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

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""" Gathers the Blender objects from the current scene and returns them as a list of
Model objects. """
import bpy
import bmesh
import math
from enum import Enum
from typing import List, Set, Dict, Tuple
from itertools import zip_longest
from .msh_scene import Scene
from .msh_model import *
from .msh_model_utilities import *
from .msh_utilities import *
from .msh_model_gather import *
def extract_models(models, materials_map):
model_map = {}
for model in sort_by_parent(models):
if model.model_type != ModelType.STATIC:
new_obj = bpy.data.objects.new(model.name, None)
new_obj.empty_display_size = 1
new_obj.empty_display_type = 'PLAIN_AXES'
else:
new_mesh = bpy.data.meshes.new(model.name)
verts = []
faces = []
offset = 0
mat_name = ""
for i,seg in enumerate(model.geometry):
if i == 0:
mat_name = seg.material_name
verts += [tuple(convert_vector_space(v)) for v in seg.positions]
faces += [tuple([ind + offset for ind in tri]) for tri in seg.triangles]
offset += len(seg.positions)
new_mesh.from_pydata(verts, [], faces)
new_mesh.update()
new_mesh.validate()
edit_mesh = bmesh.new()
edit_mesh.from_mesh(new_mesh)
uvlayer = edit_mesh.loops.layers.uv.verify()
for edit_mesh_face in edit_mesh.faces:
mesh_face = faces[edit_mesh_face.index]
for i,loop in enumerate(edit_mesh_face.loops):
texcoord = seg.texcoords[mesh_face[i]]
loop[uvlayer].uv = tuple([texcoord.x, texcoord.y])
edit_mesh.to_mesh(new_mesh)
edit_mesh.free()
new_obj = bpy.data.objects.new(new_mesh.name, new_mesh)
'''
Assign Materials - will do per segment later...
'''
if mat_name:
material = materials_map[mat_name]
if new_obj.data.materials:
new_obj.data.materials[0] = material
else:
new_obj.data.materials.append(material)
model_map[model.name] = new_obj
if model.parent:
new_obj.parent = model_map[model.parent]
new_obj.location = convert_vector_space(model.transform.translation)
new_obj.rotation_mode = "QUATERNION"
new_obj.rotation_quaternion = convert_rotation_space(model.transform.rotation)
bpy.context.collection.objects.link(new_obj)
def extract_materials(scene: Scene) -> Dict[str,bpy.types.Material]:
extracted_materials = {}
for material_name in scene.materials.keys():
new_mat = bpy.data.materials.new(name=material_name)
new_mat.use_nodes = True
bsdf = new_mat.node_tree.nodes["Principled BSDF"]
texImage = new_mat.node_tree.nodes.new('ShaderNodeTexImage')
texImage.image = bpy.data.images.load("/Users/will/Desktop/grad.png")
new_mat.node_tree.links.new(bsdf.inputs['Base Color'], texImage.outputs['Color'])
extracted_materials[material_name] = new_mat
return extracted_materials
def extract_scene(scene: Scene):
matmap = extract_materials(scene)
extract_models(scene.models, matmap)