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@ -18,6 +18,7 @@ from PyHSPlasma import *
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from math import fabs |
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import weakref |
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from ..exporter.logger import ExportProgressLogger |
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from . import explosions |
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from .. import helpers |
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from . import material |
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@ -111,7 +112,71 @@ class _GeoData:
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self.vertices = [] |
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class MeshConverter: |
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class _MeshManager: |
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def __init__(self, report=None): |
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if report is not None: |
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self._report = report |
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self._overrides = {} |
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@staticmethod |
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def add_progress_presteps(report): |
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report.progress_add_step("Applying Blender Mods") |
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def _build_prop_dict(self, bstruct): |
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props = {} |
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for i in bstruct.bl_rna.properties: |
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ident = i.identifier |
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if ident == "rna_type": |
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continue |
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props[ident] = getattr(bstruct, ident) if getattr(i, "array_length", 0) == 0 else tuple(getattr(bstruct, ident)) |
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return props |
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def __enter__(self): |
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self._report.progress_advance() |
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self._report.progress_range = len(bpy.data.objects) |
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# Some modifiers like "Array" will procedurally generate new geometry that will impact |
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# lightmap generation. The Blender Internal renderer does not seem to be smart enough to |
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# take this into account. Thus, we temporarily apply modifiers to ALL meshes (even ones that |
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# are not exported) such that we can generate proper lighting. |
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scene = bpy.context.scene |
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for i in bpy.data.objects: |
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if i.type == "MESH" and i.is_modified(scene, "RENDER"): |
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# Remember, storing actual pointers to the Blender objects can cause bad things to |
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# happen because Blender's memory management SUCKS! |
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self._overrides[i.name] = { "mesh": i.data.name, "modifiers": [] } |
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i.data = i.to_mesh(scene, True, "RENDER", calc_tessface=False) |
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# If the modifiers are left on the object, the lightmap bake can break under some |
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# situations. Therefore, we now cache the modifiers and clear them away... |
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if i.plasma_object.enabled: |
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cache_mods = self._overrides[i.name]["modifiers"] |
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for mod in i.modifiers: |
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cache_mods.append(self._build_prop_dict(mod)) |
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i.modifiers.clear() |
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self._report.progress_increment() |
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return self |
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def __exit__(self, type, value, traceback): |
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data_bos, data_meshes = bpy.data.objects, bpy.data.meshes |
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for obj_name, override in self._overrides.items(): |
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bo = data_bos.get(obj_name) |
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# Reapply the old mesh |
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trash_mesh, bo.data = bo.data, data_meshes.get(override["mesh"]) |
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data_meshes.remove(trash_mesh) |
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# If modifiers were removed, reapply them now. |
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for cached_mod in override["modifiers"]: |
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mod = bo.modifiers.new(cached_mod["name"], cached_mod["type"]) |
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for key, value in cached_mod.items(): |
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if key in {"name", "type"}: |
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continue |
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setattr(mod, key, value) |
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class MeshConverter(_MeshManager): |
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def __init__(self, exporter): |
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self._exporter = weakref.ref(exporter) |
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self.material = material.MaterialConverter(exporter) |
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@ -119,6 +184,9 @@ class MeshConverter:
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self._dspans = {} |
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self._mesh_geospans = {} |
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# _report is a property on this subclass |
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super().__init__() |
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def _calc_num_uvchans(self, bo, mesh): |
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max_user_texs = plGeometrySpan.kUVCountMask |
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num_user_texs = len(mesh.tessface_uv_textures) |
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@ -403,8 +471,11 @@ class MeshConverter:
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diface.addDrawable(dspan_key, idx) |
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def _export_mesh(self, bo): |
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# Step 0.7: Update the mesh such that we can do things and schtuff... |
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mesh = bo.to_mesh(bpy.context.scene, True, "RENDER", calc_tessface=True) |
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# Previously, this called bo.to_mesh to apply modifiers. However, due to limitations in the |
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# lightmap generation, this is now done for all modified mesh objects before any Plasma data |
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# is exported. |
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mesh = bo.data |
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mesh.calc_tessface() |
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# Step 0.8: Figure out which materials are attached to this object. Because Blender is backwards, |
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# we can actually have materials that are None. gotdawgit!!! |
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@ -412,7 +483,6 @@ class MeshConverter:
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if not materials: |
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return None |
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with helpers.TemporaryObject(mesh, bpy.data.meshes.remove): |
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# Step 1: Export all of the doggone materials. |
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geospans = self._export_material_spans(bo, mesh, materials) |
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