Hidden objects will be unhidden after calling evaluated_get, so they must be tracked beforehand when exporting.
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@ -40,6 +40,10 @@ def gather_models(apply_modifiers: bool, export_target: str, skeleton_only: bool
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# Here we just keep track of all names, regardless of origin
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# Here we just keep track of all names, regardless of origin
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exported_object_names: Set[str] = set()
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exported_object_names: Set[str] = set()
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# Me must keep track of hidden objects separately because
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# evaluated_get clears hidden status
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blender_objects_to_hide: Set[str] = set()
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# Armature must be processed before everything else!
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# Armature must be processed before everything else!
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# In this loop we also build a set of names of all objects
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# In this loop we also build a set of names of all objects
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@ -47,6 +51,10 @@ def gather_models(apply_modifiers: bool, export_target: str, skeleton_only: bool
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# groups that do not reference exported objects in the main
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# groups that do not reference exported objects in the main
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# model building loop below this one.
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# model building loop below this one.
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for uneval_obj in select_objects(export_target):
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for uneval_obj in select_objects(export_target):
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if get_is_model_hidden(uneval_obj):
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blender_objects_to_hide.add(uneval_obj.name)
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if uneval_obj.type == "ARMATURE" and not armature_found:
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if uneval_obj.type == "ARMATURE" and not armature_found:
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# Keep track of the armature, we don't want to process > 1!
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# Keep track of the armature, we don't want to process > 1!
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armature_found = uneval_obj.evaluated_get(depsgraph) if apply_modifiers else uneval_obj
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armature_found = uneval_obj.evaluated_get(depsgraph) if apply_modifiers else uneval_obj
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@ -80,7 +88,6 @@ def gather_models(apply_modifiers: bool, export_target: str, skeleton_only: bool
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model = Model()
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model = Model()
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model.name = obj.name
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model.name = obj.name
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model.model_type = ModelType.NULL if skeleton_only else get_model_type(obj, armature_found)
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model.model_type = ModelType.NULL if skeleton_only else get_model_type(obj, armature_found)
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model.hidden = get_is_model_hidden(obj)
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transform = obj.matrix_local
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transform = obj.matrix_local
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@ -133,6 +140,8 @@ def gather_models(apply_modifiers: bool, export_target: str, skeleton_only: bool
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if get_is_collision_primitive(obj):
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if get_is_collision_primitive(obj):
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model.collisionprimitive = get_collision_primitive(obj)
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model.collisionprimitive = get_collision_primitive(obj)
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model.hidden = model.name in blender_objects_to_hide
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models_list.append(model)
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models_list.append(model)
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# We removed all composite bones after looking through the objects,
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# We removed all composite bones after looking through the objects,
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@ -290,6 +299,9 @@ def get_model_type(obj: bpy.types.Object, armature_found: bpy.types.Object) -> M
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def get_is_model_hidden(obj: bpy.types.Object) -> bool:
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def get_is_model_hidden(obj: bpy.types.Object) -> bool:
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""" Gets if a Blender object should be marked as hidden in the .msh file. """
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""" Gets if a Blender object should be marked as hidden in the .msh file. """
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if obj.hide_get():
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return True
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name = obj.name.lower()
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name = obj.name.lower()
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if name.startswith("c_"):
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if name.startswith("c_"):
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@ -482,6 +494,7 @@ def expand_armature(armature: bpy.types.Object) -> Dict[str, Model]:
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model.model_type = ModelType.BONE if bone.name in proper_BONES else ModelType.NULL
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model.model_type = ModelType.BONE if bone.name in proper_BONES else ModelType.NULL
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model.name = bone.name
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model.name = bone.name
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model.hidden = True
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model.transform.rotation = convert_rotation_space(local_rotation)
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model.transform.rotation = convert_rotation_space(local_rotation)
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model.transform.translation = convert_vector_space(local_translation)
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model.transform.translation = convert_vector_space(local_translation)
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