A number of additions to functionality:
* The "Scale" option to export dialog. * Added "Visible Only" option to export dialog. * Collection Instances can now be exported (handles recursion etc.) * Added material re-ordering (available on collection exporter only)
This commit is contained in:
@@ -1,4 +1,4 @@
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from typing import Iterable, Optional, List, Tuple
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from typing import Iterable, Optional, List, Tuple, cast
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from bpy.types import Object, Context, Material, Mesh
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@@ -8,6 +8,8 @@ import bmesh
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import math
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from mathutils import Matrix, Vector
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from .dfs import DfsObject
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SMOOTHING_GROUP_MAX = 32
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class ASEBuildError(Exception):
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@@ -24,40 +26,29 @@ class ASEBuildOptions(object):
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self.has_vertex_colors = False
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self.vertex_color_attribute = ''
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self.should_invert_normals = False
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self.should_export_visible_only = True
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self.scale = 1.0
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def get_object_matrix(obj: Object, asset_instance: Optional[Object] = None) -> Matrix:
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if asset_instance is not None:
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return asset_instance.matrix_world @ Matrix().Translation(asset_instance.instance_collection.instance_offset) @ obj.matrix_local
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return obj.matrix_world
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def get_mesh_objects(objects: Iterable[Object]) -> List[Tuple[Object, Optional[Object]]]:
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mesh_objects = []
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for obj in objects:
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if obj.type == 'MESH':
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mesh_objects.append((obj, None))
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elif obj.instance_collection:
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for instance_object in obj.instance_collection.all_objects:
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if instance_object.type == 'MESH':
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mesh_objects.append((instance_object, obj))
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return mesh_objects
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def build_ase(context: Context, options: ASEBuildOptions, objects: Iterable[Object]) -> ASE:
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def build_ase(context: Context, options: ASEBuildOptions, dfs_objects: Iterable[DfsObject]) -> ASE:
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ase = ASE()
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main_geometry_object = None
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mesh_objects = get_mesh_objects(objects)
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context.window_manager.progress_begin(0, len(mesh_objects))
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dfs_objects = list(dfs_objects)
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context.window_manager.progress_begin(0, len(dfs_objects))
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ase.materials = options.materials
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for object_index, (obj, asset_instance) in enumerate(mesh_objects):
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max_uv_layers = 0
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for dfs_object in dfs_objects:
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mesh_data = cast(Mesh, dfs_object.obj.data)
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max_uv_layers = max(max_uv_layers, len(mesh_data.uv_layers))
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matrix_world = get_object_matrix(obj, asset_instance)
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matrix_world = options.transform @ matrix_world
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for object_index, dfs_object in enumerate(dfs_objects):
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obj = dfs_object.obj
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matrix_world = dfs_object.matrix_world
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# Save the active color name for vertex color export.
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active_color_name = obj.data.color_attributes.active_color_name
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@@ -98,7 +89,7 @@ def build_ase(context: Context, options: ASEBuildOptions, objects: Iterable[Obje
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del bm
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raise ASEBuildError(f'Collision mesh \'{obj.name}\' is not convex')
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vertex_transform = Matrix.Rotation(math.pi, 4, 'Z') @ matrix_world
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vertex_transform = Matrix.Rotation(math.pi, 4, 'Z') @ Matrix.Scale(options.scale, 4) @ 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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@@ -184,6 +175,13 @@ def build_ase(context: Context, options: ASEBuildOptions, objects: Iterable[Obje
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u, v = uv_layer_data[loop_index].uv
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uv_layer.texture_vertices.append((u, v, 0.0))
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# Add zeroed texture vertices for any missing UV layers.
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for i in range(len(geometry_object.uv_layers), max_uv_layers):
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uv_layer = ASEUVLayer()
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for _ in mesh_data.loops:
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uv_layer.texture_vertices.append((0.0, 0.0, 0.0))
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geometry_object.uv_layers.append(uv_layer)
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# Texture Faces
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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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154
io_scene_ase/dfs.py
Normal file
154
io_scene_ase/dfs.py
Normal file
@@ -0,0 +1,154 @@
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'''
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Depth-first object iterator functions for Blender collections and view layers.
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These functions are used to iterate over objects in a collection or view layer in a depth-first manner, including
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instances. This is useful for exporters that need to traverse the object hierarchy in a predictable order.
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'''
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from typing import Optional, Set, Iterable, List
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from bpy.types import Collection, Object, ViewLayer, LayerCollection
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from mathutils import Matrix
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class DfsObject:
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'''
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Represents an object in a depth-first search.
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'''
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def __init__(self, obj: Object, instance_objects: List[Object], matrix_world: Matrix):
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self.obj = obj
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self.instance_objects = instance_objects
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self.matrix_world = matrix_world
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@property
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def is_visible(self) -> bool:
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'''
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Check if the object is visible.
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@return: True if the object is visible, False otherwise.
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'''
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if self.instance_objects:
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return self.instance_objects[-1].visible_get()
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return self.obj.visible_get()
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@property
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def is_selected(self) -> bool:
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'''
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Check if the object is selected.
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@return: True if the object is selected, False otherwise.
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'''
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if self.instance_objects:
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return self.instance_objects[-1].select_get()
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return self.obj.select_get()
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def _dfs_object_children(obj: Object, collection: Collection) -> Iterable[Object]:
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'''
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Construct a list of objects in hierarchy order from `collection.objects`, only keeping those that are in the
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collection.
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@param obj: The object to start the search from.
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@param collection: The collection to search in.
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@return: An iterable of objects in hierarchy order.
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'''
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yield obj
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for child in obj.children:
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if child.name in collection.objects:
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yield from _dfs_object_children(child, collection)
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def dfs_objects_in_collection(collection: Collection) -> Iterable[Object]:
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'''
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Returns a depth-first iterator over all objects in a collection, only keeping those that are directly in the
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collection.
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@param collection: The collection to search in.
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@return: An iterable of objects in hierarchy order.
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'''
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objects_hierarchy = []
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for obj in collection.objects:
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if obj.parent is None or obj.parent not in set(collection.objects):
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objects_hierarchy.append(obj)
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for obj in objects_hierarchy:
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yield from _dfs_object_children(obj, collection)
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def dfs_collection_objects(collection: Collection, visible_only: bool = False) -> Iterable[DfsObject]:
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'''
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Depth-first search of objects in a collection, including recursing into instances.
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@param collection: The collection to search in.
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@return: An iterable of tuples containing the object, the instance objects, and the world matrix.
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'''
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yield from _dfs_collection_objects_recursive(collection)
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def _dfs_collection_objects_recursive(
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collection: Collection,
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instance_objects: Optional[List[Object]] = None,
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matrix_world: Matrix = Matrix.Identity(4),
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visited: Optional[Set[Object]]=None
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) -> Iterable[DfsObject]:
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'''
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Depth-first search of objects in a collection, including recursing into instances.
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This is a recursive function.
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@param collection: The collection to search in.
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@param instance_objects: The running hierarchy of instance objects.
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@param matrix_world: The world matrix of the current object.
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@param visited: A set of visited object-instance pairs.
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@return: An iterable of tuples containing the object, the instance objects, and the world matrix.
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'''
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# We want to also yield the top-level instance object so that callers can inspect the selection status etc.
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if visited is None:
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visited = set()
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if instance_objects is None:
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instance_objects = list()
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# First, yield all objects in child collections.
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for child in collection.children:
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yield from _dfs_collection_objects_recursive(child, instance_objects, matrix_world.copy(), visited)
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# Then, evaluate all objects in this collection.
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for obj in dfs_objects_in_collection(collection):
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visited_pair = (obj, instance_objects[-1] if instance_objects else None)
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if visited_pair in visited:
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continue
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# If this an instance, we need to recurse into it.
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if obj.instance_collection is not None:
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# Calculate the instance transform.
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instance_offset_matrix = Matrix.Translation(-obj.instance_collection.instance_offset)
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# Recurse into the instance collection.
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yield from _dfs_collection_objects_recursive(obj.instance_collection,
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instance_objects + [obj],
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matrix_world @ (obj.matrix_world @ instance_offset_matrix),
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visited)
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else:
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# Object is not an instance, yield it.
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yield DfsObject(obj, instance_objects, matrix_world @ obj.matrix_world)
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visited.add(visited_pair)
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def dfs_view_layer_objects(view_layer: ViewLayer) -> Iterable[DfsObject]:
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'''
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Depth-first iterator over all objects in a view layer, including recursing into instances.
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@param view_layer: The view layer to inspect.
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@return: An iterable of tuples containing the object, the instance objects, and the world matrix.
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'''
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def layer_collection_objects_recursive(layer_collection: LayerCollection):
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for child in layer_collection.children:
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yield from layer_collection_objects_recursive(child)
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# Iterate only the top-level objects in this collection first.
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yield from _dfs_collection_objects_recursive(layer_collection.collection)
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yield from layer_collection_objects_recursive(view_layer.layer_collection)
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def _is_dfs_object_visible(obj: Object, instance_objects: List[Object]) -> bool:
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'''
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Check if a DFS object is visible.
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@param obj: The object.
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@param instance_objects: The instance objects.
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@return: True if the object is visible, False otherwise.
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'''
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if instance_objects:
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return instance_objects[-1].visible_get()
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return obj.visible_get()
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@@ -1,14 +1,14 @@
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import os.path
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from typing import Iterable, List, Set, Union, cast, Optional
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import bpy
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from bpy_extras.io_utils import ExportHelper
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from bpy.props import StringProperty, CollectionProperty, PointerProperty, IntProperty, EnumProperty, BoolProperty
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from bpy.props import StringProperty, CollectionProperty, PointerProperty, IntProperty, EnumProperty, BoolProperty, \
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FloatProperty
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from bpy.types import Operator, Material, PropertyGroup, UIList, Object, FileHandler, Event, Context, SpaceProperties, \
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Collection
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from mathutils import Matrix, Vector
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from .builder import ASEBuildOptions, ASEBuildError, get_mesh_objects, build_ase
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from .builder import ASEBuildOptions, ASEBuildError, build_ase
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from .writer import ASEWriter
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@@ -238,10 +238,41 @@ class ASE_UL_strings(UIList):
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object_eval_state_items = (
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object_eval_state_items = [
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('EVALUATED', 'Evaluated', 'Use data from fully evaluated object'),
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('ORIGINAL', 'Original', 'Use data from original object with no modifiers applied'),
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)
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]
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class ASE_OT_populate_material_order_list(Operator):
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bl_idname = 'ase_export.populate_material_order_list'
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bl_label = 'Populate Material Order List'
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bl_description = 'Populate the material order list with the materials used by objects in the collection'
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visible_only: BoolProperty(name='Visible Only', default=True, description='Populate the list with only the materials of visible objects')
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def invoke(self, context: 'Context', event: 'Event'):
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return context.window_manager.invoke_props_dialog(self)
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def execute(self, context):
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collection = get_collection_from_context(context)
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operator = get_collection_export_operator_from_context(context)
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if operator is None:
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return {'CANCELLED'}
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from .dfs import dfs_collection_objects
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mesh_objects = list(map(lambda x: x.obj, filter(lambda x: x.obj.type == 'MESH', dfs_collection_objects(collection, True))))
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# Exclude objects that are not visible.
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materials = get_unique_materials(mesh_objects)
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operator.material_order.clear()
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for material in materials:
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m = operator.material_order.add()
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m.string = material.name
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return {'FINISHED'}
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class ASE_OT_export(Operator, ExportHelper):
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@@ -257,6 +288,8 @@ class ASE_OT_export(Operator, ExportHelper):
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name='Data',
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default='EVALUATED'
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)
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should_export_visible_only: BoolProperty(name='Visible Only', default=False, description='Export only visible objects')
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scale: FloatProperty(name='Scale', default=1.0, min=0.0001, soft_max=1000.0, description='Scale factor to apply to the exported geometry')
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@classmethod
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def poll(cls, context):
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@@ -269,6 +302,12 @@ class ASE_OT_export(Operator, ExportHelper):
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layout = self.layout
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pg = context.scene.ase_export
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flow = layout.grid_flow()
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flow.use_property_split = True
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flow.use_property_decorate = False
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flow.prop(self, 'should_export_visible_only')
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flow.prop(self, 'scale')
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materials_header, materials_panel = layout.panel('Materials', default_closed=False)
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materials_header.label(text='Materials')
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@@ -279,7 +318,6 @@ class ASE_OT_export(Operator, ExportHelper):
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col.operator(ASE_OT_material_list_move_up.bl_idname, icon='TRIA_UP', text='')
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col.operator(ASE_OT_material_list_move_down.bl_idname, icon='TRIA_DOWN', text='')
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has_vertex_colors = len(get_vertex_color_attributes_from_objects(context.selected_objects)) > 0
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vertex_colors_header, vertex_colors_panel = layout.panel_prop(pg, 'should_export_vertex_colors')
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row = vertex_colors_header.row()
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@@ -333,8 +371,15 @@ class ASE_OT_export(Operator, ExportHelper):
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options.vertex_color_attribute = pg.vertex_color_attribute
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options.materials = [x.material for x in pg.material_list]
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options.should_invert_normals = pg.should_invert_normals
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options.should_export_visible_only = self.should_export_visible_only
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options.scale = self.scale
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from .dfs import dfs_view_layer_objects
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dfs_objects = list(filter(lambda x: x.obj.type == 'MESH', dfs_view_layer_objects(context.view_layer)))
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try:
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ase = build_ase(context, options, context.selected_objects)
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ase = build_ase(context, options, dfs_objects)
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# Calculate some statistics about the ASE file to display in the console.
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object_count = len(ase.geometry_objects)
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@@ -350,6 +395,12 @@ class ASE_OT_export(Operator, ExportHelper):
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return {'CANCELLED'}
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export_space_items = [
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('WORLD', 'World Space', 'Export the collection in world-space (i.e., as it appears in the 3D view)'),
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('INSTANCE', 'Instance Space', 'Export the collection as an instance (transforms the world-space geometry by the inverse of the instance offset)'),
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]
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class ASE_OT_export_collection(Operator, ExportHelper):
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bl_idname = 'io_scene_ase.ase_export_collection'
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bl_label = 'Export collection to ASE'
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@@ -371,14 +422,19 @@ class ASE_OT_export_collection(Operator, ExportHelper):
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collection: StringProperty()
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material_order: CollectionProperty(name='Materials', type=ASE_PG_string)
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material_order_index: IntProperty(name='Index', default=0)
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export_space: EnumProperty(name='Export Space', items=(
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('WORLD', 'World Space', 'Export the collection in world-space (i.e., as it appears in the 3D view)'),
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('INSTANCE', 'Instance Space', 'Export the collection as an instance (transforms the world-space geometry by the inverse of the instance offset)'),
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), default='INSTANCE')
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export_space: EnumProperty(name='Export Space', items=export_space_items, default='INSTANCE')
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should_export_visible_only: BoolProperty(name='Visible Only', default=False, description='Export only visible objects')
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scale: FloatProperty(name='Scale', default=1.0, min=0.0001, soft_max=1000.0, description='Scale factor to apply to the exported geometry')
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def draw(self, context):
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layout = self.layout
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flow = layout.grid_flow()
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flow.use_property_split = True
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flow.use_property_decorate = False
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flow.prop(self, 'should_export_visible_only')
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flow.prop(self, 'scale')
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materials_header, materials_panel = layout.panel('Materials', default_closed=True)
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materials_header.label(text='Materials')
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@@ -391,6 +447,8 @@ class ASE_OT_export_collection(Operator, ExportHelper):
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col.separator()
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col.operator(ASE_OT_material_order_move_up.bl_idname, icon='TRIA_UP', text='')
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col.operator(ASE_OT_material_order_move_down.bl_idname, icon='TRIA_DOWN', text='')
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col.separator()
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col.operator(ASE_OT_populate_material_order_list.bl_idname, icon='FILE_REFRESH', text='')
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advanced_header, advanced_panel = layout.panel('Advanced', default_closed=True)
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advanced_header.label(text='Advanced')
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@@ -406,6 +464,7 @@ class ASE_OT_export_collection(Operator, ExportHelper):
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options = ASEBuildOptions()
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options.object_eval_state = self.object_eval_state
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options.scale = self.scale
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match self.export_space:
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case 'WORLD':
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@@ -413,20 +472,34 @@ class ASE_OT_export_collection(Operator, ExportHelper):
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case 'INSTANCE':
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options.transform = Matrix.Translation(-Vector(collection.instance_offset))
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# Iterate over all the objects in the collection.
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mesh_objects = get_mesh_objects(collection.all_objects)
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from .dfs import dfs_collection_objects
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dfs_objects = list(filter(lambda x: x.obj.type == 'MESH', dfs_collection_objects(collection, options.should_export_visible_only)))
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mesh_objects = [x.obj for x in dfs_objects]
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# Get all the materials used by the objects in the collection.
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options.materials = get_unique_materials([x[0] for x in mesh_objects])
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options.materials = get_unique_materials(mesh_objects)
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# Sort the materials based on the order in the material order list, keeping in mind that the material order list
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# may not contain all the materials used by the objects in the collection.
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material_order = [x.string for x in self.material_order]
|
||||
material_order_map = {x: i for i, x in enumerate(material_order)}
|
||||
options.materials.sort(key=lambda x: material_order_map.get(x.name, len(material_order)))
|
||||
|
||||
# Split the list of materials into two lists: one for materials that appear in the material order list, and one
|
||||
# for materials that do not. Then append the two lists together, with the ordered materials first.
|
||||
ordered_materials = []
|
||||
unordered_materials = []
|
||||
for material in options.materials:
|
||||
if material.name in material_order_map:
|
||||
ordered_materials.append(material)
|
||||
else:
|
||||
unordered_materials.append(material)
|
||||
|
||||
ordered_materials.sort(key=lambda x: material_order_map.get(x.name, len(material_order)))
|
||||
options.materials = ordered_materials + unordered_materials
|
||||
|
||||
try:
|
||||
ase = build_ase(context, options, collection.all_objects)
|
||||
ase = build_ase(context, options, dfs_objects)
|
||||
except ASEBuildError as e:
|
||||
self.report({'ERROR'}, str(e))
|
||||
return {'CANCELLED'}
|
||||
@@ -462,5 +535,6 @@ classes = (
|
||||
ASE_OT_material_order_remove,
|
||||
ASE_OT_material_order_move_down,
|
||||
ASE_OT_material_order_move_up,
|
||||
ASE_OT_populate_material_order_list,
|
||||
ASE_FH_export,
|
||||
)
|
||||
|
||||
@@ -115,7 +115,7 @@ class ASEWriter(object):
|
||||
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)
|
||||
submaterial_node.push_child('MATERIAL_NAME').push_datum(material.name)
|
||||
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)
|
||||
|
||||
Reference in New Issue
Block a user