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Fix #63

pull/75/head
Adam Johnson 7 years ago
parent
commit
b98aec8840
Signed by: Hoikas
GPG Key ID: 0B6515D6FF6F271E
  1. 5
      korman/exporter/convert.py
  2. 43
      korman/exporter/mesh.py

5
korman/exporter/convert.py

@ -53,7 +53,8 @@ class Exporter:
self.animation = animation.AnimationConverter(self)
self.sumfile = sumfile.SumFile()
# Step 0.9: Init the progress mgr
# Step 0.8: Init the progress mgr
self.report.progress_add_step("Applying Blender Mods")
self.report.progress_add_step("Collecting Objects")
self.report.progress_add_step("Harvesting Actors")
if self._op.bake_lighting:
@ -65,6 +66,8 @@ class Exporter:
self.report.progress_add_step("Composing Geometry")
self.report.progress_start("EXPORTING AGE")
# Step 0.9: Apply modifiers to all meshes temporarily.
with self.mesh:
# Step 1: Create the age info and the pages
self._export_age_info()

43
korman/exporter/mesh.py

@ -111,9 +111,42 @@ class _GeoData:
self.vertices = []
class MeshConverter:
class _MeshManager:
def __init__(self, exporter):
self._exporter = weakref.ref(exporter)
self._mesh_overrides = {}
def __enter__(self):
report = self._exporter().report
report.progress_advance()
report.progress_range = len(bpy.data.objects)
# Some modifiers like "Array" will procedurally generate new geometry that will impact
# lightmap generation. The Blender Internal renderer does not seem to be smart enough to
# take this into account. Thus, we temporarily apply modifiers to ALL meshes (even ones that
# are not exported) such that we can generate proper lighting.
scene = bpy.context.scene
for i in bpy.data.objects:
if i.type == "MESH" and i.is_modified(scene, "RENDER"):
# Remember, storing actual pointers to the Blender objects can cause bad things to
# happen because Blender's memory management SUCKS!
self._mesh_overrides[i.name] = i.data.name
i.data = i.to_mesh(scene, True, "RENDER", calc_tessface=False)
report.progress_increment()
return self
def __exit__(self, type, value, traceback):
data_bos, data_meshes = bpy.data.objects, bpy.data.meshes
for obj_name, mesh_name in self._mesh_overrides.items():
bo = data_bos.get(obj_name)
trash_mesh, bo.data = bo.data, data_meshes.get(mesh_name)
data_meshes.remove(trash_mesh)
class MeshConverter(_MeshManager):
def __init__(self, exporter):
super().__init__(exporter)
self.material = material.MaterialConverter(exporter)
self._dspans = {}
@ -403,8 +436,11 @@ class MeshConverter:
diface.addDrawable(dspan_key, idx)
def _export_mesh(self, bo):
# Step 0.7: Update the mesh such that we can do things and schtuff...
mesh = bo.to_mesh(bpy.context.scene, True, "RENDER", calc_tessface=True)
# Previously, this called bo.to_mesh to apply modifiers. However, due to limitations in the
# lightmap generation, this is now done for all modified mesh objects before any Plasma data
# is exported.
mesh = bo.data
mesh.calc_tessface()
# Step 0.8: Figure out which materials are attached to this object. Because Blender is backwards,
# we can actually have materials that are None. gotdawgit!!!
@ -412,7 +448,6 @@ class MeshConverter:
if not materials:
return None
with helpers.TemporaryObject(mesh, bpy.data.meshes.remove):
# Step 1: Export all of the doggone materials.
geospans = self._export_material_spans(bo, mesh, materials)

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