""" 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 * from .crc import * import os def extract_models(scene: Scene, materials_map): model_map = {} for model in sort_by_parent(scene.models): new_obj = None if model.name.startswith("p_") or "collision" in model.name: continue if model.model_type == ModelType.STATIC or model.model_type == ModelType.SKIN: 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) else: new_obj = bpy.data.objects.new(model.name, None) new_obj.empty_display_size = 1 new_obj.empty_display_type = 'PLAIN_AXES' 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(folder_path: str, 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"] tex_path_def = os.path.join(folder_path, scene.materials[material_name].texture0) tex_path_alt = os.path.join(folder_path, "PC", scene.materials[material_name].texture0) tex_path = tex_path_def if os.path.exists(tex_path_def) else tex_path_alt if os.path.exists(tex_path): texImage = new_mat.node_tree.nodes.new('ShaderNodeTexImage') texImage.image = bpy.data.images.load(tex_path) 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(filepath: str, scene: Scene): folder = os.path.join(os.path.dirname(filepath),"") matmap = extract_materials(folder,scene) extract_models(scene, matmap)