103 lines
3.3 KiB
Python
103 lines
3.3 KiB
Python
""" Contains Scene object for representing a .msh file and the function to create one
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from a Blender scene. """
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from dataclasses import dataclass, field
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from typing import List, Dict
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from copy import copy
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import bpy
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from mathutils import Vector
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from .msh_model import Model, Animation
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from .msh_model_gather import gather_models
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from .msh_model_utilities import sort_by_parent, has_multiple_root_models, reparent_model_roots, get_model_world_matrix
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from .msh_model_triangle_strips import create_models_triangle_strips
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from .msh_material import *
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from .msh_material_gather import gather_materials
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from .msh_material_utilities import remove_unused_materials
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from .msh_utilities import *
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from .msh_anim_gather import *
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@dataclass
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class SceneAABB:
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""" Class representing an axis-aligned bounding box. """
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AABB_INIT_MAX = -3.402823466e+38
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AABB_INIT_MIN = 3.402823466e+38
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max_: Vector = Vector((AABB_INIT_MAX, AABB_INIT_MAX, AABB_INIT_MAX))
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min_: Vector = Vector((AABB_INIT_MIN, AABB_INIT_MIN, AABB_INIT_MIN))
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def integrate_aabb(self, other):
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""" Merge another AABB with this AABB. """
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self.max_ = max_vec(self.max_, other.max_)
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self.min_ = min_vec(self.min_, other.min_)
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def integrate_position(self, position):
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""" Integrate a position with the AABB, potentially expanding it. """
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self.max_ = max_vec(self.max_, position)
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self.min_ = min_vec(self.min_, position)
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@dataclass
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class Scene:
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""" Class containing the scene data for a .msh """
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name: str = "Scene"
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materials: Dict[str, Material] = field(default_factory=dict)
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models: List[Model] = field(default_factory=list)
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anims: List[Animation] = field(default_factory=list)
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def create_scene(generate_triangle_strips: bool, apply_modifiers: bool, export_target: str) -> Scene:
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""" Create a msh Scene from the active Blender scene. """
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scene = Scene()
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scene.name = bpy.context.scene.name
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scene.materials = gather_materials()
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scene.models = gather_models(apply_modifiers=apply_modifiers, export_target=export_target)
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scene.models = sort_by_parent(scene.models)
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if generate_triangle_strips:
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scene.models = create_models_triangle_strips(scene.models)
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else:
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for model in scene.models:
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if model.geometry:
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for segment in model.geometry:
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segment.triangle_strips = segment.triangles
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if has_multiple_root_models(scene.models):
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scene.models = reparent_model_roots(scene.models)
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scene.materials = remove_unused_materials(scene.materials, scene.models)
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scene.anims = gather_animdata(bpy.context.scene.objects["Armature"])
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return scene
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def create_scene_aabb(scene: Scene) -> SceneAABB:
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""" Create a SceneAABB for a Scene. """
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global_aabb = SceneAABB()
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for model in scene.models:
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if model.geometry is None or model.hidden:
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continue
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model_world_matrix = get_model_world_matrix(model, scene.models)
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model_aabb = SceneAABB()
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for segment in model.geometry:
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segment_aabb = SceneAABB()
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for pos in segment.positions:
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segment_aabb.integrate_position(model_world_matrix @ pos)
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model_aabb.integrate_aabb(segment_aabb)
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global_aabb.integrate_aabb(model_aabb)
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return global_aabb
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