5 Commits

Author SHA1 Message Date
SleepKiller
b56fa79a19 update version number 2020-02-04 14:44:22 +13:00
SleepKiller
47fa855b78 fixed colour packing order 2020-02-04 14:28:34 +13:00
SleepKiller
2010dd21b2 correct -keepmaterial documentation
Thanks to Fox!
2020-01-31 04:32:11 +13:00
SleepKiller
6e322d78bf add 'Export Target' property 2020-01-06 17:08:36 +13:00
SleepKiller
8f24e4914e Update reference_manual.md 2019-11-24 22:23:46 +13:00
5 changed files with 74 additions and 12 deletions

View File

@@ -1,7 +1,7 @@
bl_info = {
'name': 'SWBF .msh export',
'author': 'SleepKiller',
"version": (0, 1, 0),
"version": (0, 2, 1),
'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

@@ -23,8 +23,8 @@ def min_vec(l: Vector, r: Vector) -> Vector:
def pack_color(color) -> int:
packed = 0
packed |= (int(color[0] * 255.0 + 0.5) << 8)
packed |= (int(color[1] * 255.0 + 0.5) << 16)
packed |= (int(color[0] * 255.0 + 0.5) << 16)
packed |= (int(color[1] * 255.0 + 0.5) << 8)
packed |= (int(color[2] * 255.0 + 0.5))
packed |= (int(color[3] * 255.0 + 0.5) << 24)

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.
@@ -373,7 +383,7 @@ Can optionally have a Detail Map. Tiling for the detail map can specified with D
This rendertype also enables per-pixel lighting.
#### Materials.Rendertype.Normalmapped Envmapped (SWBF2)
#### Materials.Rendertype.Normalmapped Tiled Envmapped (SWBF2)
Enables the use of a Normal Map with the material. Tiling for the normal map can be controlled with Normal Map Tiling U and Normal Map Tiling V
Uses an Environment Map to show reflections on the model. Useful for anything you want to look reflective or
@@ -526,9 +536,7 @@ Keep all named objects in the .msh file as hardpoints.
#### -keepmaterial
- Usage Example: `-keepmaterial override_texture`
By default material names are not saved in .model files. And meshes referencing differently named materials but with identical names may be merged together to boost performance.
By specifying "-keepmaterial" for a material modelmunge is instructed to keep the name of a material around and to not merge meshes using the material with others that aren't.
Prevents the named object being marged with other objects by modelmunge and gives the object's .model material the same name as the object.
This is used with the "OverrideTexture", "OverrideTexture2" and "WheelTexture" .odf properties.