Files
io_scene_ase/src/builder.py

158 lines
7.1 KiB
Python

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