1 Commits

Author SHA1 Message Date
Colin Basnett
89fd3937e5 Initial commit for import functionality 2022-08-08 01:31:31 -07:00
9 changed files with 445 additions and 335 deletions

1
requirements.txt Normal file
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@@ -0,0 +1 @@
python-ase

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@@ -1,8 +1,8 @@
bl_info = { bl_info = {
'name': 'ASCII Scene Export (ASE)', 'name': 'ASCII Scene Export',
'description': 'Export ASE (ASCII Scene Export) files', 'description': 'Export ASE (ASCII Scene Export) files',
'author': 'Colin Basnett (Darklight Games)', 'author': 'Colin Basnett (Darklight Games)',
'version': (1, 2, 1), 'version': (1, 1, 2),
'blender': (2, 90, 0), 'blender': (2, 90, 0),
'location': 'File > Import-Export', 'location': 'File > Import-Export',
'warning': 'This add-on is under development.', 'warning': 'This add-on is under development.',
@@ -12,40 +12,204 @@ bl_info = {
'category': 'Import-Export' 'category': 'Import-Export'
} }
import subprocess
import os
import sys
from collections import namedtuple
import bpy
def install_pip():
"""
Installs pip if not already present. Please note that ensurepip.bootstrap() also calls pip, which adds the
environment variable PIP_REQ_TRACKER. After ensurepip.bootstrap() finishes execution, the directory doesn't exist
anymore. However, when subprocess is used to call pip, in order to install a package, the environment variables
still contain PIP_REQ_TRACKER with the now nonexistent path. This is a problem since pip checks if PIP_REQ_TRACKER
is set and if it is, attempts to use it as temp directory. This would result in an error because the
directory can't be found. Therefore, PIP_REQ_TRACKER needs to be removed from environment variables.
:return:
"""
try:
# Check if pip is already installed
subprocess.run([sys.executable, '-m', 'pip', '--version'], check=True)
except subprocess.CalledProcessError:
import ensurepip
ensurepip.bootstrap()
os.environ.pop('PIP_REQ_TRACKER', None)
def install_and_import_module(module_name, package_name=None, global_name=None):
"""
Installs the package through pip and attempts to import the installed module.
:param module_name: Module to import.
:param package_name: (Optional) Name of the package that needs to be installed. If None it is assumed to be equal
to the module_name.
: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: subprocess.CalledProcessError and ImportError
"""
if package_name is None:
package_name = module_name
if global_name is None:
global_name = module_name
# Blender disables the loading of user site-packages by default. However, pip will still check them to determine
# if a dependency is already installed. This can cause problems if the packages is installed in the user
# site-packages and pip deems the requirement satisfied, but Blender cannot import the package from the user
# site-packages. Hence, the environment variable PYTHONNOUSERSITE is set to disallow pip from checking the user
# site-packages. If the package is not already installed for Blender's Python interpreter, it will then try to.
# The paths used by pip can be checked with `subprocess.run([bpy.app.binary_path_python, "-m", "site"], check=True)`
# Create a copy of the environment variables and modify them for the subprocess call
environ_copy = dict(os.environ)
environ_copy['PYTHONNOUSERSITE'] = '1'
subprocess.run([sys.executable, '-m', 'pip', 'install', package_name], check=True, env=environ_copy)
# The installation succeeded, attempt to import the module again
import_module(module_name, global_name)
class EXAMPLE_OT_install_dependencies(bpy.types.Operator):
bl_idname = 'io_scene_ase.install_dependencies'
bl_label = 'Install dependencies'
bl_description = ('Downloads and installs the required python packages for this add-on. '
'Internet connection is required. Blender may have to be started with '
'elevated permissions in order to install the package')
bl_options = {'REGISTER', 'INTERNAL'}
@classmethod
def poll(self, context):
# Deactivate when dependencies have been installed
return not dependencies_installed
def execute(self, context):
try:
install_pip()
for dependency in dependencies:
install_and_import_module(module_name=dependency.module,
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(): if 'bpy' in locals():
import importlib import importlib
if 'ase' in locals(): importlib.reload(ase) if 'ase' in locals(): importlib.reload(ase)
if 'builder' in locals(): importlib.reload(builder) if 'builder' in locals(): importlib.reload(builder)
if 'writer' in locals(): importlib.reload(writer) if 'writer' in locals(): importlib.reload(writer)
if 'exporter' in locals(): importlib.reload(exporter) if 'exporter' in locals(): importlib.reload(exporter)
if 'reader' in locals(): importlib.reload(reader)
import bpy import bpy
from bpy.props import PointerProperty import bpy.utils.previews
from . import ase from . import ase
from . import builder from . import builder
from . import writer from . import writer
from . import exporter from . import exporter
classes = exporter.__classes__ 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): def menu_func_export(self, context):
self.layout.operator(exporter.ASE_OT_ExportOperator.bl_idname, text='ASCII Scene Export (.ase)') 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(): 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: for cls in classes:
bpy.utils.register_class(cls) bpy.utils.register_class(cls)
bpy.types.TOPBAR_MT_file_export.append(menu_func_export) bpy.types.TOPBAR_MT_file_export.append(menu_func_export)
bpy.types.Scene.ase_export = PointerProperty(type=exporter.AseExportPropertyGroup) if 'reader' in locals():
bpy.types.TOPBAR_MT_file_import.append(menu_func_import)
def unregister(): def unregister():
del bpy.types.Scene.ase_export
bpy.types.TOPBAR_MT_file_export.remove(menu_func_export) 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: for cls in classes:
bpy.utils.unregister_class(cls) bpy.utils.unregister_class(cls)

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@@ -1,7 +1,4 @@
from typing import List, Tuple class ASEFace(object):
class AseFace(object):
def __init__(self): def __init__(self):
self.a = 0 self.a = 0
self.b = 0 self.b = 0
@@ -13,37 +10,45 @@ class AseFace(object):
self.material_index = 0 self.material_index = 0
class AseVertexNormal(object): class ASEVertexNormal(object):
def __init__(self): def __init__(self):
self.vertex_index = 0 self.vertex_index = 0
self.normal = (0.0, 0.0, 0.0) self.normal = (0.0, 0.0, 0.0)
class AseFaceNormal(object): class ASEFaceNormal(object):
def __init__(self): def __init__(self):
self.normal = (0.0, 0.0, 1.0) self.normal = (0.0, 0.0, 1.0)
self.vertex_normals = [AseVertexNormal()] * 3 self.vertex_normals = [ASEVertexNormal()] * 3
class AseUVLayer(object): def is_collision_name(name):
return name.startswith('MCDCX_')
class ASEUVLayer(object):
def __init__(self): def __init__(self):
self.texture_vertices: List[Tuple[float, float, float]] = [] self.texture_vertices = []
class AseGeometryObject(object): class ASEGeometryObject(object):
def __init__(self): def __init__(self):
self.name = '' self.name = ''
self.vertices: List[Tuple[float, float, float]] = [] self.vertices = []
self.uv_layers: List[AseUVLayer] = [] self.uv_layers = []
self.faces: List[AseFace] = [] self.faces = []
self.texture_vertex_faces = [] self.texture_vertex_faces = []
self.face_normals: List[AseFaceNormal] = [] self.face_normals = []
self.vertex_colors: List[Tuple[float, float, float]] = [] self.vertex_colors = []
self.vertex_offset = 0 self.vertex_offset = 0
self.texture_vertex_offset = 0 self.texture_vertex_offset = 0
@property
def is_collision(self):
return is_collision_name(self.name)
class Ase(object):
class ASE(object):
def __init__(self): def __init__(self):
self.materials: List[str] = [] self.materials = []
self.geometry_objects: List[AseGeometryObject] = [] self.geometry_objects = []

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@@ -5,29 +5,22 @@ import math
from mathutils import Matrix from mathutils import Matrix
def is_collision_name(name: str): class ASEBuilderError(Exception):
return name.startswith('MCDCX_')
def is_collision(geometry_object: AseGeometryObject):
return is_collision_name(geometry_object.name)
class AseBuilderError(Exception):
pass pass
class AseBuilderOptions(object): class ASEBuilderOptions(object):
def __init__(self): def __init__(self):
self.scale = 1.0 self.scale = 1.0
self.use_raw_mesh_data = False self.use_raw_mesh_data = False
def build_ase(context: bpy.types.Context, options: AseBuilderOptions): class ASEBuilder(object):
ase = Ase() def build(self, context, options: ASEBuilderOptions):
ase = ASE()
main_geometry_object = None main_geometry_object = None
for selected_object in context.view_layer.objects.selected: for selected_object in context.selected_objects:
if selected_object is None or selected_object.type != 'MESH': if selected_object is None or selected_object.type != 'MESH':
continue continue
@@ -48,36 +41,36 @@ def build_ase(context: bpy.types.Context, options: AseBuilderOptions):
if not is_collision_name(selected_object.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 = selected_object.name geometry_object.name = selected_object.name
if not is_collision(geometry_object): 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)
if is_collision(geometry_object): if geometry_object.is_collision:
# Test that collision meshes are manifold and convex. # Test that collision meshes are manifold and convex.
bm = bmesh.new() bm = bmesh.new()
bm.from_mesh(mesh_data) bm.from_mesh(mesh_object.data)
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 \'{selected_object.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 \'{selected_object.name}\' is not convex') raise ASEBuilderError(f'Collision mesh \'{selected_object.name}\' is not convex')
if not is_collision(geometry_object) and len(selected_object.data.materials) == 0: if not geometry_object.is_collision and len(selected_object.data.materials) == 0:
raise AseBuilderError(f'Mesh \'{selected_object.name}\' must have at least one material') 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 vertex_transform = Matrix.Scale(options.scale, 4) @ Matrix.Rotation(math.pi, 4, 'Z') @ mesh_object.matrix_world
for vertex in 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 is_collision(geometry_object): if not geometry_object.is_collision:
for mesh_material_index, material in enumerate(selected_object.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 \'{selected_object.name}\' cannot be empty') raise ASEBuilderError(f'Material slot {mesh_material_index + 1} for mesh \'{selected_object.name}\' cannot be empty')
try: try:
# Reuse existing material entries for duplicates # Reuse existing material entries for duplicates
material_index = ase.materials.index(material.name) material_index = ase.materials.index(material.name)
@@ -91,12 +84,12 @@ def build_ase(context: bpy.types.Context, options: AseBuilderOptions):
poly_groups, groups = mesh_data.calc_smooth_groups(use_bitflags=False) poly_groups, groups = mesh_data.calc_smooth_groups(use_bitflags=False)
# Faces # Faces
for loop_triangle in mesh_data.loop_triangles: for face_index, loop_triangle in enumerate(mesh_data.loop_triangles):
face = AseFace() face = ASEFace()
face.a = geometry_object.vertex_offset + mesh_data.loops[loop_triangle.loops[0]].vertex_index 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.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 face.c = geometry_object.vertex_offset + mesh_data.loops[loop_triangle.loops[2]].vertex_index
if not is_collision(geometry_object): 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
# smoothing groups and effectively makes the whole model use sharp-edge rendering. # smoothing groups and effectively makes the whole model use sharp-edge rendering.
@@ -108,14 +101,14 @@ def build_ase(context: bpy.types.Context, options: AseBuilderOptions):
face.smoothing = (poly_groups[loop_triangle.polygon_index] - 1) % 32 face.smoothing = (poly_groups[loop_triangle.polygon_index] - 1) % 32
geometry_object.faces.append(face) geometry_object.faces.append(face)
if not is_collision(geometry_object): if not geometry_object.is_collision:
# Normals # Normals
for loop_triangle in mesh_data.loop_triangles: for face_index, loop_triangle in enumerate(mesh_data.loop_triangles):
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 range(3): 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]
face_normal.vertex_normals.append(vertex_normal) face_normal.vertex_normals.append(vertex_normal)
@@ -124,7 +117,7 @@ def build_ase(context: bpy.types.Context, options: AseBuilderOptions):
# Texture Coordinates # Texture Coordinates
for i, uv_layer_data in enumerate([x.data for x in mesh_data.uv_layers]): for i, uv_layer_data in enumerate([x.data for x in mesh_data.uv_layers]):
if i >= len(geometry_object.uv_layers): if i >= len(geometry_object.uv_layers):
geometry_object.uv_layers.append(AseUVLayer()) geometry_object.uv_layers.append(ASEUVLayer())
uv_layer = geometry_object.uv_layers[i] uv_layer = geometry_object.uv_layers[i]
for loop_index, loop in enumerate(mesh_data.loops): for loop_index, loop in enumerate(mesh_data.loops):
u, v = uv_layer_data[loop_index].uv u, v = uv_layer_data[loop_index].uv
@@ -145,13 +138,13 @@ def build_ase(context: bpy.types.Context, options: AseBuilderOptions):
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)
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')
if main_geometry_object is None: if main_geometry_object is None:
raise AseBuilderError('At least one non-collision mesh must be exported') raise ASEBuilderError('At least one non-collision mesh must be exported')
return ase return ase

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@@ -1,53 +1,10 @@
import bpy
import bpy_extras import bpy_extras
import typing from bpy.props import StringProperty, FloatProperty, EnumProperty, BoolProperty
from bpy.types import UIList, Context, UILayout, AnyType, Operator
from bpy.props import StringProperty, EnumProperty, BoolProperty, PointerProperty, CollectionProperty, IntProperty
from .builder import * from .builder import *
from .writer 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): 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_idname = 'io_scene_ase.ase_export' # important since its how bpy.ops.import_test.some_data is constructed
bl_label = 'Export ASE' bl_label = 'Export ASE'
@@ -60,76 +17,32 @@ class ASE_OT_ExportOperator(bpy.types.Operator, bpy_extras.io_utils.ExportHelper
maxlen=255, # Max internal buffer length, longer would be hilighted. maxlen=255, # Max internal buffer length, longer would be hilighted.
) )
units: EnumProperty( units: EnumProperty(
default='U',
items=(('M', 'Meters', ''), items=(('M', 'Meters', ''),
('U', 'Unreal', '')), ('U', 'Unreal', '')),
name='Units' name='Units',
default='U'
) )
use_raw_mesh_data: BoolProperty( use_raw_mesh_data: BoolProperty(default=False, name='Raw Mesh Data')
default=False,
description='No modifiers will be evaluated as part of the exported mesh',
name='Raw Mesh Data')
units_scale = { units_scale = {
'M': 60.352, 'M': 60.352,
'U': 1.0 '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): def draw(self, context):
pg = getattr(context.scene, 'ase_export')
layout = self.layout layout = self.layout
rows = max(3, min(len(pg.collection_list), 10))
layout.prop(self, 'units', expand=False) layout.prop(self, 'units', expand=False)
layout.prop(self, 'use_raw_mesh_data') 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): def execute(self, context):
options = AseBuilderOptions() options = ASEBuilderOptions()
options.scale = self.units_scale[self.units] options.scale = self.units_scale[self.units]
options.use_raw_mesh_data = self.use_raw_mesh_data options.use_raw_mesh_data = self.use_raw_mesh_data
try: try:
ase = build_ase(context, options) ase = ASEBuilder().build(context, options)
writer_options = AseWriterOptions() ASEWriter().write(self.filepath, ase)
writer_options.should_use_sub_materials = self.should_use_sub_materials self.report({'INFO'}, 'ASE export successful')
AseWriter().write(self.filepath, ase, writer_options)
self.report({'INFO'}, 'ASE exported successful')
return {'FINISHED'} return {'FINISHED'}
except AseBuilderError as e: except ASEBuilderError as e:
self.report({'ERROR'}, str(e)) self.report({'ERROR'}, str(e))
return {'CANCELLED'} return {'CANCELLED'}
__classes__ = (
AseExportCollectionPropertyGroup,
AseExportPropertyGroup,
AseExportCollectionsSelectAll,
AseExportCollectionsDeselectAll,
ASE_UL_CollectionList,
ASE_OT_ExportOperator
)

25
src/reader.py Normal file
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@@ -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
)

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@@ -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
View 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()

View File

@@ -1,22 +1,17 @@
from .ase import Ase from .ase import *
class AseWriterOptions(object): class ASEFile(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 = []
@@ -44,17 +39,17 @@ 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
@@ -102,21 +97,19 @@ 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_file(ase: Ase, options: AseWriterOptions) -> AseFile: def build_ase_tree(ase) -> 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))
if options.should_use_sub_materials:
material_node = material_list.push_child('MATERIAL') material_node = material_list.push_child('MATERIAL')
material_node.push_child('NUMSUBMTLS').push_datum(len(ase.materials)) material_node.push_child('NUMSUBMTLS').push_datum(len(ase.materials))
for material_index, material in enumerate(ase.materials): for material_index, material in enumerate(ase.materials):
@@ -129,50 +122,22 @@ class AseWriter(object):
diffuse_node.push_child('UVW_V_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_U_TILING').push_datum(1.0)
diffuse_node.push_child('UVW_V_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')
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 # Vertices
mesh_node.push_child('MESH_NUMVERTEX').push_datum(len(geometry_object.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')
@@ -217,20 +182,18 @@ 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)
mesh_node.push_child('MESH_NUMCVFACES').push_datum(len(geometry_object.texture_vertex_faces)) parent_node.push_child('MESH_NUMCVFACES').push_datum(len(geometry_object.texture_vertex_faces))
texture_faces_node = mesh_node.push_child('MESH_CFACELIST') texture_faces_node = parent_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: Ase, options: AseWriterOptions): def write(self, filepath, ase):
ase_file = self.build_ase_file(ase, options) self.indent = 0
ase_file = self.build_ase_tree(ase)
with open(filepath, 'w') as self.fp: with open(filepath, 'w') as self.fp:
self.write_file(ase_file) self.write_file(ase_file)