""" Gathers the Blender objects from the current scene and returns them as a list of Model objects. """ import bpy import math from enum import Enum from typing import List, Set, Dict, Tuple from itertools import zip_longest from .msh_model import * from .msh_model_utilities import * from .msh_utilities import * 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, export_target: str, skeleton_only: bool) -> List[Model]: """ Gathers the Blender objects from the current scene and returns them as a list of Model objects. """ depsgraph = bpy.context.evaluated_depsgraph_get() parents = create_parents_set() models_list: List[Model] = [] for uneval_obj in select_objects(export_target): if uneval_obj.type in SKIPPED_OBJECT_TYPES and uneval_obj.name not in parents: continue if apply_modifiers: obj = uneval_obj.evaluated_get(depsgraph) else: obj = uneval_obj check_for_bad_lod_suffix(obj) if obj.type == "ARMATURE": models_list += expand_armature(obj) continue model = Model() model.name = obj.name model.model_type = get_model_type(obj, skeleton_only) model.hidden = get_is_model_hidden(obj) transform = obj.matrix_local transform_reset = Matrix.Identity(4) if obj.parent_bone: model.parent = obj.parent_bone # matrix_local, when called on an armature child also parented to a bone, appears to be broken. # At the very least, the results contradict the docs... armature_relative_transform = obj.parent.matrix_world.inverted() @ obj.matrix_world bone_relative_transform = obj.parent.data.bones[obj.parent_bone].matrix_local.inverted() @ armature_relative_transform transform = bone_relative_transform ''' # Since the transforms of direct bone children are discarded by ZEngine (but not ZEditor), we apply the transform # before geometry extraction, then apply the inversion after. if obj.type in MESH_OBJECT_TYPES: obj.data.transform(bone_relative_transform) transform_reset = bone_relative_transform.inverted() transform = Matrix.Identity(4) ''' else: if obj.parent is not None: if obj.parent.type == "ARMATURE": model.parent = obj.parent.parent.name transform = obj.parent.matrix_local @ transform else: model.parent = obj.parent.name local_translation, local_rotation, _ = transform.decompose() model.transform.rotation = convert_rotation_space(local_rotation) model.transform.translation = convert_vector_space(local_translation) if obj.type in MESH_OBJECT_TYPES: mesh = obj.to_mesh() model.geometry = create_mesh_geometry(mesh, obj.vertex_groups) obj.to_mesh_clear() _, _, world_scale = obj.matrix_world.decompose() world_scale = convert_scale_space(world_scale) scale_segments(world_scale, model.geometry) for segment in model.geometry: if len(segment.positions) > MAX_MSH_VERTEX_COUNT: raise RuntimeError(f"Object '{obj.name}' has resulted in a .msh geometry segment that has " f"more than {MAX_MSH_VERTEX_COUNT} vertices! Split the object's mesh up " f"and try again!") if obj.vertex_groups: model.bone_map = [group.name for group in obj.vertex_groups] obj.data.transform(transform_reset) if get_is_collision_primitive(obj): model.collisionprimitive = get_collision_primitive(obj) models_list.append(model) return models_list def create_parents_set() -> Set[str]: """ Creates a set with the names of the Blender objects from the current scene that have at least one child. """ parents = set() for obj in bpy.context.scene.objects: if obj.parent is not None: parents.add(obj.parent.name) return parents def create_mesh_geometry(mesh: bpy.types.Mesh, has_weights: bool) -> List[GeometrySegment]: """ Creates a list of GeometrySegment objects from a Blender mesh. Does NOT create triangle strips in the GeometrySegment however. """ if mesh.has_custom_normals: mesh.calc_normals_split() mesh.validate_material_indices() mesh.calc_loop_triangles() material_count = max(len(mesh.materials), 1) segments: List[GeometrySegment] = [GeometrySegment() for i in range(material_count)] vertex_cache = [dict() for i in range(material_count)] vertex_remap: List[Dict[Tuple[int, int], int]] = [dict() for i in range(material_count)] polygons: List[Set[int]] = [set() for i in range(material_count)] if mesh.vertex_colors.active is not None: for segment in segments: segment.colors = [] if has_weights: for segment in segments: segment.weights = [] for segment, material in zip(segments, mesh.materials): segment.material_name = material.name def add_vertex(material_index: int, vertex_index: int, loop_index: int, use_smooth_normal: bool, face_normal: Vector) -> int: nonlocal segments, vertex_remap vertex_cache_miss_index = -1 segment = segments[material_index] cache = vertex_cache[material_index] remap = vertex_remap[material_index] vertex_normal: Vector if use_smooth_normal or mesh.use_auto_smooth: if mesh.has_custom_normals: vertex_normal = Vector( mesh.loops[loop_index].normal ) else: vertex_normal = Vector( mesh.vertices[vertex_index].normal ) else: vertex_normal = Vector(face_normal) def get_cache_vertex(): yield mesh.vertices[vertex_index].co.x yield mesh.vertices[vertex_index].co.y yield mesh.vertices[vertex_index].co.z yield vertex_normal.x yield vertex_normal.y yield vertex_normal.z if mesh.uv_layers.active is not None: yield mesh.uv_layers.active.data[loop_index].uv.x yield mesh.uv_layers.active.data[loop_index].uv.y if segment.colors is not None: for v in mesh.vertex_colors.active.data[loop_index].color: yield v if segment.weights is not None: for v in mesh.vertices[vertex_index].groups: yield v.group yield v.weight vertex_cache_entry = tuple(get_cache_vertex()) cached_vertex_index = cache.get(vertex_cache_entry, vertex_cache_miss_index) if cached_vertex_index != vertex_cache_miss_index: remap[(vertex_index, loop_index)] = cached_vertex_index return cached_vertex_index new_index: int = len(segment.positions) cache[vertex_cache_entry] = new_index remap[(vertex_index, loop_index)] = new_index segment.positions.append(convert_vector_space(mesh.vertices[vertex_index].co)) segment.normals.append(convert_vector_space(vertex_normal)) if mesh.uv_layers.active is None: segment.texcoords.append(Vector((0.0, 0.0))) else: segment.texcoords.append(mesh.uv_layers.active.data[loop_index].uv.copy()) if segment.colors is not None: segment.colors.append(list(mesh.vertex_colors.active.data[loop_index].color)) if segment.weights is not None: groups = mesh.vertices[vertex_index].groups segment.weights.append([VertexWeight(v.weight, v.group) for v in groups]) return new_index for tri in mesh.loop_triangles: polygons[tri.material_index].add(tri.polygon_index) segments[tri.material_index].triangles.append([ add_vertex(tri.material_index, tri.vertices[0], tri.loops[0], tri.use_smooth, tri.normal), add_vertex(tri.material_index, tri.vertices[1], tri.loops[1], tri.use_smooth, tri.normal), add_vertex(tri.material_index, tri.vertices[2], tri.loops[2], tri.use_smooth, tri.normal)]) for segment, remap, polys in zip(segments, vertex_remap, polygons): for poly_index in polys: poly = mesh.polygons[poly_index] segment.polygons.append([remap[(v, l)] for v, l in zip(poly.vertices, poly.loop_indices)]) return segments def get_model_type(obj: bpy.types.Object, skel_only: bool) -> ModelType: """ Get the ModelType for a Blender object. """ if obj.type in MESH_OBJECT_TYPES and not skel_only: if obj.vertex_groups: return ModelType.SKIN else: return ModelType.STATIC return ModelType.NULL def get_is_model_hidden(obj: bpy.types.Object) -> bool: """ Gets if a Blender object should be marked as hidden in the .msh file. """ name = obj.name.lower() if name.startswith("sv_"): return True if name.startswith("p_"): return True if name.startswith("collision"): return True if obj.type not in MESH_OBJECT_TYPES: return True if name.endswith("_lod2"): return True if name.endswith("_lod3"): return True if name.endswith("_lowrez"): return True if name.endswith("_lowres"): return True return False def get_is_collision_primitive(obj: bpy.types.Object) -> bool: """ Gets if a Blender object represents a collision primitive. """ name = obj.name.lower() return name.startswith("p_") def get_collision_primitive(obj: bpy.types.Object) -> CollisionPrimitive: """ Gets the CollisionPrimitive of an object or raises an error if it can't. """ primitive = CollisionPrimitive() primitive.shape = get_collision_primitive_shape(obj) if primitive.shape == CollisionPrimitiveShape.SPHERE: # Tolerate a 5% difference to account for icospheres with 2 subdivisions. if not (math.isclose(obj.dimensions[0], obj.dimensions[1], rel_tol=0.05) and math.isclose(obj.dimensions[0], obj.dimensions[2], rel_tol=0.05)): raise RuntimeError(f"Object '{obj.name}' is being used as a sphere collision " f"primitive but it's dimensions are not uniform!") primitive.radius = max(obj.dimensions[0], obj.dimensions[1], obj.dimensions[2]) * 0.5 elif primitive.shape == CollisionPrimitiveShape.CYLINDER: if not math.isclose(obj.dimensions[0], obj.dimensions[1], rel_tol=0.001): raise RuntimeError(f"Object '{obj.name}' is being used as a cylinder collision " f"primitive but it's X and Y dimensions are not uniform!") primitive.radius = obj.dimensions[0] * 0.5 primitive.height = obj.dimensions[2] elif primitive.shape == CollisionPrimitiveShape.BOX: primitive.radius = obj.dimensions[0] * 0.5 primitive.height = obj.dimensions[2] * 0.5 primitive.length = obj.dimensions[1] * 0.5 return primitive def get_collision_primitive_shape(obj: bpy.types.Object) -> CollisionPrimitiveShape: """ Gets the CollisionPrimitiveShape of an object or raises an error if it can't. """ name = obj.name.lower() if "sphere" in name or "sphr" in name or "spr" in name: return CollisionPrimitiveShape.SPHERE if "cylinder" in name or "cyln" in name or "cyl" in name: return CollisionPrimitiveShape.CYLINDER if "box" in name or "cube" in name or "cuboid" in name: return CollisionPrimitiveShape.BOX raise RuntimeError(f"Object '{obj.name}' has no primitive type specified in it's name!") def check_for_bad_lod_suffix(obj: bpy.types.Object): """ Checks if the object has an LOD suffix that is known to be ignored by """ name = obj.name.lower() failure_message = f"Object '{obj.name}' has unknown LOD suffix at the end of it's name!" if name.endswith("_lod1"): raise RuntimeError(failure_message) for i in range(4, 10): 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 expand_armature(obj: bpy.types.Object) -> List[Model]: bones: List[Model] = [] for bone in obj.data.bones: model = Model() transform = bone.matrix_local if bone.parent: transform = bone.parent.matrix_local.inverted() @ transform model.parent = bone.parent.name else: model.parent = obj.parent.name for child_obj in obj.children: if child_obj.vertex_groups and not get_is_model_hidden(obj) and not obj.parent_bone: model.parent = child_obj.name local_translation, local_rotation, _ = transform.decompose() model.model_type = ModelType.BONE model.name = bone.name model.transform.rotation = convert_rotation_space(local_rotation) model.transform.translation = convert_vector_space(local_translation) bones.append(model) return bones