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110
src/builder.py
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110
src/builder.py
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from .ase import *
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import bpy
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import bmesh
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import math
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from mathutils import Matrix
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class ASEBuilderError(Exception):
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pass
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class ASEBuilderOptions(object):
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def __init__(self):
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self.scale = 1.0
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class ASEBuilder(object):
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def build(self, context, options: ASEBuilderOptions):
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ase = ASE()
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main_geometry_object = None
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for obj in context.selected_objects:
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if obj is None or obj.type != 'MESH':
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continue
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mesh_data = obj.data
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if not is_collision_name(obj.name) and main_geometry_object is not None:
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geometry_object = main_geometry_object
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else:
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geometry_object = ASEGeometryObject()
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geometry_object.name = obj.name
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if not geometry_object.is_collision:
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main_geometry_object = geometry_object
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ase.geometry_objects.append(geometry_object)
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if not geometry_object.is_collision and len(mesh_data.materials) == 0:
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raise ASEBuilderError(f'Mesh \'{obj.name}\' must have at least one material')
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geometry_object.vertex_offset += len(geometry_object.vertices)
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vertex_transform = Matrix.Scale(options.scale, 4) @ Matrix.Rotation(math.pi, 4, 'Z') @ obj.matrix_world
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for vertex_index, vertex in enumerate(mesh_data.vertices):
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geometry_object.vertices.append(vertex_transform @ vertex.co)
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material_indices = []
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if not geometry_object.is_collision:
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for mesh_material_index, material in enumerate(mesh_data.materials):
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if material is None:
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raise ASEBuilderError(f'Material slot {mesh_material_index + 1} for mesh \'{obj.name}\' cannot be empty')
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try:
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# Reuse existing material entries for duplicates
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material_index = ase.materials.index(material.name)
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except ValueError:
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material_index = len(ase.materials)
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ase.materials.append(material.name)
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material_indices.append(material_index)
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mesh_data.calc_loop_triangles()
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mesh_data.calc_normals_split()
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poly_groups, groups = mesh_data.calc_smooth_groups(use_bitflags=False)
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# Faces
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for face_index, loop_triangle in enumerate(mesh_data.loop_triangles):
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face = ASEFace()
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face.a = geometry_object.vertex_offset + mesh_data.loops[loop_triangle.loops[0]].vertex_index
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face.b = geometry_object.vertex_offset + mesh_data.loops[loop_triangle.loops[1]].vertex_index
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face.c = geometry_object.vertex_offset + mesh_data.loops[loop_triangle.loops[2]].vertex_index
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if not geometry_object.is_collision:
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face.material_index = material_indices[loop_triangle.material_index]
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face.smoothing = poly_groups[loop_triangle.polygon_index]
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geometry_object.faces.append(face)
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# Normals
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if not geometry_object.is_collision:
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for face_index, loop_triangle in enumerate(mesh_data.loop_triangles):
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face_normal = ASEFaceNormal()
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face_normal.normal = loop_triangle.normal
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face_normal.vertex_normals = []
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for i in range(3):
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vertex_normal = ASEVertexNormal()
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vertex_normal.vertex_index = geometry_object.vertex_offset + mesh_data.loops[loop_triangle.loops[i]].vertex_index
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vertex_normal.normal = loop_triangle.split_normals[i]
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face_normal.vertex_normals.append(vertex_normal)
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geometry_object.face_normals.append(face_normal)
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uv_layer = mesh_data.uv_layers.active.data
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# Texture Coordinates
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geometry_object.texture_vertex_offset += len(geometry_object.texture_vertices)
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if not geometry_object.is_collision:
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for loop_index, loop in enumerate(mesh_data.loops):
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u, v = uv_layer[loop_index].uv
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geometry_object.texture_vertices.append((u, v, 0.0))
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# Texture Faces
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if not geometry_object.is_collision:
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for loop_triangle in mesh_data.loop_triangles:
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geometry_object.texture_vertex_faces.append((
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geometry_object.texture_vertex_offset + loop_triangle.loops[0],
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geometry_object.texture_vertex_offset + loop_triangle.loops[1],
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geometry_object.texture_vertex_offset + loop_triangle.loops[2]
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))
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if len(ase.geometry_objects) == 0:
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raise ASEBuilderError('At least one mesh object must be selected')
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if main_geometry_object is None:
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raise ASEBuilderError('At least one non-collision mesh must be exported')
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return ase
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