Compare commits
1 Commits
blender-4.
...
feature-im
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89fd3937e5 |
@@ -1,38 +0,0 @@
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if 'bpy' in locals():
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import importlib
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if 'ase' in locals(): importlib.reload(ase)
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if 'builder' in locals(): importlib.reload(builder)
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if 'writer' in locals(): importlib.reload(writer)
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if 'exporter' in locals(): importlib.reload(exporter)
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import bpy
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import bpy.utils.previews
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from . import ase
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from . import builder
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from . import writer
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from . import exporter
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classes = exporter.classes
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def menu_func_export(self, context):
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self.layout.operator(exporter.ASE_OT_export.bl_idname, text='ASCII Scene Export (.ase)')
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self.layout.operator(exporter.ASE_OT_export_collections.bl_idname, text='ASCII Scene Export Collections (.ase)')
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def register():
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for cls in classes:
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bpy.utils.register_class(cls)
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bpy.types.Scene.ase_export = bpy.props.PointerProperty(type=exporter.ASE_PG_export)
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bpy.types.TOPBAR_MT_file_export.append(menu_func_export)
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def unregister():
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bpy.types.TOPBAR_MT_file_export.remove(menu_func_export)
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del bpy.types.Scene.ase_export
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for cls in classes:
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bpy.utils.unregister_class(cls)
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@@ -1,27 +0,0 @@
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schema_version = "1.0.0"
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id = "io_scene_ase"
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version = "2.1.0"
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name = "ASCII Scene Export (.ase)"
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tagline = "Export .ase files used in Unreal Engine 1 & 2"
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maintainer = "Colin Basnett <cmbasnett@gmail.com>"
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type = "add-on"
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website = "https://github.com/DarklightGames/io_scene_ase/"
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tags = ["Game Engine", "Import-Export"]
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blender_version_min = "4.2.0"
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# Optional: maximum supported Blender version
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# blender_version_max = "5.1.0"
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license = [
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"SPDX:GPL-3.0-or-later",
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]
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[build]
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paths_exclude_pattern = [
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"/.git/",
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"__pycache__/",
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"/venv/",
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"/.github/",
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".gitignore",
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]
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[permissions]
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files = "Export ASE files to disk"
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@@ -1,200 +0,0 @@
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import os.path
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from typing import Iterable, List, Set, Union
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from bpy_extras.io_utils import ExportHelper
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from bpy.props import StringProperty, BoolProperty, CollectionProperty, PointerProperty, IntProperty
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from bpy.types import Operator, Material, PropertyGroup, UIList, Object
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from .builder import ASEBuilder, ASEBuilderOptions, ASEBuilderError, get_mesh_objects
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from .writer import ASEWriter
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class ASE_PG_material(PropertyGroup):
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material: PointerProperty(type=Material)
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class ASE_PG_export(PropertyGroup):
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material_list: CollectionProperty(name='Materials', type=ASE_PG_material)
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material_list_index: IntProperty(name='Index', default=0)
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def get_unique_materials(mesh_objects: Iterable[Object]) -> List[Material]:
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materials = set()
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for mesh_object in mesh_objects:
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for i, material_slot in enumerate(mesh_object.material_slots):
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material = material_slot.material
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if material is None:
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raise RuntimeError('Material slot cannot be empty (index ' + str(i) + ')')
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materials.add(material)
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return list(materials)
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def populate_material_list(mesh_objects: Iterable[Object], material_list):
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materials = get_unique_materials(mesh_objects)
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material_list.clear()
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for index, material in enumerate(materials):
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m = material_list.add()
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m.material = material
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m.index = index
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class ASE_OT_material_list_move_up(Operator):
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bl_idname = 'ase_export.material_list_item_move_up'
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bl_label = 'Move Up'
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bl_options = {'INTERNAL'}
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bl_description = 'Move the selected material up one slot'
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@classmethod
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def poll(cls, context):
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pg = getattr(context.scene, 'ase_export')
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return pg.material_list_index > 0
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def execute(self, context):
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pg = getattr(context.scene, 'ase_export')
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pg.material_list.move(pg.material_list_index, pg.material_list_index - 1)
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pg.material_list_index -= 1
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return {'FINISHED'}
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class ASE_OT_material_list_move_down(Operator):
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bl_idname = 'ase_export.material_list_item_move_down'
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bl_label = 'Move Down'
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bl_options = {'INTERNAL'}
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bl_description = 'Move the selected material down one slot'
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@classmethod
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def poll(cls, context):
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pg = getattr(context.scene, 'ase_export')
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return pg.material_list_index < len(pg.material_list) - 1
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def execute(self, context):
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pg = getattr(context.scene, 'ase_export')
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pg.material_list.move(pg.material_list_index, pg.material_list_index + 1)
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pg.material_list_index += 1
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return {'FINISHED'}
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class ASE_UL_materials(UIList):
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def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
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row = layout.row()
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row.prop(item.material, 'name', text='', emboss=False, icon_value=layout.icon(item.material))
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class ASE_OT_export(Operator, ExportHelper):
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bl_idname = 'io_scene_ase.ase_export'
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bl_label = 'Export ASE'
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_description = 'Export selected objects to ASE'
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filename_ext = '.ase'
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filter_glob: StringProperty(default="*.ase", options={'HIDDEN'}, maxlen=255)
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use_raw_mesh_data: BoolProperty(default=False, name='Raw Mesh Data', description='No modifiers will be evaluated as part of the exported mesh')
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def draw(self, context):
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layout = self.layout
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materials_header, materials_panel = layout.panel('Materials', default_closed=False)
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materials_header.label(text='Materials')
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if materials_panel:
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row = materials_panel.row()
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row.template_list('ASE_UL_materials', '', context.scene.ase_export, 'material_list', context.scene.ase_export, 'material_list_index')
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col = row.column(align=True)
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col.operator(ASE_OT_material_list_move_up.bl_idname, icon='TRIA_UP', text='')
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col.operator(ASE_OT_material_list_move_down.bl_idname, icon='TRIA_DOWN', text='')
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advanced_header, advanced_panel = layout.panel('Advanced', default_closed=True)
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advanced_header.label(text='Advanced')
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if advanced_panel:
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advanced_panel.prop(self, 'use_raw_mesh_data')
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def invoke(self, context: 'Context', event: 'Event' ) -> Union[Set[str], Set[int]]:
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mesh_objects = [x[0] for x in get_mesh_objects(context.selected_objects)]
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pg = getattr(context.scene, 'ase_export')
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populate_material_list(mesh_objects, pg.material_list)
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context.window_manager.fileselect_add(self)
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return {'RUNNING_MODAL'}
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def execute(self, context):
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options = ASEBuilderOptions()
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options.use_raw_mesh_data = self.use_raw_mesh_data
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pg = getattr(context.scene, 'ase_export')
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options.materials = [x.material for x in pg.material_list]
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try:
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ase = ASEBuilder().build(context, options, context.selected_objects)
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ASEWriter().write(self.filepath, ase)
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self.report({'INFO'}, 'ASE exported successfully')
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return {'FINISHED'}
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except ASEBuilderError as e:
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self.report({'ERROR'}, str(e))
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return {'CANCELLED'}
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class ASE_OT_export_collections(Operator, ExportHelper):
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bl_idname = 'io_scene_ase.ase_export_collections'
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bl_label = 'Export Collections to ASE'
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_description = 'Batch export collections to ASE. The name of the collection will be used as the filename'
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filename_ext = '.ase'
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filter_glob: StringProperty(
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default="*.ase",
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options={'HIDDEN'},
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maxlen=255, # Max internal buffer length, longer would be hilighted.
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)
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use_raw_mesh_data: BoolProperty(
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default=False,
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description='No modifiers will be evaluated as part of the exported mesh',
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name='Raw Mesh Data')
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def draw(self, context):
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layout = self.layout
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layout.prop(self, 'use_raw_mesh_data')
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def execute(self, context):
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options = ASEBuilderOptions()
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options.use_raw_mesh_data = self.use_raw_mesh_data
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# Iterate over all the visible collections in the scene.
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layer_collections = context.view_layer.layer_collection.children
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collections = [x.collection for x in layer_collections if not x.hide_viewport and not x.exclude]
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context.window_manager.progress_begin(0, len(layer_collections))
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for i, collection in enumerate(collections):
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# Iterate over all the objects in the collection.
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mesh_objects = get_mesh_objects(collection.all_objects)
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# Get all the materials used by the objects in the collection.
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options.materials = get_unique_materials([x[0] for x in mesh_objects])
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try:
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ase = ASEBuilder().build(context, options, collection.all_objects)
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dirname = os.path.dirname(self.filepath)
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filepath = os.path.join(dirname, collection.name + '.ase')
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ASEWriter().write(filepath, ase)
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except ASEBuilderError as e:
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self.report({'ERROR'}, str(e))
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return {'CANCELLED'}
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context.window_manager.progress_update(i)
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context.window_manager.progress_end()
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self.report({'INFO'}, f'{len(collections)} collections exported successfully')
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return {'FINISHED'}
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classes = (
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ASE_PG_material,
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ASE_UL_materials,
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ASE_PG_export,
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ASE_OT_export,
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ASE_OT_export_collections,
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ASE_OT_material_list_move_down,
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ASE_OT_material_list_move_up,
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)
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1
requirements.txt
Normal file
1
requirements.txt
Normal file
@@ -0,0 +1 @@
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python-ase
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215
src/__init__.py
Normal file
215
src/__init__.py
Normal file
@@ -0,0 +1,215 @@
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bl_info = {
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'name': 'ASCII Scene Export',
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'description': 'Export ASE (ASCII Scene Export) files',
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'author': 'Colin Basnett (Darklight Games)',
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'version': (1, 1, 2),
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'blender': (2, 90, 0),
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'location': 'File > Import-Export',
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'warning': 'This add-on is under development.',
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'wiki_url': 'https://github.com/DarklightGames/io_scene_ase/wiki',
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'tracker_url': 'https://github.com/DarklightGames/io_scene_ase/issues',
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'support': 'COMMUNITY',
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'category': 'Import-Export'
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}
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import subprocess
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import os
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import sys
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from collections import namedtuple
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import bpy
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def install_pip():
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"""
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Installs pip if not already present. Please note that ensurepip.bootstrap() also calls pip, which adds the
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environment variable PIP_REQ_TRACKER. After ensurepip.bootstrap() finishes execution, the directory doesn't exist
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anymore. However, when subprocess is used to call pip, in order to install a package, the environment variables
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still contain PIP_REQ_TRACKER with the now nonexistent path. This is a problem since pip checks if PIP_REQ_TRACKER
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is set and if it is, attempts to use it as temp directory. This would result in an error because the
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directory can't be found. Therefore, PIP_REQ_TRACKER needs to be removed from environment variables.
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:return:
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"""
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try:
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# Check if pip is already installed
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subprocess.run([sys.executable, '-m', 'pip', '--version'], check=True)
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except subprocess.CalledProcessError:
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import ensurepip
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ensurepip.bootstrap()
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os.environ.pop('PIP_REQ_TRACKER', None)
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def install_and_import_module(module_name, package_name=None, global_name=None):
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"""
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Installs the package through pip and attempts to import the installed module.
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:param module_name: Module to import.
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:param package_name: (Optional) Name of the package that needs to be installed. If None it is assumed to be equal
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to the module_name.
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:param global_name: (Optional) Name under which the module is imported. If None the module_name will be used.
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This allows to import under a different name with the same effect as e.g. "import numpy as np" where "np" is
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the global_name under which the module can be accessed.
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|
:raises: subprocess.CalledProcessError and ImportError
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"""
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if package_name is None:
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package_name = module_name
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if global_name is None:
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global_name = module_name
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# Blender disables the loading of user site-packages by default. However, pip will still check them to determine
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# if a dependency is already installed. This can cause problems if the packages is installed in the user
|
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# site-packages and pip deems the requirement satisfied, but Blender cannot import the package from the user
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# site-packages. Hence, the environment variable PYTHONNOUSERSITE is set to disallow pip from checking the user
|
||||||
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# site-packages. If the package is not already installed for Blender's Python interpreter, it will then try to.
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# The paths used by pip can be checked with `subprocess.run([bpy.app.binary_path_python, "-m", "site"], check=True)`
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# Create a copy of the environment variables and modify them for the subprocess call
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environ_copy = dict(os.environ)
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environ_copy['PYTHONNOUSERSITE'] = '1'
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subprocess.run([sys.executable, '-m', 'pip', 'install', package_name], check=True, env=environ_copy)
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||||||
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||||||
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# The installation succeeded, attempt to import the module again
|
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import_module(module_name, global_name)
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||||||
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|
||||||
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||||||
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class EXAMPLE_OT_install_dependencies(bpy.types.Operator):
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|
bl_idname = 'io_scene_ase.install_dependencies'
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||||||
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bl_label = 'Install dependencies'
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||||||
|
bl_description = ('Downloads and installs the required python packages for this add-on. '
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||||||
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'Internet connection is required. Blender may have to be started with '
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||||||
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'elevated permissions in order to install the package')
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||||||
|
bl_options = {'REGISTER', 'INTERNAL'}
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||||||
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|
||||||
|
@classmethod
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||||||
|
def poll(self, context):
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||||||
|
# Deactivate when dependencies have been installed
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||||||
|
return not dependencies_installed
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||||||
|
|
||||||
|
def execute(self, context):
|
||||||
|
try:
|
||||||
|
install_pip()
|
||||||
|
for dependency in dependencies:
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||||||
|
install_and_import_module(module_name=dependency.module,
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||||||
|
package_name=dependency.package,
|
||||||
|
global_name=dependency.name)
|
||||||
|
except (subprocess.CalledProcessError, ImportError) as err:
|
||||||
|
self.report({'ERROR'}, str(err))
|
||||||
|
return {'CANCELLED'}
|
||||||
|
|
||||||
|
global dependencies_installed
|
||||||
|
dependencies_installed = True
|
||||||
|
|
||||||
|
# Register the panels, operators, etc. since dependencies are installed
|
||||||
|
for cls in classes:
|
||||||
|
bpy.utils.register_class(cls)
|
||||||
|
|
||||||
|
return {'FINISHED'}
|
||||||
|
|
||||||
|
|
||||||
|
class EXAMPLE_preferences(bpy.types.AddonPreferences):
|
||||||
|
bl_idname = __name__
|
||||||
|
|
||||||
|
def draw(self, context):
|
||||||
|
layout = self.layout
|
||||||
|
layout.operator(EXAMPLE_OT_install_dependencies.bl_idname, icon='CONSOLE')
|
||||||
|
|
||||||
|
|
||||||
|
Dependency = namedtuple('Dependency', ['module', 'package', 'name'])
|
||||||
|
|
||||||
|
dependencies = (Dependency(module='asepy', package=None, name=None),)
|
||||||
|
|
||||||
|
dependencies_installed = False
|
||||||
|
|
||||||
|
|
||||||
|
def import_module(module_name, global_name=None, reload=True):
|
||||||
|
"""
|
||||||
|
Import a module.
|
||||||
|
:param module_name: Module to import.
|
||||||
|
:param global_name: (Optional) Name under which the module is imported. If None the module_name will be used.
|
||||||
|
This allows to import under a different name with the same effect as e.g. "import numpy as np" where "np" is
|
||||||
|
the global_name under which the module can be accessed.
|
||||||
|
:raises: ImportError and ModuleNotFoundError
|
||||||
|
"""
|
||||||
|
if global_name is None:
|
||||||
|
global_name = module_name
|
||||||
|
|
||||||
|
if global_name in globals():
|
||||||
|
importlib.reload(globals()[global_name])
|
||||||
|
else:
|
||||||
|
# Attempt to import the module and assign it to globals dictionary. This allow to access the module under
|
||||||
|
# the given name, just like the regular import would.
|
||||||
|
globals()[global_name] = importlib.import_module(module_name)
|
||||||
|
|
||||||
|
|
||||||
|
preference_classes = (EXAMPLE_OT_install_dependencies,
|
||||||
|
EXAMPLE_preferences)
|
||||||
|
|
||||||
|
if __name__ == 'io_scene_ase':
|
||||||
|
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)
|
||||||
|
if 'reader' in locals(): importlib.reload(reader)
|
||||||
|
|
||||||
|
import bpy
|
||||||
|
import bpy.utils.previews
|
||||||
|
from . import ase
|
||||||
|
from . import builder
|
||||||
|
from . import writer
|
||||||
|
from . import exporter
|
||||||
|
|
||||||
|
print('dependencies installed??')
|
||||||
|
print(dependencies_installed)
|
||||||
|
|
||||||
|
if dependencies_installed:
|
||||||
|
from . import reader
|
||||||
|
|
||||||
|
classes = (
|
||||||
|
exporter.ASE_OT_ExportOperator,
|
||||||
|
)
|
||||||
|
|
||||||
|
if dependencies_installed:
|
||||||
|
classes += reader.classes
|
||||||
|
|
||||||
|
|
||||||
|
def menu_func_export(self, context):
|
||||||
|
self.layout.operator(exporter.ASE_OT_ExportOperator.bl_idname, text='ASCII Scene Export (.ase)')
|
||||||
|
|
||||||
|
def menu_func_import(self, context):
|
||||||
|
self.layout.operator(reader.ASE_OT_ImportOperator.bl_idname, text='ASCII Scene Export (.ase)')
|
||||||
|
|
||||||
|
|
||||||
|
def register():
|
||||||
|
global dependencies_installed
|
||||||
|
|
||||||
|
for cls in preference_classes:
|
||||||
|
bpy.utils.register_class(cls)
|
||||||
|
|
||||||
|
try:
|
||||||
|
for dependency in dependencies:
|
||||||
|
import_module(module_name=dependency.module, global_name=dependency.name)
|
||||||
|
dependencies_installed = True
|
||||||
|
except ModuleNotFoundError:
|
||||||
|
# Don't register other panels, operators etc.
|
||||||
|
return
|
||||||
|
|
||||||
|
for cls in classes:
|
||||||
|
bpy.utils.register_class(cls)
|
||||||
|
|
||||||
|
bpy.types.TOPBAR_MT_file_export.append(menu_func_export)
|
||||||
|
|
||||||
|
if 'reader' in locals():
|
||||||
|
bpy.types.TOPBAR_MT_file_import.append(menu_func_import)
|
||||||
|
|
||||||
|
|
||||||
|
def unregister():
|
||||||
|
bpy.types.TOPBAR_MT_file_export.remove(menu_func_export)
|
||||||
|
if 'reader' in locals():
|
||||||
|
bpy.types.TOPBAR_MT_file_import.remove(menu_func_import)
|
||||||
|
|
||||||
|
for cls in classes:
|
||||||
|
bpy.utils.unregister_class(cls)
|
||||||
@@ -52,4 +52,3 @@ class ASE(object):
|
|||||||
def __init__(self):
|
def __init__(self):
|
||||||
self.materials = []
|
self.materials = []
|
||||||
self.geometry_objects = []
|
self.geometry_objects = []
|
||||||
|
|
||||||
@@ -1,14 +1,9 @@
|
|||||||
from typing import Iterable, Optional, List, Tuple
|
from .ase import *
|
||||||
|
|
||||||
from bpy.types import Object, Context, Material
|
|
||||||
|
|
||||||
from .ase import ASE, ASEGeometryObject, ASEFace, ASEFaceNormal, ASEVertexNormal, ASEUVLayer, is_collision_name
|
|
||||||
import bpy
|
import bpy
|
||||||
import bmesh
|
import bmesh
|
||||||
import math
|
import math
|
||||||
from mathutils import Matrix, Vector
|
from mathutils import Matrix
|
||||||
|
|
||||||
SMOOTHING_GROUP_MAX = 32
|
|
||||||
|
|
||||||
class ASEBuilderError(Exception):
|
class ASEBuilderError(Exception):
|
||||||
pass
|
pass
|
||||||
@@ -16,63 +11,38 @@ class ASEBuilderError(Exception):
|
|||||||
|
|
||||||
class ASEBuilderOptions(object):
|
class ASEBuilderOptions(object):
|
||||||
def __init__(self):
|
def __init__(self):
|
||||||
|
self.scale = 1.0
|
||||||
self.use_raw_mesh_data = False
|
self.use_raw_mesh_data = False
|
||||||
self.materials: Optional[List[Material]] = None
|
|
||||||
|
|
||||||
|
|
||||||
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
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
class ASEBuilder(object):
|
class ASEBuilder(object):
|
||||||
def build(self, context: Context, options: ASEBuilderOptions, objects: Iterable[Object]):
|
def build(self, context, options: ASEBuilderOptions):
|
||||||
ase = ASE()
|
ase = ASE()
|
||||||
|
|
||||||
main_geometry_object = None
|
main_geometry_object = None
|
||||||
mesh_objects = get_mesh_objects(objects)
|
for selected_object in context.selected_objects:
|
||||||
|
if selected_object is None or selected_object.type != 'MESH':
|
||||||
context.window_manager.progress_begin(0, len(mesh_objects))
|
continue
|
||||||
|
|
||||||
ase.materials = options.materials
|
|
||||||
|
|
||||||
for object_index, (obj, asset_instance) in enumerate(mesh_objects):
|
|
||||||
|
|
||||||
matrix_world = get_object_matrix(obj, asset_instance)
|
|
||||||
|
|
||||||
# Evaluate the mesh after modifiers are applied
|
# Evaluate the mesh after modifiers are applied
|
||||||
if options.use_raw_mesh_data:
|
if options.use_raw_mesh_data:
|
||||||
mesh_object = obj
|
mesh_object = selected_object
|
||||||
mesh_data = mesh_object.data
|
mesh_data = mesh_object.data
|
||||||
else:
|
else:
|
||||||
depsgraph = context.evaluated_depsgraph_get()
|
depsgraph = context.evaluated_depsgraph_get()
|
||||||
bm = bmesh.new()
|
bm = bmesh.new()
|
||||||
bm.from_object(obj, depsgraph)
|
bm.from_object(selected_object, depsgraph)
|
||||||
mesh_data = bpy.data.meshes.new('')
|
mesh_data = bpy.data.meshes.new('')
|
||||||
bm.to_mesh(mesh_data)
|
bm.to_mesh(mesh_data)
|
||||||
del bm
|
del bm
|
||||||
mesh_object = bpy.data.objects.new('', mesh_data)
|
mesh_object = bpy.data.objects.new('', mesh_data)
|
||||||
mesh_object.matrix_world = matrix_world
|
mesh_object.matrix_world = selected_object.matrix_world
|
||||||
|
|
||||||
if not is_collision_name(obj.name) and main_geometry_object is not None:
|
if not is_collision_name(selected_object.name) and main_geometry_object is not None:
|
||||||
geometry_object = main_geometry_object
|
geometry_object = main_geometry_object
|
||||||
else:
|
else:
|
||||||
geometry_object = ASEGeometryObject()
|
geometry_object = ASEGeometryObject()
|
||||||
geometry_object.name = obj.name
|
geometry_object.name = selected_object.name
|
||||||
if not geometry_object.is_collision:
|
if not geometry_object.is_collision:
|
||||||
main_geometry_object = geometry_object
|
main_geometry_object = geometry_object
|
||||||
ase.geometry_objects.append(geometry_object)
|
ase.geometry_objects.append(geometry_object)
|
||||||
@@ -84,43 +54,41 @@ class ASEBuilder(object):
|
|||||||
for edge in bm.edges:
|
for edge in bm.edges:
|
||||||
if not edge.is_manifold:
|
if not edge.is_manifold:
|
||||||
del bm
|
del bm
|
||||||
raise ASEBuilderError(f'Collision mesh \'{obj.name}\' is not manifold')
|
raise ASEBuilderError(f'Collision mesh \'{selected_object.name}\' is not manifold')
|
||||||
if not edge.is_convex:
|
if not edge.is_convex:
|
||||||
del bm
|
del bm
|
||||||
raise ASEBuilderError(f'Collision mesh \'{obj.name}\' is not convex')
|
raise ASEBuilderError(f'Collision mesh \'{selected_object.name}\' is not convex')
|
||||||
|
|
||||||
if not geometry_object.is_collision and len(obj.data.materials) == 0:
|
if not geometry_object.is_collision and len(selected_object.data.materials) == 0:
|
||||||
raise ASEBuilderError(f'Mesh \'{obj.name}\' must have at least one material')
|
raise ASEBuilderError(f'Mesh \'{selected_object.name}\' must have at least one material')
|
||||||
|
|
||||||
vertex_transform = Matrix.Rotation(math.pi, 4, 'Z') @ matrix_world
|
|
||||||
|
|
||||||
|
vertex_transform = Matrix.Scale(options.scale, 4) @ Matrix.Rotation(math.pi, 4, 'Z') @ mesh_object.matrix_world
|
||||||
for vertex_index, vertex in enumerate(mesh_data.vertices):
|
for vertex_index, vertex in enumerate(mesh_data.vertices):
|
||||||
geometry_object.vertices.append(vertex_transform @ vertex.co)
|
geometry_object.vertices.append(vertex_transform @ vertex.co)
|
||||||
|
|
||||||
material_indices = []
|
material_indices = []
|
||||||
if not geometry_object.is_collision:
|
if not geometry_object.is_collision:
|
||||||
for mesh_material_index, material in enumerate(obj.data.materials):
|
for mesh_material_index, material in enumerate(selected_object.data.materials):
|
||||||
if material is None:
|
if material is None:
|
||||||
raise ASEBuilderError(f'Material slot {mesh_material_index + 1} for mesh \'{obj.name}\' cannot be empty')
|
raise ASEBuilderError(f'Material slot {mesh_material_index + 1} for mesh \'{selected_object.name}\' cannot be empty')
|
||||||
material_indices.append(ase.materials.index(material))
|
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_loop_triangles()
|
||||||
|
mesh_data.calc_normals_split()
|
||||||
# Calculate smoothing groups.
|
|
||||||
poly_groups, groups = mesh_data.calc_smooth_groups(use_bitflags=False)
|
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
|
|
||||||
|
|
||||||
loop_triangle_index_order = (2, 1, 0) if should_invert_normals else (0, 1, 2)
|
|
||||||
|
|
||||||
# Faces
|
# Faces
|
||||||
for face_index, loop_triangle in enumerate(mesh_data.loop_triangles):
|
for face_index, loop_triangle in enumerate(mesh_data.loop_triangles):
|
||||||
face = ASEFace()
|
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)
|
face.a = geometry_object.vertex_offset + mesh_data.loops[loop_triangle.loops[0]].vertex_index
|
||||||
|
face.b = geometry_object.vertex_offset + mesh_data.loops[loop_triangle.loops[1]].vertex_index
|
||||||
|
face.c = geometry_object.vertex_offset + mesh_data.loops[loop_triangle.loops[2]].vertex_index
|
||||||
if not geometry_object.is_collision:
|
if not geometry_object.is_collision:
|
||||||
face.material_index = material_indices[loop_triangle.material_index]
|
face.material_index = material_indices[loop_triangle.material_index]
|
||||||
# The UT2K4 importer only accepts 32 smoothing groups. Anything past this completely mangles the
|
# The UT2K4 importer only accepts 32 smoothing groups. Anything past this completely mangles the
|
||||||
@@ -130,7 +98,7 @@ class ASEBuilder(object):
|
|||||||
# This may result in bad calculated normals on export in rare cases. For example, if a face with a
|
# 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
|
# 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.
|
# will be treated as part of the same smoothing group.
|
||||||
face.smoothing = (poly_groups[loop_triangle.polygon_index] - 1) % SMOOTHING_GROUP_MAX
|
face.smoothing = (poly_groups[loop_triangle.polygon_index] - 1) % 32
|
||||||
geometry_object.faces.append(face)
|
geometry_object.faces.append(face)
|
||||||
|
|
||||||
if not geometry_object.is_collision:
|
if not geometry_object.is_collision:
|
||||||
@@ -139,12 +107,10 @@ class ASEBuilder(object):
|
|||||||
face_normal = ASEFaceNormal()
|
face_normal = ASEFaceNormal()
|
||||||
face_normal.normal = loop_triangle.normal
|
face_normal.normal = loop_triangle.normal
|
||||||
face_normal.vertex_normals = []
|
face_normal.vertex_normals = []
|
||||||
for i in loop_triangle_index_order:
|
for i in range(3):
|
||||||
vertex_normal = ASEVertexNormal()
|
vertex_normal = ASEVertexNormal()
|
||||||
vertex_normal.vertex_index = geometry_object.vertex_offset + mesh_data.loops[loop_triangle.loops[i]].vertex_index
|
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]
|
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)
|
face_normal.vertex_normals.append(vertex_normal)
|
||||||
geometry_object.face_normals.append(face_normal)
|
geometry_object.face_normals.append(face_normal)
|
||||||
|
|
||||||
@@ -159,25 +125,22 @@ class ASEBuilder(object):
|
|||||||
|
|
||||||
# Texture Faces
|
# Texture Faces
|
||||||
for loop_triangle in mesh_data.loop_triangles:
|
for loop_triangle in mesh_data.loop_triangles:
|
||||||
geometry_object.texture_vertex_faces.append(
|
geometry_object.texture_vertex_faces.append((
|
||||||
tuple(map(lambda l: geometry_object.texture_vertex_offset + loop_triangle.loops[l], loop_triangle_index_order))
|
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
|
# Vertex Colors
|
||||||
if len(mesh_data.vertex_colors) > 0:
|
if len(mesh_data.vertex_colors) > 0:
|
||||||
if mesh_data.vertex_colors.active is not None:
|
vertex_colors = mesh_data.vertex_colors.active.data
|
||||||
vertex_colors = mesh_data.vertex_colors.active.data
|
for color in map(lambda x: x.color, vertex_colors):
|
||||||
for color in map(lambda x: x.color, vertex_colors):
|
geometry_object.vertex_colors.append(tuple(color[0:3]))
|
||||||
geometry_object.vertex_colors.append(tuple(color[0:3]))
|
|
||||||
|
|
||||||
# Update data offsets for next iteration
|
# Update data offsets for next iteration
|
||||||
geometry_object.texture_vertex_offset += len(mesh_data.loops)
|
geometry_object.texture_vertex_offset = len(mesh_data.loops)
|
||||||
geometry_object.vertex_offset = len(geometry_object.vertices)
|
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:
|
if len(ase.geometry_objects) == 0:
|
||||||
raise ASEBuilderError('At least one mesh object must be selected')
|
raise ASEBuilderError('At least one mesh object must be selected')
|
||||||
|
|
||||||
48
src/exporter.py
Normal file
48
src/exporter.py
Normal file
@@ -0,0 +1,48 @@
|
|||||||
|
import bpy
|
||||||
|
import bpy_extras
|
||||||
|
from bpy.props import StringProperty, FloatProperty, EnumProperty, BoolProperty
|
||||||
|
from .builder import *
|
||||||
|
from .writer import *
|
||||||
|
|
||||||
|
|
||||||
|
class ASE_OT_ExportOperator(bpy.types.Operator, bpy_extras.io_utils.ExportHelper):
|
||||||
|
bl_idname = 'io_scene_ase.ase_export' # important since its how bpy.ops.import_test.some_data is constructed
|
||||||
|
bl_label = 'Export ASE'
|
||||||
|
bl_space_type = 'PROPERTIES'
|
||||||
|
bl_region_type = 'WINDOW'
|
||||||
|
filename_ext = '.ase'
|
||||||
|
filter_glob: StringProperty(
|
||||||
|
default="*.ase",
|
||||||
|
options={'HIDDEN'},
|
||||||
|
maxlen=255, # Max internal buffer length, longer would be hilighted.
|
||||||
|
)
|
||||||
|
units: EnumProperty(
|
||||||
|
items=(('M', 'Meters', ''),
|
||||||
|
('U', 'Unreal', '')),
|
||||||
|
name='Units',
|
||||||
|
default='U'
|
||||||
|
)
|
||||||
|
use_raw_mesh_data: BoolProperty(default=False, name='Raw Mesh Data')
|
||||||
|
|
||||||
|
units_scale = {
|
||||||
|
'M': 60.352,
|
||||||
|
'U': 1.0
|
||||||
|
}
|
||||||
|
|
||||||
|
def draw(self, context):
|
||||||
|
layout = self.layout
|
||||||
|
layout.prop(self, 'units', expand=False)
|
||||||
|
layout.prop(self, 'use_raw_mesh_data')
|
||||||
|
|
||||||
|
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 = ASEBuilder().build(context, options)
|
||||||
|
ASEWriter().write(self.filepath, ase)
|
||||||
|
self.report({'INFO'}, 'ASE export successful')
|
||||||
|
return {'FINISHED'}
|
||||||
|
except ASEBuilderError as e:
|
||||||
|
self.report({'ERROR'}, str(e))
|
||||||
|
return {'CANCELLED'}
|
||||||
25
src/reader.py
Normal file
25
src/reader.py
Normal file
@@ -0,0 +1,25 @@
|
|||||||
|
import bpy
|
||||||
|
from bpy.props import StringProperty
|
||||||
|
import bpy_extras
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
from asepy import read_ase
|
||||||
|
|
||||||
|
|
||||||
|
class ASE_OT_ImportOperator(bpy.types.Operator, bpy_extras.io_utils.ImportHelper):
|
||||||
|
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,
|
||||||
|
)
|
||||||
|
|
||||||
|
|
||||||
|
classes = (
|
||||||
|
ASE_OT_ImportOperator
|
||||||
|
)
|
||||||
18
src/tests/scripts/export_flat_test.py
Normal file
18
src/tests/scripts/export_flat_test.py
Normal file
@@ -0,0 +1,18 @@
|
|||||||
|
import bpy
|
||||||
|
|
||||||
|
try:
|
||||||
|
bpy.ops.object.mode_set(mode='OBJECT')
|
||||||
|
except:
|
||||||
|
pass
|
||||||
|
|
||||||
|
bpy.ops.object.select_all(action='SELECT')
|
||||||
|
bpy.ops.object.delete()
|
||||||
|
|
||||||
|
bpy.ops.mesh.primitive_monkey_add()
|
||||||
|
bpy.ops.object.select_all(action='SELECT')
|
||||||
|
|
||||||
|
mesh_object = bpy.context.view_layer.objects.active
|
||||||
|
material = bpy.data.materials.new('asd')
|
||||||
|
mesh_object.data.materials.append(material)
|
||||||
|
|
||||||
|
r = bpy.ops.io_scene_ase.ase_export(filepath=r'.\\flat.ase')
|
||||||
28
src/tests/tests.py
Normal file
28
src/tests/tests.py
Normal file
@@ -0,0 +1,28 @@
|
|||||||
|
import unittest
|
||||||
|
import os
|
||||||
|
from subprocess import run, PIPE, STDOUT
|
||||||
|
from ..reader import read_ase
|
||||||
|
from dotenv import load_dotenv
|
||||||
|
|
||||||
|
|
||||||
|
def run_blender_script(script_path: str, args=list()):
|
||||||
|
return run([os.environ['BLENDER_PATH'], '--background', '--python', script_path, '--'] + args)
|
||||||
|
|
||||||
|
|
||||||
|
class AseExportTests(unittest.TestCase):
|
||||||
|
|
||||||
|
@classmethod
|
||||||
|
def setUpClass(cls):
|
||||||
|
load_dotenv()
|
||||||
|
|
||||||
|
def test_flat(self):
|
||||||
|
run_blender_script('src\\tests\\scripts\\export_flat_test.py')
|
||||||
|
read_ase('./flat.ase')
|
||||||
|
|
||||||
|
def test_smooth(self):
|
||||||
|
pass
|
||||||
|
|
||||||
|
|
||||||
|
if __name__ == '__main__':
|
||||||
|
print()
|
||||||
|
unittest.main()
|
||||||
@@ -1,3 +1,6 @@
|
|||||||
|
from .ase import *
|
||||||
|
|
||||||
|
|
||||||
class ASEFile(object):
|
class ASEFile(object):
|
||||||
def __init__(self):
|
def __init__(self):
|
||||||
self.commands = []
|
self.commands = []
|
||||||
Reference in New Issue
Block a user