Files
io_scene_ase/io_scene_ase/builder.py
Colin Basnett bd90088aed Added logic to detect negative object scaling values and accomodate WYSIWYG normals on export
Also added "export collections" operator that exports each viible collection as an ASE
2024-05-26 13:47:26 -07:00

174 lines
8.4 KiB
Python

from typing import Iterable
from bpy.types import Object
from .ase import *
import bpy
import bmesh
import math
from mathutils import Matrix
class ASEBuilderError(Exception):
pass
class ASEBuilderOptions(object):
def __init__(self):
self.scale = 1.0
self.use_raw_mesh_data = False
class ASEBuilder(object):
def build(self, context, options: ASEBuilderOptions, objects: Iterable[Object]):
ase = ASE()
main_geometry_object = None
for selected_object in objects:
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 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 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 geometry_object.is_collision 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_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(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()
poly_groups, groups = mesh_data.calc_smooth_groups(use_bitflags=False)
# Faces
for face_index, loop_triangle in enumerate(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 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) % 32
geometry_object.faces.append(face)
# 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 should_invert_normals:
for face in geometry_object.faces:
face.a, face.c = face.c, face.a
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 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:
if should_invert_normals:
geometry_object.texture_vertex_faces.append((
geometry_object.texture_vertex_offset + loop_triangle.loops[2],
geometry_object.texture_vertex_offset + loop_triangle.loops[1],
geometry_object.texture_vertex_offset + loop_triangle.loops[0]
))
else:
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:
if mesh_data.vertex_colors.active is not None:
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