SWBF-msh-Blender-IO/addons/io_scene_swbf_msh/msh_model_gather.py

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""" Gathers the Blender objects from the current scene and returns them as a list of
Model objects. """
import bpy
from typing import List, Set, Dict, Tuple
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from itertools import zip_longest
from .msh_model import *
from .msh_model_utilities import *
from .msh_utilities import *
SKIPPED_OBJECT_TYPES = {"LATTICE", "CAMERA", "LIGHT", "SPEAKER", "LIGHT_PROBE"}
MESH_OBJECT_TYPES = {"MESH", "CURVE", "SURFACE", "META", "FONT", "GPENCIL"}
def gather_models() -> List[Model]:
""" Gathers the Blender objects from the current scene and returns them as a list of
Model objects. """
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depsgraph = bpy.context.evaluated_depsgraph_get()
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parents = create_parents_set()
models_list: List[Model] = []
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for uneval_obj in bpy.context.scene.objects:
if uneval_obj.type in SKIPPED_OBJECT_TYPES and uneval_obj.name not in parents:
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continue
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obj = uneval_obj.evaluated_get(depsgraph)
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model = Model()
model.name = obj.name
model.model_type = get_model_type(obj)
model.hidden = get_is_model_hidden(obj)
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model.transform.rotation = obj.rotation_quaternion @ obj.delta_rotation_quaternion
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model.transform.translation = add_vec(obj.location, obj.delta_location)
if obj.parent is not None:
model.parent = obj.parent.name
if obj.type in MESH_OBJECT_TYPES:
mesh = obj.to_mesh()
model.geometry = create_mesh_geometry(mesh)
obj.to_mesh_clear()
mesh_scale = get_object_worldspace_scale(obj)
scale_segments(mesh_scale, model.geometry)
models_list.append(model)
return models_list
def create_parents_set() -> Set[str]:
""" Creates a set with the names of the Blender objects from the current scene
that have at least one child. """
parents = set()
for obj in bpy.context.scene.objects:
if obj.parent is not None:
parents.add(obj.parent.name)
return parents
def create_mesh_geometry(mesh: bpy.types.Mesh) -> List[GeometrySegment]:
""" Creates a list of GeometrySegment objects from a Blender mesh.
Does NOT create triangle strips in the GeometrySegment however. """
if mesh.has_custom_normals:
mesh.calc_normals_split()
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mesh.validate_material_indices()
mesh.calc_loop_triangles()
material_count = max(len(mesh.materials), 1)
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segments: List[GeometrySegment] = [GeometrySegment() for i in range(material_count)]
vertex_remap: List[Dict[Tuple(int, int), int]] = [dict() for i in range(material_count)]
polygons: List[Set[int]] = [set() for i in range(material_count)]
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if mesh.vertex_colors.active is not None:
for segment in segments:
segment.colors = []
for segment, material in zip(segments, mesh.materials):
segment.material_name = material.name
def add_vertex(material_index: int, vertex_index: int, loop_index: int) -> int:
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nonlocal segments, vertex_remap
segment = segments[material_index]
remap = vertex_remap[material_index]
if (vertex_index, loop_index) in remap:
return remap[(vertex_index, loop_index)]
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new_index: int = len(segment.positions)
remap[(vertex_index, loop_index)] = new_index
segment.positions.append(mesh.vertices[vertex_index].co.copy())
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if mesh.has_custom_normals:
segment.normals.append(mesh.loops[loop_index].normal.copy())
else:
segment.normals.append(mesh.vertices[vertex_index].normal.copy())
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if mesh.uv_layers.active is None:
segment.texcoords.append(Vector((0.0, 0.0)))
else:
segment.texcoords.append(mesh.uv_layers.active.data[loop_index].uv.copy())
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if segment.colors is not None:
segment.colors.append([v for v in mesh.vertex_colors.active.data[loop_index].color])
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return new_index
for tri in mesh.loop_triangles:
polygons[tri.material_index].add(tri.polygon_index)
segments[tri.material_index].triangles.append(
[add_vertex(tri.material_index, v, l) for v, l in zip(tri.vertices, tri.loops)])
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for segment, remap, polys in zip(segments, vertex_remap, polygons):
for poly_index in polys:
poly = mesh.polygons[poly_index]
segment.polygons.append([remap[(v, l)] for v, l in zip(poly.vertices, poly.loop_indices)])
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return segments
def get_object_worldspace_scale(obj: bpy.types.Object) -> Vector:
""" Get the worldspace scale transform for a Blender object. """
scale = mul_vec(obj.scale, obj.delta_scale)
while obj.parent is not None:
obj = obj.parent
scale = mul_vec(scale, mul_vec(obj.scale, obj.delta_scale))
return scale
def get_model_type(obj: bpy.types.Object) -> ModelType:
""" Get the ModelType for a Blender object. """
# TODO: Skinning support, etc
if obj.type in MESH_OBJECT_TYPES:
return ModelType.STATIC
return ModelType.NULL
def get_is_model_hidden(obj: bpy.types.Object) -> bool:
""" Gets if a Blender object should be marked as hidden in the .msh file. """
name = obj.name.lower()
if name.startswith("sv_"):
return True
if name.startswith("p_"):
return True
if name.startswith("collision"):
return True
if obj.type not in MESH_OBJECT_TYPES:
return True
return False