BallanceBlenderHelper/bbp_ng/OP_EXPORT_virtools.py
yyc12345 3396947115 feat: add ballance map sector field in scene
- add ballance map sector info in scene to indicate the maximum sector count of this map.
- this adding will prevent the bug that the exported ballance map do not have successive sector groups. because original implement will not create sector group if no component in corresponding sector and previous remedy still have bug. and if this happended, ballance will show spaceship in wrong sector. this adding is the final solution of this bug.
- exlarge ballance map sector info when user adding component. the enlarged value will be calculated by user input sector.
- auto enlarge ballance map sector info when importing. this will give user a fluent experience when modifying existing map.
- exporting map will also use ballance map sector info to pre-create successive sector group as term 2 stated.
- move sector name extractor from virtools file exporting module to naming convention module.
2024-04-01 14:39:11 +08:00

498 lines
20 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_ballance_map_info
from .PyBMap import bmap_wrapper as bmap
# define global tex save opt blender enum prop helper
_g_EnumHelper_CK_TEXTURE_SAVEOPTIONS: UTIL_virtools_types.EnumPropHelper = UTIL_virtools_types.EnumPropHelper(UTIL_virtools_types.CK_TEXTURE_SAVEOPTIONS)
class BBP_OT_export_virtools(bpy.types.Operator, UTIL_file_browser.ExportVirtoolsFile, UTIL_ioport_shared.ExportParams, UTIL_ioport_shared.VirtoolsParams):
"""Export Virtools File"""
bl_idname = "bbp.export_virtools"
bl_label = "Export Virtools File"
bl_options = {'PRESET'}
texture_save_opt: bpy.props.EnumProperty(
name = "Global Texture Save Options",
description = "Decide how texture saved if texture is specified as Use Global as its Save Options.",
items = _g_EnumHelper_CK_TEXTURE_SAVEOPTIONS.generate_items(),
default = _g_EnumHelper_CK_TEXTURE_SAVEOPTIONS.to_selection(UTIL_virtools_types.CK_TEXTURE_SAVEOPTIONS.CKTEXTURE_EXTERNAL)
)
use_compress: bpy.props.BoolProperty(
name="Use Compress",
default = True,
)
compress_level: bpy.props.IntProperty(
name = "Compress Level",
description = "The ZLib compress level used by Virtools Engine when saving composition.",
min = 1, max = 9,
default = 5,
)
@classmethod
def poll(self, 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'}
# start exporting
with UTIL_ioport_shared.ExportEditModeBackup() as editmode_guard:
_export_virtools(
self.general_get_filename(),
self.general_get_vt_encodings(),
_g_EnumHelper_CK_TEXTURE_SAVEOPTIONS.get_selection(self.texture_save_opt),
self.use_compress,
self.compress_level,
objls
)
self.report({'INFO'}, "Virtools File Exporting Finished.")
return {'FINISHED'}
def draw(self, context):
layout = self.layout
layout.label(text = 'Export Target')
self.draw_export_params(layout.box())
layout.separator()
layout.label(text = 'Virtools Params')
box = layout.box()
self.draw_virtools_params(box)
box.separator()
box.label(text = 'Global Texture Save Option')
box.prop(self, 'texture_save_opt', text = '')
box.separator()
box.prop(self, 'use_compress')
if self.use_compress:
box.prop(self, 'compress_level')
# show sector info to notice user
layout.separator()
map_info: PROP_ballance_map_info.RawBallanceMapInfo = PROP_ballance_map_info.get_raw_ballance_map_info(bpy.context.scene)
layout.label(text = f'Map Sectors: {map_info.mSectorCount}')
_TObj3dPair = tuple[bpy.types.Object, bmap.BM3dObject]
_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,
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
obj3d_crets: tuple[_TObj3dPair, ...] = _prepare_virtools_3dobjects(
writer, progress, export_objects)
# export group and 3dobject by prepared 3dobject
_export_virtools_groups(writer, progress, obj3d_crets)
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[_TObj3dPair, ...]:
# 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
# create 3dobject hashset and result
obj3d_crets: list[_TObj3dPair] = []
obj3d_cret_set: set[bpy.types.Object] = set()
# start saving
progress.enter_substeps(len(export_objects), "Creating 3dObjects")
for obj3d in export_objects:
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))
# step progress no matter whether create new one
progress.step()
# leave progress and return
progress.leave_substeps()
return tuple(obj3d_crets)
def _export_virtools_groups(
writer: bmap.BMFileWriter,
progress: ProgressReport,
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
# 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.
map_info: PROP_ballance_map_info.RawBallanceMapInfo = PROP_ballance_map_info.get_raw_ballance_map_info(bpy.context.scene)
for i in range(map_info.mSectorCount):
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_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 = 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(writer, 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)