209 lines
9.3 KiB
Python
209 lines
9.3 KiB
Python
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[active_color_name]
|
|
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
|