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xbuf_export.py
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1503 lines (1354 loc) · 56.8 KB
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# This file is part of blender_io_xbuf. blender_io_xbuf is free software: you can
# redistribute it and/or modify it under the terms of the GNU General Public
# License as published by the Free Software Foundation, version 2.
#
# This program is distributed in the hope that it will be useful, but WITHOUT
# ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
# FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
# details.
#
# You should have received a copy of the GNU General Public License along with
# this program; if not, write to the Free Software Foundation, Inc., 51
# Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
#
# Copyright David Bernard, Riccardo Balbo
# <pep8 compliant>
import time
import mathutils
import bpy_extras
import math
import xbuf
import xbuf.datas_pb2
import xbuf.cmds_pb2
import xbuf_ext
import xbuf_ext.custom_params_pb2
import xbuf_ext.animations_kf_pb2
import xbuf_ext.physics_pb2
from . import helpers # pylint: disable=W0406
def cnv_vec3(src, dst):
# dst = xbuf.math_pb2.Vec3()
# dst.x = src.x
# dst.y = src.y
# dst.z = src.z
dst.x = src[0]
dst.y = src[1]
dst.z = src[2]
return dst
def cnv_translation(src, dst):
# same as src.rotate(Quaternion((1,1,0,0))) # 90 deg CW axis X
# src0 = src.copy()
# q = mathutils.Quaternion((-1, 1, 0, 0))
# q.normalize()
# src0.rotate(q)
# dst.x = src0[0]
# dst.y = src0[1]
# dst.z = src0[2]
dst.x = src[0]
dst.y = src[2]
dst.z = -src[1]
return dst
def cnv_scale(src, dst):
dst.x = src[0]
dst.y = src[2]
dst.z = src[1]
return dst
def cnv_toVec3ZupToYup(src):
# same as src.rotate(Quaternion((1,1,0,0))) # 90 deg CW axis X
# dst = src.copy()
# q = mathutils.Quaternion((1, 1, 0, 0))
# q.normalize()
# dst.rotate(q)
dst = [src[0], src[2], -src[1]]
return dst
def cnv_toQuatZupToYup(src):
# dst = xbuf.math_pb2.Quaternion()
src0 = src.copy()
q = mathutils.Quaternion((-1, 1, 0, 0))
q.normalize()
src0.rotate(q)
# orig = src
# src = mathutils.Quaternion((-1, 1, 0, 0))
# src.normalize()
# src.rotate(orig)
dst = [src0.x, src0.y, src0.z, src0.w]
return dst
def cnv_quatZupToYup(src, dst):
# dst = xbuf.math_pb2.Quaternion()
src0 = src.copy()
q = mathutils.Quaternion((-1, 1, 0, 0))
q.normalize()
src0.rotate(q)
# orig = src
# src = mathutils.Quaternion((-1, 1, 0, 0))
# src.normalize()
# src.rotate(orig)
dst.w = src0.w # [0]
dst.x = src0.x # [1]
dst.y = src0.y # [2]
dst.z = src0.z # [3]
return dst
def cnv_rotation(src, dst):
# dst = xbuf.math_pb2.Quaternion()
dst.w = src.w # [0]
dst.x = src.x # [1]
dst.y = src.z # [2]
dst.z = -src.y # [3]
return dst
def cnv_quat(src, dst):
# dst = xbuf.math_pb2.Quaternion()
dst.w = src.w # [0]
dst.x = src.x # [1]
dst.y = src.y # [2]
dst.z = src.z # [3]
return dst
def cnv_mat4(src, dst):
# dst = xbuf.math_pb2.Quaternion()
dst.c00 = src[0][0]
dst.c10 = src[1][0]
dst.c20 = src[2][0]
dst.c30 = src[3][0]
dst.c01 = src[0][1]
dst.c11 = src[1][1]
dst.c21 = src[2][1]
dst.c31 = src[3][1]
dst.c02 = src[0][2]
dst.c12 = src[1][2]
dst.c22 = src[2][2]
dst.c32 = src[3][2]
dst.c03 = src[0][3]
dst.c13 = src[1][3]
dst.c23 = src[2][3]
dst.c33 = src[3][3]
return dst
def cnv_color(src, dst):
dst.r = src[0]
dst.g = src[1]
dst.b = src[2]
dst.a = 1.0 if len(src) < 4 else src[3]
return dst
class ExportCfg:
def __init__(self, is_preview=False, assets_path="/tmp"):
self.is_preview = is_preview
self.assets_path = bpy.path.abspath(assets_path)
self._modified = {}
self._ids = {}
def _k_of(self, v):
# hash(v) or id(v) ?
return str(hash(v))
def id_of(self, v):
k = self._k_of(v)
if k in self._ids:
out = self._ids[k]
else:
# out = str(uuid.uuid4().clock_seq)
out = str(hash(v))
self._ids[k] = out
return out
def need_update(self, v, modified=False):
k = self._k_of(v)
old = (k not in self._modified) or self._modified[k]
self._modified[k] = modified
return old
def info(self, txt):
print("INFO: " + txt)
def warning(self, txt):
print("WARNING: " + txt)
def error(self, txt):
print("ERROR: " + txt)
# TODO avoid export obj with same id
# TODO optimize unify vertex with (same position, color, normal, texcoord,...)
def export(scene, data, cfg):
t_start = time.perf_counter()
export_all_tobjects(scene, data, cfg)
export_all_geometries(scene, data, cfg)
export_all_materials(scene, data, cfg)
export_all_lights(scene, data, cfg)
export_all_skeletons(scene, data, cfg)
export_all_actions(scene, data, cfg)
export_all_physics(scene, data, cfg)
t_end = time.perf_counter()
cfg.info("export timing: %s" % (t_end - t_start))
def export_all_tobjects(scene, data, cfg):
for obj in scene.objects:
if obj.hide_render:
continue
if cfg.need_update(obj):
tobject = data.tobjects.add()
tobject.id = cfg.id_of(obj)
tobject.name = obj.name
transform = tobject.transform
loc, quat, scale = obj.matrix_local.decompose()
cnv_scale(scale, transform.scale)
# convert zup only for direct child of root (no parent)
cnv_translation(loc, transform.translation)
# cnv_scale(helpers.rot_quat(obj), transform.rotation)
# if obj.type == 'MESH':
# cnv_translation(obj.location, transform.translation)
# cnv_quatZupToYup(helpers.rot_quat(obj), transform.rotation)
# if obj.parent is None:
# cnv_translation(obj.location, transform.translation)
# cnv_quatZupToYup(helpers.rot_quat(obj), transform.rotation)
# else:
if obj.type == 'MESH':
# cnv_scale(helpers.rot_quat(obj), transform.rotation)
# cnv_rotation(helpers.rot_quat(obj), transform.rotation)
cnv_rotation(quat, transform.rotation)
elif obj.type == 'Armature':
# cnv_rotation(helpers.rot_quat(obj), transform.rotation)
cnv_rotation(quat, transform.rotation)
elif obj.type == 'LAMP':
# rot = helpers.z_backward_to_forward(helpers.rot_quat(obj))
rot = helpers.z_backward_to_forward(quat)
cnv_quatZupToYup(rot, transform.rotation)
else:
cnv_rotation(helpers.rot_quat(obj), transform.rotation)
if obj.parent is not None:
# tobject.parentId = cfg.id_of(obj.parent)
add_relation_raw(data.relations, xbuf.datas_pb2.TObject.__name__, cfg.id_of(obj.parent), xbuf.datas_pb2.TObject.__name__, cfg.id_of(obj), cfg)
export_customproperties(obj, tobject, data, cfg)
def export_all_physics(scene, data, cfg):
for obj in scene.objects:
phy_data = None
phy_data = export_rb(obj, phy_data, data, cfg)
export_rbct(obj, phy_data, data, cfg)
# export_customproperties(obj, phy_data, data, cfg)
def export_rbct(ob, phy_data, data, cfg):
btct = ob.rigid_body_constraint
if not btct or not cfg.need_update(btct):
return
if phy_data == None:
phy_data = data.physics.add()
ct_type = btct.type
constraint = phy_data.constraint
constraint.id = cfg.id_of(btct)
o1 = btct.object1
o2 = btct.object2
o1_wp = o1.matrix_world.to_translation()
o2_wp = o2.matrix_world.to_translation()
constraint.a_ref = cfg.id_of(o1.rigid_body)
constraint.b_ref = cfg.id_of(o2.rigid_body)
if ct_type == "GENERIC":
generic = constraint.generic
cnv_vec3((0, 0, 0), generic.pivotA)
cnv_vec3(cnv_toVec3ZupToYup(o1_wp-o2_wp), generic.pivotB)
generic.disable_collisions = btct.disable_collisions
if btct.use_limit_lin_x:
limit_lin_x_upper = btct.limit_lin_x_upper
limit_lin_x_lower = btct.limit_lin_x_lower
else:
limit_lin_x_upper = float('inf')
limit_lin_x_lower = float('-inf')
if btct.use_limit_lin_y:
limit_lin_y_upper = btct.limit_lin_y_upper
limit_lin_y_lower = btct.limit_lin_y_lower
else:
limit_lin_y_upper = float('inf')
limit_lin_y_lower = float('-inf')
if btct.use_limit_lin_z:
limit_lin_z_upper = btct.limit_lin_z_upper
limit_lin_z_lower = btct.limit_lin_z_lower
else:
limit_lin_z_upper = float('inf')
limit_lin_z_lower = float('-inf')
if btct.use_limit_ang_x:
limit_ang_x_upper = btct.limit_ang_x_upper
limit_ang_x_lower = btct.limit_ang_x_lower
else:
limit_ang_x_upper = float('inf')
limit_ang_x_lower = float('-inf')
if btct.use_limit_ang_y:
limit_ang_y_upper = btct.limit_ang_y_upper
limit_ang_y_lower = btct.limit_ang_y_lower
else:
limit_ang_y_upper = float('inf')
limit_ang_y_lower = float('-inf')
if btct.use_limit_ang_z:
limit_ang_z_upper = btct.limit_ang_z_upper
limit_ang_z_lower = btct.limit_ang_z_lower
else:
limit_ang_z_upper = float('inf')
limit_ang_z_lower = float('-inf')
cnv_vec3(cnv_toVec3ZupToYup((limit_lin_x_upper, limit_lin_y_upper, limit_lin_z_upper)), generic.upperLinearLimit)
cnv_vec3(cnv_toVec3ZupToYup((limit_lin_x_lower, limit_lin_y_lower, limit_lin_z_lower)), generic.lowerLinearLimit)
cnv_vec3(cnv_toVec3ZupToYup((limit_ang_x_upper, limit_ang_y_upper, limit_ang_z_upper)), generic.upperAngularLimit)
cnv_vec3(cnv_toVec3ZupToYup((limit_ang_x_lower, limit_ang_y_lower, limit_ang_z_lower)), generic.lowerAngularLimit)
def export_rb(ob, phy_data, data, cfg):
if not ob.rigid_body or not cfg.need_update(ob.rigid_body):
return
if phy_data is None:
phy_data = data.physics.add()
rigidbody = phy_data.rigidbody
rigidbody.id = cfg.id_of(ob.rigid_body)
rbtype = ob.rigid_body.type
dynamic = ob.rigid_body.enabled
if rbtype == "PASSIVE" or not dynamic:
rigidbody.type = xbuf.datas_pb2.RigidBody.tstatic
else:
rigidbody.type = xbuf.datas_pb2.RigidBody.tdynamic
# Ghost?
rigidbody.mass = ob.rigid_body.mass
rigidbody.isKinematic = ob.rigid_body.kinematic
rigidbody.friction = ob.rigid_body.friction
rigidbody.restitution = ob.rigid_body.restitution
if not ob.rigid_body.use_margin:
rigidbody.margin = 0
else:
rigidbody.margin = ob.rigid_body.collision_margin
rigidbody.linearDamping = ob.rigid_body.linear_damping
rigidbody.angularDamping = ob.rigid_body.angular_damping
cnv_vec3((1, 1, 1), rigidbody.angularFactor) #Not used
cnv_vec3((1, 1, 1), rigidbody.linearFactor) #Not used
shape = ob.rigid_body.collision_shape
if shape == "MESH":
shape = xbuf.datas_pb2.PhysicsData.smesh
elif shape == "SPHERE":
shape = xbuf.datas_pb2.PhysicsData.ssphere
elif shape == "CONVEX_HULL":
shape = xbuf.datas_pb2.PhysicsData.shull
elif shape == "BOX":
shape = xbuf.datas_pb2.PhysicsData.sbox
elif shape == "CAPSULE":
shape = xbuf.datas_pb2.PhysicsData.scapsule
elif shape == "CYLINDER":
shape = xbuf.datas_pb2.PhysicsData.scylinder
elif shape == "CONE":
shape = xbuf.datas_pb2.PhysicsData.scone
rigidbody.shape = shape
collision_groups = ob.rigid_body.collision_groups
collision_group = 0
i = 0
for g in collision_groups:
if g:
collision_group |= (g<<i)
i += 1
rigidbody.collisionGroup = collision_group
rigidbody.collisionMask = collision_group
add_relation_raw(data.relations, xbuf.datas_pb2.TObject.__name__, cfg.id_of(ob), xbuf.datas_pb2.RigidBody.__name__, rigidbody.id, cfg)
return phy_data
def export_all_geometries(scene, data, cfg):
for obj in scene.objects:
if obj.hide_render:
continue
if obj.type == 'MESH':
if len(obj.data.polygons) != 0 and cfg.need_update(obj.data):
meshes = export_meshes(obj, data.meshes, scene, cfg)
for material_index, mesh in meshes.items():
export_customproperties(obj.data, mesh, data, cfg)
# several object can share the same mesh
for obj2 in scene.objects:
if obj2.data == obj.data:
add_relation_raw(data.relations, xbuf.datas_pb2.Mesh.__name__, mesh.id, xbuf.datas_pb2.TObject.__name__, cfg.id_of(obj2), cfg)
if material_index > -1 and material_index < len(obj.material_slots):
src_mat = obj.material_slots[material_index].material
add_relation_raw(data.relations, xbuf.datas_pb2.Mesh.__name__, mesh.id, xbuf.datas_pb2.Material.__name__, cfg.id_of(src_mat), cfg)
def export_all_materials(scene, data, cfg):
for obj in scene.objects:
if obj.hide_render:
continue
if obj.type == 'MESH':
for i in range(len(obj.material_slots)):
src_mat = obj.material_slots[i].material
if cfg.need_update(src_mat):
dst_mat = data.materials.add()
export_material(src_mat, dst_mat, cfg)
export_customproperties(src_mat, dst_mat, data, cfg)
def export_all_lights(scene, data, cfg):
for obj in scene.objects:
if obj.hide_render:
continue
if obj.type == 'LAMP':
src_light = obj.data
if cfg.need_update(src_light):
dst_light = data.lights.add()
export_light(src_light, dst_light, cfg)
export_customproperties(src_light, dst_light, data, cfg)
add_relation_raw(data.relations, xbuf.datas_pb2.TObject.__name__, cfg.id_of(obj), xbuf.datas_pb2.Light.__name__, cfg.id_of(src_light), cfg)
def add_relation(relations, e1, e2, cfg):
add_relation_raw(relations, type(e1).__name__, e1.id, type(e2).__name__, e2.id, cfg)
def add_relation_raw(relations, t1, ref1, t2, ref2, cfg):
rel = relations.add()
if t1 <= t2:
rel.ref1 = ref1
rel.ref2 = ref2
cfg.info("add relation: '%s'(%s) to '%s'(%s)" % (t1, ref1, t2, ref2))
else:
rel.ref1 = ref2
rel.ref2 = ref1
cfg.info("add relation: '%s'(%s) to '%s'(%s)" % (t2, ref2, t1, ref1))
def export_meshes(src_geometry, meshes, scene, cfg):
mode = 'PREVIEW' if cfg.is_preview else 'RENDER'
# Set up modifiers whether to apply deformation or not
# tips from https://code.google.com/p/blender-cod/source/browse/blender_26/export_xmodel.py#185
mod_armature = []
mod_state_attr = 'show_viewport' if cfg.is_preview else 'show_render'
for mod in src_geometry.modifiers:
if mod.type == 'ARMATURE':
mod_armature.append((mod, getattr(mod, mod_state_attr)))
# -- without armature applied
for mod in mod_armature:
setattr(mod[0], mod_state_attr, False)
# FIXME apply transform for mesh under armature modify the blender data !!
# if src_geometry.find_armature():
# apply_transform(src_geometry)
src_mesh = src_geometry.to_mesh(scene, True, mode, True, False)
# Restore modifier settings
for mod in mod_armature:
setattr(mod[0], mod_state_attr, mod[1])
# dst.id = cfg.id_of(src_geometry.data)
# dst.name = src_geometry.name
faces = src_mesh.tessfaces
dstMap = {}
for face in faces:
material_index = face.material_index
if material_index not in dstMap:
dstMap[material_index] = meshes.add()
for material_index, dst in dstMap.items():
src_mat = None if material_index >= len(src_geometry.material_slots) else src_geometry.material_slots[material_index].material
dst.primitive = xbuf.datas_pb2.Mesh.triangles
dst.id = cfg.id_of(src_mesh) + "_" + str(material_index)
dst.name = src_geometry.data.name + "_" + str(material_index)
# unified_vertex_array = unify_vertices(vertex_array, index_table)
export_positions(src_mesh, dst, material_index)
#export_normals(src_mesh, dst, material_index)
export_tbns(src_mesh, dst, material_index, src_mat)
export_index(src_mesh, dst, material_index)
export_colors(src_mesh, dst, material_index)
export_texcoords(src_mesh, dst, material_index)
# # -- with armature applied
# for mod in mod_armature:
# setattr(mod[0], mod_state_attr, True)
# src_mesh = src_geometry.to_mesh(scene, True, mode, True, False)
# # Restore modifier settings
# for mod in mod_armature:
# setattr(mod[0], mod_state_attr, mod[1])
export_skin(src_mesh, src_geometry, dst, cfg, material_index)
return dstMap
# FIXME side effect on the original scene (selection, and transform of the src_geometry)
def apply_transform(src_geometry):
# bpy.ops.object.select_all(action='DESELECT') # deselect everything to avoid a mess
override = {'selected_editable_objects': src_geometry}
# src_geometry.select = True # lets select every mesh as we go
bpy.ops.object.visual_transform_apply(override)
# bpy.ops.object.transform_apply(override, location=True, rotation=True, scale=True)
# src_geometry.select = False # we're done working on this object
def export_positions(src_mesh, dst_mesh, material_index):
vertices = src_mesh.vertices
dst = dst_mesh.vertexArrays.add()
dst.attrib = xbuf.datas_pb2.VertexArray.position
dst.floats.step = 3
floats = []
faces = src_mesh.tessfaces
for face in faces:
if material_index != face.material_index:
continue
floats.extend(cnv_toVec3ZupToYup(vertices[face.vertices[0]].co))
floats.extend(cnv_toVec3ZupToYup(vertices[face.vertices[1]].co))
floats.extend(cnv_toVec3ZupToYup(vertices[face.vertices[2]].co))
if len(face.vertices) == 4:
floats.extend(cnv_toVec3ZupToYup(vertices[face.vertices[3]].co))
# for v in vertices:
# floats.extend(v.co)
dst.floats.values.extend(floats)
def export_normals(src_mesh, dst_mesh, material_index):
vertices = src_mesh.vertices
dst = dst_mesh.vertexArrays.add()
dst.attrib = xbuf.datas_pb2.VertexArray.normal
dst.floats.step = 3
floats = []
faces = src_mesh.tessfaces
for face in faces:
if material_index != face.material_index:
continue
floats.extend(cnv_toVec3ZupToYup(vertices[face.vertices[0]].normal))
floats.extend(cnv_toVec3ZupToYup(vertices[face.vertices[1]].normal))
floats.extend(cnv_toVec3ZupToYup(vertices[face.vertices[2]].normal))
if len(face.vertices) == 4:
floats.extend(cnv_toVec3ZupToYup(vertices[face.vertices[3]].normal))
# for v in vertices:
# floats.extend(v.normal)
dst.floats.values.extend(floats)
def export_tbns(src_mesh, dst_mesh, material_index, src_mat):
#return
dst = dst_mesh.vertexArrays.add()
dst.attrib = xbuf.datas_pb2.VertexArray.tbn_to_model_quat
dst.floats.step = 4
floats = []
(tbn_fct, faces, fvertices_fct) = find_tbn_fct(src_mesh, material_index, src_mat)
for face in faces:
if material_index != face.material_index:
continue
fvertices = fvertices_fct(face)
for vertex in fvertices:
floats.extend(cnv_toQuatZupToYup(tbn_fct(vertex)))
#floats.extend(cnv_toQuatZupToYup(tbn_fct(vertices[face.vertices[1]])))
#floats.extend(cnv_toQuatZupToYup(tbn_fct(vertices[face.vertices[2]])))
#if len(face.vertices) == 4:
# floats.extend(cnv_toQuatZupToYup(tbn_fct(vertices[face.vertices[3]])))
# for v in vertices:
# floats.extend(v.normal)
dst.floats.values.extend(floats)
# compute the invert quaternion that rotate (0, 0, 1) to the normal
# see http://lolengine.net/blog/2013/09/18/beautiful-maths-quaternion-from-vectors
# that generate better result than trying to create a tbn matrix like in GLSL like in
# http://www.geeks3d.com/20130122/normal-mapping-without-precomputed-tangent-space-vectors/
def tbn_from_normal(vertex):
n = mathutils.Vector(vertex.normal)
n.normalize()
v = mathutils.Vector((0.0, 0.0, 1.0))
m = math.sqrt(2.0 + 2.0 * n.dot(v))
if m == 0:
q = mathutils.Quaternion((0,0,-1,0))
else:
w = (1.0 / m) * n.cross(v)
q = mathutils.Quaternion((0.5 * m, w.x, w.y, w.z))
q.invert()
return q
# calc_tangents should be called on mesh before
def tbn_from_loop(vertex):
n = vertex.normal
t = vertex.tangent
#b = vertex.bitangent
b = vertex.bitangent_sign * n.cross(t)
q = mathutils.Matrix((t, b, n)).to_quaternion()
q.invert()
return q
def find_tbn_fct(src_mesh, material_index, src_mat):
uvmap = None
if src_mat:
for textureSlot in src_mat.texture_slots:
#if textureSlot:
# print(">>> %r %r %r %r %r" % (uvmap, textureSlot.use, textureSlot.use_map_normal, textureSlot.uv_layer, textureSlot.texture_coords))
if not uvmap and textureSlot and textureSlot.use and textureSlot.use_map_normal and textureSlot.texture_coords == 'UV' and textureSlot.uv_layer:
#print(">>> found uv_layer")
uvmap = textureSlot.uv_layer
#else:
# print(">>>> no src_mat")
if not uvmap:
#print(">>>>> tbn_from_normal")
fvertices = lambda face: [vertex for vertex in [src_mesh.vertices[i] for i in face.vertices]]
return tbn_from_normal, src_mesh.tessfaces, fvertices
else:
#print(">>>>> calc_tangents on %r" % (uvmap))
src_mesh.calc_tangents(uvmap=uvmap)
fvertices = lambda face : [vertex for vertex in [src_mesh.loops[i] for i in face.loop_indices]]
return tbn_from_loop, src_mesh.polygons, fvertices
#return tbn_from_normal
def export_index(src_mesh, dst_mesh, material_index):
faces = src_mesh.tessfaces
dst = dst_mesh.indexArrays.add()
dst.ints.step = 3
ints = []
idx = 0
for face in faces:
if material_index != face.material_index:
continue
ints.append(idx)
idx += 1
ints.append(idx)
idx += 1
ints.append(idx)
idx += 1
if len(face.vertices) == 4:
ints.append(idx - 3)
ints.append(idx - 1)
ints.append(idx)
idx += 1
dst.ints.values.extend(ints)
def export_colors(src_mesh, dst_mesh, material_index):
colorCount = len(src_mesh.tessface_vertex_colors)
if colorCount < 1:
return
faces = src_mesh.tessfaces
face_colors = src_mesh.tessface_vertex_colors.active.data
dst = dst_mesh.vertexArrays.add()
dst.attrib = xbuf.datas_pb2.VertexArray.color
dst.floats.step = 4
floats = []
for face in faces:
if material_index != face.material_index:
continue
fc = face_colors[face.index]
floats.extend(fc.color1)
floats.append(1.0)
floats.extend(fc.color2)
floats.append(1.0)
floats.extend(fc.color3)
floats.append(1.0)
if len(face.vertices) == 4:
floats.extend(fc.color4)
floats.append(1.0)
dst.floats.values.extend(floats)
def export_texcoords(src_mesh, dst_mesh, material_index):
texcoordCount = len(src_mesh.tessface_uv_textures)
if texcoordCount < 1:
return
faces = src_mesh.tessfaces
for uvI in range(min(9, len(src_mesh.tessface_uv_textures))):
texcoordFace = src_mesh.tessface_uv_textures[uvI].data
dst = dst_mesh.vertexArrays.add()
dst.attrib = xbuf.datas_pb2.VertexArray.texcoord + uvI
dst.floats.step = 2
floats = []
for face in faces:
if material_index != face.material_index:
continue
ftc = texcoordFace[face.index]
floats.extend(ftc.uv1)
floats.extend(ftc.uv2)
floats.extend(ftc.uv3)
if len(face.vertices) == 4:
floats.extend(ftc.uv4)
dst.floats.values.extend(floats)
def export_material(src_mat, dst_mat, cfg):
dst_mat.id = cfg.id_of(src_mat)
dst_mat.name = src_mat.name
dst_mat.shadeless = src_mat.use_shadeless
if not src_mat.use_vertex_color_paint:
intensity = src_mat.diffuse_intensity
diffuse = [src_mat.diffuse_color[0] * intensity, src_mat.diffuse_color[1] * intensity, src_mat.diffuse_color[2] * intensity]
cnv_color(diffuse, dst_mat.color)
intensity = src_mat.specular_intensity
specular = [src_mat.specular_color[0] * intensity, src_mat.specular_color[1] * intensity, src_mat.specular_color[2] * intensity]
if (specular[0] > 0.0) or (specular[1] > 0.0) or (specular[2] > 0.0):
cnv_color(specular, dst_mat.specular)
dst_mat.specular_power = src_mat.specular_hardness
emission = src_mat.emit
if emission > 0.0:
cnv_color([emission, emission, emission], dst_mat.emission)
if src_mat.use_transparency:
if src_mat.transparency_method == 'Z_TRANSPARENCY':
#dst_mat.opacity = src_mat.alpha
dst_mat.color.a = src_mat.alpha
# texture = src_mat.active_texture
for textureSlot in src_mat.texture_slots:
if (textureSlot) and textureSlot.use and (textureSlot.texture.type == "IMAGE") and textureSlot.texture.image and textureSlot.texture.image.source == 'FILE':
if textureSlot.use_map_color_diffuse or textureSlot.use_map_diffuse:
export_tex(textureSlot, dst_mat.color_map, cfg)
cfg.info("link mat %r (%r) to tex %r" % (dst_mat.name, dst_mat.id, dst_mat.color_map.id))
if textureSlot.use_map_color_spec or textureSlot.use_map_specular:
export_tex(textureSlot, dst_mat.specular_map, cfg)
if textureSlot.use_map_emit:
export_tex(textureSlot, dst_mat.emission_map, cfg)
if textureSlot.use_map_translucency or textureSlot.use_map_alpha:
export_tex(textureSlot, dst_mat.opacity_map, cfg)
if textureSlot.use_map_normal:
export_tex(textureSlot, dst_mat.normal_map, cfg)
elif textureSlot is None:
continue # Empty Texture Slot
else:
cfg.warning("unsupported texture %r" % (textureSlot))
def export_tex(src, dst, cfg):
import os
# ispacked = src.texture.image.filepath.startswith('//')
ispacked = not not src.texture.image.packed_file
dst.id = cfg.id_of(src.texture)
assets_abspath = os.path.normpath(os.path.expanduser(cfg.assets_path))
img_abspath = os.path.normpath(os.path.expanduser(src.texture.image.filepath_from_user()))
if img_abspath.startswith(assets_abspath) :
d_rpath = os.path.relpath(img_abspath, assets_abspath)
else:
d_rpath = os.path.join("Textures", os.path.basename(src.texture.image.filepath[2:]))
d_abspath = os.path.normpath(os.path.join(assets_abspath, d_rpath))
#print("assets_abspath %r <= %r" % (assets_abspath, cfg.assets_path))
#print("img_abspath %r" % (img_abspath))
#print("d_rpath %r => d_abspath %r " % (d_rpath, d_abspath))
if cfg.need_update(src.texture):
os.makedirs(os.path.dirname(d_abspath), exist_ok=True)
if ispacked:
with open(d_abspath, 'wb') as f:
f.write(src.texture.image.packed_file.data)
else:
#print("no packed texture %r // %r" % (src.texture, img_abspath))
import shutil
if os.path.isfile(img_abspath):
# no resolution of symlink, could cause issue ?
if img_abspath != d_abspath:
try:
shutil.copyfile(img_abspath, d_abspath)
except shutil.SameFileError:
dst.rpath = d_rpath.replace('\\', '/')
else:
cfg.warning("source file not found : %s" % (img_abspath))
#else:
# print("no update of %r .. %r" % (dst.id, d_rpath))
dst.rpath = d_rpath.replace('\\', '/')
# TODO use md5 (hashlib.md5().update(...)) to name or to check change ??
# TODO If the texture has a scale and/or offset, then export a coordinate transform.
# uscale = textureSlot.scale[0]
# vscale = textureSlot.scale[1]
# uoffset = textureSlot.offset[0]
# voffset = textureSlot.offset[1]
# TODO redo Light, more clear definition,...
def export_light(src, dst, cfg):
dst.id = cfg.id_of(src)
dst.name = src.name
kind = src.type
if kind == 'POINT':
dst.kind = xbuf.datas_pb2.Light.point
elif kind == 'SPOT':
dst.kind = xbuf.datas_pb2.Light.spot
dst.spot_angle.max = src.spot_size * 0.5
dst.spot_angle.linear.begin = (1.0 - src.spot_blend)
else:
dst.kind = xbuf.datas_pb2.Light.directional
dst.cast_shadow = getattr(src, 'use_shadow', False)
cnv_color(src.color, dst.color)
dst.intensity = src.energy
dst.radial_distance.max = src.distance
if hasattr(src, 'falloff_type'):
falloff = src.falloff_type
if falloff == 'INVERSE_LINEAR':
dst.radial_distance.max = src.distance
dst.radial_distance.inverse.scale = 1.0
elif falloff == 'INVERSE_SQUARE':
dst.radial_distance.max = src.distance # math.sqrt(src.distance)
dst.radial_distance.inverse_square.scale = 1.0
elif falloff == 'LINEAR_QUADRATIC_WEIGHTED':
if src.quadratic_attenuation == 0.0:
dst.radial_distance.max = src.distance
dst.radial_distance.inverse.scale = 1.0
dst.radial_distance.inverse.constant = 1.0
dst.radial_distance.inverse.linear = src.linear_attenuation
else:
dst.radial_distance.max = src.distance
dst.radial_distance.inverse_square.scale = 1.0
dst.radial_distance.inverse_square.constant = 1.0
dst.radial_distance.inverse_square.linear = src.linear_attenuation
dst.radial_distance.inverse_square.linear = src.quadratic_attenuation
if getattr(src, 'use_sphere', False):
dst.radial_distance.linear.end = 1.0
def export_all_skeletons(scene, data, cfg):
for obj in scene.objects:
if obj.type == 'ARMATURE':
src_skeleton = obj.data
# src_skeleton = obj.pose
if cfg.need_update(src_skeleton):
dst_skeleton = data.skeletons.add()
export_skeleton(src_skeleton, dst_skeleton, cfg)
export_customproperties(src_skeleton, dst_skeleton, data, cfg)
add_relation_raw(data.relations, xbuf.datas_pb2.TObject.__name__, cfg.id_of(obj), xbuf.datas_pb2.Skeleton.__name__, cfg.id_of(src_skeleton), cfg)
def export_skeleton(src, dst, cfg):
dst.id = cfg.id_of(src)
dst.name = src.name
# for src_bone in armature.pose.bones:
for src_bone in src.bones:
dst_bone = dst.bones.add()
dst_bone.id = cfg.id_of(src_bone)
dst_bone.name = src_bone.name
transform = dst_bone.transform
# retreive transform local to parent
boneMat = src_bone.matrix_local
if src_bone.parent:
boneMat = src_bone.parent.matrix_local.inverted_safe() * src_bone.matrix_local
loc, quat, sca = boneMat.decompose()
# Can't use armature.convert_space
# boneMat = armature.convert_space(pose_bone=src_bone, matrix=src_bone.matrix, from_space='POSE', to_space='LOCAL_WITH_PARENT')
# loc, quat, sca = boneMat.decompose()
cnv_scale(sca, transform.scale)
cnv_translation(loc, transform.translation)
# cnv_scale(loc, transform.translation)
cnv_rotation(quat, transform.rotation)
# cnv_quatZupToYup(quat, transform.rotation)
# cnv_quat(quat, transform.rotation)
if src_bone.parent:
rel = dst.bones_graph.add()
rel.ref1 = cfg.id_of(src_bone.parent)
rel.ref2 = dst_bone.id
def export_skin(src_mesh, src_geometry, dst_mesh, cfg, material_index):
armature = src_geometry.find_armature()
if not armature:
return
vertices = src_mesh.vertices
boneCount = []
boneIndex = []
boneWeight = []
groupToBoneIndex = make_group_to_bone_index(armature, src_geometry, cfg)
faces = src_mesh.tessfaces
for face in faces:
if material_index != face.material_index:
continue
find_influence(vertices, face.vertices[0], groupToBoneIndex, boneCount, boneIndex, boneWeight)
find_influence(vertices, face.vertices[1], groupToBoneIndex, boneCount, boneIndex, boneWeight)
find_influence(vertices, face.vertices[2], groupToBoneIndex, boneCount, boneIndex, boneWeight)
if len(face.vertices) == 4:
find_influence(vertices, face.vertices[3], groupToBoneIndex, boneCount, boneIndex, boneWeight)
dst_skin = dst_mesh.skin
dst_skin.boneCount.extend(boneCount)
dst_skin.boneIndex.extend(boneIndex)
dst_skin.boneWeight.extend(boneWeight)
def make_group_to_bone_index(armature, src_geometry, cfg):
groupToBoneIndex = []
bones = armature.data.bones
# Look up table for bone indices
bones_table = [b.name for b in bones]
for group in src_geometry.vertex_groups:
groupName = group.name
try:
index = bones_table.index(group.name)
except ValueError:
index = -1 # bind to nothing if not found
# for i in range(len(boneArray)):
# if (boneArray[i].name == groupName):
# index = i
# break
groupToBoneIndex.append(index)
if index < 0:
cfg.warning("groupVertex can't be bind to bone %s -> %s" % (groupName, index))
return groupToBoneIndex
def find_influence(vertices, index, groupToBoneIndex, boneCount, boneIndex, boneWeight):
totalWeight = 0.0
indexArray = []
weightArray = []
groups = sorted(vertices[index].groups, key=lambda x: x.weight, reverse=True)
for el in groups:
index = groupToBoneIndex[el.group]
weight = el.weight
if (index >= 0) and (weight > 0):
totalWeight += weight
indexArray.append(index)
weightArray.append(weight)
if totalWeight > 0:
normalizer = 1.0 / totalWeight
boneCount.append(len(weightArray))
for i in range(0, len(weightArray)):
boneIndex.append(indexArray[i])
boneWeight.append(weightArray[i] * normalizer)
else:
# print("vertex without influence")
boneCount.append(0)
def export_all_actions(scene, dst_data, cfg):
fps = max(1.0, float(scene.render.fps))
# for action in bpy.data.actions:
frame_current = scene.frame_current
frame_subframe = scene.frame_subframe
for obj in scene.objects:
if obj.animation_data:
action_current = obj.animation_data.action
for tracks in obj.animation_data.nla_tracks:
for strip in tracks.strips:
action = strip.action
if cfg.need_update(action):
#dst = dst_data.Extensions[xbuf_ext.animations_kf_pb2.animations_kf].add()
dst = dst_data.animations_kf.add()
# export_action(action, dst, fps, cfg)
export_obj_action(scene, obj, action, dst, fps, cfg)
# relativize_bones(dst, obj)
add_relation_raw(
dst_data.relations,
xbuf.datas_pb2.TObject.__name__, cfg.id_of(obj),
xbuf_ext.animations_kf_pb2.AnimationKF.__name__, cfg.id_of(action),
cfg)
obj.animation_data.action = action_current
scene.frame_set(frame_current, frame_subframe)
def export_obj_action(scene, obj, src, dst, fps, cfg):
"""
export action by sampling matrixes of obj over frame.
side effects :
* change the current action of obj
* change the scene.frame (when looping over frame of the animation) by scene.frame_set
"""
def to_time(frame):
return int((frame * 1000) / fps)
obj.animation_data.action = src
dst.id = cfg.id_of(src)
dst.name = src.name
frame_start = int(src.frame_range.x)
frame_end = int(src.frame_range.y + 1)
dst.duration = to_time(max(1, float(frame_end - frame_start)))
samplers = []
if src.id_root == 'OBJECT':
dst.target_kind = xbuf_ext.animations_kf_pb2.AnimationKF.tobject
samplers.append(Sampler(obj, dst))
if obj.type == 'ARMATURE':
for i in range(0, len(obj.pose.bones)):
samplers.append(Sampler(obj, dst, i))
elif src.id_root == 'ARMATURE':
dst.target_kind = xbuf_ext.animations_kf_pb2.AnimationKF.skeleton
for i in range(0, len(obj.pose.bones)):
samplers.append(Sampler(obj, dst, i))
else:
cfg.warning("unsupported id_roor => target_kind : " + src.id_root)
return
for f in range(frame_start, frame_end):
scene.frame_set(f)