use with syntax to save file and fix no uv bug
This commit is contained in:
parent
40756b0178
commit
41d3c5f3b7
@ -64,235 +64,231 @@ def import_bm(context,filepath,externalTexture,blenderTempFolder):
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zipObj.extractall(tempFolder)
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# index.bm
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findex = open(os.path.join(tempFolder, "index.bm"), "rb")
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# judge version first
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gotten_version = read_uint32(findex)
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if (gotten_version != bm_current_version):
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utils.ShowMessageBox("Unsupported BM spec. Expect: {} Gotten: {}".format(bm_current_version, gotten_version), "Unsupported BM spec", 'WARNING')
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findex.close()
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tempFolderObj.cleanup()
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return
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objectList = []
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meshList = []
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materialList = []
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textureList = []
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while len(peek_stream(findex)) != 0:
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index_name = read_string(findex)
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index_type = read_uint8(findex)
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index_offset = read_uint64(findex)
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blockCache = info_block_helper(index_name, index_offset)
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if index_type == info_bm_type.OBJECT:
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objectList.append(blockCache)
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elif index_type == info_bm_type.MESH:
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meshList.append(blockCache)
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elif index_type == info_bm_type.MATERIAL:
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materialList.append(blockCache)
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elif index_type == info_bm_type.TEXTURE:
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textureList.append(blockCache)
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else:
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pass
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findex.close()
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with open(os.path.join(tempFolder, "index.bm"), "rb") as findex:
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# judge version first
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gotten_version = read_uint32(findex)
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if (gotten_version != bm_current_version):
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utils.ShowMessageBox("Unsupported BM spec. Expect: {} Gotten: {}".format(bm_current_version, gotten_version), "Unsupported BM spec", 'WARNING')
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findex.close()
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tempFolderObj.cleanup()
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return
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while len(peek_stream(findex)) != 0:
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index_name = read_string(findex)
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index_type = read_uint8(findex)
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index_offset = read_uint64(findex)
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blockCache = info_block_helper(index_name, index_offset)
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if index_type == info_bm_type.OBJECT:
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objectList.append(blockCache)
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elif index_type == info_bm_type.MESH:
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meshList.append(blockCache)
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elif index_type == info_bm_type.MATERIAL:
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materialList.append(blockCache)
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elif index_type == info_bm_type.TEXTURE:
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textureList.append(blockCache)
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else:
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pass
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# texture.bm
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ftexture = open(os.path.join(tempFolder, "texture.bm"), "rb")
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for item in textureList:
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ftexture.seek(item.offset, os.SEEK_SET)
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texture_filename = read_string(ftexture)
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texture_isExternal = read_bool(ftexture)
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if texture_isExternal:
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txur = load_image(texture_filename, externalTextureFolder)
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item.blenderData = txur
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else:
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# not external. copy temp file into blender temp. then use it.
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# try copy. if fail, don't need to do more
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try:
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shutil.copy(os.path.join(tempTextureFolder, texture_filename), os.path.join(blenderTempTextureFolder, texture_filename))
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except:
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pass
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txur = load_image(texture_filename, blenderTempTextureFolder)
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item.blenderData = txur
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txur.name = item.name
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ftexture.close()
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with open(os.path.join(tempFolder, "texture.bm"), "rb") as ftexture:
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for item in textureList:
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ftexture.seek(item.offset, os.SEEK_SET)
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texture_filename = read_string(ftexture)
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texture_isExternal = read_bool(ftexture)
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if texture_isExternal:
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txur = load_image(texture_filename, externalTextureFolder)
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item.blenderData = txur
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else:
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# not external. copy temp file into blender temp. then use it.
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# try copy. if fail, don't need to do more
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try:
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shutil.copy(os.path.join(tempTextureFolder, texture_filename), os.path.join(blenderTempTextureFolder, texture_filename))
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except:
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pass
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txur = load_image(texture_filename, blenderTempTextureFolder)
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item.blenderData = txur
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txur.name = item.name
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# material.bm
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fmaterial = open(os.path.join(tempFolder, "material.bm"), "rb")
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for item in materialList:
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fmaterial.seek(item.offset, os.SEEK_SET)
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with open(os.path.join(tempFolder, "material.bm"), "rb") as fmaterial:
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for item in materialList:
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fmaterial.seek(item.offset, os.SEEK_SET)
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# read data
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material_colAmbient = read_3vector(fmaterial)
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material_colDiffuse = read_3vector(fmaterial)
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material_colSpecular = read_3vector(fmaterial)
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material_colEmissive = read_3vector(fmaterial)
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material_specularPower = read_float(fmaterial)
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material_useTexture = read_bool(fmaterial)
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material_texture = read_uint32(fmaterial)
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# read data
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material_colAmbient = read_3vector(fmaterial)
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material_colDiffuse = read_3vector(fmaterial)
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material_colSpecular = read_3vector(fmaterial)
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material_colEmissive = read_3vector(fmaterial)
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material_specularPower = read_float(fmaterial)
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material_useTexture = read_bool(fmaterial)
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material_texture = read_uint32(fmaterial)
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# create basic material
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m = bpy.data.materials.new(item.name)
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m.use_nodes=True
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for node in m.node_tree.nodes:
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m.node_tree.nodes.remove(node)
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bnode=m.node_tree.nodes.new(type="ShaderNodeBsdfPrincipled")
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mnode=m.node_tree.nodes.new(type="ShaderNodeOutputMaterial")
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m.node_tree.links.new(bnode.outputs[0],mnode.inputs[0])
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# create basic material
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m = bpy.data.materials.new(item.name)
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m.use_nodes=True
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for node in m.node_tree.nodes:
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m.node_tree.nodes.remove(node)
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bnode=m.node_tree.nodes.new(type="ShaderNodeBsdfPrincipled")
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mnode=m.node_tree.nodes.new(type="ShaderNodeOutputMaterial")
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m.node_tree.links.new(bnode.outputs[0],mnode.inputs[0])
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m.metallic = sum(material_colAmbient) / 3
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m.diffuse_color = [i for i in material_colDiffuse] + [1]
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m.specular_color = material_colSpecular
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m.specular_intensity = material_specularPower
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m.metallic = sum(material_colAmbient) / 3
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m.diffuse_color = [i for i in material_colDiffuse] + [1]
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m.specular_color = material_colSpecular
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m.specular_intensity = material_specularPower
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# create a texture
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if material_useTexture:
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inode=m.node_tree.nodes.new(type="ShaderNodeTexImage")
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inode.image=textureList[material_texture].blenderData
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m.node_tree.links.new(inode.outputs[0],bnode.inputs[0])
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# create a texture
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if material_useTexture:
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inode=m.node_tree.nodes.new(type="ShaderNodeTexImage")
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inode.image=textureList[material_texture].blenderData
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m.node_tree.links.new(inode.outputs[0],bnode.inputs[0])
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# write custom property
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m['virtools-ambient'] = material_colAmbient
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m['virtools-diffuse'] = material_colDiffuse
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m['virtools-specular'] = material_colSpecular
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m['virtools-emissive'] = material_colEmissive
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m['virtools-power'] = material_specularPower
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# write custom property
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m['virtools-ambient'] = material_colAmbient
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m['virtools-diffuse'] = material_colDiffuse
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m['virtools-specular'] = material_colSpecular
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m['virtools-emissive'] = material_colEmissive
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m['virtools-power'] = material_specularPower
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item.blenderData = m
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item.blenderData = m
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fmaterial.close()
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# mesh.bm
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fmesh = open(os.path.join(tempFolder, "mesh.bm"), "rb")
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vList=[]
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vtList=[]
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vnList=[]
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faceList=[]
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materialSolt = []
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for item in meshList:
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fmesh.seek(item.offset, os.SEEK_SET)
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with open(os.path.join(tempFolder, "mesh.bm"), "rb") as fmesh:
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vList=[]
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vtList=[]
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vnList=[]
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faceList=[]
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materialSolt = []
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for item in meshList:
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fmesh.seek(item.offset, os.SEEK_SET)
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# create real mesh
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mesh = bpy.data.meshes.new(item.name)
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# create real mesh
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mesh = bpy.data.meshes.new(item.name)
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vList.clear()
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vtList.clear()
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vnList.clear()
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faceList.clear()
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materialSolt.clear()
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# in first read, store all data into list
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listCount = read_uint32(fmesh)
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for i in range(listCount):
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cache = read_3vector(fmesh)
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# switch yz
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vList.append((cache[0], cache[2], cache[1]))
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listCount = read_uint32(fmesh)
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for i in range(listCount):
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cache = read_2vector(fmesh)
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# reverse v
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vtList.append((cache[0], -cache[1]))
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listCount = read_uint32(fmesh)
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for i in range(listCount):
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cache = read_3vector(fmesh)
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# switch yz
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vnList.append((cache[0], cache[2], cache[1]))
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listCount = read_uint32(fmesh)
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for i in range(listCount):
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faceData = read_face(fmesh)
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mesh_useMaterial = read_bool(fmesh)
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mesh_materialIndex = read_uint32(fmesh)
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vList.clear()
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vtList.clear()
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vnList.clear()
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faceList.clear()
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materialSolt.clear()
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# in first read, store all data into list
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listCount = read_uint32(fmesh)
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for i in range(listCount):
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cache = read_3vector(fmesh)
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# switch yz
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vList.append((cache[0], cache[2], cache[1]))
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listCount = read_uint32(fmesh)
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for i in range(listCount):
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cache = read_2vector(fmesh)
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# reverse v
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vtList.append((cache[0], -cache[1]))
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listCount = read_uint32(fmesh)
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for i in range(listCount):
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cache = read_3vector(fmesh)
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# switch yz
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vnList.append((cache[0], cache[2], cache[1]))
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listCount = read_uint32(fmesh)
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for i in range(listCount):
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faceData = read_face(fmesh)
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mesh_useMaterial = read_bool(fmesh)
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mesh_materialIndex = read_uint32(fmesh)
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if mesh_useMaterial:
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neededMaterial = materialList[mesh_materialIndex].blenderData
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if neededMaterial in materialSolt:
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neededIndex = materialSolt.index(neededMaterial)
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if mesh_useMaterial:
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neededMaterial = materialList[mesh_materialIndex].blenderData
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if neededMaterial in materialSolt:
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neededIndex = materialSolt.index(neededMaterial)
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else:
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neededIndex = len(materialSolt)
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materialSolt.append(neededMaterial)
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else:
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neededIndex = len(materialSolt)
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materialSolt.append(neededMaterial)
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else:
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neededIndex = -1
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neededIndex = -1
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# we need invert triangle sort
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faceList.append((
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faceData[6], faceData[7], faceData[8],
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faceData[3], faceData[4], faceData[5],
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faceData[0], faceData[1], faceData[2],
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neededIndex
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))
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# we need invert triangle sort
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faceList.append((
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faceData[6], faceData[7], faceData[8],
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faceData[3], faceData[4], faceData[5],
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faceData[0], faceData[1], faceData[2],
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neededIndex
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))
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# and then we need add material solt for this mesh
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for mat in materialSolt:
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mesh.materials.append(mat)
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# and then we need add material solt for this mesh
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for mat in materialSolt:
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mesh.materials.append(mat)
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# then, we need add correspond count for vertices
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mesh.vertices.add(len(vList))
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mesh.loops.add(len(faceList)*3) # triangle face confirm
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mesh.polygons.add(len(faceList))
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mesh.uv_layers.new(do_init=False)
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mesh.create_normals_split()
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# then, we need add correspond count for vertices
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mesh.vertices.add(len(vList))
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mesh.loops.add(len(faceList)*3) # triangle face confirm
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mesh.polygons.add(len(faceList))
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mesh.uv_layers.new(do_init=False)
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mesh.create_normals_split()
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# add vertices data
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mesh.vertices.foreach_set("co", unpack_list(vList))
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mesh.loops.foreach_set("vertex_index", unpack_list(flat_vertices_index(faceList)))
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mesh.loops.foreach_set("normal", unpack_list(flat_vertices_normal(faceList, vnList)))
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mesh.uv_layers[0].data.foreach_set("uv", unpack_list(flat_vertices_uv(faceList, vtList)))
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for i in range(len(faceList)):
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mesh.polygons[i].loop_start = i * 3
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mesh.polygons[i].loop_total = 3
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if faceList[i][9] != -1:
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mesh.polygons[i].material_index = faceList[i][9]
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# add vertices data
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mesh.vertices.foreach_set("co", unpack_list(vList))
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mesh.loops.foreach_set("vertex_index", unpack_list(flat_vertices_index(faceList)))
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mesh.loops.foreach_set("normal", unpack_list(flat_vertices_normal(faceList, vnList)))
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mesh.uv_layers[0].data.foreach_set("uv", unpack_list(flat_vertices_uv(faceList, vtList)))
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for i in range(len(faceList)):
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mesh.polygons[i].loop_start = i * 3
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mesh.polygons[i].loop_total = 3
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if faceList[i][9] != -1:
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mesh.polygons[i].material_index = faceList[i][9]
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mesh.polygons[i].use_smooth = True
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mesh.validate(clean_customdata=False)
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mesh.update(calc_edges=False, calc_edges_loose=False)
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mesh.polygons[i].use_smooth = True
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mesh.validate(clean_customdata=False)
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mesh.update(calc_edges=False, calc_edges_loose=False)
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# add into item using
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item.blenderData = mesh
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fmesh.close()
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# add into item using
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item.blenderData = mesh
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# object
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fobject = open(os.path.join(tempFolder, "object.bm"), "rb")
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with open(os.path.join(tempFolder, "object.bm"), "rb") as fobject:
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# we need get needed collection first
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view_layer = context.view_layer
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collection = view_layer.active_layer_collection.collection
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if prefs.no_component_collection == "":
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forcedCollection = None
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else:
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try:
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forcedCollection = bpy.data.collections[prefs.no_component_collection]
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except:
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forcedCollection = bpy.data.collections.new(prefs.no_component_collection)
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view_layer.active_layer_collection.collection.children.link(forcedCollection)
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# start process it
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for item in objectList:
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fobject.seek(item.offset, os.SEEK_SET)
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# read data
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object_isComponent = read_bool(fobject)
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object_isForcedNoComponent = read_bool(fobject)
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object_isHidden = read_bool(fobject)
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object_worldMatrix = read_worldMaterix(fobject)
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object_meshIndex = read_uint32(fobject)
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# got mesh first
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if object_isComponent:
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neededMesh = load_component(object_meshIndex)
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# we need get needed collection first
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view_layer = context.view_layer
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collection = view_layer.active_layer_collection.collection
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if prefs.no_component_collection == "":
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forcedCollection = None
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else:
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neededMesh = meshList[object_meshIndex].blenderData
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try:
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forcedCollection = bpy.data.collections[prefs.no_component_collection]
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except:
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forcedCollection = bpy.data.collections.new(prefs.no_component_collection)
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view_layer.active_layer_collection.collection.children.link(forcedCollection)
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# start process it
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for item in objectList:
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fobject.seek(item.offset, os.SEEK_SET)
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# read data
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object_isComponent = read_bool(fobject)
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object_isForcedNoComponent = read_bool(fobject)
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object_isHidden = read_bool(fobject)
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object_worldMatrix = read_worldMaterix(fobject)
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object_meshIndex = read_uint32(fobject)
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# got mesh first
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if object_isComponent:
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neededMesh = load_component(object_meshIndex)
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else:
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neededMesh = meshList[object_meshIndex].blenderData
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# create real object
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obj = bpy.data.objects.new(item.name, neededMesh)
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if (not object_isComponent) and object_isForcedNoComponent and (forcedCollection is not None):
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forcedCollection.objects.link(obj)
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else:
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collection.objects.link(obj)
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obj.matrix_world = object_worldMatrix
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obj.hide_set(object_isHidden)
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# create real object
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obj = bpy.data.objects.new(item.name, neededMesh)
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if (not object_isComponent) and object_isForcedNoComponent and (forcedCollection is not None):
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forcedCollection.objects.link(obj)
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else:
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collection.objects.link(obj)
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obj.matrix_world = object_worldMatrix
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obj.hide_set(object_isHidden)
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fobject.close()
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view_layer.update()
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tempFolderObj.cleanup()
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@ -320,257 +316,252 @@ def export_bm(context,filepath,export_mode, export_target):
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forcedCollection = None
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# ============================================ export
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finfo = open(os.path.join(tempFolder, "index.bm"), "wb")
|
||||
write_uint32(finfo, bm_current_version)
|
||||
|
||||
# ====================== export object
|
||||
fobject = open(os.path.join(tempFolder, "object.bm"), "wb")
|
||||
meshSet = set()
|
||||
meshList = []
|
||||
meshCount = 0
|
||||
for obj in objectList:
|
||||
# only export mesh object
|
||||
if obj.type != 'MESH':
|
||||
continue
|
||||
with open(os.path.join(tempFolder, "index.bm"), "wb") as finfo:
|
||||
write_uint32(finfo, bm_current_version)
|
||||
|
||||
# ====================== export object
|
||||
meshSet = set()
|
||||
meshList = []
|
||||
meshCount = 0
|
||||
with open(os.path.join(tempFolder, "object.bm"), "wb") as fobject:
|
||||
for obj in objectList:
|
||||
# only export mesh object
|
||||
if obj.type != 'MESH':
|
||||
continue
|
||||
|
||||
# clean no mesh object
|
||||
currentMesh = obj.data
|
||||
if currentMesh is None:
|
||||
continue
|
||||
# clean no mesh object
|
||||
currentMesh = obj.data
|
||||
if currentMesh is None:
|
||||
continue
|
||||
|
||||
# judge component
|
||||
object_isComponent = is_component(obj.name)
|
||||
object_isForcedNoComponent = False
|
||||
if (forcedCollection is not None) and (obj.name in forcedCollection.objects):
|
||||
# change it to forced no component
|
||||
object_isComponent = False
|
||||
object_isForcedNoComponent = True
|
||||
# judge component
|
||||
object_isComponent = is_component(obj.name)
|
||||
object_isForcedNoComponent = False
|
||||
if (forcedCollection is not None) and (obj.name in forcedCollection.objects):
|
||||
# change it to forced no component
|
||||
object_isComponent = False
|
||||
object_isForcedNoComponent = True
|
||||
|
||||
# triangle first and then group
|
||||
if not object_isComponent:
|
||||
if currentMesh not in meshSet:
|
||||
mesh_triangulate(currentMesh)
|
||||
meshSet.add(currentMesh)
|
||||
meshList.append(currentMesh)
|
||||
meshId = meshCount
|
||||
meshCount += 1
|
||||
else:
|
||||
meshId = meshList.index(currentMesh)
|
||||
else:
|
||||
meshId = get_component_id(obj.name)
|
||||
|
||||
# get visibility
|
||||
object_isHidden = not obj.visible_get()
|
||||
|
||||
# write finfo first
|
||||
write_string(finfo, obj.name)
|
||||
write_uint8(finfo, info_bm_type.OBJECT)
|
||||
write_uint64(finfo, fobject.tell())
|
||||
|
||||
# write fobject
|
||||
write_bool(fobject, object_isComponent)
|
||||
write_bool(fobject, object_isForcedNoComponent)
|
||||
print(object_isHidden)
|
||||
write_bool(fobject, object_isHidden)
|
||||
write_worldMatrix(fobject, obj.matrix_world)
|
||||
write_uint32(fobject, meshId)
|
||||
|
||||
fobject.close()
|
||||
|
||||
# ====================== export mesh
|
||||
fmesh = open(os.path.join(tempFolder, "mesh.bm"), "wb")
|
||||
materialSet = set()
|
||||
materialList = []
|
||||
for mesh in meshList:
|
||||
mesh.calc_normals_split()
|
||||
|
||||
# write finfo first
|
||||
write_string(finfo, mesh.name)
|
||||
write_uint8(finfo, info_bm_type.MESH)
|
||||
write_uint64(finfo, fmesh.tell())
|
||||
|
||||
# write fmesh
|
||||
# vertices
|
||||
vecList = mesh.vertices[:]
|
||||
write_uint32(fmesh, len(vecList))
|
||||
for vec in vecList:
|
||||
#swap yz
|
||||
write_3vector(fmesh,vec.co[0],vec.co[2],vec.co[1])
|
||||
|
||||
# uv
|
||||
face_index_pairs = [(face, index) for index, face in enumerate(mesh.polygons)]
|
||||
uv_layer = mesh.uv_layers.active.data[:]
|
||||
write_uint32(fmesh, len(face_index_pairs) * 3)
|
||||
for f, f_index in face_index_pairs:
|
||||
# it should be triangle face, otherwise throw a error
|
||||
if (f.loop_total != 3):
|
||||
raise Exception("Not a triangle", f.poly.loop_total)
|
||||
|
||||
for loop_index in range(f.loop_start, f.loop_start + f.loop_total):
|
||||
uv = uv_layer[loop_index].uv
|
||||
# reverse v
|
||||
write_2vector(fmesh, uv[0], -uv[1])
|
||||
|
||||
# normals
|
||||
write_uint32(fmesh, len(face_index_pairs) * 3)
|
||||
for f, f_index in face_index_pairs:
|
||||
# no need to check triangle again
|
||||
for loop_index in range(f.loop_start, f.loop_start + f.loop_total):
|
||||
nml = mesh.loops[loop_index].normal
|
||||
# swap yz
|
||||
write_3vector(fmesh, nml[0], nml[2], nml[1])
|
||||
|
||||
# face
|
||||
# get material first
|
||||
currentMat = mesh.materials[:]
|
||||
noMaterial = len(currentMat) == 0
|
||||
for mat in currentMat:
|
||||
if mat not in materialSet:
|
||||
materialSet.add(mat)
|
||||
materialList.append(mat)
|
||||
|
||||
write_uint32(fmesh, len(face_index_pairs))
|
||||
vtIndex = []
|
||||
vnIndex = []
|
||||
vIndex = []
|
||||
for f, f_index in face_index_pairs:
|
||||
# confirm material use
|
||||
if noMaterial:
|
||||
usedMat = 0
|
||||
else:
|
||||
usedMat = materialList.index(currentMat[f.material_index])
|
||||
|
||||
# export face
|
||||
vtIndex.clear()
|
||||
vnIndex.clear()
|
||||
vIndex.clear()
|
||||
|
||||
counter = 0
|
||||
for loop_index in range(f.loop_start, f.loop_start + f.loop_total):
|
||||
vIndex.append(mesh.loops[loop_index].vertex_index)
|
||||
vnIndex.append(f_index * 3 + counter)
|
||||
vtIndex.append(f_index * 3 + counter)
|
||||
counter += 1
|
||||
# reverse vertices sort
|
||||
write_face(fmesh,
|
||||
vIndex[2], vtIndex[2], vnIndex[2],
|
||||
vIndex[1], vtIndex[1], vnIndex[1],
|
||||
vIndex[0], vtIndex[0], vnIndex[0])
|
||||
|
||||
# set used material
|
||||
write_bool(fmesh, not noMaterial)
|
||||
write_uint32(fmesh, usedMat)
|
||||
|
||||
mesh.free_normals_split()
|
||||
|
||||
fmesh.close()
|
||||
|
||||
# ====================== export material
|
||||
fmaterial = open(os.path.join(tempFolder, "material.bm"), "wb")
|
||||
textureSet = set()
|
||||
textureList = []
|
||||
textureCount = 0
|
||||
for material in materialList:
|
||||
# write finfo first
|
||||
write_string(finfo, material.name)
|
||||
write_uint8(finfo, info_bm_type.MATERIAL)
|
||||
write_uint64(finfo, fmaterial.tell())
|
||||
|
||||
# try get original written data
|
||||
material_colAmbient = try_get_custom_property(material, 'virtools-ambient')
|
||||
material_colDiffuse = try_get_custom_property(material, 'virtools-diffuse')
|
||||
material_colSpecular = try_get_custom_property(material, 'virtools-specular')
|
||||
material_colEmissive = try_get_custom_property(material, 'virtools-emissive')
|
||||
material_specularPower = try_get_custom_property(material, 'virtools-power')
|
||||
|
||||
# get basic color
|
||||
mat_wrap = node_shader_utils.PrincipledBSDFWrapper(material)
|
||||
if mat_wrap:
|
||||
use_mirror = mat_wrap.metallic != 0.0
|
||||
if use_mirror:
|
||||
material_colAmbient = set_value_when_none(material_colAmbient, (mat_wrap.metallic, mat_wrap.metallic, mat_wrap.metallic))
|
||||
else:
|
||||
material_colAmbient = set_value_when_none(material_colAmbient, (1.0, 1.0, 1.0))
|
||||
material_colDiffuse = set_value_when_none(material_colDiffuse, (mat_wrap.base_color[0], mat_wrap.base_color[1], mat_wrap.base_color[2]))
|
||||
material_colSpecular = set_value_when_none(material_colSpecular, (mat_wrap.specular, mat_wrap.specular, mat_wrap.specular))
|
||||
material_colEmissive = set_value_when_none(material_colEmissive, mat_wrap.emission_color[:3])
|
||||
material_specularPower = set_value_when_none(material_specularPower, 0.0)
|
||||
|
||||
# confirm texture
|
||||
tex_wrap = getattr(mat_wrap, "base_color_texture", None)
|
||||
if tex_wrap:
|
||||
image = tex_wrap.image
|
||||
if image:
|
||||
# add into texture list
|
||||
if image not in textureSet:
|
||||
textureSet.add(image)
|
||||
textureList.append(image)
|
||||
currentTexture = textureCount
|
||||
textureCount += 1
|
||||
# triangle first and then group
|
||||
if not object_isComponent:
|
||||
if currentMesh not in meshSet:
|
||||
mesh_triangulate(currentMesh)
|
||||
meshSet.add(currentMesh)
|
||||
meshList.append(currentMesh)
|
||||
meshId = meshCount
|
||||
meshCount += 1
|
||||
else:
|
||||
currentTexture = textureList.index(image)
|
||||
|
||||
material_useTexture = True
|
||||
material_texture = currentTexture
|
||||
meshId = meshList.index(currentMesh)
|
||||
else:
|
||||
# no texture
|
||||
meshId = get_component_id(obj.name)
|
||||
|
||||
# get visibility
|
||||
object_isHidden = not obj.visible_get()
|
||||
|
||||
# write finfo first
|
||||
write_string(finfo, obj.name)
|
||||
write_uint8(finfo, info_bm_type.OBJECT)
|
||||
write_uint64(finfo, fobject.tell())
|
||||
|
||||
# write fobject
|
||||
write_bool(fobject, object_isComponent)
|
||||
write_bool(fobject, object_isForcedNoComponent)
|
||||
print(object_isHidden)
|
||||
write_bool(fobject, object_isHidden)
|
||||
write_worldMatrix(fobject, obj.matrix_world)
|
||||
write_uint32(fobject, meshId)
|
||||
|
||||
# ====================== export mesh
|
||||
materialSet = set()
|
||||
materialList = []
|
||||
with open(os.path.join(tempFolder, "mesh.bm"), "wb") as fmesh:
|
||||
for mesh in meshList:
|
||||
mesh.calc_normals_split()
|
||||
|
||||
# write finfo first
|
||||
write_string(finfo, mesh.name)
|
||||
write_uint8(finfo, info_bm_type.MESH)
|
||||
write_uint64(finfo, fmesh.tell())
|
||||
|
||||
# write fmesh
|
||||
# vertices
|
||||
vecList = mesh.vertices[:]
|
||||
write_uint32(fmesh, len(vecList))
|
||||
for vec in vecList:
|
||||
#swap yz
|
||||
write_3vector(fmesh,vec.co[0],vec.co[2],vec.co[1])
|
||||
|
||||
# uv
|
||||
face_index_pairs = [(face, index) for index, face in enumerate(mesh.polygons)]
|
||||
write_uint32(fmesh, len(face_index_pairs) * 3)
|
||||
if mesh.uv_layers.active is not None:
|
||||
uv_layer = mesh.uv_layers.active.data[:]
|
||||
for f, f_index in face_index_pairs:
|
||||
# it should be triangle face, otherwise throw a error
|
||||
if (f.loop_total != 3):
|
||||
raise Exception("Not a triangle", f.poly.loop_total)
|
||||
|
||||
for loop_index in range(f.loop_start, f.loop_start + f.loop_total):
|
||||
uv = uv_layer[loop_index].uv
|
||||
# reverse v
|
||||
write_2vector(fmesh, uv[0], -uv[1])
|
||||
else:
|
||||
# no uv data. write garbage
|
||||
for i in range(len(face_index_pairs) * 3):
|
||||
write_2vector(fmesh, 0.0, 0.0)
|
||||
|
||||
# normals
|
||||
write_uint32(fmesh, len(face_index_pairs) * 3)
|
||||
for f, f_index in face_index_pairs:
|
||||
# no need to check triangle again
|
||||
for loop_index in range(f.loop_start, f.loop_start + f.loop_total):
|
||||
nml = mesh.loops[loop_index].normal
|
||||
# swap yz
|
||||
write_3vector(fmesh, nml[0], nml[2], nml[1])
|
||||
|
||||
# face
|
||||
# get material first
|
||||
currentMat = mesh.materials[:]
|
||||
noMaterial = len(currentMat) == 0
|
||||
for mat in currentMat:
|
||||
if mat not in materialSet:
|
||||
materialSet.add(mat)
|
||||
materialList.append(mat)
|
||||
|
||||
write_uint32(fmesh, len(face_index_pairs))
|
||||
vtIndex = []
|
||||
vnIndex = []
|
||||
vIndex = []
|
||||
for f, f_index in face_index_pairs:
|
||||
# confirm material use
|
||||
if noMaterial:
|
||||
usedMat = 0
|
||||
else:
|
||||
usedMat = materialList.index(currentMat[f.material_index])
|
||||
|
||||
# export face
|
||||
vtIndex.clear()
|
||||
vnIndex.clear()
|
||||
vIndex.clear()
|
||||
|
||||
counter = 0
|
||||
for loop_index in range(f.loop_start, f.loop_start + f.loop_total):
|
||||
vIndex.append(mesh.loops[loop_index].vertex_index)
|
||||
vnIndex.append(f_index * 3 + counter)
|
||||
vtIndex.append(f_index * 3 + counter)
|
||||
counter += 1
|
||||
# reverse vertices sort
|
||||
write_face(fmesh,
|
||||
vIndex[2], vtIndex[2], vnIndex[2],
|
||||
vIndex[1], vtIndex[1], vnIndex[1],
|
||||
vIndex[0], vtIndex[0], vnIndex[0])
|
||||
|
||||
# set used material
|
||||
write_bool(fmesh, not noMaterial)
|
||||
write_uint32(fmesh, usedMat)
|
||||
|
||||
mesh.free_normals_split()
|
||||
|
||||
# ====================== export material
|
||||
textureSet = set()
|
||||
textureList = []
|
||||
textureCount = 0
|
||||
with open(os.path.join(tempFolder, "material.bm"), "wb") as fmaterial:
|
||||
for material in materialList:
|
||||
# write finfo first
|
||||
write_string(finfo, material.name)
|
||||
write_uint8(finfo, info_bm_type.MATERIAL)
|
||||
write_uint64(finfo, fmaterial.tell())
|
||||
|
||||
# try get original written data
|
||||
material_colAmbient = try_get_custom_property(material, 'virtools-ambient')
|
||||
material_colDiffuse = try_get_custom_property(material, 'virtools-diffuse')
|
||||
material_colSpecular = try_get_custom_property(material, 'virtools-specular')
|
||||
material_colEmissive = try_get_custom_property(material, 'virtools-emissive')
|
||||
material_specularPower = try_get_custom_property(material, 'virtools-power')
|
||||
|
||||
# get basic color
|
||||
mat_wrap = node_shader_utils.PrincipledBSDFWrapper(material)
|
||||
if mat_wrap:
|
||||
use_mirror = mat_wrap.metallic != 0.0
|
||||
if use_mirror:
|
||||
material_colAmbient = set_value_when_none(material_colAmbient, (mat_wrap.metallic, mat_wrap.metallic, mat_wrap.metallic))
|
||||
else:
|
||||
material_colAmbient = set_value_when_none(material_colAmbient, (1.0, 1.0, 1.0))
|
||||
material_colDiffuse = set_value_when_none(material_colDiffuse, (mat_wrap.base_color[0], mat_wrap.base_color[1], mat_wrap.base_color[2]))
|
||||
material_colSpecular = set_value_when_none(material_colSpecular, (mat_wrap.specular, mat_wrap.specular, mat_wrap.specular))
|
||||
material_colEmissive = set_value_when_none(material_colEmissive, mat_wrap.emission_color[:3])
|
||||
material_specularPower = set_value_when_none(material_specularPower, 0.0)
|
||||
|
||||
# confirm texture
|
||||
tex_wrap = getattr(mat_wrap, "base_color_texture", None)
|
||||
if tex_wrap:
|
||||
image = tex_wrap.image
|
||||
if image:
|
||||
# add into texture list
|
||||
if image not in textureSet:
|
||||
textureSet.add(image)
|
||||
textureList.append(image)
|
||||
currentTexture = textureCount
|
||||
textureCount += 1
|
||||
else:
|
||||
currentTexture = textureList.index(image)
|
||||
|
||||
material_useTexture = True
|
||||
material_texture = currentTexture
|
||||
else:
|
||||
# no texture
|
||||
material_useTexture = False
|
||||
material_texture = 0
|
||||
else:
|
||||
# no texture
|
||||
material_useTexture = False
|
||||
material_texture = 0
|
||||
|
||||
else:
|
||||
# no Principled BSDF. write garbage
|
||||
material_colAmbient = set_value_when_none(material_colAmbient, (0.8, 0.8, 0.8))
|
||||
material_colDiffuse = set_value_when_none(material_colDiffuse, (0.8, 0.8, 0.8))
|
||||
material_colSpecular = set_value_when_none(material_colSpecular, (0.8, 0.8, 0.8))
|
||||
material_colEmissive = set_value_when_none(material_colEmissive, (0.8, 0.8, 0.8))
|
||||
material_specularPower = set_value_when_none(material_specularPower, 0.0)
|
||||
|
||||
material_useTexture = False
|
||||
material_texture = 0
|
||||
else:
|
||||
# no texture
|
||||
material_useTexture = False
|
||||
material_texture = 0
|
||||
|
||||
else:
|
||||
# no Principled BSDF. write garbage
|
||||
material_colAmbient = set_value_when_none(material_colAmbient, (0.8, 0.8, 0.8))
|
||||
material_colDiffuse = set_value_when_none(material_colDiffuse, (0.8, 0.8, 0.8))
|
||||
material_colSpecular = set_value_when_none(material_colSpecular, (0.8, 0.8, 0.8))
|
||||
material_colEmissive = set_value_when_none(material_colEmissive, (0.8, 0.8, 0.8))
|
||||
material_specularPower = set_value_when_none(material_specularPower, 0.0)
|
||||
write_color(fmaterial, material_colAmbient)
|
||||
write_color(fmaterial, material_colDiffuse)
|
||||
write_color(fmaterial, material_colSpecular)
|
||||
write_color(fmaterial, material_colEmissive)
|
||||
write_float(fmaterial, material_specularPower)
|
||||
write_bool(fmaterial, material_useTexture)
|
||||
write_uint32(fmaterial, material_texture)
|
||||
|
||||
|
||||
material_useTexture = False
|
||||
material_texture = 0
|
||||
# ====================== export texture
|
||||
source_dir = os.path.dirname(bpy.data.filepath)
|
||||
existed_texture = set()
|
||||
with open(os.path.join(tempFolder, "texture.bm"), "wb") as ftexture:
|
||||
for texture in textureList:
|
||||
# write finfo first
|
||||
write_string(finfo, texture.name)
|
||||
write_uint8(finfo, info_bm_type.TEXTURE)
|
||||
write_uint64(finfo, ftexture.tell())
|
||||
|
||||
write_color(fmaterial, material_colAmbient)
|
||||
write_color(fmaterial, material_colDiffuse)
|
||||
write_color(fmaterial, material_colSpecular)
|
||||
write_color(fmaterial, material_colEmissive)
|
||||
write_float(fmaterial, material_specularPower)
|
||||
write_bool(fmaterial, material_useTexture)
|
||||
write_uint32(fmaterial, material_texture)
|
||||
|
||||
fmaterial.close()
|
||||
# confirm internal
|
||||
texture_filepath = io_utils.path_reference(texture.filepath, source_dir, tempTextureFolder,
|
||||
'ABSOLUTE', "", None, texture.library)
|
||||
filename = os.path.basename(texture_filepath)
|
||||
write_string(ftexture, filename)
|
||||
if (is_external_texture(filename)):
|
||||
write_bool(ftexture, True)
|
||||
else:
|
||||
# copy internal texture, if this file is copied, do not copy it again
|
||||
write_bool(ftexture, False)
|
||||
if filename not in existed_texture:
|
||||
shutil.copy(texture_filepath, os.path.join(tempTextureFolder, filename))
|
||||
existed_texture.add(filename)
|
||||
|
||||
# ====================== export texture
|
||||
ftexture = open(os.path.join(tempFolder, "texture.bm"), "wb")
|
||||
source_dir = os.path.dirname(bpy.data.filepath)
|
||||
existed_texture = set()
|
||||
|
||||
for texture in textureList:
|
||||
# write finfo first
|
||||
write_string(finfo, texture.name)
|
||||
write_uint8(finfo, info_bm_type.TEXTURE)
|
||||
write_uint64(finfo, ftexture.tell())
|
||||
|
||||
# confirm internal
|
||||
texture_filepath = io_utils.path_reference(texture.filepath, source_dir, tempTextureFolder,
|
||||
'ABSOLUTE', "", None, texture.library)
|
||||
filename = os.path.basename(texture_filepath)
|
||||
write_string(ftexture, filename)
|
||||
if (is_external_texture(filename)):
|
||||
write_bool(ftexture, True)
|
||||
else:
|
||||
# copy internal texture, if this file is copied, do not copy it again
|
||||
write_bool(ftexture, False)
|
||||
if filename not in existed_texture:
|
||||
shutil.copy(texture_filepath, os.path.join(tempTextureFolder, filename))
|
||||
existed_texture.add(filename)
|
||||
|
||||
ftexture.close()
|
||||
|
||||
# close info fs
|
||||
finfo.close()
|
||||
|
||||
# ============================================ save zip and clean up folder
|
||||
if os.path.isfile(filepath):
|
||||
|
Loading…
Reference in New Issue
Block a user