Compare commits
1 Commits
2.1.2
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feature-as
| Author | SHA1 | Date | |
|---|---|---|---|
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0febd57503 |
54
.github/workflows/main.yml
vendored
54
.github/workflows/main.yml
vendored
@@ -1,54 +0,0 @@
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|||||||
name: Build Extension
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||||||
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on:
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||||||
workflow_dispatch:
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||||||
push:
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||||||
branches: [ "main" ]
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||||||
pull_request:
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||||||
branches: [ "main" ]
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||||||
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||||||
jobs:
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||||||
build:
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||||||
runs-on: ubuntu-latest
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||||||
env:
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||||||
BLENDER_VERSION: blender-4.2.0-linux-x64
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||||||
ADDON_NAME: io_scene_ase
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||||||
steps:
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||||||
- uses: actions/checkout@v3
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||||||
- uses: SebRollen/toml-action@v1.2.0
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||||||
id: read_manifest
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||||||
with:
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||||||
file: 'io_scene_ase/blender_manifest.toml'
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||||||
field: 'version'
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||||||
- name: Set derived environment variables
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||||||
run: |
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||||||
echo "BLENDER_FILENAME=${{ env.BLENDER_VERSION }}.tar.xz" >> $GITHUB_ENV
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|
||||||
echo "BLENDER_URL=https://mirrors.iu13.net/blender/release/Blender4.2/${{ env.BLENDER_VERSION }}.tar.xz" >> $GITHUB_ENV
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||||||
- name: Install Blender Dependencies
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||||||
run: |
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||||||
sudo apt-get install libxxf86vm-dev -y
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||||||
sudo apt-get install libxfixes3 -y
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||||||
sudo apt-get install libxi-dev -y
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||||||
sudo apt-get install libxkbcommon-x11-0 -y
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||||||
sudo apt-get install libgl1-mesa-glx -y
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||||||
- name: Download & Extract Blender
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||||||
run: |
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||||||
wget -q $BLENDER_URL
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tar -xf $BLENDER_FILENAME
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||||||
rm -rf $BLENDER_FILENAME
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||||||
- name: Add Blender executable to path
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||||||
run: |
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||||||
echo "${{ github.workspace }}/${{ env.BLENDER_VERSION }}/" >> $GITHUB_PATH
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||||||
- name: Build extension
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||||||
run: |
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||||||
pushd ./${{ env.ADDON_NAME }}
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blender --command extension build
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mkdir artifact
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unzip -q ${{ env.ADDON_NAME }}-${{ steps.read_manifest.outputs.value }}.zip -d ./artifact
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popd
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- name: Archive addon
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||||||
uses: actions/upload-artifact@v4
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||||||
with:
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||||||
name: ${{ env.ADDON_NAME }}-${{ github.ref_name }}-${{ github.sha }}
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||||||
path: |
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||||||
./${{ env.ADDON_NAME }}/artifact/*
|
|
||||||
674
COPYING
674
COPYING
@@ -1,674 +0,0 @@
|
|||||||
GNU GENERAL PUBLIC LICENSE
|
|
||||||
Version 3, 29 June 2007
|
|
||||||
|
|
||||||
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
|
|
||||||
Everyone is permitted to copy and distribute verbatim copies
|
|
||||||
of this license document, but changing it is not allowed.
|
|
||||||
|
|
||||||
Preamble
|
|
||||||
|
|
||||||
The GNU General Public License is a free, copyleft license for
|
|
||||||
software and other kinds of works.
|
|
||||||
|
|
||||||
The licenses for most software and other practical works are designed
|
|
||||||
to take away your freedom to share and change the works. By contrast,
|
|
||||||
the GNU General Public License is intended to guarantee your freedom to
|
|
||||||
share and change all versions of a program--to make sure it remains free
|
|
||||||
software for all its users. We, the Free Software Foundation, use the
|
|
||||||
GNU General Public License for most of our software; it applies also to
|
|
||||||
any other work released this way by its authors. You can apply it to
|
|
||||||
your programs, too.
|
|
||||||
|
|
||||||
When we speak of free software, we are referring to freedom, not
|
|
||||||
price. Our General Public Licenses are designed to make sure that you
|
|
||||||
have the freedom to distribute copies of free software (and charge for
|
|
||||||
them if you wish), that you receive source code or can get it if you
|
|
||||||
want it, that you can change the software or use pieces of it in new
|
|
||||||
free programs, and that you know you can do these things.
|
|
||||||
|
|
||||||
To protect your rights, we need to prevent others from denying you
|
|
||||||
these rights or asking you to surrender the rights. Therefore, you have
|
|
||||||
certain responsibilities if you distribute copies of the software, or if
|
|
||||||
you modify it: responsibilities to respect the freedom of others.
|
|
||||||
|
|
||||||
For example, if you distribute copies of such a program, whether
|
|
||||||
gratis or for a fee, you must pass on to the recipients the same
|
|
||||||
freedoms that you received. You must make sure that they, too, receive
|
|
||||||
or can get the source code. And you must show them these terms so they
|
|
||||||
know their rights.
|
|
||||||
|
|
||||||
Developers that use the GNU GPL protect your rights with two steps:
|
|
||||||
(1) assert copyright on the software, and (2) offer you this License
|
|
||||||
giving you legal permission to copy, distribute and/or modify it.
|
|
||||||
|
|
||||||
For the developers' and authors' protection, the GPL clearly explains
|
|
||||||
that there is no warranty for this free software. For both users' and
|
|
||||||
authors' sake, the GPL requires that modified versions be marked as
|
|
||||||
changed, so that their problems will not be attributed erroneously to
|
|
||||||
authors of previous versions.
|
|
||||||
|
|
||||||
Some devices are designed to deny users access to install or run
|
|
||||||
modified versions of the software inside them, although the manufacturer
|
|
||||||
can do so. This is fundamentally incompatible with the aim of
|
|
||||||
protecting users' freedom to change the software. The systematic
|
|
||||||
pattern of such abuse occurs in the area of products for individuals to
|
|
||||||
use, which is precisely where it is most unacceptable. Therefore, we
|
|
||||||
have designed this version of the GPL to prohibit the practice for those
|
|
||||||
products. If such problems arise substantially in other domains, we
|
|
||||||
stand ready to extend this provision to those domains in future versions
|
|
||||||
of the GPL, as needed to protect the freedom of users.
|
|
||||||
|
|
||||||
Finally, every program is threatened constantly by software patents.
|
|
||||||
States should not allow patents to restrict development and use of
|
|
||||||
software on general-purpose computers, but in those that do, we wish to
|
|
||||||
avoid the special danger that patents applied to a free program could
|
|
||||||
make it effectively proprietary. To prevent this, the GPL assures that
|
|
||||||
patents cannot be used to render the program non-free.
|
|
||||||
|
|
||||||
The precise terms and conditions for copying, distribution and
|
|
||||||
modification follow.
|
|
||||||
|
|
||||||
TERMS AND CONDITIONS
|
|
||||||
|
|
||||||
0. Definitions.
|
|
||||||
|
|
||||||
"This License" refers to version 3 of the GNU General Public License.
|
|
||||||
|
|
||||||
"Copyright" also means copyright-like laws that apply to other kinds of
|
|
||||||
works, such as semiconductor masks.
|
|
||||||
|
|
||||||
"The Program" refers to any copyrightable work licensed under this
|
|
||||||
License. Each licensee is addressed as "you". "Licensees" and
|
|
||||||
"recipients" may be individuals or organizations.
|
|
||||||
|
|
||||||
To "modify" a work means to copy from or adapt all or part of the work
|
|
||||||
in a fashion requiring copyright permission, other than the making of an
|
|
||||||
exact copy. The resulting work is called a "modified version" of the
|
|
||||||
earlier work or a work "based on" the earlier work.
|
|
||||||
|
|
||||||
A "covered work" means either the unmodified Program or a work based
|
|
||||||
on the Program.
|
|
||||||
|
|
||||||
To "propagate" a work means to do anything with it that, without
|
|
||||||
permission, would make you directly or secondarily liable for
|
|
||||||
infringement under applicable copyright law, except executing it on a
|
|
||||||
computer or modifying a private copy. Propagation includes copying,
|
|
||||||
distribution (with or without modification), making available to the
|
|
||||||
public, and in some countries other activities as well.
|
|
||||||
|
|
||||||
To "convey" a work means any kind of propagation that enables other
|
|
||||||
parties to make or receive copies. Mere interaction with a user through
|
|
||||||
a computer network, with no transfer of a copy, is not conveying.
|
|
||||||
|
|
||||||
An interactive user interface displays "Appropriate Legal Notices"
|
|
||||||
to the extent that it includes a convenient and prominently visible
|
|
||||||
feature that (1) displays an appropriate copyright notice, and (2)
|
|
||||||
tells the user that there is no warranty for the work (except to the
|
|
||||||
extent that warranties are provided), that licensees may convey the
|
|
||||||
work under this License, and how to view a copy of this License. If
|
|
||||||
the interface presents a list of user commands or options, such as a
|
|
||||||
menu, a prominent item in the list meets this criterion.
|
|
||||||
|
|
||||||
1. Source Code.
|
|
||||||
|
|
||||||
The "source code" for a work means the preferred form of the work
|
|
||||||
for making modifications to it. "Object code" means any non-source
|
|
||||||
form of a work.
|
|
||||||
|
|
||||||
A "Standard Interface" means an interface that either is an official
|
|
||||||
standard defined by a recognized standards body, or, in the case of
|
|
||||||
interfaces specified for a particular programming language, one that
|
|
||||||
is widely used among developers working in that language.
|
|
||||||
|
|
||||||
The "System Libraries" of an executable work include anything, other
|
|
||||||
than the work as a whole, that (a) is included in the normal form of
|
|
||||||
packaging a Major Component, but which is not part of that Major
|
|
||||||
Component, and (b) serves only to enable use of the work with that
|
|
||||||
Major Component, or to implement a Standard Interface for which an
|
|
||||||
implementation is available to the public in source code form. A
|
|
||||||
"Major Component", in this context, means a major essential component
|
|
||||||
(kernel, window system, and so on) of the specific operating system
|
|
||||||
(if any) on which the executable work runs, or a compiler used to
|
|
||||||
produce the work, or an object code interpreter used to run it.
|
|
||||||
|
|
||||||
The "Corresponding Source" for a work in object code form means all
|
|
||||||
the source code needed to generate, install, and (for an executable
|
|
||||||
work) run the object code and to modify the work, including scripts to
|
|
||||||
control those activities. However, it does not include the work's
|
|
||||||
System Libraries, or general-purpose tools or generally available free
|
|
||||||
programs which are used unmodified in performing those activities but
|
|
||||||
which are not part of the work. For example, Corresponding Source
|
|
||||||
includes interface definition files associated with source files for
|
|
||||||
the work, and the source code for shared libraries and dynamically
|
|
||||||
linked subprograms that the work is specifically designed to require,
|
|
||||||
such as by intimate data communication or control flow between those
|
|
||||||
subprograms and other parts of the work.
|
|
||||||
|
|
||||||
The Corresponding Source need not include anything that users
|
|
||||||
can regenerate automatically from other parts of the Corresponding
|
|
||||||
Source.
|
|
||||||
|
|
||||||
The Corresponding Source for a work in source code form is that
|
|
||||||
same work.
|
|
||||||
|
|
||||||
2. Basic Permissions.
|
|
||||||
|
|
||||||
All rights granted under this License are granted for the term of
|
|
||||||
copyright on the Program, and are irrevocable provided the stated
|
|
||||||
conditions are met. This License explicitly affirms your unlimited
|
|
||||||
permission to run the unmodified Program. The output from running a
|
|
||||||
covered work is covered by this License only if the output, given its
|
|
||||||
content, constitutes a covered work. This License acknowledges your
|
|
||||||
rights of fair use or other equivalent, as provided by copyright law.
|
|
||||||
|
|
||||||
You may make, run and propagate covered works that you do not
|
|
||||||
convey, without conditions so long as your license otherwise remains
|
|
||||||
in force. You may convey covered works to others for the sole purpose
|
|
||||||
of having them make modifications exclusively for you, or provide you
|
|
||||||
with facilities for running those works, provided that you comply with
|
|
||||||
the terms of this License in conveying all material for which you do
|
|
||||||
not control copyright. Those thus making or running the covered works
|
|
||||||
for you must do so exclusively on your behalf, under your direction
|
|
||||||
and control, on terms that prohibit them from making any copies of
|
|
||||||
your copyrighted material outside their relationship with you.
|
|
||||||
|
|
||||||
Conveying under any other circumstances is permitted solely under
|
|
||||||
the conditions stated below. Sublicensing is not allowed; section 10
|
|
||||||
makes it unnecessary.
|
|
||||||
|
|
||||||
3. Protecting Users' Legal Rights From Anti-Circumvention Law.
|
|
||||||
|
|
||||||
No covered work shall be deemed part of an effective technological
|
|
||||||
measure under any applicable law fulfilling obligations under article
|
|
||||||
11 of the WIPO copyright treaty adopted on 20 December 1996, or
|
|
||||||
similar laws prohibiting or restricting circumvention of such
|
|
||||||
measures.
|
|
||||||
|
|
||||||
When you convey a covered work, you waive any legal power to forbid
|
|
||||||
circumvention of technological measures to the extent such circumvention
|
|
||||||
is effected by exercising rights under this License with respect to
|
|
||||||
the covered work, and you disclaim any intention to limit operation or
|
|
||||||
modification of the work as a means of enforcing, against the work's
|
|
||||||
users, your or third parties' legal rights to forbid circumvention of
|
|
||||||
technological measures.
|
|
||||||
|
|
||||||
4. Conveying Verbatim Copies.
|
|
||||||
|
|
||||||
You may convey verbatim copies of the Program's source code as you
|
|
||||||
receive it, in any medium, provided that you conspicuously and
|
|
||||||
appropriately publish on each copy an appropriate copyright notice;
|
|
||||||
keep intact all notices stating that this License and any
|
|
||||||
non-permissive terms added in accord with section 7 apply to the code;
|
|
||||||
keep intact all notices of the absence of any warranty; and give all
|
|
||||||
recipients a copy of this License along with the Program.
|
|
||||||
|
|
||||||
You may charge any price or no price for each copy that you convey,
|
|
||||||
and you may offer support or warranty protection for a fee.
|
|
||||||
|
|
||||||
5. Conveying Modified Source Versions.
|
|
||||||
|
|
||||||
You may convey a work based on the Program, or the modifications to
|
|
||||||
produce it from the Program, in the form of source code under the
|
|
||||||
terms of section 4, provided that you also meet all of these conditions:
|
|
||||||
|
|
||||||
a) The work must carry prominent notices stating that you modified
|
|
||||||
it, and giving a relevant date.
|
|
||||||
|
|
||||||
b) The work must carry prominent notices stating that it is
|
|
||||||
released under this License and any conditions added under section
|
|
||||||
7. This requirement modifies the requirement in section 4 to
|
|
||||||
"keep intact all notices".
|
|
||||||
|
|
||||||
c) You must license the entire work, as a whole, under this
|
|
||||||
License to anyone who comes into possession of a copy. This
|
|
||||||
License will therefore apply, along with any applicable section 7
|
|
||||||
additional terms, to the whole of the work, and all its parts,
|
|
||||||
regardless of how they are packaged. This License gives no
|
|
||||||
permission to license the work in any other way, but it does not
|
|
||||||
invalidate such permission if you have separately received it.
|
|
||||||
|
|
||||||
d) If the work has interactive user interfaces, each must display
|
|
||||||
Appropriate Legal Notices; however, if the Program has interactive
|
|
||||||
interfaces that do not display Appropriate Legal Notices, your
|
|
||||||
work need not make them do so.
|
|
||||||
|
|
||||||
A compilation of a covered work with other separate and independent
|
|
||||||
works, which are not by their nature extensions of the covered work,
|
|
||||||
and which are not combined with it such as to form a larger program,
|
|
||||||
in or on a volume of a storage or distribution medium, is called an
|
|
||||||
"aggregate" if the compilation and its resulting copyright are not
|
|
||||||
used to limit the access or legal rights of the compilation's users
|
|
||||||
beyond what the individual works permit. Inclusion of a covered work
|
|
||||||
in an aggregate does not cause this License to apply to the other
|
|
||||||
parts of the aggregate.
|
|
||||||
|
|
||||||
6. Conveying Non-Source Forms.
|
|
||||||
|
|
||||||
You may convey a covered work in object code form under the terms
|
|
||||||
of sections 4 and 5, provided that you also convey the
|
|
||||||
machine-readable Corresponding Source under the terms of this License,
|
|
||||||
in one of these ways:
|
|
||||||
|
|
||||||
a) Convey the object code in, or embodied in, a physical product
|
|
||||||
(including a physical distribution medium), accompanied by the
|
|
||||||
Corresponding Source fixed on a durable physical medium
|
|
||||||
customarily used for software interchange.
|
|
||||||
|
|
||||||
b) Convey the object code in, or embodied in, a physical product
|
|
||||||
(including a physical distribution medium), accompanied by a
|
|
||||||
written offer, valid for at least three years and valid for as
|
|
||||||
long as you offer spare parts or customer support for that product
|
|
||||||
model, to give anyone who possesses the object code either (1) a
|
|
||||||
copy of the Corresponding Source for all the software in the
|
|
||||||
product that is covered by this License, on a durable physical
|
|
||||||
medium customarily used for software interchange, for a price no
|
|
||||||
more than your reasonable cost of physically performing this
|
|
||||||
conveying of source, or (2) access to copy the
|
|
||||||
Corresponding Source from a network server at no charge.
|
|
||||||
|
|
||||||
c) Convey individual copies of the object code with a copy of the
|
|
||||||
written offer to provide the Corresponding Source. This
|
|
||||||
alternative is allowed only occasionally and noncommercially, and
|
|
||||||
only if you received the object code with such an offer, in accord
|
|
||||||
with subsection 6b.
|
|
||||||
|
|
||||||
d) Convey the object code by offering access from a designated
|
|
||||||
place (gratis or for a charge), and offer equivalent access to the
|
|
||||||
Corresponding Source in the same way through the same place at no
|
|
||||||
further charge. You need not require recipients to copy the
|
|
||||||
Corresponding Source along with the object code. If the place to
|
|
||||||
copy the object code is a network server, the Corresponding Source
|
|
||||||
may be on a different server (operated by you or a third party)
|
|
||||||
that supports equivalent copying facilities, provided you maintain
|
|
||||||
clear directions next to the object code saying where to find the
|
|
||||||
Corresponding Source. Regardless of what server hosts the
|
|
||||||
Corresponding Source, you remain obligated to ensure that it is
|
|
||||||
available for as long as needed to satisfy these requirements.
|
|
||||||
|
|
||||||
e) Convey the object code using peer-to-peer transmission, provided
|
|
||||||
you inform other peers where the object code and Corresponding
|
|
||||||
Source of the work are being offered to the general public at no
|
|
||||||
charge under subsection 6d.
|
|
||||||
|
|
||||||
A separable portion of the object code, whose source code is excluded
|
|
||||||
from the Corresponding Source as a System Library, need not be
|
|
||||||
included in conveying the object code work.
|
|
||||||
|
|
||||||
A "User Product" is either (1) a "consumer product", which means any
|
|
||||||
tangible personal property which is normally used for personal, family,
|
|
||||||
or household purposes, or (2) anything designed or sold for incorporation
|
|
||||||
into a dwelling. In determining whether a product is a consumer product,
|
|
||||||
doubtful cases shall be resolved in favor of coverage. For a particular
|
|
||||||
product received by a particular user, "normally used" refers to a
|
|
||||||
typical or common use of that class of product, regardless of the status
|
|
||||||
of the particular user or of the way in which the particular user
|
|
||||||
actually uses, or expects or is expected to use, the product. A product
|
|
||||||
is a consumer product regardless of whether the product has substantial
|
|
||||||
commercial, industrial or non-consumer uses, unless such uses represent
|
|
||||||
the only significant mode of use of the product.
|
|
||||||
|
|
||||||
"Installation Information" for a User Product means any methods,
|
|
||||||
procedures, authorization keys, or other information required to install
|
|
||||||
and execute modified versions of a covered work in that User Product from
|
|
||||||
a modified version of its Corresponding Source. The information must
|
|
||||||
suffice to ensure that the continued functioning of the modified object
|
|
||||||
code is in no case prevented or interfered with solely because
|
|
||||||
modification has been made.
|
|
||||||
|
|
||||||
If you convey an object code work under this section in, or with, or
|
|
||||||
specifically for use in, a User Product, and the conveying occurs as
|
|
||||||
part of a transaction in which the right of possession and use of the
|
|
||||||
User Product is transferred to the recipient in perpetuity or for a
|
|
||||||
fixed term (regardless of how the transaction is characterized), the
|
|
||||||
Corresponding Source conveyed under this section must be accompanied
|
|
||||||
by the Installation Information. But this requirement does not apply
|
|
||||||
if neither you nor any third party retains the ability to install
|
|
||||||
modified object code on the User Product (for example, the work has
|
|
||||||
been installed in ROM).
|
|
||||||
|
|
||||||
The requirement to provide Installation Information does not include a
|
|
||||||
requirement to continue to provide support service, warranty, or updates
|
|
||||||
for a work that has been modified or installed by the recipient, or for
|
|
||||||
the User Product in which it has been modified or installed. Access to a
|
|
||||||
network may be denied when the modification itself materially and
|
|
||||||
adversely affects the operation of the network or violates the rules and
|
|
||||||
protocols for communication across the network.
|
|
||||||
|
|
||||||
Corresponding Source conveyed, and Installation Information provided,
|
|
||||||
in accord with this section must be in a format that is publicly
|
|
||||||
documented (and with an implementation available to the public in
|
|
||||||
source code form), and must require no special password or key for
|
|
||||||
unpacking, reading or copying.
|
|
||||||
|
|
||||||
7. Additional Terms.
|
|
||||||
|
|
||||||
"Additional permissions" are terms that supplement the terms of this
|
|
||||||
License by making exceptions from one or more of its conditions.
|
|
||||||
Additional permissions that are applicable to the entire Program shall
|
|
||||||
be treated as though they were included in this License, to the extent
|
|
||||||
that they are valid under applicable law. If additional permissions
|
|
||||||
apply only to part of the Program, that part may be used separately
|
|
||||||
under those permissions, but the entire Program remains governed by
|
|
||||||
this License without regard to the additional permissions.
|
|
||||||
|
|
||||||
When you convey a copy of a covered work, you may at your option
|
|
||||||
remove any additional permissions from that copy, or from any part of
|
|
||||||
it. (Additional permissions may be written to require their own
|
|
||||||
removal in certain cases when you modify the work.) You may place
|
|
||||||
additional permissions on material, added by you to a covered work,
|
|
||||||
for which you have or can give appropriate copyright permission.
|
|
||||||
|
|
||||||
Notwithstanding any other provision of this License, for material you
|
|
||||||
add to a covered work, you may (if authorized by the copyright holders of
|
|
||||||
that material) supplement the terms of this License with terms:
|
|
||||||
|
|
||||||
a) Disclaiming warranty or limiting liability differently from the
|
|
||||||
terms of sections 15 and 16 of this License; or
|
|
||||||
|
|
||||||
b) Requiring preservation of specified reasonable legal notices or
|
|
||||||
author attributions in that material or in the Appropriate Legal
|
|
||||||
Notices displayed by works containing it; or
|
|
||||||
|
|
||||||
c) Prohibiting misrepresentation of the origin of that material, or
|
|
||||||
requiring that modified versions of such material be marked in
|
|
||||||
reasonable ways as different from the original version; or
|
|
||||||
|
|
||||||
d) Limiting the use for publicity purposes of names of licensors or
|
|
||||||
authors of the material; or
|
|
||||||
|
|
||||||
e) Declining to grant rights under trademark law for use of some
|
|
||||||
trade names, trademarks, or service marks; or
|
|
||||||
|
|
||||||
f) Requiring indemnification of licensors and authors of that
|
|
||||||
material by anyone who conveys the material (or modified versions of
|
|
||||||
it) with contractual assumptions of liability to the recipient, for
|
|
||||||
any liability that these contractual assumptions directly impose on
|
|
||||||
those licensors and authors.
|
|
||||||
|
|
||||||
All other non-permissive additional terms are considered "further
|
|
||||||
restrictions" within the meaning of section 10. If the Program as you
|
|
||||||
received it, or any part of it, contains a notice stating that it is
|
|
||||||
governed by this License along with a term that is a further
|
|
||||||
restriction, you may remove that term. If a license document contains
|
|
||||||
a further restriction but permits relicensing or conveying under this
|
|
||||||
License, you may add to a covered work material governed by the terms
|
|
||||||
of that license document, provided that the further restriction does
|
|
||||||
not survive such relicensing or conveying.
|
|
||||||
|
|
||||||
If you add terms to a covered work in accord with this section, you
|
|
||||||
must place, in the relevant source files, a statement of the
|
|
||||||
additional terms that apply to those files, or a notice indicating
|
|
||||||
where to find the applicable terms.
|
|
||||||
|
|
||||||
Additional terms, permissive or non-permissive, may be stated in the
|
|
||||||
form of a separately written license, or stated as exceptions;
|
|
||||||
the above requirements apply either way.
|
|
||||||
|
|
||||||
8. Termination.
|
|
||||||
|
|
||||||
You may not propagate or modify a covered work except as expressly
|
|
||||||
provided under this License. Any attempt otherwise to propagate or
|
|
||||||
modify it is void, and will automatically terminate your rights under
|
|
||||||
this License (including any patent licenses granted under the third
|
|
||||||
paragraph of section 11).
|
|
||||||
|
|
||||||
However, if you cease all violation of this License, then your
|
|
||||||
license from a particular copyright holder is reinstated (a)
|
|
||||||
provisionally, unless and until the copyright holder explicitly and
|
|
||||||
finally terminates your license, and (b) permanently, if the copyright
|
|
||||||
holder fails to notify you of the violation by some reasonable means
|
|
||||||
prior to 60 days after the cessation.
|
|
||||||
|
|
||||||
Moreover, your license from a particular copyright holder is
|
|
||||||
reinstated permanently if the copyright holder notifies you of the
|
|
||||||
violation by some reasonable means, this is the first time you have
|
|
||||||
received notice of violation of this License (for any work) from that
|
|
||||||
copyright holder, and you cure the violation prior to 30 days after
|
|
||||||
your receipt of the notice.
|
|
||||||
|
|
||||||
Termination of your rights under this section does not terminate the
|
|
||||||
licenses of parties who have received copies or rights from you under
|
|
||||||
this License. If your rights have been terminated and not permanently
|
|
||||||
reinstated, you do not qualify to receive new licenses for the same
|
|
||||||
material under section 10.
|
|
||||||
|
|
||||||
9. Acceptance Not Required for Having Copies.
|
|
||||||
|
|
||||||
You are not required to accept this License in order to receive or
|
|
||||||
run a copy of the Program. Ancillary propagation of a covered work
|
|
||||||
occurring solely as a consequence of using peer-to-peer transmission
|
|
||||||
to receive a copy likewise does not require acceptance. However,
|
|
||||||
nothing other than this License grants you permission to propagate or
|
|
||||||
modify any covered work. These actions infringe copyright if you do
|
|
||||||
not accept this License. Therefore, by modifying or propagating a
|
|
||||||
covered work, you indicate your acceptance of this License to do so.
|
|
||||||
|
|
||||||
10. Automatic Licensing of Downstream Recipients.
|
|
||||||
|
|
||||||
Each time you convey a covered work, the recipient automatically
|
|
||||||
receives a license from the original licensors, to run, modify and
|
|
||||||
propagate that work, subject to this License. You are not responsible
|
|
||||||
for enforcing compliance by third parties with this License.
|
|
||||||
|
|
||||||
An "entity transaction" is a transaction transferring control of an
|
|
||||||
organization, or substantially all assets of one, or subdividing an
|
|
||||||
organization, or merging organizations. If propagation of a covered
|
|
||||||
work results from an entity transaction, each party to that
|
|
||||||
transaction who receives a copy of the work also receives whatever
|
|
||||||
licenses to the work the party's predecessor in interest had or could
|
|
||||||
give under the previous paragraph, plus a right to possession of the
|
|
||||||
Corresponding Source of the work from the predecessor in interest, if
|
|
||||||
the predecessor has it or can get it with reasonable efforts.
|
|
||||||
|
|
||||||
You may not impose any further restrictions on the exercise of the
|
|
||||||
rights granted or affirmed under this License. For example, you may
|
|
||||||
not impose a license fee, royalty, or other charge for exercise of
|
|
||||||
rights granted under this License, and you may not initiate litigation
|
|
||||||
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
|
||||||
any patent claim is infringed by making, using, selling, offering for
|
|
||||||
sale, or importing the Program or any portion of it.
|
|
||||||
|
|
||||||
11. Patents.
|
|
||||||
|
|
||||||
A "contributor" is a copyright holder who authorizes use under this
|
|
||||||
License of the Program or a work on which the Program is based. The
|
|
||||||
work thus licensed is called the contributor's "contributor version".
|
|
||||||
|
|
||||||
A contributor's "essential patent claims" are all patent claims
|
|
||||||
owned or controlled by the contributor, whether already acquired or
|
|
||||||
hereafter acquired, that would be infringed by some manner, permitted
|
|
||||||
by this License, of making, using, or selling its contributor version,
|
|
||||||
but do not include claims that would be infringed only as a
|
|
||||||
consequence of further modification of the contributor version. For
|
|
||||||
purposes of this definition, "control" includes the right to grant
|
|
||||||
patent sublicenses in a manner consistent with the requirements of
|
|
||||||
this License.
|
|
||||||
|
|
||||||
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
|
||||||
patent license under the contributor's essential patent claims, to
|
|
||||||
make, use, sell, offer for sale, import and otherwise run, modify and
|
|
||||||
propagate the contents of its contributor version.
|
|
||||||
|
|
||||||
In the following three paragraphs, a "patent license" is any express
|
|
||||||
agreement or commitment, however denominated, not to enforce a patent
|
|
||||||
(such as an express permission to practice a patent or covenant not to
|
|
||||||
sue for patent infringement). To "grant" such a patent license to a
|
|
||||||
party means to make such an agreement or commitment not to enforce a
|
|
||||||
patent against the party.
|
|
||||||
|
|
||||||
If you convey a covered work, knowingly relying on a patent license,
|
|
||||||
and the Corresponding Source of the work is not available for anyone
|
|
||||||
to copy, free of charge and under the terms of this License, through a
|
|
||||||
publicly available network server or other readily accessible means,
|
|
||||||
then you must either (1) cause the Corresponding Source to be so
|
|
||||||
available, or (2) arrange to deprive yourself of the benefit of the
|
|
||||||
patent license for this particular work, or (3) arrange, in a manner
|
|
||||||
consistent with the requirements of this License, to extend the patent
|
|
||||||
license to downstream recipients. "Knowingly relying" means you have
|
|
||||||
actual knowledge that, but for the patent license, your conveying the
|
|
||||||
covered work in a country, or your recipient's use of the covered work
|
|
||||||
in a country, would infringe one or more identifiable patents in that
|
|
||||||
country that you have reason to believe are valid.
|
|
||||||
|
|
||||||
If, pursuant to or in connection with a single transaction or
|
|
||||||
arrangement, you convey, or propagate by procuring conveyance of, a
|
|
||||||
covered work, and grant a patent license to some of the parties
|
|
||||||
receiving the covered work authorizing them to use, propagate, modify
|
|
||||||
or convey a specific copy of the covered work, then the patent license
|
|
||||||
you grant is automatically extended to all recipients of the covered
|
|
||||||
work and works based on it.
|
|
||||||
|
|
||||||
A patent license is "discriminatory" if it does not include within
|
|
||||||
the scope of its coverage, prohibits the exercise of, or is
|
|
||||||
conditioned on the non-exercise of one or more of the rights that are
|
|
||||||
specifically granted under this License. You may not convey a covered
|
|
||||||
work if you are a party to an arrangement with a third party that is
|
|
||||||
in the business of distributing software, under which you make payment
|
|
||||||
to the third party based on the extent of your activity of conveying
|
|
||||||
the work, and under which the third party grants, to any of the
|
|
||||||
parties who would receive the covered work from you, a discriminatory
|
|
||||||
patent license (a) in connection with copies of the covered work
|
|
||||||
conveyed by you (or copies made from those copies), or (b) primarily
|
|
||||||
for and in connection with specific products or compilations that
|
|
||||||
contain the covered work, unless you entered into that arrangement,
|
|
||||||
or that patent license was granted, prior to 28 March 2007.
|
|
||||||
|
|
||||||
Nothing in this License shall be construed as excluding or limiting
|
|
||||||
any implied license or other defenses to infringement that may
|
|
||||||
otherwise be available to you under applicable patent law.
|
|
||||||
|
|
||||||
12. No Surrender of Others' Freedom.
|
|
||||||
|
|
||||||
If conditions are imposed on you (whether by court order, agreement or
|
|
||||||
otherwise) that contradict the conditions of this License, they do not
|
|
||||||
excuse you from the conditions of this License. If you cannot convey a
|
|
||||||
covered work so as to satisfy simultaneously your obligations under this
|
|
||||||
License and any other pertinent obligations, then as a consequence you may
|
|
||||||
not convey it at all. For example, if you agree to terms that obligate you
|
|
||||||
to collect a royalty for further conveying from those to whom you convey
|
|
||||||
the Program, the only way you could satisfy both those terms and this
|
|
||||||
License would be to refrain entirely from conveying the Program.
|
|
||||||
|
|
||||||
13. Use with the GNU Affero General Public License.
|
|
||||||
|
|
||||||
Notwithstanding any other provision of this License, you have
|
|
||||||
permission to link or combine any covered work with a work licensed
|
|
||||||
under version 3 of the GNU Affero General Public License into a single
|
|
||||||
combined work, and to convey the resulting work. The terms of this
|
|
||||||
License will continue to apply to the part which is the covered work,
|
|
||||||
but the special requirements of the GNU Affero General Public License,
|
|
||||||
section 13, concerning interaction through a network will apply to the
|
|
||||||
combination as such.
|
|
||||||
|
|
||||||
14. Revised Versions of this License.
|
|
||||||
|
|
||||||
The Free Software Foundation may publish revised and/or new versions of
|
|
||||||
the GNU General Public License from time to time. Such new versions will
|
|
||||||
be similar in spirit to the present version, but may differ in detail to
|
|
||||||
address new problems or concerns.
|
|
||||||
|
|
||||||
Each version is given a distinguishing version number. If the
|
|
||||||
Program specifies that a certain numbered version of the GNU General
|
|
||||||
Public License "or any later version" applies to it, you have the
|
|
||||||
option of following the terms and conditions either of that numbered
|
|
||||||
version or of any later version published by the Free Software
|
|
||||||
Foundation. If the Program does not specify a version number of the
|
|
||||||
GNU General Public License, you may choose any version ever published
|
|
||||||
by the Free Software Foundation.
|
|
||||||
|
|
||||||
If the Program specifies that a proxy can decide which future
|
|
||||||
versions of the GNU General Public License can be used, that proxy's
|
|
||||||
public statement of acceptance of a version permanently authorizes you
|
|
||||||
to choose that version for the Program.
|
|
||||||
|
|
||||||
Later license versions may give you additional or different
|
|
||||||
permissions. However, no additional obligations are imposed on any
|
|
||||||
author or copyright holder as a result of your choosing to follow a
|
|
||||||
later version.
|
|
||||||
|
|
||||||
15. Disclaimer of Warranty.
|
|
||||||
|
|
||||||
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
|
|
||||||
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
|
|
||||||
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
|
|
||||||
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
|
|
||||||
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
|
||||||
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
|
|
||||||
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
|
|
||||||
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
|
||||||
|
|
||||||
16. Limitation of Liability.
|
|
||||||
|
|
||||||
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
|
||||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
|
|
||||||
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
|
|
||||||
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
|
|
||||||
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
|
|
||||||
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
|
|
||||||
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
|
|
||||||
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
|
|
||||||
SUCH DAMAGES.
|
|
||||||
|
|
||||||
17. Interpretation of Sections 15 and 16.
|
|
||||||
|
|
||||||
If the disclaimer of warranty and limitation of liability provided
|
|
||||||
above cannot be given local legal effect according to their terms,
|
|
||||||
reviewing courts shall apply local law that most closely approximates
|
|
||||||
an absolute waiver of all civil liability in connection with the
|
|
||||||
Program, unless a warranty or assumption of liability accompanies a
|
|
||||||
copy of the Program in return for a fee.
|
|
||||||
|
|
||||||
END OF TERMS AND CONDITIONS
|
|
||||||
|
|
||||||
How to Apply These Terms to Your New Programs
|
|
||||||
|
|
||||||
If you develop a new program, and you want it to be of the greatest
|
|
||||||
possible use to the public, the best way to achieve this is to make it
|
|
||||||
free software which everyone can redistribute and change under these terms.
|
|
||||||
|
|
||||||
To do so, attach the following notices to the program. It is safest
|
|
||||||
to attach them to the start of each source file to most effectively
|
|
||||||
state the exclusion of warranty; and each file should have at least
|
|
||||||
the "copyright" line and a pointer to where the full notice is found.
|
|
||||||
|
|
||||||
<one line to give the program's name and a brief idea of what it does.>
|
|
||||||
Copyright (C) <year> <name of author>
|
|
||||||
|
|
||||||
This program is free software: you can redistribute it and/or modify
|
|
||||||
it under the terms of the GNU General Public License as published by
|
|
||||||
the Free Software Foundation, either version 3 of the License, or
|
|
||||||
(at your option) any later version.
|
|
||||||
|
|
||||||
This program is distributed in the hope that it will be useful,
|
|
||||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
||||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
||||||
GNU General Public License for more details.
|
|
||||||
|
|
||||||
You should have received a copy of the GNU General Public License
|
|
||||||
along with this program. If not, see <https://www.gnu.org/licenses/>.
|
|
||||||
|
|
||||||
Also add information on how to contact you by electronic and paper mail.
|
|
||||||
|
|
||||||
If the program does terminal interaction, make it output a short
|
|
||||||
notice like this when it starts in an interactive mode:
|
|
||||||
|
|
||||||
<program> Copyright (C) <year> <name of author>
|
|
||||||
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
|
|
||||||
This is free software, and you are welcome to redistribute it
|
|
||||||
under certain conditions; type `show c' for details.
|
|
||||||
|
|
||||||
The hypothetical commands `show w' and `show c' should show the appropriate
|
|
||||||
parts of the General Public License. Of course, your program's commands
|
|
||||||
might be different; for a GUI interface, you would use an "about box".
|
|
||||||
|
|
||||||
You should also get your employer (if you work as a programmer) or school,
|
|
||||||
if any, to sign a "copyright disclaimer" for the program, if necessary.
|
|
||||||
For more information on this, and how to apply and follow the GNU GPL, see
|
|
||||||
<https://www.gnu.org/licenses/>.
|
|
||||||
|
|
||||||
The GNU General Public License does not permit incorporating your program
|
|
||||||
into proprietary programs. If your program is a subroutine library, you
|
|
||||||
may consider it more useful to permit linking proprietary applications with
|
|
||||||
the library. If this is what you want to do, use the GNU Lesser General
|
|
||||||
Public License instead of this License. But first, please read
|
|
||||||
<https://www.gnu.org/licenses/why-not-lgpl.html>.
|
|
||||||
21
LICENSE
Normal file
21
LICENSE
Normal file
@@ -0,0 +1,21 @@
|
|||||||
|
MIT License
|
||||||
|
|
||||||
|
Copyright (c) 2021 Darklight Games
|
||||||
|
|
||||||
|
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||||
|
of this software and associated documentation files (the "Software"), to deal
|
||||||
|
in the Software without restriction, including without limitation the rights
|
||||||
|
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||||
|
copies of the Software, and to permit persons to whom the Software is
|
||||||
|
furnished to do so, subject to the following conditions:
|
||||||
|
|
||||||
|
The above copyright notice and this permission notice shall be included in all
|
||||||
|
copies or substantial portions of the Software.
|
||||||
|
|
||||||
|
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||||
|
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||||
|
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||||
|
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||||
|
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||||
|
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||||
|
SOFTWARE.
|
||||||
@@ -1,4 +1,4 @@
|
|||||||
[](https://github.com/DarklightGames/io_scene_ase/actions/workflows/main.yml)
|
# io_scene_ase
|
||||||
|
|
||||||
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.
|
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.
|
||||||
|
|
||||||
|
|||||||
@@ -1,37 +0,0 @@
|
|||||||
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 . import ase
|
|
||||||
from . import builder
|
|
||||||
from . import writer
|
|
||||||
from . import exporter
|
|
||||||
|
|
||||||
classes = exporter.classes
|
|
||||||
|
|
||||||
|
|
||||||
def menu_func_export(self, context):
|
|
||||||
self.layout.operator(exporter.ASE_OT_export.bl_idname, text='ASCII Scene Export (.ase)')
|
|
||||||
|
|
||||||
|
|
||||||
def register():
|
|
||||||
for cls in classes:
|
|
||||||
bpy.utils.register_class(cls)
|
|
||||||
|
|
||||||
bpy.types.Scene.ase_export = bpy.props.PointerProperty(type=exporter.ASE_PG_export)
|
|
||||||
|
|
||||||
bpy.types.TOPBAR_MT_file_export.append(menu_func_export)
|
|
||||||
|
|
||||||
|
|
||||||
def unregister():
|
|
||||||
bpy.types.TOPBAR_MT_file_export.remove(menu_func_export)
|
|
||||||
|
|
||||||
del bpy.types.Scene.ase_export
|
|
||||||
|
|
||||||
for cls in classes:
|
|
||||||
bpy.utils.unregister_class(cls)
|
|
||||||
@@ -1,59 +0,0 @@
|
|||||||
from typing import Optional, List
|
|
||||||
|
|
||||||
from bpy.types import Material
|
|
||||||
|
|
||||||
|
|
||||||
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 ASEUVLayer(object):
|
|
||||||
def __init__(self):
|
|
||||||
self.texture_vertices = []
|
|
||||||
|
|
||||||
|
|
||||||
class ASEGeometryObject(object):
|
|
||||||
def __init__(self):
|
|
||||||
self.name = ''
|
|
||||||
self.vertices = []
|
|
||||||
self.uv_layers = []
|
|
||||||
self.faces = []
|
|
||||||
self.texture_vertex_faces = []
|
|
||||||
self.face_normals = []
|
|
||||||
self.vertex_colors = []
|
|
||||||
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: List[Optional[Material]] = []
|
|
||||||
self.geometry_objects = []
|
|
||||||
@@ -1,27 +0,0 @@
|
|||||||
schema_version = "1.0.0"
|
|
||||||
id = "io_scene_ase"
|
|
||||||
version = "2.1.2"
|
|
||||||
name = "ASCII Scene Export (.ase)"
|
|
||||||
tagline = "Export .ase files used in Unreal Engine 1 & 2"
|
|
||||||
maintainer = "Colin Basnett <cmbasnett@gmail.com>"
|
|
||||||
type = "add-on"
|
|
||||||
website = "https://github.com/DarklightGames/io_scene_ase/"
|
|
||||||
tags = ["Game Engine", "Import-Export"]
|
|
||||||
blender_version_min = "4.2.0"
|
|
||||||
# Optional: maximum supported Blender version
|
|
||||||
# blender_version_max = "5.1.0"
|
|
||||||
license = [
|
|
||||||
"SPDX:GPL-3.0-or-later",
|
|
||||||
]
|
|
||||||
|
|
||||||
[build]
|
|
||||||
paths_exclude_pattern = [
|
|
||||||
"/.git/",
|
|
||||||
"__pycache__/",
|
|
||||||
"/venv/",
|
|
||||||
"/.github/",
|
|
||||||
".gitignore",
|
|
||||||
]
|
|
||||||
|
|
||||||
[permissions]
|
|
||||||
files = "Export .ase files to disk"
|
|
||||||
@@ -1,208 +0,0 @@
|
|||||||
from typing import Iterable, Optional, List, Tuple
|
|
||||||
|
|
||||||
from bpy.types import Object, Context, Material, Mesh
|
|
||||||
|
|
||||||
from .ase import ASE, ASEGeometryObject, ASEFace, ASEFaceNormal, ASEVertexNormal, ASEUVLayer, is_collision_name
|
|
||||||
import bpy
|
|
||||||
import bmesh
|
|
||||||
import math
|
|
||||||
from mathutils import Matrix, Vector
|
|
||||||
|
|
||||||
SMOOTHING_GROUP_MAX = 32
|
|
||||||
|
|
||||||
class ASEBuildError(Exception):
|
|
||||||
pass
|
|
||||||
|
|
||||||
|
|
||||||
class ASEBuildOptions(object):
|
|
||||||
def __init__(self):
|
|
||||||
self.object_eval_state = 'EVALUATED'
|
|
||||||
self.materials: Optional[List[Material]] = None
|
|
||||||
self.transform = Matrix.Identity(4)
|
|
||||||
self.should_export_vertex_colors = True
|
|
||||||
self.vertex_color_mode = 'ACTIVE'
|
|
||||||
self.has_vertex_colors = False
|
|
||||||
self.vertex_color_attribute = ''
|
|
||||||
self.should_invert_normals = False
|
|
||||||
|
|
||||||
|
|
||||||
def get_object_matrix(obj: Object, asset_instance: Optional[Object] = None) -> Matrix:
|
|
||||||
if asset_instance is not None:
|
|
||||||
return asset_instance.matrix_world @ Matrix().Translation(asset_instance.instance_collection.instance_offset) @ obj.matrix_local
|
|
||||||
return obj.matrix_world
|
|
||||||
|
|
||||||
|
|
||||||
def get_mesh_objects(objects: Iterable[Object]) -> List[Tuple[Object, Optional[Object]]]:
|
|
||||||
mesh_objects = []
|
|
||||||
for obj in objects:
|
|
||||||
if obj.type == 'MESH':
|
|
||||||
mesh_objects.append((obj, None))
|
|
||||||
elif obj.instance_collection:
|
|
||||||
for instance_object in obj.instance_collection.all_objects:
|
|
||||||
if instance_object.type == 'MESH':
|
|
||||||
mesh_objects.append((instance_object, obj))
|
|
||||||
return mesh_objects
|
|
||||||
|
|
||||||
|
|
||||||
def build_ase(context: Context, options: ASEBuildOptions, objects: Iterable[Object]) -> ASE:
|
|
||||||
ase = ASE()
|
|
||||||
|
|
||||||
main_geometry_object = None
|
|
||||||
mesh_objects = get_mesh_objects(objects)
|
|
||||||
|
|
||||||
context.window_manager.progress_begin(0, len(mesh_objects))
|
|
||||||
|
|
||||||
ase.materials = options.materials
|
|
||||||
|
|
||||||
for object_index, (obj, asset_instance) in enumerate(mesh_objects):
|
|
||||||
|
|
||||||
matrix_world = get_object_matrix(obj, asset_instance)
|
|
||||||
|
|
||||||
# Save the active color name for vertex color export.
|
|
||||||
active_color_name = obj.data.color_attributes.active_color_name
|
|
||||||
|
|
||||||
match options.object_eval_state:
|
|
||||||
case 'ORIGINAL':
|
|
||||||
mesh_object = obj
|
|
||||||
mesh_data = mesh_object.data
|
|
||||||
case 'EVALUATED':
|
|
||||||
# Evaluate the mesh after modifiers are applied
|
|
||||||
depsgraph = context.evaluated_depsgraph_get()
|
|
||||||
bm = bmesh.new()
|
|
||||||
bm.from_object(obj, depsgraph)
|
|
||||||
mesh_data = bpy.data.meshes.new('')
|
|
||||||
bm.to_mesh(mesh_data)
|
|
||||||
del bm
|
|
||||||
mesh_object = bpy.data.objects.new('', mesh_data)
|
|
||||||
mesh_object.matrix_world = matrix_world
|
|
||||||
|
|
||||||
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 geometry_object.is_collision:
|
|
||||||
# Test that collision meshes are manifold and convex.
|
|
||||||
bm = bmesh.new()
|
|
||||||
bm.from_mesh(mesh_object.data)
|
|
||||||
for edge in bm.edges:
|
|
||||||
if not edge.is_manifold:
|
|
||||||
del bm
|
|
||||||
raise ASEBuildError(f'Collision mesh \'{obj.name}\' is not manifold')
|
|
||||||
if not edge.is_convex:
|
|
||||||
del bm
|
|
||||||
raise ASEBuildError(f'Collision mesh \'{obj.name}\' is not convex')
|
|
||||||
|
|
||||||
vertex_transform = Matrix.Rotation(math.pi, 4, 'Z') @ 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(obj.data.materials):
|
|
||||||
if material is None:
|
|
||||||
raise ASEBuildError(f'Material slot {mesh_material_index + 1} for mesh \'{obj.name}\' cannot be empty')
|
|
||||||
material_indices.append(ase.materials.index(material))
|
|
||||||
|
|
||||||
if len(material_indices) == 0:
|
|
||||||
# If no materials are assigned to the mesh, just have a single empty material.
|
|
||||||
material_indices.append(0)
|
|
||||||
|
|
||||||
mesh_data.calc_loop_triangles()
|
|
||||||
|
|
||||||
# Calculate smoothing groups.
|
|
||||||
poly_groups, groups = mesh_data.calc_smooth_groups(use_bitflags=False)
|
|
||||||
|
|
||||||
# Figure out how many scaling axes are negative.
|
|
||||||
# This is important for calculating the normals of the mesh.
|
|
||||||
_, _, scale = vertex_transform.decompose()
|
|
||||||
negative_scaling_axes = sum([1 for x in scale if x < 0])
|
|
||||||
should_invert_normals = negative_scaling_axes % 2 == 1
|
|
||||||
if options.should_invert_normals:
|
|
||||||
should_invert_normals = not should_invert_normals
|
|
||||||
|
|
||||||
loop_triangle_index_order = (2, 1, 0) if should_invert_normals else (0, 1, 2)
|
|
||||||
|
|
||||||
# Faces
|
|
||||||
for face_index, loop_triangle in enumerate(mesh_data.loop_triangles):
|
|
||||||
face = ASEFace()
|
|
||||||
face.a, face.b, face.c = map(lambda j: geometry_object.vertex_offset + mesh_data.loops[loop_triangle.loops[j]].vertex_index, loop_triangle_index_order)
|
|
||||||
if not geometry_object.is_collision:
|
|
||||||
face.material_index = material_indices[loop_triangle.material_index]
|
|
||||||
# The UT2K4 importer only accepts 32 smoothing groups. Anything past this completely mangles the
|
|
||||||
# smoothing groups and effectively makes the whole model use sharp-edge rendering.
|
|
||||||
# The fix is to constrain the smoothing group between 0 and 31 by applying a modulo of 32 to the actual
|
|
||||||
# smoothing group index.
|
|
||||||
# This may result in bad calculated normals on export in rare cases. For example, if a face with a
|
|
||||||
# smoothing group of 3 is adjacent to a face with a smoothing group of 35 (35 % 32 == 3), those faces
|
|
||||||
# will be treated as part of the same smoothing group.
|
|
||||||
face.smoothing = (poly_groups[loop_triangle.polygon_index] - 1) % SMOOTHING_GROUP_MAX
|
|
||||||
geometry_object.faces.append(face)
|
|
||||||
|
|
||||||
if not geometry_object.is_collision:
|
|
||||||
# Normals
|
|
||||||
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 loop_triangle_index_order:
|
|
||||||
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]
|
|
||||||
if should_invert_normals:
|
|
||||||
vertex_normal.normal = (-Vector(vertex_normal.normal)).to_tuple()
|
|
||||||
face_normal.vertex_normals.append(vertex_normal)
|
|
||||||
geometry_object.face_normals.append(face_normal)
|
|
||||||
|
|
||||||
# Texture Coordinates
|
|
||||||
for i, uv_layer_data in enumerate([x.data for x in mesh_data.uv_layers]):
|
|
||||||
if i >= len(geometry_object.uv_layers):
|
|
||||||
geometry_object.uv_layers.append(ASEUVLayer())
|
|
||||||
uv_layer = geometry_object.uv_layers[i]
|
|
||||||
for loop_index, loop in enumerate(mesh_data.loops):
|
|
||||||
u, v = uv_layer_data[loop_index].uv
|
|
||||||
uv_layer.texture_vertices.append((u, v, 0.0))
|
|
||||||
|
|
||||||
# Texture Faces
|
|
||||||
for loop_triangle in mesh_data.loop_triangles:
|
|
||||||
geometry_object.texture_vertex_faces.append(
|
|
||||||
tuple(map(lambda l: geometry_object.texture_vertex_offset + loop_triangle.loops[l], loop_triangle_index_order))
|
|
||||||
)
|
|
||||||
|
|
||||||
# Vertex Colors
|
|
||||||
if options.should_export_vertex_colors and options.has_vertex_colors:
|
|
||||||
color_attribute = None
|
|
||||||
match options.vertex_color_mode:
|
|
||||||
case 'ACTIVE':
|
|
||||||
color_attribute = mesh_data.color_attributes.get(active_color_name, None)
|
|
||||||
case 'EXPLICIT':
|
|
||||||
color_attribute = mesh_data.color_attributes.get(options.vertex_color_attribute, None)
|
|
||||||
|
|
||||||
if color_attribute is not None:
|
|
||||||
# Make sure that the selected color attribute is on the CORNER domain.
|
|
||||||
if color_attribute.domain != 'CORNER':
|
|
||||||
raise ASEBuildError(f'Color attribute \'{color_attribute.name}\' for object \'{obj.name}\' must have domain of \'CORNER\' (found \'{color_attribute.domain}\')')
|
|
||||||
|
|
||||||
for color in map(lambda x: x.color, color_attribute.data):
|
|
||||||
geometry_object.vertex_colors.append(tuple(color[0:3]))
|
|
||||||
|
|
||||||
# Update data offsets for next iteration
|
|
||||||
geometry_object.texture_vertex_offset += len(mesh_data.loops)
|
|
||||||
geometry_object.vertex_offset = len(geometry_object.vertices)
|
|
||||||
|
|
||||||
context.window_manager.progress_update(object_index)
|
|
||||||
|
|
||||||
context.window_manager.progress_end()
|
|
||||||
|
|
||||||
if len(ase.geometry_objects) == 0:
|
|
||||||
raise ASEBuildError('At least one mesh object must be selected')
|
|
||||||
|
|
||||||
if main_geometry_object is None:
|
|
||||||
raise ASEBuildError('At least one non-collision mesh must be exported')
|
|
||||||
|
|
||||||
return ase
|
|
||||||
@@ -1,287 +0,0 @@
|
|||||||
import os.path
|
|
||||||
from typing import Iterable, List, Set, Union
|
|
||||||
|
|
||||||
import bpy
|
|
||||||
from bpy_extras.io_utils import ExportHelper
|
|
||||||
from bpy.props import StringProperty, CollectionProperty, PointerProperty, IntProperty, EnumProperty, BoolProperty
|
|
||||||
from bpy.types import Operator, Material, PropertyGroup, UIList, Object, FileHandler
|
|
||||||
from mathutils import Matrix, Vector
|
|
||||||
|
|
||||||
from .builder import ASEBuildOptions, ASEBuildError, get_mesh_objects, build_ase
|
|
||||||
from .writer import ASEWriter
|
|
||||||
|
|
||||||
|
|
||||||
class ASE_PG_material(PropertyGroup):
|
|
||||||
material: PointerProperty(type=Material)
|
|
||||||
|
|
||||||
|
|
||||||
def get_vertex_color_attributes_from_objects(objects: Iterable[Object]) -> Set[str]:
|
|
||||||
'''
|
|
||||||
Get the unique vertex color attributes from all the selected objects.
|
|
||||||
:param objects: The objects to search for vertex color attributes.
|
|
||||||
:return: A set of unique vertex color attributes.
|
|
||||||
'''
|
|
||||||
items = set()
|
|
||||||
for obj in filter(lambda x: x.type == 'MESH', objects):
|
|
||||||
for layer in filter(lambda x: x.domain == 'CORNER', obj.data.color_attributes):
|
|
||||||
items.add(layer.name)
|
|
||||||
return items
|
|
||||||
|
|
||||||
|
|
||||||
def vertex_color_attribute_items(self, context):
|
|
||||||
# Get the unique color attributes from all the selected objects.
|
|
||||||
return [(x, x, '') for x in sorted(get_vertex_color_attributes_from_objects(context.selected_objects))]
|
|
||||||
|
|
||||||
|
|
||||||
class ASE_PG_export(PropertyGroup):
|
|
||||||
material_list: CollectionProperty(name='Materials', type=ASE_PG_material)
|
|
||||||
material_list_index: IntProperty(name='Index', default=0)
|
|
||||||
should_export_vertex_colors: BoolProperty(name='Export Vertex Colors', default=True)
|
|
||||||
vertex_color_mode: EnumProperty(name='Vertex Color Mode', items=(
|
|
||||||
('ACTIVE', 'Active', 'Use the active vertex color attribute'),
|
|
||||||
('EXPLICIT', 'Explicit', 'Use the vertex color attribute specified below'),
|
|
||||||
))
|
|
||||||
has_vertex_colors: BoolProperty(name='Has Vertex Colors', default=False, options={'HIDDEN'})
|
|
||||||
vertex_color_attribute: EnumProperty(name='Attribute', items=vertex_color_attribute_items)
|
|
||||||
should_invert_normals: BoolProperty(name='Invert Normals', default=False, description='Invert the normals of the exported geometry. This should be used if the software you are exporting to uses a different winding order than Blender')
|
|
||||||
|
|
||||||
|
|
||||||
def get_unique_materials(mesh_objects: Iterable[Object]) -> List[Material]:
|
|
||||||
materials = set()
|
|
||||||
for mesh_object in mesh_objects:
|
|
||||||
for i, material_slot in enumerate(mesh_object.material_slots):
|
|
||||||
material = material_slot.material
|
|
||||||
if material is None:
|
|
||||||
raise RuntimeError('Material slot cannot be empty (index ' + str(i) + ')')
|
|
||||||
materials.add(material)
|
|
||||||
return list(materials)
|
|
||||||
|
|
||||||
|
|
||||||
def populate_material_list(mesh_objects: Iterable[Object], material_list):
|
|
||||||
materials = get_unique_materials(mesh_objects)
|
|
||||||
material_list.clear()
|
|
||||||
for index, material in enumerate(materials):
|
|
||||||
m = material_list.add()
|
|
||||||
m.material = material
|
|
||||||
m.index = index
|
|
||||||
|
|
||||||
|
|
||||||
class ASE_OT_material_list_move_up(Operator):
|
|
||||||
bl_idname = 'ase_export.material_list_item_move_up'
|
|
||||||
bl_label = 'Move Up'
|
|
||||||
bl_options = {'INTERNAL'}
|
|
||||||
bl_description = 'Move the selected material up one slot'
|
|
||||||
|
|
||||||
@classmethod
|
|
||||||
def poll(cls, context):
|
|
||||||
pg = getattr(context.scene, 'ase_export')
|
|
||||||
return pg.material_list_index > 0
|
|
||||||
|
|
||||||
def execute(self, context):
|
|
||||||
pg = getattr(context.scene, 'ase_export')
|
|
||||||
pg.material_list.move(pg.material_list_index, pg.material_list_index - 1)
|
|
||||||
pg.material_list_index -= 1
|
|
||||||
return {'FINISHED'}
|
|
||||||
|
|
||||||
|
|
||||||
class ASE_OT_material_list_move_down(Operator):
|
|
||||||
bl_idname = 'ase_export.material_list_item_move_down'
|
|
||||||
bl_label = 'Move Down'
|
|
||||||
bl_options = {'INTERNAL'}
|
|
||||||
bl_description = 'Move the selected material down one slot'
|
|
||||||
|
|
||||||
@classmethod
|
|
||||||
def poll(cls, context):
|
|
||||||
pg = getattr(context.scene, 'ase_export')
|
|
||||||
return pg.material_list_index < len(pg.material_list) - 1
|
|
||||||
|
|
||||||
def execute(self, context):
|
|
||||||
pg = getattr(context.scene, 'ase_export')
|
|
||||||
pg.material_list.move(pg.material_list_index, pg.material_list_index + 1)
|
|
||||||
pg.material_list_index += 1
|
|
||||||
return {'FINISHED'}
|
|
||||||
|
|
||||||
|
|
||||||
class ASE_UL_materials(UIList):
|
|
||||||
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
|
|
||||||
row = layout.row()
|
|
||||||
row.prop(item.material, 'name', text='', emboss=False, icon_value=layout.icon(item.material))
|
|
||||||
|
|
||||||
|
|
||||||
object_eval_state_items = (
|
|
||||||
('EVALUATED', 'Evaluated', 'Use data from fully evaluated object'),
|
|
||||||
('ORIGINAL', 'Original', 'Use data from original object with no modifiers applied'),
|
|
||||||
)
|
|
||||||
|
|
||||||
|
|
||||||
class ASE_OT_export(Operator, ExportHelper):
|
|
||||||
bl_idname = 'io_scene_ase.ase_export'
|
|
||||||
bl_label = 'Export ASE'
|
|
||||||
bl_space_type = 'PROPERTIES'
|
|
||||||
bl_region_type = 'WINDOW'
|
|
||||||
bl_description = 'Export selected objects to ASE'
|
|
||||||
filename_ext = '.ase'
|
|
||||||
filter_glob: StringProperty(default="*.ase", options={'HIDDEN'}, maxlen=255)
|
|
||||||
object_eval_state: EnumProperty(
|
|
||||||
items=object_eval_state_items,
|
|
||||||
name='Data',
|
|
||||||
default='EVALUATED'
|
|
||||||
)
|
|
||||||
|
|
||||||
@classmethod
|
|
||||||
def poll(cls, context):
|
|
||||||
if not any(x.type == 'MESH' for x in context.selected_objects):
|
|
||||||
cls.poll_message_set('At least one mesh must be selected')
|
|
||||||
return False
|
|
||||||
return True
|
|
||||||
|
|
||||||
def draw(self, context):
|
|
||||||
layout = self.layout
|
|
||||||
pg = context.scene.ase_export
|
|
||||||
|
|
||||||
materials_header, materials_panel = layout.panel('Materials', default_closed=False)
|
|
||||||
materials_header.label(text='Materials')
|
|
||||||
|
|
||||||
if materials_panel:
|
|
||||||
row = materials_panel.row()
|
|
||||||
row.template_list('ASE_UL_materials', '', pg, 'material_list', pg, 'material_list_index')
|
|
||||||
col = row.column(align=True)
|
|
||||||
col.operator(ASE_OT_material_list_move_up.bl_idname, icon='TRIA_UP', text='')
|
|
||||||
col.operator(ASE_OT_material_list_move_down.bl_idname, icon='TRIA_DOWN', text='')
|
|
||||||
|
|
||||||
|
|
||||||
has_vertex_colors = len(get_vertex_color_attributes_from_objects(context.selected_objects)) > 0
|
|
||||||
vertex_colors_header, vertex_colors_panel = layout.panel_prop(pg, 'should_export_vertex_colors')
|
|
||||||
row = vertex_colors_header.row()
|
|
||||||
row.enabled = has_vertex_colors
|
|
||||||
row.prop(pg, 'should_export_vertex_colors', text='Vertex Colors')
|
|
||||||
|
|
||||||
if vertex_colors_panel:
|
|
||||||
vertex_colors_panel.use_property_split = True
|
|
||||||
vertex_colors_panel.use_property_decorate = False
|
|
||||||
if has_vertex_colors:
|
|
||||||
vertex_colors_panel.prop(pg, 'vertex_color_mode', text='Mode')
|
|
||||||
if pg.vertex_color_mode == 'EXPLICIT':
|
|
||||||
vertex_colors_panel.prop(pg, 'vertex_color_attribute', icon='GROUP_VCOL')
|
|
||||||
else:
|
|
||||||
vertex_colors_panel.label(text='No vertex color attributes found')
|
|
||||||
|
|
||||||
advanced_header, advanced_panel = layout.panel('Advanced', default_closed=True)
|
|
||||||
advanced_header.label(text='Advanced')
|
|
||||||
|
|
||||||
if advanced_panel:
|
|
||||||
advanced_panel.use_property_split = True
|
|
||||||
advanced_panel.use_property_decorate = False
|
|
||||||
advanced_panel.prop(self, 'object_eval_state')
|
|
||||||
advanced_panel.prop(pg, 'should_invert_normals')
|
|
||||||
|
|
||||||
def invoke(self, context: 'Context', event: 'Event' ) -> Union[Set[str], Set[int]]:
|
|
||||||
mesh_objects = [x[0] for x in get_mesh_objects(context.selected_objects)]
|
|
||||||
|
|
||||||
pg = getattr(context.scene, 'ase_export')
|
|
||||||
populate_material_list(mesh_objects, pg.material_list)
|
|
||||||
|
|
||||||
self.filepath = f'{context.active_object.name}.ase'
|
|
||||||
|
|
||||||
context.window_manager.fileselect_add(self)
|
|
||||||
|
|
||||||
return {'RUNNING_MODAL'}
|
|
||||||
|
|
||||||
def execute(self, context):
|
|
||||||
pg = getattr(context.scene, 'ase_export')
|
|
||||||
|
|
||||||
options = ASEBuildOptions()
|
|
||||||
options.object_eval_state = self.object_eval_state
|
|
||||||
options.should_export_vertex_colors = pg.should_export_vertex_colors
|
|
||||||
options.vertex_color_mode = pg.vertex_color_mode
|
|
||||||
options.has_vertex_colors = len(get_vertex_color_attributes_from_objects(context.selected_objects)) > 0
|
|
||||||
options.vertex_color_attribute = pg.vertex_color_attribute
|
|
||||||
options.materials = [x.material for x in pg.material_list]
|
|
||||||
options.should_invert_normals = pg.should_invert_normals
|
|
||||||
try:
|
|
||||||
ase = build_ase(context, options, context.selected_objects)
|
|
||||||
ASEWriter().write(self.filepath, ase)
|
|
||||||
self.report({'INFO'}, 'ASE exported successfully')
|
|
||||||
return {'FINISHED'}
|
|
||||||
except ASEBuildError as e:
|
|
||||||
self.report({'ERROR'}, str(e))
|
|
||||||
return {'CANCELLED'}
|
|
||||||
|
|
||||||
|
|
||||||
class ASE_OT_export_collection(Operator, ExportHelper):
|
|
||||||
bl_idname = 'io_scene_ase.ase_export_collection'
|
|
||||||
bl_label = 'Export collection to ASE'
|
|
||||||
bl_space_type = 'PROPERTIES'
|
|
||||||
bl_region_type = 'WINDOW'
|
|
||||||
bl_description = 'Export collection to ASE'
|
|
||||||
filename_ext = '.ase'
|
|
||||||
filter_glob: StringProperty(
|
|
||||||
default="*.ase",
|
|
||||||
options={'HIDDEN'},
|
|
||||||
maxlen=255, # Max internal buffer length, longer would be highlighted.
|
|
||||||
)
|
|
||||||
object_eval_state: EnumProperty(
|
|
||||||
items=object_eval_state_items,
|
|
||||||
name='Data',
|
|
||||||
default='EVALUATED'
|
|
||||||
)
|
|
||||||
|
|
||||||
collection: StringProperty()
|
|
||||||
|
|
||||||
|
|
||||||
def draw(self, context):
|
|
||||||
layout = self.layout
|
|
||||||
|
|
||||||
advanced_header, advanced_panel = layout.panel('Advanced', default_closed=True)
|
|
||||||
advanced_header.label(text='Advanced')
|
|
||||||
|
|
||||||
if advanced_panel:
|
|
||||||
advanced_panel.use_property_split = True
|
|
||||||
advanced_panel.use_property_decorate = False
|
|
||||||
advanced_panel.prop(self, 'object_eval_state')
|
|
||||||
|
|
||||||
def execute(self, context):
|
|
||||||
collection = bpy.data.collections.get(self.collection)
|
|
||||||
|
|
||||||
options = ASEBuildOptions()
|
|
||||||
options.object_eval_state = self.object_eval_state
|
|
||||||
options.transform = Matrix.Translation(-Vector(collection.instance_offset))
|
|
||||||
|
|
||||||
# Iterate over all the objects in the collection.
|
|
||||||
mesh_objects = get_mesh_objects(collection.all_objects)
|
|
||||||
# Get all the materials used by the objects in the collection.
|
|
||||||
options.materials = get_unique_materials([x[0] for x in mesh_objects])
|
|
||||||
|
|
||||||
try:
|
|
||||||
ase = build_ase(context, options, collection.all_objects)
|
|
||||||
except ASEBuildError as e:
|
|
||||||
self.report({'ERROR'}, str(e))
|
|
||||||
return {'CANCELLED'}
|
|
||||||
|
|
||||||
try:
|
|
||||||
ASEWriter().write(self.filepath, ase)
|
|
||||||
except PermissionError as e:
|
|
||||||
self.report({'ERROR'}, 'ASCII Scene Export: ' + str(e))
|
|
||||||
return {'CANCELLED'}
|
|
||||||
|
|
||||||
return {'FINISHED'}
|
|
||||||
|
|
||||||
|
|
||||||
class ASE_FH_export(FileHandler):
|
|
||||||
bl_idname = 'ASE_FH_export'
|
|
||||||
bl_label = 'ASCII Scene Export'
|
|
||||||
bl_export_operator = ASE_OT_export_collection.bl_idname
|
|
||||||
bl_file_extensions = '.ase'
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
classes = (
|
|
||||||
ASE_PG_material,
|
|
||||||
ASE_UL_materials,
|
|
||||||
ASE_PG_export,
|
|
||||||
ASE_OT_export,
|
|
||||||
ASE_OT_export_collection,
|
|
||||||
ASE_OT_material_list_move_down,
|
|
||||||
ASE_OT_material_list_move_up,
|
|
||||||
ASE_FH_export,
|
|
||||||
)
|
|
||||||
51
src/__init__.py
Normal file
51
src/__init__.py
Normal file
@@ -0,0 +1,51 @@
|
|||||||
|
bl_info = {
|
||||||
|
'name': 'ASCII Scene Export (ASE)',
|
||||||
|
'description': 'Export ASE (ASCII Scene Export) files',
|
||||||
|
'author': 'Colin Basnett (Darklight Games)',
|
||||||
|
'version': (1, 2, 1),
|
||||||
|
'blender': (2, 90, 0),
|
||||||
|
'location': 'File > Import-Export',
|
||||||
|
'warning': 'This add-on is under development.',
|
||||||
|
'wiki_url': 'https://github.com/DarklightGames/io_scene_ase/wiki',
|
||||||
|
'tracker_url': 'https://github.com/DarklightGames/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
|
||||||
|
from bpy.props import PointerProperty
|
||||||
|
from . import ase
|
||||||
|
from . import builder
|
||||||
|
from . import writer
|
||||||
|
from . import exporter
|
||||||
|
|
||||||
|
classes = exporter.__classes__
|
||||||
|
|
||||||
|
|
||||||
|
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)
|
||||||
|
|
||||||
|
bpy.types.Scene.ase_export = PointerProperty(type=exporter.AseExportPropertyGroup)
|
||||||
|
|
||||||
|
|
||||||
|
def unregister():
|
||||||
|
del bpy.types.Scene.ase_export
|
||||||
|
|
||||||
|
bpy.types.TOPBAR_MT_file_export.remove(menu_func_export)
|
||||||
|
|
||||||
|
for cls in classes:
|
||||||
|
bpy.utils.unregister_class(cls)
|
||||||
49
src/ase.py
Normal file
49
src/ase.py
Normal file
@@ -0,0 +1,49 @@
|
|||||||
|
from typing import List, Tuple
|
||||||
|
|
||||||
|
|
||||||
|
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
|
||||||
|
|
||||||
|
|
||||||
|
class AseUVLayer(object):
|
||||||
|
def __init__(self):
|
||||||
|
self.texture_vertices: List[Tuple[float, float, float]] = []
|
||||||
|
|
||||||
|
|
||||||
|
class AseGeometryObject(object):
|
||||||
|
def __init__(self):
|
||||||
|
self.name = ''
|
||||||
|
self.vertices: List[Tuple[float, float, float]] = []
|
||||||
|
self.uv_layers: List[AseUVLayer] = []
|
||||||
|
self.faces: List[AseFace] = []
|
||||||
|
self.texture_vertex_faces = []
|
||||||
|
self.face_normals: List[AseFaceNormal] = []
|
||||||
|
self.vertex_colors: List[Tuple[float, float, float]] = []
|
||||||
|
self.vertex_offset = 0
|
||||||
|
self.texture_vertex_offset = 0
|
||||||
|
|
||||||
|
|
||||||
|
class Ase(object):
|
||||||
|
def __init__(self):
|
||||||
|
self.materials: List[str] = []
|
||||||
|
self.geometry_objects: List[AseGeometryObject] = []
|
||||||
157
src/builder.py
Normal file
157
src/builder.py
Normal file
@@ -0,0 +1,157 @@
|
|||||||
|
from .ase import *
|
||||||
|
import bpy
|
||||||
|
import bmesh
|
||||||
|
import math
|
||||||
|
from mathutils import Matrix
|
||||||
|
|
||||||
|
|
||||||
|
def is_collision_name(name: str):
|
||||||
|
return name.startswith('MCDCX_')
|
||||||
|
|
||||||
|
|
||||||
|
def is_collision(geometry_object: AseGeometryObject):
|
||||||
|
return is_collision_name(geometry_object.name)
|
||||||
|
|
||||||
|
|
||||||
|
class AseBuilderError(Exception):
|
||||||
|
pass
|
||||||
|
|
||||||
|
|
||||||
|
class AseBuilderOptions(object):
|
||||||
|
def __init__(self):
|
||||||
|
self.scale = 1.0
|
||||||
|
self.use_raw_mesh_data = False
|
||||||
|
|
||||||
|
|
||||||
|
def build_ase(context: bpy.types.Context, options: AseBuilderOptions):
|
||||||
|
ase = Ase()
|
||||||
|
|
||||||
|
main_geometry_object = None
|
||||||
|
for selected_object in context.view_layer.objects.selected:
|
||||||
|
if selected_object is None or selected_object.type != 'MESH':
|
||||||
|
continue
|
||||||
|
|
||||||
|
# Evaluate the mesh after modifiers are applied
|
||||||
|
if options.use_raw_mesh_data:
|
||||||
|
mesh_object = selected_object
|
||||||
|
mesh_data = mesh_object.data
|
||||||
|
else:
|
||||||
|
depsgraph = context.evaluated_depsgraph_get()
|
||||||
|
bm = bmesh.new()
|
||||||
|
bm.from_object(selected_object, depsgraph)
|
||||||
|
mesh_data = bpy.data.meshes.new('')
|
||||||
|
bm.to_mesh(mesh_data)
|
||||||
|
del bm
|
||||||
|
mesh_object = bpy.data.objects.new('', mesh_data)
|
||||||
|
mesh_object.matrix_world = selected_object.matrix_world
|
||||||
|
|
||||||
|
if not is_collision_name(selected_object.name) and main_geometry_object is not None:
|
||||||
|
geometry_object = main_geometry_object
|
||||||
|
else:
|
||||||
|
geometry_object = AseGeometryObject()
|
||||||
|
geometry_object.name = selected_object.name
|
||||||
|
if not is_collision(geometry_object):
|
||||||
|
main_geometry_object = geometry_object
|
||||||
|
ase.geometry_objects.append(geometry_object)
|
||||||
|
|
||||||
|
if is_collision(geometry_object):
|
||||||
|
# Test that collision meshes are manifold and convex.
|
||||||
|
bm = bmesh.new()
|
||||||
|
bm.from_mesh(mesh_data)
|
||||||
|
for edge in bm.edges:
|
||||||
|
if not edge.is_manifold:
|
||||||
|
del bm
|
||||||
|
raise AseBuilderError(f'Collision mesh \'{selected_object.name}\' is not manifold')
|
||||||
|
if not edge.is_convex:
|
||||||
|
del bm
|
||||||
|
raise AseBuilderError(f'Collision mesh \'{selected_object.name}\' is not convex')
|
||||||
|
|
||||||
|
if not is_collision(geometry_object) and len(selected_object.data.materials) == 0:
|
||||||
|
raise AseBuilderError(f'Mesh \'{selected_object.name}\' must have at least one material')
|
||||||
|
|
||||||
|
vertex_transform = Matrix.Scale(options.scale, 4) @ Matrix.Rotation(math.pi, 4, 'Z') @ mesh_object.matrix_world
|
||||||
|
for vertex in mesh_data.vertices:
|
||||||
|
geometry_object.vertices.append(vertex_transform @ vertex.co)
|
||||||
|
|
||||||
|
material_indices = []
|
||||||
|
if not is_collision(geometry_object):
|
||||||
|
for mesh_material_index, material in enumerate(selected_object.data.materials):
|
||||||
|
if material is None:
|
||||||
|
raise AseBuilderError(f'Material slot {mesh_material_index + 1} for mesh \'{selected_object.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 loop_triangle in 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 is_collision(geometry_object):
|
||||||
|
face.material_index = material_indices[loop_triangle.material_index]
|
||||||
|
# The UT2K4 importer only accepts 32 smoothing groups. Anything past this completely mangles the
|
||||||
|
# smoothing groups and effectively makes the whole model use sharp-edge rendering.
|
||||||
|
# The fix is to constrain the smoothing group between 0 and 31 by applying a modulo of 32 to the actual
|
||||||
|
# smoothing group index.
|
||||||
|
# This may result in bad calculated normals on export in rare cases. For example, if a face with a
|
||||||
|
# smoothing group of 3 is adjacent to a face with a smoothing group of 35 (35 % 32 == 3), those faces
|
||||||
|
# will be treated as part of the same smoothing group.
|
||||||
|
face.smoothing = (poly_groups[loop_triangle.polygon_index] - 1) % 32
|
||||||
|
geometry_object.faces.append(face)
|
||||||
|
|
||||||
|
if not is_collision(geometry_object):
|
||||||
|
# Normals
|
||||||
|
for loop_triangle in 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)
|
||||||
|
|
||||||
|
# Texture Coordinates
|
||||||
|
for i, uv_layer_data in enumerate([x.data for x in mesh_data.uv_layers]):
|
||||||
|
if i >= len(geometry_object.uv_layers):
|
||||||
|
geometry_object.uv_layers.append(AseUVLayer())
|
||||||
|
uv_layer = geometry_object.uv_layers[i]
|
||||||
|
for loop_index, loop in enumerate(mesh_data.loops):
|
||||||
|
u, v = uv_layer_data[loop_index].uv
|
||||||
|
uv_layer.texture_vertices.append((u, v, 0.0))
|
||||||
|
|
||||||
|
# Texture Faces
|
||||||
|
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]
|
||||||
|
))
|
||||||
|
|
||||||
|
# Vertex Colors
|
||||||
|
if len(mesh_data.vertex_colors) > 0:
|
||||||
|
vertex_colors = mesh_data.vertex_colors.active.data
|
||||||
|
for color in map(lambda x: x.color, vertex_colors):
|
||||||
|
geometry_object.vertex_colors.append(tuple(color[0:3]))
|
||||||
|
|
||||||
|
# Update data offsets for next iteration
|
||||||
|
geometry_object.texture_vertex_offset += len(mesh_data.loops)
|
||||||
|
geometry_object.vertex_offset = len(geometry_object.vertices)
|
||||||
|
|
||||||
|
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
|
||||||
135
src/exporter.py
Normal file
135
src/exporter.py
Normal file
@@ -0,0 +1,135 @@
|
|||||||
|
import bpy_extras
|
||||||
|
import typing
|
||||||
|
from bpy.types import UIList, Context, UILayout, AnyType, Operator
|
||||||
|
from bpy.props import StringProperty, EnumProperty, BoolProperty, PointerProperty, CollectionProperty, IntProperty
|
||||||
|
from .builder import *
|
||||||
|
from .writer import *
|
||||||
|
|
||||||
|
|
||||||
|
class AseExportCollectionPropertyGroup(bpy.types.PropertyGroup):
|
||||||
|
is_selected: BoolProperty()
|
||||||
|
name: StringProperty()
|
||||||
|
collection: PointerProperty(type=bpy.types.Collection)
|
||||||
|
|
||||||
|
|
||||||
|
class AseExportPropertyGroup(bpy.types.PropertyGroup):
|
||||||
|
collection_list: CollectionProperty(type=AseExportCollectionPropertyGroup)
|
||||||
|
collection_list_index: IntProperty()
|
||||||
|
|
||||||
|
|
||||||
|
class ASE_UL_CollectionList(UIList):
|
||||||
|
def draw_item(self, context: Context, layout: UILayout, data: AnyType, item: AnyType, icon: int,
|
||||||
|
active_data: AnyType, active_property: str, index: int = 0, flt_flag: int = 0):
|
||||||
|
collection: bpy.types.Collection = getattr(item, 'collection')
|
||||||
|
row = layout.row()
|
||||||
|
row.prop(item, 'is_selected', text='')
|
||||||
|
row.label(text=collection.name, icon='OUTLINER_COLLECTION')
|
||||||
|
|
||||||
|
|
||||||
|
class AseExportCollectionsSelectAll(Operator):
|
||||||
|
bl_idname = 'ase_export.collections_select_all'
|
||||||
|
bl_label = 'All'
|
||||||
|
|
||||||
|
def execute(self, context: Context) -> typing.Union[typing.Set[str], typing.Set[int]]:
|
||||||
|
pg = getattr(context.scene, 'ase_export')
|
||||||
|
for collection in pg.collection_list:
|
||||||
|
collection.is_selected = True
|
||||||
|
return {'FINISHED'}
|
||||||
|
|
||||||
|
|
||||||
|
class AseExportCollectionsDeselectAll(Operator):
|
||||||
|
bl_idname = 'ase_export.collections_deselect_all'
|
||||||
|
bl_label = 'None'
|
||||||
|
|
||||||
|
def execute(self, context: Context) -> typing.Union[typing.Set[str], typing.Set[int]]:
|
||||||
|
pg = getattr(context.scene, 'ase_export')
|
||||||
|
for collection in pg.collection_list:
|
||||||
|
collection.is_selected = False
|
||||||
|
return {'FINISHED'}
|
||||||
|
|
||||||
|
|
||||||
|
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(
|
||||||
|
default='U',
|
||||||
|
items=(('M', 'Meters', ''),
|
||||||
|
('U', 'Unreal', '')),
|
||||||
|
name='Units'
|
||||||
|
)
|
||||||
|
use_raw_mesh_data: BoolProperty(
|
||||||
|
default=False,
|
||||||
|
description='No modifiers will be evaluated as part of the exported mesh',
|
||||||
|
name='Raw Mesh Data')
|
||||||
|
units_scale = {
|
||||||
|
'M': 60.352,
|
||||||
|
'U': 1.0
|
||||||
|
}
|
||||||
|
should_use_sub_materials: BoolProperty(
|
||||||
|
default=True,
|
||||||
|
description='Material format', # fill this in with a more human-friendly name/description
|
||||||
|
name='Use Sub-materials'
|
||||||
|
)
|
||||||
|
|
||||||
|
def draw(self, context):
|
||||||
|
pg = getattr(context.scene, 'ase_export')
|
||||||
|
layout = self.layout
|
||||||
|
rows = max(3, min(len(pg.collection_list), 10))
|
||||||
|
layout.prop(self, 'units', expand=False)
|
||||||
|
layout.prop(self, 'use_raw_mesh_data')
|
||||||
|
layout.prop(self, 'should_use_sub_materials')
|
||||||
|
|
||||||
|
# # SELECT ALL/NONE
|
||||||
|
# row = layout.row(align=True)
|
||||||
|
# row.label(text='Select')
|
||||||
|
# row.operator(AseExportCollectionsSelectAll.bl_idname, text='All', icon='CHECKBOX_HLT')
|
||||||
|
# row.operator(AseExportCollectionsDeselectAll.bl_idname, text='None', icon='CHECKBOX_DEHLT')
|
||||||
|
#
|
||||||
|
# layout.template_list('ASE_UL_CollectionList', '', pg, 'collection_list', pg, 'collection_list_index', rows=rows)
|
||||||
|
|
||||||
|
def invoke(self, context: bpy.types.Context, event):
|
||||||
|
# TODO: build a list of collections that have meshes in them
|
||||||
|
pg = getattr(context.scene, 'ase_export')
|
||||||
|
pg.collection_list.clear()
|
||||||
|
for collection in bpy.data.collections:
|
||||||
|
has_meshes = any(map(lambda x: x.type == 'MESH', collection.objects))
|
||||||
|
if has_meshes:
|
||||||
|
c = pg.collection_list.add()
|
||||||
|
c.collection = collection
|
||||||
|
|
||||||
|
context.window_manager.fileselect_add(self)
|
||||||
|
|
||||||
|
return {'RUNNING_MODAL'}
|
||||||
|
|
||||||
|
def execute(self, context):
|
||||||
|
options = AseBuilderOptions()
|
||||||
|
options.scale = self.units_scale[self.units]
|
||||||
|
options.use_raw_mesh_data = self.use_raw_mesh_data
|
||||||
|
try:
|
||||||
|
ase = build_ase(context, options)
|
||||||
|
writer_options = AseWriterOptions()
|
||||||
|
writer_options.should_use_sub_materials = self.should_use_sub_materials
|
||||||
|
AseWriter().write(self.filepath, ase, writer_options)
|
||||||
|
self.report({'INFO'}, 'ASE exported successful')
|
||||||
|
return {'FINISHED'}
|
||||||
|
except AseBuilderError as e:
|
||||||
|
self.report({'ERROR'}, str(e))
|
||||||
|
return {'CANCELLED'}
|
||||||
|
|
||||||
|
|
||||||
|
__classes__ = (
|
||||||
|
AseExportCollectionPropertyGroup,
|
||||||
|
AseExportPropertyGroup,
|
||||||
|
AseExportCollectionsSelectAll,
|
||||||
|
AseExportCollectionsDeselectAll,
|
||||||
|
ASE_UL_CollectionList,
|
||||||
|
ASE_OT_ExportOperator
|
||||||
|
)
|
||||||
@@ -1,17 +1,22 @@
|
|||||||
from .ase import ASE
|
from .ase import Ase
|
||||||
|
|
||||||
|
|
||||||
class ASEFile(object):
|
class AseWriterOptions(object):
|
||||||
|
def __init__(self):
|
||||||
|
self.should_use_sub_materials = True
|
||||||
|
|
||||||
|
|
||||||
|
class AseFile(object):
|
||||||
def __init__(self):
|
def __init__(self):
|
||||||
self.commands = []
|
self.commands = []
|
||||||
|
|
||||||
def add_command(self, name):
|
def add_command(self, name):
|
||||||
command = ASECommand(name)
|
command = AseCommand(name)
|
||||||
self.commands.append(command)
|
self.commands.append(command)
|
||||||
return command
|
return command
|
||||||
|
|
||||||
|
|
||||||
class ASECommand(object):
|
class AseCommand(object):
|
||||||
def __init__(self, name):
|
def __init__(self, name):
|
||||||
self.name = name
|
self.name = name
|
||||||
self.data = []
|
self.data = []
|
||||||
@@ -39,17 +44,17 @@ class ASECommand(object):
|
|||||||
return self
|
return self
|
||||||
|
|
||||||
def push_sub_command(self, name):
|
def push_sub_command(self, name):
|
||||||
command = ASECommand(name)
|
command = AseCommand(name)
|
||||||
self.sub_commands.append(command)
|
self.sub_commands.append(command)
|
||||||
return command
|
return command
|
||||||
|
|
||||||
def push_child(self, name):
|
def push_child(self, name):
|
||||||
child = ASECommand(name)
|
child = AseCommand(name)
|
||||||
self.children.append(child)
|
self.children.append(child)
|
||||||
return child
|
return child
|
||||||
|
|
||||||
|
|
||||||
class ASEWriter(object):
|
class AseWriter(object):
|
||||||
|
|
||||||
def __init__(self):
|
def __init__(self):
|
||||||
self.fp = None
|
self.fp = None
|
||||||
@@ -97,47 +102,77 @@ class ASEWriter(object):
|
|||||||
else:
|
else:
|
||||||
self.fp.write('\n')
|
self.fp.write('\n')
|
||||||
|
|
||||||
def write_file(self, file: ASEFile):
|
def write_file(self, file: AseFile):
|
||||||
|
self.indent = 0
|
||||||
for command in file.commands:
|
for command in file.commands:
|
||||||
self.write_command(command)
|
self.write_command(command)
|
||||||
|
|
||||||
@staticmethod
|
@staticmethod
|
||||||
def build_ase_tree(ase: ASE) -> ASEFile:
|
def build_ase_file(ase: Ase, options: AseWriterOptions) -> AseFile:
|
||||||
root = ASEFile()
|
root = AseFile()
|
||||||
root.add_command('3DSMAX_ASCIIEXPORT').push_datum(200)
|
root.add_command('3DSMAX_ASCIIEXPORT').push_datum(200)
|
||||||
|
|
||||||
# Materials
|
# Materials
|
||||||
if len(ase.materials) > 0:
|
if len(ase.materials) > 0:
|
||||||
material_list = root.add_command('MATERIAL_LIST')
|
material_list = root.add_command('MATERIAL_LIST')
|
||||||
material_list.push_child('MATERIAL_COUNT').push_datum(len(ase.materials))
|
material_list.push_child('MATERIAL_COUNT').push_datum(len(ase.materials))
|
||||||
material_node = material_list.push_child('MATERIAL')
|
if options.should_use_sub_materials:
|
||||||
material_node.push_child('NUMSUBMTLS').push_datum(len(ase.materials))
|
material_node = material_list.push_child('MATERIAL')
|
||||||
for material_index, material in enumerate(ase.materials):
|
material_node.push_child('NUMSUBMTLS').push_datum(len(ase.materials))
|
||||||
submaterial_node = material_node.push_child('SUBMATERIAL')
|
for material_index, material in enumerate(ase.materials):
|
||||||
submaterial_node.push_datum(material_index)
|
submaterial_node = material_node.push_child('SUBMATERIAL')
|
||||||
submaterial_node.push_child('MATERIAL_NAME').push_datum(material)
|
submaterial_node.push_datum(material_index)
|
||||||
diffuse_node = submaterial_node.push_child('MAP_DIFFUSE')
|
submaterial_node.push_child('MATERIAL_NAME').push_datum(material)
|
||||||
diffuse_node.push_child('MAP_NAME').push_datum('default')
|
diffuse_node = submaterial_node.push_child('MAP_DIFFUSE')
|
||||||
diffuse_node.push_child('UVW_U_OFFSET').push_datum(0.0)
|
diffuse_node.push_child('MAP_NAME').push_datum('default')
|
||||||
diffuse_node.push_child('UVW_V_OFFSET').push_datum(0.0)
|
diffuse_node.push_child('UVW_U_OFFSET').push_datum(0.0)
|
||||||
diffuse_node.push_child('UVW_U_TILING').push_datum(1.0)
|
diffuse_node.push_child('UVW_V_OFFSET').push_datum(0.0)
|
||||||
diffuse_node.push_child('UVW_V_TILING').push_datum(1.0)
|
diffuse_node.push_child('UVW_U_TILING').push_datum(1.0)
|
||||||
|
diffuse_node.push_child('UVW_V_TILING').push_datum(1.0)
|
||||||
|
else:
|
||||||
|
for material_index, material in enumerate(ase.materials):
|
||||||
|
material_node = material_list.push_child('MATERIAL').push_datum(material_index)
|
||||||
|
material_node.push_child('MATERIAL_NAME').push_datum(material)
|
||||||
|
diffuse_node = material_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:
|
for geometry_object in ase.geometry_objects:
|
||||||
geomobject_node = root.add_command('GEOMOBJECT')
|
geomobject_node = root.add_command('GEOMOBJECT')
|
||||||
geomobject_node.push_child('NODE_NAME').push_datum(geometry_object.name)
|
geomobject_node.push_child('NODE_NAME').push_datum(geometry_object.name)
|
||||||
|
|
||||||
|
# TODO: only do this in T3D compatibility mode (or just do it always because it makes no difference?)
|
||||||
|
transform_node = geomobject_node.push_child('NODE_TM')
|
||||||
|
transform_node.push_child('NODE_NAME').push_datum(geometry_object.name)
|
||||||
|
transform_node.push_child('INHERIT_POS').push_data([0, 0, 0])
|
||||||
|
transform_node.push_child('INHERIT_ROT').push_data([0, 0, 0])
|
||||||
|
transform_node.push_child('INHERIT_SCL').push_data([0, 0, 0])
|
||||||
|
transform_node.push_child('TM_ROW0').push_data([1.0, 0.0, 0.0])
|
||||||
|
transform_node.push_child('TM_ROW1').push_data([0.0, 1.0, 0.0])
|
||||||
|
transform_node.push_child('TM_ROW2').push_data([0.0, 0.0, 1.0])
|
||||||
|
transform_node.push_child('TM_ROW3').push_data([0.0, 0.0, 0.0])
|
||||||
|
transform_node.push_child('TM_POS').push_data([0.0, 0.0, 0.0])
|
||||||
|
transform_node.push_child('TM_ROTAXIS').push_data([0.0, 0.0, 0.0])
|
||||||
|
transform_node.push_child('TM_ROTANGLE').push_datum(0.0)
|
||||||
|
transform_node.push_child('TM_SCALE').push_datum(0.0)
|
||||||
|
transform_node.push_child('TM_SCALEAXIS').push_data([0.0, 0.0, 0.0])
|
||||||
|
transform_node.push_child('TM_SCALEAXISANG').push_datum(0.0)
|
||||||
|
|
||||||
mesh_node = geomobject_node.push_child('MESH')
|
mesh_node = geomobject_node.push_child('MESH')
|
||||||
|
|
||||||
# Vertices
|
|
||||||
mesh_node.push_child('MESH_NUMVERTEX').push_datum(len(geometry_object.vertices))
|
mesh_node.push_child('MESH_NUMVERTEX').push_datum(len(geometry_object.vertices))
|
||||||
|
mesh_node.push_child('MESH_NUMFACES').push_datum(len(geometry_object.faces))
|
||||||
|
|
||||||
|
# Vertices
|
||||||
vertex_list_node = mesh_node.push_child('MESH_VERTEX_LIST')
|
vertex_list_node = mesh_node.push_child('MESH_VERTEX_LIST')
|
||||||
for vertex_index, vertex in enumerate(geometry_object.vertices):
|
for vertex_index, vertex in enumerate(geometry_object.vertices):
|
||||||
mesh_vertex = vertex_list_node.push_child('MESH_VERTEX').push_datum(vertex_index)
|
mesh_vertex = vertex_list_node.push_child('MESH_VERTEX').push_datum(vertex_index)
|
||||||
mesh_vertex.push_data([x for x in vertex])
|
mesh_vertex.push_data([x for x in vertex])
|
||||||
|
|
||||||
# Faces
|
# Faces
|
||||||
mesh_node.push_child('MESH_NUMFACES').push_datum(len(geometry_object.faces))
|
|
||||||
faces_node = mesh_node.push_child('MESH_FACE_LIST')
|
faces_node = mesh_node.push_child('MESH_FACE_LIST')
|
||||||
for face_index, face in enumerate(geometry_object.faces):
|
for face_index, face in enumerate(geometry_object.faces):
|
||||||
face_node = faces_node.push_child('MESH_FACE')
|
face_node = faces_node.push_child('MESH_FACE')
|
||||||
@@ -182,18 +217,20 @@ class ASEWriter(object):
|
|||||||
cvert_list = mesh_node.push_child('MESH_CVERTLIST')
|
cvert_list = mesh_node.push_child('MESH_CVERTLIST')
|
||||||
for i, vertex_color in enumerate(geometry_object.vertex_colors):
|
for i, vertex_color in enumerate(geometry_object.vertex_colors):
|
||||||
cvert_list.push_child('MESH_VERTCOL').push_datum(i).push_data(vertex_color)
|
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))
|
mesh_node.push_child('MESH_NUMCVFACES').push_datum(len(geometry_object.texture_vertex_faces))
|
||||||
texture_faces_node = parent_node.push_child('MESH_CFACELIST')
|
texture_faces_node = mesh_node.push_child('MESH_CFACELIST')
|
||||||
for texture_face_index, texture_face in enumerate(geometry_object.texture_vertex_faces):
|
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 = texture_faces_node.push_child('MESH_CFACE')
|
||||||
texture_face_node.push_data([texture_face_index] + list(texture_face))
|
texture_face_node.push_data([texture_face_index] + list(texture_face))
|
||||||
|
|
||||||
|
geomobject_node.push_child('PROP_MOTIONBLUR').push_datum(0)
|
||||||
|
geomobject_node.push_child('PROP_CASTSHADOW').push_datum(1)
|
||||||
|
geomobject_node.push_child('PROP_RECVSHADOW').push_datum(1)
|
||||||
geomobject_node.push_child('MATERIAL_REF').push_datum(0)
|
geomobject_node.push_child('MATERIAL_REF').push_datum(0)
|
||||||
|
|
||||||
return root
|
return root
|
||||||
|
|
||||||
def write(self, filepath, ase):
|
def write(self, filepath, ase: Ase, options: AseWriterOptions):
|
||||||
self.indent = 0
|
ase_file = self.build_ase_file(ase, options)
|
||||||
with open(filepath, 'w') as self.fp:
|
with open(filepath, 'w') as self.fp:
|
||||||
ase_file = self.build_ase_tree(ase)
|
|
||||||
self.write_file(ase_file)
|
self.write_file(ase_file)
|
||||||
Reference in New Issue
Block a user