BallanceBlenderHelper/ballance_blender_plugin/bm_import_export.py

882 lines
33 KiB
Python

import bpy,bmesh,bpy_extras,mathutils
import pathlib,zipfile,time,os,tempfile,math
import struct,shutil
from bpy_extras import io_utils,node_shader_utils
from bpy_extras.io_utils import unpack_list
from bpy_extras.image_utils import load_image
from . import utils, config
class BALLANCE_OT_import_bm(bpy.types.Operator, bpy_extras.io_utils.ImportHelper):
"""Load a Ballance Map File (BM file spec 1.2)"""
bl_idname = "ballance.import_bm"
bl_label = "Import BM "
bl_options = {'PRESET', 'UNDO'}
filename_ext = ".bmx"
texture_conflict_strategy: bpy.props.EnumProperty(
name="Texture name conflict",
items=(('NEW', "New instance", "Create a new instance"),
('CURRENT', "Use current", "Use current"),),
description="Define how to process texture name conflict",
default='CURRENT',
)
material_conflict_strategy: bpy.props.EnumProperty(
name="Material name conflict",
items=(('RENAME', "Rename", "Rename the new one"),
('CURRENT', "Use current", "Use current"),),
description="Define how to process material name conflict",
default='RENAME',
)
mesh_conflict_strategy: bpy.props.EnumProperty(
name="Mesh name conflict",
items=(('RENAME', "Rename", "Rename the new one"),
('CURRENT', "Use current", "Use current"),),
description="Define how to process mesh name conflict",
default='RENAME',
)
object_conflict_strategy: bpy.props.EnumProperty(
name="Object name conflict",
items=(('RENAME', "Rename", "Rename the new one"),
('CURRENT', "Use current", "Use current"),),
description="Define how to process object name conflict",
default='RENAME',
)
@classmethod
def poll(self, context):
prefs = bpy.context.preferences.addons[__package__].preferences
return (os.path.isdir(prefs.temp_texture_folder) and os.path.isdir(prefs.external_folder))
def execute(self, context):
prefs = bpy.context.preferences.addons[__package__].preferences
import_bm(context, self.filepath, prefs.external_folder, prefs.temp_texture_folder,
self.texture_conflict_strategy, self.material_conflict_strategy, self.mesh_conflict_strategy, self.object_conflict_strategy)
return {'FINISHED'}
class BALLANCE_OT_export_bm(bpy.types.Operator, bpy_extras.io_utils.ExportHelper):
"""Save a Ballance Map File (BM file spec 1.2)"""
bl_idname = "ballance.export_bm"
bl_label = 'Export BM'
bl_options = {'PRESET'}
filename_ext = ".bmx"
export_mode: bpy.props.EnumProperty(
name="Export mode",
items=(('COLLECTION', "Selected collection", "Export the selected collection"),
('OBJECT', "Selected objects", "Export the selected objects"),
),
)
export_target: bpy.props.StringProperty(
name="Export target",
description="Which one will be exported",
)
def execute(self, context):
export_bm(context, self.filepath, self.export_mode, self.export_target)
return {'FINISHED'}
# ========================================== method
bm_current_version = 12
def import_bm(context,filepath,externalTexture,blenderTempFolder, textureOpt, materialOpt, meshOpt, objectOpt):
# ============================================ alloc a temp folder
tempFolderObj = tempfile.TemporaryDirectory()
tempFolder = tempFolderObj.name
# debug
# print(tempFolder)
tempTextureFolder = os.path.join(tempFolder, "Texture")
prefs = bpy.context.preferences.addons[__package__].preferences
blenderTempTextureFolder = prefs.temp_texture_folder
externalTextureFolder = prefs.external_folder
with zipfile.ZipFile(filepath, 'r', zipfile.ZIP_DEFLATED, 9) as zipObj:
zipObj.extractall(tempFolder)
# index.bm
objectList = []
meshList = []
materialList = []
textureList = []
with open(os.path.join(tempFolder, "index.bm"), "rb") as findex:
# judge version first
gotten_version = read_uint32(findex)
if (gotten_version != bm_current_version):
utils.ShowMessageBox(("Unsupported BM spec. Expect: {} Gotten: {}".format(bm_current_version, gotten_version), ), "Unsupported BM spec", 'ERROR')
findex.close()
tempFolderObj.cleanup()
return
while len(peek_stream(findex)) != 0:
index_name = read_string(findex)
index_type = read_uint8(findex)
index_offset = read_uint64(findex)
blockCache = info_block_helper(index_name, index_offset)
if index_type == info_bm_type.OBJECT:
objectList.append(blockCache)
elif index_type == info_bm_type.MESH:
meshList.append(blockCache)
elif index_type == info_bm_type.MATERIAL:
materialList.append(blockCache)
elif index_type == info_bm_type.TEXTURE:
textureList.append(blockCache)
else:
pass
# texture.bm
with open(os.path.join(tempFolder, "texture.bm"), "rb") as ftexture:
for item in textureList:
ftexture.seek(item.offset, os.SEEK_SET)
texture_filename = read_string(ftexture)
texture_isExternal = read_bool(ftexture)
if texture_isExternal:
txur = load_image(texture_filename, externalTextureFolder, check_existing=(textureOpt == 'CURRENT'))
item.blenderData = txur
else:
# not external. copy temp file into blender temp. then use it.
# try copy. if fail, don't need to do more
try:
shutil.copy(os.path.join(tempTextureFolder, texture_filename), os.path.join(blenderTempTextureFolder, texture_filename))
except:
pass
txur = load_image(texture_filename, blenderTempTextureFolder, check_existing=(textureOpt == 'CURRENT'))
item.blenderData = txur
txur.name = item.name
# material.bm
# WARNING: this code is shared with add_floor - create_or_get_material()
with open(os.path.join(tempFolder, "material.bm"), "rb") as fmaterial:
for item in materialList:
fmaterial.seek(item.offset, os.SEEK_SET)
# read data
material_colAmbient = read_3vector(fmaterial)
material_colDiffuse = read_3vector(fmaterial)
material_colSpecular = read_3vector(fmaterial)
material_colEmissive = read_3vector(fmaterial)
material_specularPower = read_float(fmaterial)
material_useTexture = read_bool(fmaterial)
material_texture = read_uint32(fmaterial)
# create basic material
(m, needSkip) = createInstanceWithOption(info_bm_type.MATERIAL, item.name, materialOpt)
item.blenderData = m
if needSkip:
continue
m.use_nodes=True
for node in m.node_tree.nodes:
m.node_tree.nodes.remove(node)
bnode=m.node_tree.nodes.new(type="ShaderNodeBsdfPrincipled")
mnode=m.node_tree.nodes.new(type="ShaderNodeOutputMaterial")
m.node_tree.links.new(bnode.outputs[0],mnode.inputs[0])
m.metallic = sum(material_colAmbient) / 3
m.diffuse_color = [i for i in material_colDiffuse] + [1]
m.specular_color = material_colSpecular
m.specular_intensity = material_specularPower
# create a texture
if material_useTexture:
inode=m.node_tree.nodes.new(type="ShaderNodeTexImage")
inode.image=textureList[material_texture].blenderData
m.node_tree.links.new(inode.outputs[0],bnode.inputs[0])
# write custom property
m['virtools-ambient'] = material_colAmbient
m['virtools-diffuse'] = material_colDiffuse
m['virtools-specular'] = material_colSpecular
m['virtools-emissive'] = material_colEmissive
m['virtools-power'] = material_specularPower
# mesh.bm
# WARNING: this code is shared with add_floor
with open(os.path.join(tempFolder, "mesh.bm"), "rb") as fmesh:
vList=[]
vtList=[]
vnList=[]
faceList=[]
materialSolt = []
for item in meshList:
fmesh.seek(item.offset, os.SEEK_SET)
# create real mesh
(mesh, needSkip) = createInstanceWithOption(info_bm_type.MESH, item.name, meshOpt)
item.blenderData = mesh
if needSkip:
continue
vList.clear()
vtList.clear()
vnList.clear()
faceList.clear()
materialSolt.clear()
# in first read, store all data into list
listCount = read_uint32(fmesh)
for i in range(listCount):
cache = read_3vector(fmesh)
# switch yz
vList.append((cache[0], cache[2], cache[1]))
listCount = read_uint32(fmesh)
for i in range(listCount):
cache = read_2vector(fmesh)
# reverse v
vtList.append((cache[0], -cache[1]))
listCount = read_uint32(fmesh)
for i in range(listCount):
cache = read_3vector(fmesh)
# switch yz
vnList.append((cache[0], cache[2], cache[1]))
listCount = read_uint32(fmesh)
for i in range(listCount):
faceData = read_face(fmesh)
mesh_useMaterial = read_bool(fmesh)
mesh_materialIndex = read_uint32(fmesh)
if mesh_useMaterial:
neededMaterial = materialList[mesh_materialIndex].blenderData
if neededMaterial in materialSolt:
neededIndex = materialSolt.index(neededMaterial)
else:
neededIndex = len(materialSolt)
materialSolt.append(neededMaterial)
else:
neededIndex = -1
# we need invert triangle sort
faceList.append((
faceData[6], faceData[7], faceData[8],
faceData[3], faceData[4], faceData[5],
faceData[0], faceData[1], faceData[2],
neededIndex
))
# and then we need add material solt for this mesh
for mat in materialSolt:
mesh.materials.append(mat)
# then, we need add correspond count for vertices
mesh.vertices.add(len(vList))
mesh.loops.add(len(faceList)*3) # triangle face confirm
mesh.polygons.add(len(faceList))
mesh.uv_layers.new(do_init=False)
mesh.create_normals_split()
# add vertices data
mesh.vertices.foreach_set("co", unpack_list(vList))
mesh.loops.foreach_set("vertex_index", unpack_list(flat_vertices_index(faceList)))
mesh.loops.foreach_set("normal", unpack_list(flat_vertices_normal(faceList, vnList)))
mesh.uv_layers[0].data.foreach_set("uv", unpack_list(flat_vertices_uv(faceList, vtList)))
for i in range(len(faceList)):
mesh.polygons[i].loop_start = i * 3
mesh.polygons[i].loop_total = 3
if faceList[i][9] != -1:
mesh.polygons[i].material_index = faceList[i][9]
mesh.polygons[i].use_smooth = True
mesh.validate(clean_customdata=False)
mesh.update(calc_edges=False, calc_edges_loose=False)
# object
with open(os.path.join(tempFolder, "object.bm"), "rb") as fobject:
# we need get needed collection first
view_layer = context.view_layer
collection = view_layer.active_layer_collection.collection
if prefs.no_component_collection == "":
forcedCollection = None
else:
try:
forcedCollection = bpy.data.collections[prefs.no_component_collection]
except:
forcedCollection = bpy.data.collections.new(prefs.no_component_collection)
view_layer.active_layer_collection.collection.children.link(forcedCollection)
# start process it
for item in objectList:
fobject.seek(item.offset, os.SEEK_SET)
# read data
object_isComponent = read_bool(fobject)
object_isForcedNoComponent = read_bool(fobject)
object_isHidden = read_bool(fobject)
object_worldMatrix = read_worldMaterix(fobject)
object_meshIndex = read_uint32(fobject)
# got mesh first
if object_isComponent:
neededMesh = load_component(object_meshIndex)
else:
neededMesh = meshList[object_meshIndex].blenderData
# create real object
(obj, needSkip) = createInstanceWithOption(info_bm_type.OBJECT, item.name, objectOpt, extraMesh=neededMesh)
if needSkip:
continue
if (not object_isComponent) and object_isForcedNoComponent and (forcedCollection is not None):
forcedCollection.objects.link(obj)
else:
collection.objects.link(obj)
obj.matrix_world = object_worldMatrix
obj.hide_set(object_isHidden)
view_layer.update()
tempFolderObj.cleanup()
def export_bm(context,filepath,export_mode, export_target):
# ============================================ alloc a temp folder
tempFolderObj = tempfile.TemporaryDirectory()
tempFolder = tempFolderObj.name
# debug
# tempFolder = "G:\\ziptest"
tempTextureFolder = os.path.join(tempFolder, "Texture")
os.makedirs(tempTextureFolder)
prefs = bpy.context.preferences.addons[__package__].preferences
# ============================================ find export target. don't need judge them in there. just collect them
if export_mode== "COLLECTION":
objectList = bpy.data.collections[export_target].objects
else:
objectList = [bpy.data.objects[export_target]]
# try get forcedCollection
try:
forcedCollection = bpy.data.collections[prefs.no_component_collection]
except:
forcedCollection = None
# ============================================ export
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
# 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)
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
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)
# ====================== 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())
# 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)
# ============================================ save zip and clean up folder
if os.path.isfile(filepath):
os.remove(filepath)
with zipfile.ZipFile(filepath, 'w', zipfile.ZIP_DEFLATED, 9) as zipObj:
for folderName, subfolders, filenames in os.walk(tempFolder):
for filename in filenames:
filePath = os.path.join(folderName, filename)
arcname=os.path.relpath(filePath, tempFolder)
zipObj.write(filePath, arcname)
tempFolderObj.cleanup()
# ======================================================================================= export / import assistant
# shared
class info_bm_type():
OBJECT = 0
MESH = 1
MATERIAL = 2
TEXTURE = 3
# import
class info_block_helper():
def __init__(self, name, offset):
self.name = name
self.offset = offset
self.blenderData = None
def createInstanceWithOption(instType, instName, instOpt, extraMesh = None):
if instType == info_bm_type.OBJECT:
target = bpy.data.objects
args = (instName, extraMesh)
elif instType == info_bm_type.MESH:
target = bpy.data.meshes
args = (instName, )
elif instType == info_bm_type.MATERIAL:
target = bpy.data.materials
args = (instName, )
if instOpt == 'RENAME':
tempInst = target.new(*args)
tempSkip = False
elif instOpt == 'CURRENT':
try:
tempInst = target[instName]
tempSkip = True
except:
tempInst = target.new(*args)
tempSkip = False
return (tempInst, tempSkip)
# NOTE: this function also used by add_elements.py
def load_component(component_id):
# get file first
compName = config.component_list[component_id]
selectedFile = os.path.join(
os.path.dirname(__file__),
'meshes',
compName + '.bin'
)
# read file. please note this sector is sync with import_bm's mesh's code. when something change, please change each other.
fmesh = open(selectedFile, 'rb')
# create real mesh, we don't need to consider name. blender will solve duplicated name
mesh = bpy.data.meshes.new('mesh_' + compName)
vList = []
vnList = []
faceList = []
# in first read, store all data into list
listCount = read_uint32(fmesh)
for i in range(listCount):
cache = read_3vector(fmesh)
# switch yz
vList.append((cache[0], cache[2], cache[1]))
listCount = read_uint32(fmesh)
for i in range(listCount):
cache = read_3vector(fmesh)
# switch yz
vnList.append((cache[0], cache[2], cache[1]))
listCount = read_uint32(fmesh)
for i in range(listCount):
faceData = read_component_face(fmesh)
# we need invert triangle sort
faceList.append((
faceData[4], faceData[5],
faceData[2], faceData[3],
faceData[0], faceData[1]
))
# then, we need add correspond count for vertices
mesh.vertices.add(len(vList))
mesh.loops.add(len(faceList)*3) # triangle face confirm
mesh.polygons.add(len(faceList))
mesh.create_normals_split()
# add vertices data
mesh.vertices.foreach_set("co", unpack_list(vList))
mesh.loops.foreach_set("vertex_index", unpack_list(flat_component_vertices_index(faceList)))
mesh.loops.foreach_set("normal", unpack_list(flat_component_vertices_normal(faceList, vnList)))
for i in range(len(faceList)):
mesh.polygons[i].loop_start = i * 3
mesh.polygons[i].loop_total = 3
mesh.polygons[i].use_smooth = True
mesh.validate(clean_customdata=False)
mesh.update(calc_edges=False, calc_edges_loose=False)
fmesh.close()
return mesh
def flat_vertices_index(faceList):
for item in faceList:
yield (item[0], )
yield (item[3], )
yield (item[6], )
def flat_vertices_normal(faceList, vnList):
for item in faceList:
yield vnList[item[2]]
yield vnList[item[5]]
yield vnList[item[8]]
def flat_vertices_uv(faceList, vtList):
for item in faceList:
yield vtList[item[1]]
yield vtList[item[4]]
yield vtList[item[7]]
def flat_component_vertices_index(faceList):
for item in faceList:
yield (item[0], )
yield (item[2], )
yield (item[4], )
def flat_component_vertices_normal(faceList, vnList):
for item in faceList:
yield vnList[item[1]]
yield vnList[item[3]]
yield vnList[item[5]]
# export
def is_component(name):
return get_component_id(name) != -1
def get_component_id(name):
for ind, comp in enumerate(config.component_list):
if name.startswith(comp):
return ind
return -1
def is_external_texture(name):
if name in config.external_texture_list:
return True
else:
return False
def mesh_triangulate(me):
bm = bmesh.new()
bm.from_mesh(me)
bmesh.ops.triangulate(bm, faces=bm.faces)
bm.to_mesh(me)
bm.free()
def try_get_custom_property(obj, field):
try:
return obj[field]
except:
return None
def set_value_when_none(obj, newValue):
if obj is None:
return newValue
else:
return obj
# ======================================================================================= file io assistant
# import
def peek_stream(fs):
res = fs.read(1)
fs.seek(-1, os.SEEK_CUR)
return res
def read_float(fs):
return struct.unpack("f", fs.read(4))[0]
def read_uint8(fs):
return struct.unpack("B", fs.read(1))[0]
def read_uint32(fs):
return struct.unpack("I", fs.read(4))[0]
def read_uint64(fs):
return struct.unpack("Q", fs.read(8))[0]
def read_string(fs):
count = read_uint32(fs)
return fs.read(count*4).decode("utf_32_le")
def read_bool(fs):
return read_uint8(fs) != 0
def read_worldMaterix(fs):
p = struct.unpack("ffffffffffffffff", fs.read(4*4*4))
res = mathutils.Matrix((
(p[0], p[2], p[1], p[3]),
(p[8], p[10], p[9], p[11]),
(p[4], p[6], p[5], p[7]),
(p[12], p[14], p[13], p[15])))
return res.transposed()
def read_3vector(fs):
return struct.unpack("fff", fs.read(3*4))
def read_2vector(fs):
return struct.unpack("ff", fs.read(2*4))
def read_face(fs):
return struct.unpack("IIIIIIIII", fs.read(4*9))
def read_component_face(fs):
return struct.unpack("IIIIII", fs.read(4*6))
# export
def write_string(fs,str):
count=len(str)
write_uint32(fs,count)
fs.write(str.encode("utf_32_le"))
def write_uint8(fs,num):
fs.write(struct.pack("B", num))
def write_uint32(fs,num):
fs.write(struct.pack("I", num))
def write_uint64(fs,num):
fs.write(struct.pack("Q", num))
def write_bool(fs,boolean):
if boolean:
write_uint8(fs, 1)
else:
write_uint8(fs, 0)
def write_float(fs,fl):
fs.write(struct.pack("f", fl))
def write_worldMatrix(fs, matt):
mat = matt.transposed()
fs.write(struct.pack("ffffffffffffffff",
mat[0][0],mat[0][2], mat[0][1], mat[0][3],
mat[2][0],mat[2][2], mat[2][1], mat[2][3],
mat[1][0],mat[1][2], mat[1][1], mat[1][3],
mat[3][0],mat[3][2], mat[3][1], mat[3][3]))
def write_3vector(fs, x, y ,z):
fs.write(struct.pack("fff", x, y ,z))
def write_color(fs, colors):
write_3vector(fs, colors[0], colors[1], colors[2])
def write_2vector(fs, u, v):
fs.write(struct.pack("ff", u, v))
def write_face(fs, v1, vt1, vn1, v2, vt2, vn2, v3, vt3, vn3):
fs.write(struct.pack("IIIIIIIII", v1, vt1, vn1, v2, vt2, vn2, v3, vt3, vn3))