BallanceBlenderHelper/bbp_ng/OP_EXPORT_virtools.py
yyc12345 3372c7a4b7
Some checks failed
Publish docs via GitHub Pages / Deploy docs (push) Has been cancelled
feat: add light support in exporting virtools file.
- support light type when exporting virtools.
- both import and export virtools file now support light type. however there is a slight bug about light direction need to be resolved.
- fix bug that exporter throw exception if exported collection contain non-mesh object or exported object is not mesh object.
- fix the usage of BMMeshTrans according to upstream changes.
2025-01-03 17:36:44 +08:00

544 lines
22 KiB
Python

import bpy
from bpy_extras.wm_utils.progress_report import ProgressReport
import tempfile, os, typing
from . import PROP_preferences, UTIL_ioport_shared
from . import UTIL_virtools_types, UTIL_functions, UTIL_file_browser, UTIL_blender_mesh, UTIL_ballance_texture, UTIL_icons_manager, UTIL_naming_convension
from . import PROP_virtools_group, PROP_virtools_material, PROP_virtools_mesh, PROP_virtools_texture, PROP_virtools_light
from .PyBMap import bmap_wrapper as bmap
class BBP_OT_export_virtools(bpy.types.Operator, UTIL_file_browser.ExportVirtoolsFile, UTIL_ioport_shared.ExportParams, UTIL_ioport_shared.VirtoolsParams, UTIL_ioport_shared.BallanceParams):
"""Export Virtools File"""
bl_idname = "bbp.export_virtools"
bl_label = "Export Virtools File"
bl_options = {'PRESET'}
@classmethod
def poll(cls, context):
return (
PROP_preferences.get_raw_preferences().has_valid_blc_tex_folder()
and bmap.is_bmap_available())
def execute(self, context):
# check selecting first
objls: tuple[bpy.types.Object] | None = self.general_get_export_objects()
if objls is None:
UTIL_functions.message_box(
('No selected target!', ),
'Lost Parameters',
UTIL_icons_manager.BlenderPresetIcons.Error.value
)
return {'CANCELLED'}
# check texture save option to prevent real stupid user.
texture_save_opt = self.general_get_texture_save_opt()
if texture_save_opt == UTIL_virtools_types.CK_TEXTURE_SAVEOPTIONS.CKTEXTURE_USEGLOBAL:
UTIL_functions.message_box(
('You can not specify "Use Global" as global texture save option!', ),
'Wrong Parameters',
UTIL_icons_manager.BlenderPresetIcons.Error.value
)
return {'CANCELLED'}
# start exporting
with UTIL_ioport_shared.ExportEditModeBackup() as editmode_guard:
_export_virtools(
self.general_get_filename(),
self.general_get_vt_encodings(),
texture_save_opt,
self.general_get_use_compress(),
self.general_get_compress_level(),
self.general_get_successive_sector(),
self.general_get_successive_sector_count(),
objls
)
self.report({'INFO'}, "Virtools File Exporting Finished.")
return {'FINISHED'}
def draw(self, context):
layout = self.layout
self.draw_export_params(layout)
self.draw_virtools_params(layout, False)
self.draw_ballance_params(layout, False)
_TObj3dPair = tuple[bpy.types.Object, bmap.BM3dObject]
_TLightPair = tuple[bpy.types.Object, bpy.types.Light, bmap.BMTargetLight]
_TMeshPair = tuple[bpy.types.Object, bpy.types.Mesh, bmap.BMMesh]
_TMaterialPair = tuple[bpy.types.Material, bmap.BMMaterial]
_TTexturePair = tuple[bpy.types.Image, bmap.BMTexture]
def _export_virtools(
file_name_: str,
encodings_: tuple[str],
texture_save_opt_: UTIL_virtools_types.CK_TEXTURE_SAVEOPTIONS,
use_compress_: bool,
compress_level_: int,
successive_sector_: bool,
successive_sector_count_: int,
export_objects: tuple[bpy.types.Object, ...]
) -> None:
# create temp folder
with tempfile.TemporaryDirectory() as vt_temp_folder:
print(f'Virtools Engine Temp: {vt_temp_folder}')
# create virtools reader context
with bmap.BMFileWriter(
vt_temp_folder,
PROP_preferences.get_raw_preferences().mBallanceTextureFolder,
encodings_) as writer:
# prepare progress reporter
with ProgressReport(wm = bpy.context.window_manager) as progress:
# prepare 3dobject and light
obj3d_crets: tuple[_TObj3dPair, ...]
light_crets: tuple[_TLightPair, ...]
(obj3d_crets, light_crets) = _prepare_virtools_3dobjects(writer, progress, export_objects)
# export group according to prepared 3dobject
_export_virtools_groups(writer, progress, successive_sector_, successive_sector_count_, obj3d_crets)
# export prepared light
_export_virtools_light(writer, progress, light_crets)
# export prepared 3dobject
mesh_crets: tuple[_TMeshPair, ...] = _export_virtools_3dobjects(
writer, progress, obj3d_crets)
# export mesh
material_crets: tuple[_TMaterialPair, ...] = _export_virtools_meshes(
writer, progress, mesh_crets)
# export material
texture_crets: tuple[_TTexturePair, ...] = _export_virtools_materials(
writer, progress, material_crets)
# export texture
_export_virtools_textures(writer, progress, vt_temp_folder, texture_crets)
# save document
_save_virtools_document(
writer, progress, file_name_, texture_save_opt_, use_compress_, compress_level_)
def _prepare_virtools_3dobjects(
writer: bmap.BMFileWriter,
progress: ProgressReport,
export_objects: tuple[bpy.types.Object, ...]
) -> tuple[tuple[_TObj3dPair, ...], tuple[_TLightPair, ...]]:
# this function only create equvalent entries in virtools engine and do not export anything
# because _export_virtools_3dobjects() and _export_virtools_groups() are need use the return value of this function
#
# at the same time, due to the difference of light object between virtools and blender,
# we also need extract exported lights and create equvalent entries in virtools for them.
# create 3dobject hashset and result
obj3d_crets: list[_TObj3dPair] = []
obj3d_cret_set: set[bpy.types.Object] = set()
# create light hashset and result
light_crets: list[_TLightPair] = []
light_cret_set: set[bpy.types.Object] = set()
# start saving
progress.enter_substeps(len(export_objects), "Creating 3dObjects and Lights")
# iterate exported object list
for obj3d in export_objects:
# only accept mesh object and light object
# all of other objects will be discard.
match(obj3d.type):
case 'MESH':
# mesh object
if obj3d not in obj3d_cret_set:
# add into set
obj3d_cret_set.add(obj3d)
# create virtools instance
vtobj3d: bmap.BM3dObject = writer.create_3dobject()
# add into result list
obj3d_crets.append((obj3d, vtobj3d))
case 'LIGHT':
# light object
if obj3d not in light_cret_set:
# add into set
light_cret_set.add(obj3d)
# create virtools instance
vtlight: bmap.BMTargetLight = writer.create_target_light()
# add into result list
light_crets.append((obj3d, typing.cast(bpy.types.Light, obj3d.data), vtlight))
# step progress no matter whether create new one
progress.step()
# leave progress and return
progress.leave_substeps()
return (tuple(obj3d_crets), tuple(light_crets))
def _export_virtools_groups(
writer: bmap.BMFileWriter,
progress: ProgressReport,
successive_sector: bool,
successive_sector_count: int,
obj3d_crets: tuple[_TObj3dPair, ...]
) -> None:
# create virtools group
group_cret_map: dict[str, bmap.BMGroup] = {}
# start saving
progress.enter_substeps(len(obj3d_crets), "Saving Groups")
# create sector group first if user ordered
# This step is designed for ensure that the created sector group is successive.
#
# Due to the design of Ballance, Ballance rely on checking the existance of Sector_XX to get how many sectors this map have.
# Thus if there are no component in a sector, it still need to create a empty Sector_XX group, otherwise the game will crash
# or be ended at a accident sector.
#
# So we create all needed sector group in here to make sure exported virtools file can be read by Ballancde correctly.
if successive_sector:
for i in range(successive_sector_count):
gp_name: str = UTIL_naming_convension.build_name_from_sector_index(i + 1)
vtgroup: bmap.BMGroup | None = group_cret_map.get(gp_name, None)
if vtgroup is None:
vtgroup = writer.create_group()
vtgroup.set_name(gp_name)
group_cret_map[gp_name] = vtgroup
for obj3d, vtobj3d in obj3d_crets:
# open group visitor
with PROP_virtools_group.VirtoolsGroupsHelper(obj3d) as gp_visitor:
for gp_name in gp_visitor.iterate_groups():
# get group or create new group from guard
vtgroup: bmap.BMGroup | None = group_cret_map.get(gp_name, None)
if vtgroup is None:
vtgroup = writer.create_group()
vtgroup.set_name(gp_name)
group_cret_map[gp_name] = vtgroup
# group this object
vtgroup.add_object(vtobj3d)
# leave group visitor and step
progress.step()
# leave progress and return
progress.leave_substeps()
def _export_virtools_light(
writer: bmap.BMFileWriter,
progress: ProgressReport,
light_crets: tuple[_TLightPair, ...]
) -> None:
# start saving
progress.enter_substeps(0, "Saving Lights")
for obj3d, light, vtlight in light_crets:
# set name
vtlight.set_name(obj3d.name)
# setup 3d entity parts
# set world matrix
# TODO: fix light direction matrix issue.
vtmat: UTIL_virtools_types.VxMatrix = UTIL_virtools_types.VxMatrix()
UTIL_virtools_types.vxmatrix_from_blender(vtmat, obj3d.matrix_world)
UTIL_virtools_types.vxmatrix_conv_co(vtmat)
vtlight.set_world_matrix(vtmat)
# set visibility
vtlight.set_visibility(not obj3d.hide_get())
# setup light data
rawlight: PROP_virtools_light.RawVirtoolsLight = PROP_virtools_light.get_raw_virtools_light(light)
vtlight.set_type(rawlight.mType)
vtlight.set_color(rawlight.mColor)
vtlight.set_constant_attenuation(rawlight.mConstantAttenuation)
vtlight.set_linear_attenuation(rawlight.mLinearAttenuation)
vtlight.set_quadratic_attenuation(rawlight.mQuadraticAttenuation)
vtlight.set_range(rawlight.mRange)
vtlight.set_hot_spot(rawlight.mHotSpot)
vtlight.set_falloff(rawlight.mFalloff)
vtlight.set_falloff_shape(rawlight.mFalloffShape)
# step
progress.step()
# leave progress and return
progress.leave_substeps()
def _export_virtools_3dobjects(
writer: bmap.BMFileWriter,
progress: ProgressReport,
obj3d_crets: tuple[_TObj3dPair, ...]
) -> tuple[_TMeshPair, ...]:
# create virtools mesh
mesh_crets: list[_TMeshPair] = []
mesh_cret_map: dict[bpy.types.Mesh, bmap.BMMesh] = {}
# start saving
progress.enter_substeps(len(obj3d_crets), "Saving 3dObjects")
for obj3d, vtobj3d in obj3d_crets:
# set name
vtobj3d.set_name(obj3d.name)
# check mesh
mesh: bpy.types.Mesh | None = typing.cast(bpy.types.Mesh | None, obj3d.data)
if mesh is not None:
# get existing vt mesh or create new one
vtmesh: bmap.BMMesh | None = mesh_cret_map.get(mesh, None)
if vtmesh is None:
vtmesh = writer.create_mesh()
mesh_crets.append((obj3d, mesh, vtmesh))
mesh_cret_map[mesh] = vtmesh
# assign mesh
vtobj3d.set_current_mesh(vtmesh)
else:
vtobj3d.set_current_mesh(None)
# set world matrix
vtmat: UTIL_virtools_types.VxMatrix = UTIL_virtools_types.VxMatrix()
UTIL_virtools_types.vxmatrix_from_blender(vtmat, obj3d.matrix_world)
UTIL_virtools_types.vxmatrix_conv_co(vtmat)
vtobj3d.set_world_matrix(vtmat)
# set visibility
vtobj3d.set_visibility(not obj3d.hide_get())
# step
progress.step()
# leave progress and return
progress.leave_substeps()
return tuple(mesh_crets)
def _export_virtools_meshes(
writer: bmap.BMFileWriter,
progress: ProgressReport,
mesh_crets: tuple[_TMeshPair, ...]
) -> tuple[_TMaterialPair, ...]:
# create virtools mesh
material_crets: list[_TMaterialPair] = []
material_cret_map: dict[bpy.types.Material, bmap.BMMaterial] = {}
# start saving
progress.enter_substeps(len(mesh_crets), "Saving Meshes")
# iterate meshes
for obj3d, mesh, vtmesh in mesh_crets:
# we need use temporary mesh function to visit triangulated meshes
# so we ignore mesh factor and use obj3d to create temp mesh to get data
# open temp mesh helper
with UTIL_blender_mesh.TemporaryMesh(obj3d) as tempmesh:
# sync mesh name, lit mode
vtmesh.set_name(mesh.name)
mesh_settings: PROP_virtools_mesh.RawVirtoolsMesh = PROP_virtools_mesh.get_raw_virtools_mesh(mesh)
vtmesh.set_lit_mode(mesh_settings.mLitMode)
# sync mesh main data
# open mesh visitor
with UTIL_blender_mesh.MeshReader(tempmesh.get_temp_mesh()) as mesh_visitor:
# construct data provider
def pos_iterator() -> typing.Iterator[UTIL_virtools_types.VxVector3]:
for v in mesh_visitor.get_vertex_position():
UTIL_virtools_types.vxvector3_conv_co(v)
yield v
def nml_iterator() -> typing.Iterator[UTIL_virtools_types.VxVector3]:
for v in mesh_visitor.get_vertex_normal():
UTIL_virtools_types.vxvector3_conv_co(v)
yield v
def uv_iterator() -> typing.Iterator[UTIL_virtools_types.VxVector2]:
for v in mesh_visitor.get_vertex_uv():
UTIL_virtools_types.vxvector2_conv_co(v)
yield v
# construct mtl slot
def mtl_iterator() -> typing.Iterator[bmap.BMMaterial | None]:
for mtl in mesh_visitor.get_material_slot():
if mtl is None: yield None
else:
# get existing one or create new one
vtmaterial: bmap.BMMaterial | None = material_cret_map.get(mtl, None)
if vtmaterial is None:
vtmaterial = writer.create_material()
material_crets.append((mtl, vtmaterial))
material_cret_map[mtl] = vtmaterial
# yield data
yield vtmaterial
def face_idx_iterator(idx_type: int) -> typing.Iterator[UTIL_virtools_types.CKFaceIndices]:
data: UTIL_virtools_types.CKFaceIndices = UTIL_virtools_types.CKFaceIndices()
for fidx in mesh_visitor.get_face():
# swap indices
fidx.conv_co()
# set data by specific index
match(idx_type):
case 0: data.i1, data.i2, data.i3 = fidx.mIndices[0].mPosIdx, fidx.mIndices[1].mPosIdx, fidx.mIndices[2].mPosIdx
case 1: data.i1, data.i2, data.i3 = fidx.mIndices[0].mNmlIdx, fidx.mIndices[1].mNmlIdx, fidx.mIndices[2].mNmlIdx
case 2: data.i1, data.i2, data.i3 = fidx.mIndices[0].mUvIdx, fidx.mIndices[1].mUvIdx, fidx.mIndices[2].mUvIdx
case _: raise UTIL_functions.BBPException('invalid index type.')
# yield data
yield data
def face_mtl_iterator() -> typing.Iterator[int]:
for fidx in mesh_visitor.get_face():
yield fidx.mMtlIdx
# create virtools mesh transition
# and write into mesh
with bmap.BMMeshTrans() as mesh_trans:
# prepare vertices
mesh_trans.prepare_vertex(
mesh_visitor.get_vertex_position_count(),
pos_iterator()
)
mesh_trans.prepare_normal(
mesh_visitor.get_vertex_normal_count(),
nml_iterator()
)
mesh_trans.prepare_uv(
mesh_visitor.get_vertex_uv_count(),
uv_iterator()
)
# prepare mtl slots
mesh_trans.prepare_mtl_slot(
mesh_visitor.get_material_slot_count(),
mtl_iterator()
)
# prepare face
mesh_trans.prepare_face(
mesh_visitor.get_face_count(),
face_idx_iterator(0),
face_idx_iterator(1),
face_idx_iterator(2),
face_mtl_iterator()
)
# parse to vtmesh
mesh_trans.parse(vtmesh)
# end of mesh trans
# end of mesh visitor
# end of temp mesh
# step
progress.step()
# leave progress and return
progress.leave_substeps()
return tuple(material_crets)
def _export_virtools_materials(
writer: bmap.BMFileWriter,
progress: ProgressReport,
material_crets: tuple[_TMaterialPair, ...]
) -> tuple[_TTexturePair, ...]:
# create virtools mesh
texture_crets: list[_TTexturePair] = []
texture_cret_map: dict[bpy.types.Image, bmap.BMTexture] = {}
# start saving
progress.enter_substeps(len(material_crets), "Saving Materials")
for mtl, vtmaterial in material_crets:
# set name
vtmaterial.set_name(mtl.name)
# get raw mtl
rawmtl: PROP_virtools_material.RawVirtoolsMaterial = PROP_virtools_material.get_raw_virtools_material(mtl)
# apply vt material
vtmaterial.set_diffuse(rawmtl.mDiffuse)
vtmaterial.set_ambient(rawmtl.mAmbient)
vtmaterial.set_specular(rawmtl.mSpecular)
vtmaterial.set_emissive(rawmtl.mEmissive)
vtmaterial.set_specular_power(rawmtl.mSpecularPower)
# apply assoc texture
if rawmtl.mTexture is not None:
# create or get new one vt texture
vttexture: bmap.BMTexture | None = texture_cret_map.get(rawmtl.mTexture, None)
if vttexture is None:
vttexture = writer.create_texture()
texture_cret_map[rawmtl.mTexture] = vttexture
texture_crets.append((rawmtl.mTexture, vttexture))
# assign texture
vtmaterial.set_texture(vttexture)
else:
vtmaterial.set_texture(None)
vtmaterial.set_texture_border_color(rawmtl.mTextureBorderColor)
vtmaterial.set_texture_blend_mode(rawmtl.mTextureBlendMode)
vtmaterial.set_texture_min_mode(rawmtl.mTextureMinMode)
vtmaterial.set_texture_mag_mode(rawmtl.mTextureMagMode)
vtmaterial.set_texture_address_mode(rawmtl.mTextureAddressMode)
vtmaterial.set_source_blend(rawmtl.mSourceBlend)
vtmaterial.set_dest_blend(rawmtl.mDestBlend)
vtmaterial.set_fill_mode(rawmtl.mFillMode)
vtmaterial.set_shade_mode(rawmtl.mShadeMode)
vtmaterial.set_alpha_test_enabled(rawmtl.mEnableAlphaTest)
vtmaterial.set_alpha_blend_enabled(rawmtl.mEnableAlphaBlend)
vtmaterial.set_perspective_correction_enabled(rawmtl.mEnablePerspectiveCorrection)
vtmaterial.set_z_write_enabled(rawmtl.mEnableZWrite)
vtmaterial.set_two_sided_enabled(rawmtl.mEnableTwoSided)
vtmaterial.set_alpha_ref(rawmtl.mAlphaRef)
vtmaterial.set_alpha_func(rawmtl.mAlphaFunc)
vtmaterial.set_z_func(rawmtl.mZFunc)
# step
progress.step()
# leave progress and return
progress.leave_substeps()
return tuple(texture_crets)
def _export_virtools_textures(
writer: bmap.BMFileWriter,
progress: ProgressReport,
vt_temp_folder: str,
texture_crets: tuple[_TTexturePair, ...]
) -> None:
# start saving
progress.enter_substeps(len(texture_crets), "Saving Textures")
for tex, vttexture in texture_crets:
# set name
vttexture.set_name(tex.name)
# set texture cfg
rawtex: PROP_virtools_texture.RawVirtoolsTexture = PROP_virtools_texture.get_raw_virtools_texture(tex)
vttexture.set_save_options(rawtex.mSaveOptions)
vttexture.set_video_format(rawtex.mVideoFormat)
# save core texture
# load ballance textures to vt engine from external ref path
# load other textures to vt engine from temp folder.
# no need to distinguish save options
try_filepath: str | None = UTIL_ballance_texture.get_ballance_texture_filename(
UTIL_ballance_texture.get_texture_filepath(tex))
if try_filepath is None:
# non-ballance file, save in temp and change file path to point to it.
try_filepath = UTIL_ballance_texture.generate_other_texture_save_path(tex, vt_temp_folder)
UTIL_ballance_texture.save_other_texture(tex, try_filepath)
# load into vt engine
vttexture.load_image(try_filepath)
# step
progress.step()
# leave progress and return
progress.leave_substeps()
def _save_virtools_document(
writer: bmap.BMFileWriter,
progress: ProgressReport,
file_name: str,
texture_save_opt: UTIL_virtools_types.CK_TEXTURE_SAVEOPTIONS,
use_compress: bool,
compress_level: int
) -> None:
progress.enter_substeps(1, "Saving Document")
writer.save(file_name, texture_save_opt, use_compress, compress_level)
progress.step()
progress.leave_substeps()
def register() -> None:
bpy.utils.register_class(BBP_OT_export_virtools)
def unregister() -> None:
bpy.utils.unregister_class(BBP_OT_export_virtools)