add 'Export Target' property

This commit is contained in:
SleepKiller 2020-01-06 17:08:36 +13:00
parent 8f24e4914e
commit 6e322d78bf
4 changed files with 70 additions and 6 deletions

View File

@ -1,7 +1,7 @@
bl_info = {
'name': 'SWBF .msh export',
'author': 'SleepKiller',
"version": (0, 1, 0),
"version": (0, 2, 0),
'blender': (2, 80, 0),
'location': 'File > Import-Export',
'description': 'Export as SWBF .msh file',
@ -82,6 +82,15 @@ class ExportMSH(Operator, ExportHelper):
default=False
)
export_target: EnumProperty(name="Export Target",
description="What to export.",
items=(
('SCENE', "Scene", "Export the current active scene."),
('SELECTED', "Selected", "Export the currently selected objects and their parents."),
('SELECTED_WITH_CHILDREN', "Selected with Children", "Export the currently selected objects with their children and parents.")
),
default='SCENE')
apply_modifiers: BoolProperty(
name="Apply Modifiers",
description="Whether to apply Modifiers during export or not.",
@ -94,7 +103,8 @@ class ExportMSH(Operator, ExportHelper):
output_file=output_file,
scene=create_scene(
generate_triangle_strips=self.generate_triangle_strips,
apply_modifiers=self.apply_modifiers))
apply_modifiers=self.apply_modifiers,
export_target=self.export_target))
return {'FINISHED'}

View File

@ -3,6 +3,7 @@
import bpy
import math
from enum import Enum
from typing import List, Set, Dict, Tuple
from itertools import zip_longest
from .msh_model import *
@ -13,7 +14,7 @@ SKIPPED_OBJECT_TYPES = {"LATTICE", "CAMERA", "LIGHT", "SPEAKER", "LIGHT_PROBE"}
MESH_OBJECT_TYPES = {"MESH", "CURVE", "SURFACE", "META", "FONT", "GPENCIL"}
MAX_MSH_VERTEX_COUNT = 32767
def gather_models(apply_modifiers: bool) -> List[Model]:
def gather_models(apply_modifiers: bool, export_target: str) -> List[Model]:
""" Gathers the Blender objects from the current scene and returns them as a list of
Model objects. """
@ -22,7 +23,7 @@ def gather_models(apply_modifiers: bool) -> List[Model]:
models_list: List[Model] = []
for uneval_obj in bpy.context.scene.objects:
for uneval_obj in select_objects(export_target):
if uneval_obj.type in SKIPPED_OBJECT_TYPES and uneval_obj.name not in parents:
continue
@ -276,6 +277,49 @@ def check_for_bad_lod_suffix(obj: bpy.types.Object):
if name.endswith(f"_lod{i}"):
raise RuntimeError(failure_message)
def select_objects(export_target: str) -> List[bpy.types.Object]:
""" Returns a list of objects to export. """
if export_target == "SCENE" or not export_target in {"SELECTED", "SELECTED_WITH_CHILDREN"}:
return list(bpy.context.scene.objects)
objects = list(bpy.context.selected_objects)
added = {obj.name for obj in objects}
if export_target == "SELECTED_WITH_CHILDREN":
children = []
def add_children(parent):
nonlocal children
nonlocal added
for obj in bpy.context.scene.objects:
if obj.parent == parent and obj.name not in added:
children.append(obj)
added.add(obj.name)
add_children(obj)
for obj in objects:
add_children(obj)
objects = objects + children
parents = []
for obj in objects:
parent = obj.parent
while parent is not None:
if parent.name not in added:
parents.append(parent)
added.add(parent.name)
parent = parent.parent
return objects + parents
def convert_vector_space(vec: Vector) -> Vector:
return Vector((-vec.x, vec.z, vec.y))

View File

@ -44,7 +44,7 @@ class Scene:
materials: Dict[str, Material] = field(default_factory=dict)
models: List[Model] = field(default_factory=list)
def create_scene(generate_triangle_strips: bool, apply_modifiers: bool) -> Scene:
def create_scene(generate_triangle_strips: bool, apply_modifiers: bool, export_target: str) -> Scene:
""" Create a msh Scene from the active Blender scene. """
scene = Scene()
@ -53,7 +53,7 @@ def create_scene(generate_triangle_strips: bool, apply_modifiers: bool) -> Scene
scene.materials = gather_materials()
scene.models = gather_models(apply_modifiers=apply_modifiers)
scene.models = gather_models(apply_modifiers=apply_modifiers, export_target=export_target)
scene.models = sort_by_parent(scene.models)
if generate_triangle_strips:

View File

@ -45,6 +45,16 @@ In order to improve runtime performance and reduce munged model size you are **s
For very complex scenes with meshes that have tens of thousands (or more) faces Blender may freeze up for a couple minutes while triangle strips are generated. Either minimize it and do something else on your PC while you wait and it'll eventually finish.
#### Export Target
Controls what to export from Blender.
| | |
| ---------------------- | ---------------------------------------------------------------------- |
| Scene | Export the current active scene. |
| Selected | Export the currently selected objects and their parents. |
| Selected with Children | Export the currently selected objects with their children and parents. |
#### Apply Modifiers
Whether to apply [Modifiers](https://docs.blender.org/manual/en/latest/modeling/modifiers/index.html) during export or not.