __init__(self, name):
self.name = name
self.data = []
self.children = []
self.sub_commands = []
@property
def has_data(self):
return len(self.data) > 0
@property
def has_children(self):
return len(self.children)
@property
def has_sub_commands(self):
return len(self.sub_commands) > 0
def push_datum(self, datum):
self.data.append(datum)
return self
def push_data(self, data):
self.data += data
return self
def push_sub_command(self, name):
command = ASECommand(name)
self.sub_commands.append(command)
return command
def push_child(self, name):
child = ASECommand(name)
self.children.append(child)
return child
class ASEWriter(object):
def __init__(self):
self.fp = None
self.indent = 0
def write_datum(self, datum):
if type(datum) is str:
self.fp.write(f'"{datum}"')
elif type(datum) is int:
self.fp.write(str(datum))
elif type(datum) is float:
self.fp.write('{:0.4f}'.format(datum))
elif type(datum) is dict:
for index, (key, value) in enumerate(datum.items()):
if index > 0:
self.fp.write(' ')
self.fp.write(f'{key}: ')
self.write_datum(value)
def write_sub_command(self, sub_command):
self.fp.write(f' *{sub_command.name}')
if sub_command.has_data:
for datum in sub_command.data:
self.fp.write(' ')
self.write_datum(datum)
def write_command(self, command):
self.fp.write('\t' * self.indent)
self.fp.write(f'*{command.name}')
if command.has_data:
for datum in command.data:
self.fp.write(' ')
self.write_datum(datum)
if command.has_sub_commands:
# Sub-commands are commands that appear inline with their parent command
for sub_command in command.sub_commands:
self.write_sub_command(sub_command)
if command.has_children:
self.fp.write(' {\n')
self.indent += 1
for child in command.children:
self.write_command(child)
self.indent -= 1
self.fp.write('\t' * self.indent + '}\n')
else:
self.fp.write('\n')
def write_file(self, file: ASEFile):
for command in file.commands:
self.write_command(command)
@staticmethod
def build_ase_tree(ase) -> ASEFile:
root = ASEFile()
root.add_command('3DSMAX_ASCIIEXPORT').push_datum(200)
# Materials
if len(ase.materials) > 0:
material_list = root.add_command('MATERIAL_LIST')
material_list.push_child('MATERIAL_COUNT').push_datum(len(ase.materials))
material_node = material_list.push_child('MATERIAL')
material_node.push_child('NUMSUBMTLS').push_datum(len(ase.materials))
for material_index, material in enumerate(ase.materials):
submaterial_node = material_node.push_child('SUBMATERIAL')
submaterial_node.push_datum(material_index)
submaterial_node.push_child('MATERIAL_NAME').push_datum(material)
diffuse_node = submaterial_node.push_child('MAP_DIFFUSE')
diffuse_node.push_child('MAP_NAME').push_datum('default')
diffuse_node.push_child('UVW_U_OFFSET').push_datum(0.0)
diffuse_node.push_child('UVW_V_OFFSET').push_datum(0.0)
diffuse_node.push_child('UVW_U_TILING').push_datum(1.0)
diffuse_node.push_child('UVW_V_TILING').push_datum(1.0)
for geometry_object in ase.geometry_objects:
geomobject_node = root.add_command('GEOMOBJECT')
geomobject_node.push_child('NODE_NAME').push_datum(geometry_object.name)
mesh_node = geomobject_node.push_child('MESH')
# Vertices
mesh_node.push_child('MESH_NUMVERTEX').push_datum(len(geometry_object.vertices))
vertex_list_node = mesh_node.push_child('MESH_VERTEX_LIST')
for vertex_index, vertex in enumerate(geometry_object.vertices):
mesh_vertex = vertex_list_node.push_child('MESH_VERTEX').push_datum(vertex_index)
mesh_vertex.push_data([x for x in vertex])
# Faces
mesh_node.push_child('MESH_NUMFACES').push_datum(len(geometry_object.faces))
faces_node = mesh_node.push_child('MESH_FACE_LIST')
for face_index, face in enumerate(geometry_object.faces):
face_node = faces_node.push_child('MESH_FACE')
face_node.push_datum({str(face_index): {'A': face.a, 'B': face.b, 'C': face.c, 'AB': 0, 'BC': 0, 'CA': 0}})
face_node.push_sub_command('MESH_SMOOTHING').push_datum(face.smoothing)
face_node.push_sub_command('MESH_MTLID').push_datum(face.material_index)
# Texture Coordinates
if len(geometry_object.texture_vertices) > 0:
mesh_node.push_child('MESH_NUMTVERTEX').push_datum(len(geometry_object.texture_vertices))
tvertlist_node = mesh_node.push_child('MESH_TVERTLIST')
for tvert_index, tvert in enumerate(geometry_object.texture_vertices):
tvert_node = tvertlist_node.push_child('MESH_TVERT')
tvert_node.push_datum(tvert_index)
tvert_node.push_data(list(tvert))
# Texture Faces
if len(geometry_object.texture_vertex_faces) > 0:
mesh_node.push_child('MESH_NUMTVFACES').push_datum(len(geometry_object.texture_vertex_faces))
texture_faces_node = mesh_node.push_child('MESH_TFACELIST')
for texture_face_index, texture_face in enumerate(geometry_object.texture_vertex_faces):
texture_face_node = texture_faces_node.push_child('MESH_TFACE')
texture_face_node.push_data([texture_face_index] + list(texture_face))
# Normals
if len(geometry_object.face_normals) > 0:
normals_node = mesh_node.push_child('MESH_NORMALS')
for normal_index, normal in enumerate(geometry_object.face_normals):
normal_node = normals_node.push_child('MESH_FACENORMAL')
normal_node.push_datum(normal_index)
normal_node.push_data(list(normal.normal))
for vertex_normal in normal.vertex_normals:
vertex_normal_node = normals_node.push_child('MESH_VERTEXNORMAL')
vertex_normal_node.push_datum(vertex_normal.vertex_index)
vertex_normal_node.push_data(list(vertex_normal.normal))
geomobject_node.push_child('MATERIAL_REF').push_datum(0)
return root
def write(self, filepath, ase):
self.indent = 0
ase_file = self.build_ase_tree(ase)
with open(filepath, 'w') as self.fp:
self.write_file(ase_file)