Compare commits
14 Commits
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7ebeb0d262 |
@@ -3,3 +3,6 @@
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This is a Blender addon allowing you to export static meshes to the now-defunct ASE (ASCII Scene Export) format still in use in legacy programs like Unreal Tournament 2004.
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This is a Blender addon allowing you to export static meshes to the now-defunct ASE (ASCII Scene Export) format still in use in legacy programs like Unreal Tournament 2004.
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Check out [this video](https://www.youtube.com/watch?v=gpmBxCGHQjU) on how to install and use the addon.
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Check out [this video](https://www.youtube.com/watch?v=gpmBxCGHQjU) on how to install and use the addon.
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Resources:
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* https://wiki.beyondunreal.com/Legacy:ASE_File_Format
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BIN
io_scene_ase-master-1.2.0.zip
Normal file
BIN
io_scene_ase-master-1.2.0.zip
Normal file
Binary file not shown.
@@ -1,8 +1,8 @@
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bl_info = {
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bl_info = {
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'name': 'ASCII Scene Export',
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'name': 'ASCII Scene Export (ASE)',
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'description': 'Export ASE (ASCII Scene Export) files',
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'description': 'Export ASE (ASCII Scene Export) files',
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'author': 'Colin Basnett (Darklight Games)',
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'author': 'Colin Basnett (Darklight Games)',
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'version': (1, 0, 3),
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'version': (1, 2, 1),
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'blender': (2, 90, 0),
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'blender': (2, 90, 0),
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'location': 'File > Import-Export',
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'location': 'File > Import-Export',
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'warning': 'This add-on is under development.',
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'warning': 'This add-on is under development.',
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@@ -21,8 +21,6 @@ if 'bpy' in locals():
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import bpy
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import bpy
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import bpy.utils.previews
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import bpy.utils.previews
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from bpy.props import IntProperty, CollectionProperty, StringProperty
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import os
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from . import ase
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from . import ase
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from . import builder
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from . import builder
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from . import writer
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from . import writer
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@@ -26,14 +26,20 @@ def is_collision_name(name):
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return name.startswith('MCDCX_')
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return name.startswith('MCDCX_')
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class ASEUVLayer(object):
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def __init__(self):
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self.texture_vertices = []
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class ASEGeometryObject(object):
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class ASEGeometryObject(object):
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def __init__(self):
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def __init__(self):
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self.name = ''
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self.name = ''
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self.vertices = []
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self.vertices = []
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self.texture_vertices = []
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self.uv_layers = []
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self.faces = []
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self.faces = []
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self.texture_vertex_faces = []
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self.texture_vertex_faces = []
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self.face_normals = []
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self.face_normals = []
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self.vertex_colors = []
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self.vertex_offset = 0
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self.vertex_offset = 0
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self.texture_vertex_offset = 0
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self.texture_vertex_offset = 0
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@@ -12,6 +12,7 @@ class ASEBuilderError(Exception):
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class ASEBuilderOptions(object):
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class ASEBuilderOptions(object):
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def __init__(self):
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def __init__(self):
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self.scale = 1.0
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self.scale = 1.0
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self.use_raw_mesh_data = False
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class ASEBuilder(object):
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class ASEBuilder(object):
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@@ -19,33 +20,57 @@ class ASEBuilder(object):
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ase = ASE()
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ase = ASE()
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main_geometry_object = None
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main_geometry_object = None
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for obj in context.selected_objects:
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for selected_object in context.selected_objects:
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if obj is None or obj.type != 'MESH':
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if selected_object is None or selected_object.type != 'MESH':
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continue
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continue
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mesh_data = obj.data
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# Evaluate the mesh after modifiers are applied
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if options.use_raw_mesh_data:
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mesh_object = selected_object
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mesh_data = mesh_object.data
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else:
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depsgraph = context.evaluated_depsgraph_get()
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bm = bmesh.new()
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bm.from_object(selected_object, depsgraph)
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mesh_data = bpy.data.meshes.new('')
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bm.to_mesh(mesh_data)
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del bm
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mesh_object = bpy.data.objects.new('', mesh_data)
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mesh_object.matrix_world = selected_object.matrix_world
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if not is_collision_name(obj.name) and main_geometry_object is not None:
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if not is_collision_name(selected_object.name) and main_geometry_object is not None:
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geometry_object = main_geometry_object
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geometry_object = main_geometry_object
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else:
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else:
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geometry_object = ASEGeometryObject()
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geometry_object = ASEGeometryObject()
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geometry_object.name = obj.name
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geometry_object.name = selected_object.name
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if not geometry_object.is_collision:
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if not geometry_object.is_collision:
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main_geometry_object = geometry_object
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main_geometry_object = geometry_object
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ase.geometry_objects.append(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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if geometry_object.is_collision:
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raise ASEBuilderError(f'Mesh \'{obj.name}\' must have at least one material')
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# Test that collision meshes are manifold and convex.
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bm = bmesh.new()
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bm.from_mesh(mesh_object.data)
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for edge in bm.edges:
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if not edge.is_manifold:
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del bm
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raise ASEBuilderError(f'Collision mesh \'{selected_object.name}\' is not manifold')
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if not edge.is_convex:
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del bm
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raise ASEBuilderError(f'Collision mesh \'{selected_object.name}\' is not convex')
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vertex_transform = Matrix.Scale(options.scale, 4) @ Matrix.Rotation(math.pi, 4, 'Z') @ obj.matrix_world
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if not geometry_object.is_collision and len(selected_object.data.materials) == 0:
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raise ASEBuilderError(f'Mesh \'{selected_object.name}\' must have at least one material')
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vertex_transform = Matrix.Scale(options.scale, 4) @ Matrix.Rotation(math.pi, 4, 'Z') @ mesh_object.matrix_world
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for vertex_index, vertex in enumerate(mesh_data.vertices):
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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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geometry_object.vertices.append(vertex_transform @ vertex.co)
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material_indices = []
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material_indices = []
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if not geometry_object.is_collision:
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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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for mesh_material_index, material in enumerate(selected_object.data.materials):
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if material is None:
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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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raise ASEBuilderError(f'Material slot {mesh_material_index + 1} for mesh \'{selected_object.name}\' cannot be empty')
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try:
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try:
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# Reuse existing material entries for duplicates
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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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material_index = ase.materials.index(material.name)
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@@ -76,8 +101,8 @@ class ASEBuilder(object):
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face.smoothing = (poly_groups[loop_triangle.polygon_index] - 1) % 32
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face.smoothing = (poly_groups[loop_triangle.polygon_index] - 1) % 32
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geometry_object.faces.append(face)
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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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if not geometry_object.is_collision:
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# Normals
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for face_index, loop_triangle in enumerate(mesh_data.loop_triangles):
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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 = ASEFaceNormal()
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face_normal.normal = loop_triangle.normal
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face_normal.normal = loop_triangle.normal
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@@ -89,16 +114,16 @@ class ASEBuilder(object):
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face_normal.vertex_normals.append(vertex_normal)
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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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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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for i, uv_layer_data in enumerate([x.data for x in mesh_data.uv_layers]):
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if i >= len(geometry_object.uv_layers):
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geometry_object.uv_layers.append(ASEUVLayer())
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uv_layer = geometry_object.uv_layers[i]
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for loop_index, loop in enumerate(mesh_data.loops):
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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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# Texture Coordinates
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# Texture Faces
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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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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_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[0],
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@@ -106,8 +131,14 @@ class ASEBuilder(object):
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geometry_object.texture_vertex_offset + loop_triangle.loops[2]
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geometry_object.texture_vertex_offset + loop_triangle.loops[2]
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))
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))
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# Vertex Colors
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if len(mesh_data.vertex_colors) > 0:
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vertex_colors = mesh_data.vertex_colors.active.data
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for color in map(lambda x: x.color, vertex_colors):
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geometry_object.vertex_colors.append(tuple(color[0:3]))
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# Update data offsets for next iteration
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# Update data offsets for next iteration
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geometry_object.texture_vertex_offset = len(geometry_object.texture_vertices)
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geometry_object.texture_vertex_offset += len(mesh_data.loops)
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geometry_object.vertex_offset = len(geometry_object.vertices)
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geometry_object.vertex_offset = len(geometry_object.vertices)
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if len(ase.geometry_objects) == 0:
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if len(ase.geometry_objects) == 0:
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@@ -1,6 +1,6 @@
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import bpy
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import bpy
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import bpy_extras
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import bpy_extras
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from bpy.props import StringProperty, FloatProperty, EnumProperty
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from bpy.props import StringProperty, FloatProperty, EnumProperty, BoolProperty
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from .builder import *
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from .builder import *
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from .writer import *
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from .writer import *
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@@ -10,21 +10,22 @@ class ASE_OT_ExportOperator(bpy.types.Operator, bpy_extras.io_utils.ExportHelper
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bl_label = 'Export ASE'
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bl_label = 'Export ASE'
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bl_space_type = 'PROPERTIES'
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_region_type = 'WINDOW'
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filename_ext = '.ase'
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filename_ext = '.ase'
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filter_glob: StringProperty(
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filter_glob: StringProperty(
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default="*.ase",
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default="*.ase",
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options={'HIDDEN'},
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options={'HIDDEN'},
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maxlen=255, # Max internal buffer length, longer would be hilighted.
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maxlen=255, # Max internal buffer length, longer would be hilighted.
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)
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)
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units: EnumProperty(
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units: EnumProperty(
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default='U',
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items=(('M', 'Meters', ''),
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items=(('M', 'Meters', ''),
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('U', 'Unreal', '')),
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('U', 'Unreal', '')),
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name='Units'
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name='Units'
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)
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)
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use_raw_mesh_data: BoolProperty(
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default=False,
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description='No modifiers will be evaluated as part of the exported mesh',
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name='Raw Mesh Data')
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units_scale = {
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units_scale = {
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'M': 60.352,
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'M': 60.352,
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'U': 1.0
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'U': 1.0
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@@ -33,10 +34,12 @@ class ASE_OT_ExportOperator(bpy.types.Operator, bpy_extras.io_utils.ExportHelper
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def draw(self, context):
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def draw(self, context):
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layout = self.layout
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layout = self.layout
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layout.prop(self, 'units', expand=False)
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layout.prop(self, 'units', expand=False)
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layout.prop(self, 'use_raw_mesh_data')
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def execute(self, context):
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def execute(self, context):
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options = ASEBuilderOptions()
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options = ASEBuilderOptions()
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options.scale = self.units_scale[self.units]
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options.scale = self.units_scale[self.units]
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options.use_raw_mesh_data = self.use_raw_mesh_data
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try:
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try:
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ase = ASEBuilder().build(context, options)
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ase = ASEBuilder().build(context, options)
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ASEWriter().write(self.filepath, ase)
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ASEWriter().write(self.filepath, ase)
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@@ -146,21 +146,23 @@ class ASEWriter(object):
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face_node.push_sub_command('MESH_MTLID').push_datum(face.material_index)
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face_node.push_sub_command('MESH_MTLID').push_datum(face.material_index)
|
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|
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# Texture Coordinates
|
# Texture Coordinates
|
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if len(geometry_object.texture_vertices) > 0:
|
for i, uv_layer in enumerate(geometry_object.uv_layers):
|
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mesh_node.push_child('MESH_NUMTVERTEX').push_datum(len(geometry_object.texture_vertices))
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parent_node = mesh_node if i == 0 else mesh_node.push_child('MESH_MAPPINGCHANNEL')
|
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tvertlist_node = mesh_node.push_child('MESH_TVERTLIST')
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if i > 0:
|
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for tvert_index, tvert in enumerate(geometry_object.texture_vertices):
|
parent_node.push_datum(i + 1)
|
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|
parent_node.push_child('MESH_NUMTVERTEX').push_datum(len(uv_layer.texture_vertices))
|
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tvertlist_node = parent_node.push_child('MESH_TVERTLIST')
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for tvert_index, tvert in enumerate(uv_layer.texture_vertices):
|
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tvert_node = tvertlist_node.push_child('MESH_TVERT')
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tvert_node = tvertlist_node.push_child('MESH_TVERT')
|
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tvert_node.push_datum(tvert_index)
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tvert_node.push_datum(tvert_index)
|
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tvert_node.push_data(list(tvert))
|
tvert_node.push_data(list(tvert))
|
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|
# Texture Faces
|
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# Texture Faces
|
if len(geometry_object.texture_vertex_faces) > 0:
|
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if len(geometry_object.texture_vertex_faces) > 0:
|
parent_node.push_child('MESH_NUMTVFACES').push_datum(len(geometry_object.texture_vertex_faces))
|
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mesh_node.push_child('MESH_NUMTVFACES').push_datum(len(geometry_object.texture_vertex_faces))
|
texture_faces_node = parent_node.push_child('MESH_TFACELIST')
|
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texture_faces_node = mesh_node.push_child('MESH_TFACELIST')
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for texture_face_index, texture_face in enumerate(geometry_object.texture_vertex_faces):
|
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for texture_face_index, texture_face in enumerate(geometry_object.texture_vertex_faces):
|
texture_face_node = texture_faces_node.push_child('MESH_TFACE')
|
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texture_face_node = texture_faces_node.push_child('MESH_TFACE')
|
texture_face_node.push_data([texture_face_index] + list(texture_face))
|
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texture_face_node.push_data([texture_face_index] + list(texture_face))
|
|
||||||
|
|
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# Normals
|
# Normals
|
||||||
if len(geometry_object.face_normals) > 0:
|
if len(geometry_object.face_normals) > 0:
|
||||||
@@ -174,6 +176,18 @@ class ASEWriter(object):
|
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vertex_normal_node.push_datum(vertex_normal.vertex_index)
|
vertex_normal_node.push_datum(vertex_normal.vertex_index)
|
||||||
vertex_normal_node.push_data(list(vertex_normal.normal))
|
vertex_normal_node.push_data(list(vertex_normal.normal))
|
||||||
|
|
||||||
|
# Vertex Colors
|
||||||
|
if len(geometry_object.vertex_colors) > 0:
|
||||||
|
mesh_node.push_child('MESH_NUMCVERTEX').push_datum(len(geometry_object.vertex_colors))
|
||||||
|
cvert_list = mesh_node.push_child('MESH_CVERTLIST')
|
||||||
|
for i, vertex_color in enumerate(geometry_object.vertex_colors):
|
||||||
|
cvert_list.push_child('MESH_VERTCOL').push_datum(i).push_data(vertex_color)
|
||||||
|
parent_node.push_child('MESH_NUMCVFACES').push_datum(len(geometry_object.texture_vertex_faces))
|
||||||
|
texture_faces_node = parent_node.push_child('MESH_CFACELIST')
|
||||||
|
for texture_face_index, texture_face in enumerate(geometry_object.texture_vertex_faces):
|
||||||
|
texture_face_node = texture_faces_node.push_child('MESH_CFACE')
|
||||||
|
texture_face_node.push_data([texture_face_index] + list(texture_face))
|
||||||
|
|
||||||
geomobject_node.push_child('MATERIAL_REF').push_datum(0)
|
geomobject_node.push_child('MATERIAL_REF').push_datum(0)
|
||||||
|
|
||||||
return root
|
return root
|
||||||
|
|||||||
Reference in New Issue
Block a user