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# This file is part of Korman.
#
# Korman 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, either version 3 of the License, or
# (at your option) any later version.
#
# Korman 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 Korman. If not, see <http://www.gnu.org/licenses/>.
import bpy
from collections import defaultdict
from contextlib import ExitStack
import functools
from pathlib import Path
from ..helpers import TemporaryObject
from ..korlib import ConsoleToggler
from PyHSPlasma import *
from . import animation
from . import camera
from . import decal
from . import explosions
from . import etlight
from . import image
from . import locman
from . import logger
from . import manager
from . import mesh
from . import outfile
from . import physics
from . import rtlight
from . import utils
class Exporter:
def __init__(self, op):
self._op = op # Blender export operator
self._objects = []
self.actors = set()
self.want_node_trees = defaultdict(set)
self.exported_nodes = {}
def run(self):
log = logger.ExportVerboseLogger if self._op.verbose else logger.ExportProgressLogger
with ConsoleToggler(self._op.show_console), log(self._op.filepath) as self.report, ExitStack() as self.exit_stack:
# Step 0: Init export resmgr and stuff
self.mgr = manager.ExportManager(self)
self.mesh = mesh.MeshConverter(self)
self.physics = physics.PhysicsConverter(self)
self.light = rtlight.LightConverter(self)
self.animation = animation.AnimationConverter(self)
self.output = outfile.OutputFiles(self, self._op.filepath)
self.camera = camera.CameraConverter(self)
self.image = image.ImageCache(self)
self.locman = locman.LocalizationConverter(self)
self.decal = decal.DecalConverter(self)
self.oven = etlight.LightBaker(mesh=self.mesh, report=self.report)
# Step 0.8: Init the progress mgr
self.mesh.add_progress_presteps(self.report)
self.report.progress_add_step("Collecting Objects")
self.report.progress_add_step("Verify Competence")
self.report.progress_add_step("Touching the Intangible")
self.report.progress_add_step("Unifying Superstrings")
self.report.progress_add_step("Harvesting Actors")
if self._op.lighting_method != "skip":
etlight.LightBaker.add_progress_steps(self.report)
self.report.progress_add_step("Exporting Scene Objects")
self.report.progress_add_step("Exporting Logic Nodes")
self.report.progress_add_step("Finalizing Plasma Logic")
self.report.progress_add_step("Handling Snakes")
self.report.progress_add_step("Exporting Textures")
self.report.progress_add_step("Composing Geometry")
self.report.progress_add_step("Saving Age Files")
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()
# Step 2: Gather a list of objects that we need to export, given what the user has told
# us to export (both in the Age and Object Properties)... fun
self._collect_objects()
# Step 2.1: Run through all the objects we collected in Step 2 and make sure there
# is no ruddy funny business going on.
self._check_sanity()
# Step 2.2: Run through all the objects again and ask them to "pre_export" themselves.
# In other words, generate any ephemeral Blender objects that need to be exported.
self._pre_export_scene_objects()
# Step 2.3: Run through all the objects and export localization.
self._export_localization()
# Step 2.5: Run through all the objects we collected in Step 2 and see if any relationships
# that the artist made requires something to have a CoordinateInterface
self._harvest_actors()
# Step 2.9: It is assumed that static lighting is available for the mesh exporter.
# Indeed, in PyPRP it was a manual step. So... BAKE NAO!
self._bake_static_lighting()
# Step 3: Export all the things!
self._export_scene_objects()
# Step 3.1: Ensure referenced logic node trees are exported
self._export_referenced_node_trees()
# Step 3.2: Now that all Plasma Objects (save Mipmaps) are exported, we do any post
# processing that needs to inspect those objects
self._post_process_scene_objects()
# Step 3.3: Ensure any helper Python files are packed
self._pack_ancillary_python()
# Step 4: Finalize...
self.mesh.material.finalize()
self.mesh.finalize()
# Step 5: FINALLY. Let's write the PRPs and crap.
self._save_age()
# Step 5.1: Save out the export report.
# If the export fails and this doesn't save, we have bigger problems than
# these little warnings and notices.
self.report.progress_end()
self.report.save()
# Step 5.2: If any nonfatal errors were encountered during the export, we will
# raise them here, now that everything is finished, to draw attention
# to whatever the problem might be.
self.report.raise_errors()
def _bake_static_lighting(self):
if self._op.lighting_method != "skip":
self.oven.bake_static_lighting(self._objects)
def _collect_objects(self):
scene = bpy.context.scene
self.report.progress_advance()
self.report.progress_range = len(scene.objects)
inc_progress = self.report.progress_increment
# Grab a naive listing of enabled pages
age = scene.world.plasma_age
pages_enabled = frozenset((page.name for page in age.pages if page.enabled and self._op.version in page.version))
all_pages = frozenset((page.name for page in age.pages))
# Because we can have an unnamed or a named default page, we need to see if that is enabled...
for page in age.pages:
if page.seq_suffix == 0:
default_enabled = page.enabled
default_inited = True
break
else:
default_enabled = True
default_inited = False
# Now we loop through the objects with some considerations:
# - The default page may or may not be defined. If it is, it can be disabled. If not, it
# can only ever be enabled.
# - Don't create the Default page unless it is used (implicit or explicit). It is a failure
# to export a useless file.
# - Any arbitrary page can be disabled, so check our frozenset.
# - Also, someone might have specified an invalid page, so keep track of that.
error = explosions.UndefinedPageError()
for obj in scene.objects:
if obj.plasma_object.enabled:
page = obj.plasma_object.page
if not page and not default_inited:
self.mgr.create_page(self.age_name, "Default", 0)
default_inited = True
if (default_enabled and not page) or (page in pages_enabled):
self._objects.append(obj)
elif page not in all_pages:
error.add(page, obj.name)
inc_progress()
error.raise_if_error()
def _check_sanity(self):
self.report.progress_advance()
self.report.progress_range = len(self._objects)
inc_progress = self.report.progress_increment
self.report.msg("\nEnsuring Age is sane...")
for bl_obj in self._objects:
for mod in bl_obj.plasma_modifiers.modifiers:
fn = getattr(mod, "sanity_check", None)
if fn is not None:
fn()
inc_progress()
self.report.msg("... Age is grinning and holding a spatula. Must be OK, then.")
def _export_age_info(self):
# Make life slightly easier...
age_info = bpy.context.scene.world.plasma_age
age_name = self.age_name
mgr = self.mgr
# Generate the plAgeInfo
mgr.AddAge(age_info.export(self))
# Create all the pages we need
ver = self._op.version
for page in age_info.pages:
if page.enabled and ver in page.version:
mgr.create_page(age_name, page.name, page.seq_suffix)
mgr.create_builtins(age_name, age_info.use_texture_page)
def _export_actor(self, so, bo):
"""Exports a Coordinate Interface if we need one"""
if self.has_coordiface(bo):
self._export_coordinate_interface(so, bo)
# If this object has a parent, then we will need to go upstream and add ourselves to the
# parent's CoordinateInterface... Because life just has to be backwards.
parent = bo.parent
if parent is not None:
if parent.plasma_object.enabled:
self.report.msg("Attaching to parent SceneObject '{}'", parent.name, indent=1)
parent_ci = self._export_coordinate_interface(None, parent)
parent_ci.addChild(so.key)
else:
self.report.warn("You have parented Plasma Object '{}' to '{}', which has not been marked for export. \
The object may not appear in the correct location or animate properly.".format(
bo.name, parent.name))
def _export_coordinate_interface(self, so, bl):
"""Ensures that the SceneObject has a CoordinateInterface"""
if so is None:
so = self.mgr.find_create_object(plSceneObject, bl=bl)
if so.coord is None:
ci_cls = bl.plasma_object.ci_type
ci = self.mgr.add_object(ci_cls, bl=bl, so=so)
# Now we have the "fun" work of filling in the CI
ci.localToWorld = utils.matrix44(bl.matrix_world)
ci.worldToLocal = ci.localToWorld.inverse()
ci.localToParent = utils.matrix44(bl.matrix_local)
ci.parentToLocal = ci.localToParent.inverse()
return ci
return so.coord.object
def _export_localization(self):
self.report.progress_advance()
self.report.progress_range = len(self._objects)
inc_progress = self.report.progress_increment
self.report.msg("\nExporting localization...")
for bl_obj in self._objects:
for mod in filter(lambda x: hasattr(x, "export_localization"), bl_obj.plasma_modifiers.modifiers):
mod.export_localization(self)
inc_progress()
def _export_scene_objects(self):
self.report.progress_advance()
self.report.progress_range = len(self._objects)
inc_progress = self.report.progress_increment
log_msg = self.report.msg
for bl_obj in self._objects:
log_msg("\n[SceneObject '{}']".format(bl_obj.name))
# First pass: do things specific to this object type.
# note the function calls: to export a MESH, it's _export_mesh_blobj
export_fn = "_export_{}_blobj".format(bl_obj.type.lower())
try:
export_fn = getattr(self, export_fn)
except AttributeError:
self.report.warn("""'{}' is a Plasma Object of Blender type '{}'
... And I have NO IDEA what to do with that! Tossing.""".format(bl_obj.name, bl_obj.type))
continue
log_msg("Blender Object '{}' of type '{}'".format(bl_obj.name, bl_obj.type), indent=1)
# Create a sceneobject if one does not exist.
# Before we call the export_fn, we need to determine if this object is an actor of any
# sort, and barf out a CI.
sceneobject = self.mgr.find_create_object(plSceneObject, bl=bl_obj)
self._export_actor(sceneobject, bl_obj)
export_fn(sceneobject, bl_obj)
# And now we puke out the modifiers...
for mod in bl_obj.plasma_modifiers.modifiers:
log_msg("Exporting '{}' modifier".format(mod.bl_label), indent=1)
mod.export(self, bl_obj, sceneobject)
inc_progress()
def _export_camera_blobj(self, so, bo):
# Hey, guess what? Blender's camera data is utter crap!
camera = bo.data.plasma_camera
self.camera.export_camera(so, bo, camera.camera_type, camera.settings, camera.transitions)
def _export_empty_blobj(self, so, bo):
pass
def _export_lamp_blobj(self, so, bo):
self.light.export_rtlight(so, bo)
def _export_mesh_blobj(self, so, bo):
if bo.data.materials:
self.mesh.export_object(bo, so)
else:
self.report.msg("No material(s) on the ObData, so no drawables", indent=1)
def _export_font_blobj(self, so, bo):
with utils.temporary_mesh_object(bo) as meshObj:
if bo.data.materials:
self.mesh.export_object(meshObj, so)
else:
self.report.msg("No material(s) on the ObData, so no drawables", indent=1)
def _export_referenced_node_trees(self):
self.report.progress_advance()
self.report.progress_range = len(self.want_node_trees)
inc_progress = self.report.progress_increment
self.report.msg("\nChecking Logic Trees...")
for tree_name, references in self.want_node_trees.items():
self.report.msg("NodeTree '{}'", tree_name, indent=1)
tree = bpy.data.node_groups[tree_name]
for bo, so in references:
tree.export(self, bo, so)
inc_progress()
def _harvest_actors(self):
self.report.progress_advance()
self.report.progress_range = len(self._objects) + len(bpy.data.textures)
inc_progress = self.report.progress_increment
for bl_obj in self._objects:
for mod in bl_obj.plasma_modifiers.modifiers:
if mod.enabled:
self.actors.update(mod.harvest_actors())
inc_progress()
# This is a little hacky, but it's an edge case... I guess?
# We MUST have CoordinateInterfaces for EnvironmentMaps (DCMs, bah)
for texture in bpy.data.textures:
envmap = getattr(texture, "environment_map", None)
if envmap is not None:
viewpt = envmap.viewpoint_object
if viewpt is not None:
self.actors.add(viewpt.name)
inc_progress()
def has_coordiface(self, bo):
if bo.type in {"CAMERA", "EMPTY", "LAMP"}:
return True
if bo.parent is not None or bo.children:
return True
if bo.name in self.actors:
return True
if bo.plasma_object.has_transform_animation:
return True
for mod in bo.plasma_modifiers.modifiers:
if mod.enabled:
if mod.requires_actor:
return True
return False
def _post_process_scene_objects(self):
self.report.progress_advance()
self.report.progress_range = len(self._objects)
inc_progress = self.report.progress_increment
self.report.msg("\nPost-Processing SceneObjects...")
mat_mgr = self.mesh.material
for bl_obj in self._objects:
sceneobject = self.mgr.find_object(plSceneObject, bl=bl_obj)
if sceneobject is None:
# no SO? fine then. turd.
continue
# Synchronization is applied for the root SO and all animated layers (WTF)
# So, we have to keep in mind shared layers (whee) in the synch options kode
net = bl_obj.plasma_net
net.propagate_synch_options(sceneobject, sceneobject)
for mat in mat_mgr.get_materials(bl_obj):
for layer in mat.object.layers:
layer = layer.object
if isinstance(layer, plLayerAnimation):
net.propagate_synch_options(sceneobject, layer)
# Modifiers don't have to expose post-processing, but if they do, run it
for mod in bl_obj.plasma_modifiers.modifiers:
proc = getattr(mod, "post_export", None)
if proc is not None:
self.report.msg("Post processing '{}' modifier '{}'", bl_obj.name, mod.bl_label, indent=1)
proc(self, bl_obj, sceneobject)
inc_progress()
def _pre_export_scene_objects(self):
self.report.progress_advance()
self.report.progress_range = len(self._objects)
inc_progress = self.report.progress_increment
self.report.msg("\nGenerating export dependency objects...")
# New objects may be generate during this process; they will be appended at the end.
new_objects = []
@functools.singledispatch
def handle_temporary(temporary, parent):
raise RuntimeError("Temporary object of type '{}' generated by '{}' was unhandled".format(temporary.__class__, parent.name))
@handle_temporary.register(bpy.types.Object)
def _(temporary, parent):
self.exit_stack.enter_context(TemporaryObject(temporary, bpy.data.objects.remove))
self.report.msg("'{}': generated Object '{}' (Plasma Object: {})", parent.name,
temporary.name, temporary.plasma_object.enabled, indent=1)
if temporary.plasma_object.enabled:
new_objects.append(temporary)
# If the object is marked as a Plasma Object, be sure that we go into the same page
# as the requestor, unless the modifier decided it knows better.
if not temporary.plasma_object.is_property_set("page"):
temporary.plasma_object.page = parent.plasma_object.page
# Wow, recursively generated objects. Aren't you special?
for mod in temporary.plasma_modifiers.modifiers:
mod.sanity_check()
do_pre_export(temporary)
@handle_temporary.register(bpy.types.NodeTree)
def _(temporary, parent):
self.exit_stack.enter_context(TemporaryObject(temporary, bpy.data.node_groups.remove))
self.report.msg("'{}' generated NodeTree '{}'", parent.name, temporary.name)
if temporary.bl_idname == "PlasmaNodeTree":
parent_so = self.mgr.find_create_object(plSceneObject, bl=parent)
self.want_node_trees[temporary.name].add((parent, parent_so))
def do_pre_export(bo):
for mod in bo.plasma_modifiers.modifiers:
proc = getattr(mod, "pre_export", None)
if proc is not None:
result = proc(self, bo)
if result is not None:
for i in filter(None, result):
handle_temporary(i, bo)
for bl_obj in self._objects:
do_pre_export(bl_obj)
inc_progress()
self.report.msg("... {} new object(s) were generated!", len(new_objects))
self._objects += new_objects
def _pack_ancillary_python(self):
texts = bpy.data.texts
self.report.progress_advance()
self.report.progress_range = len(texts)
inc_progress = self.report.progress_increment
for i in texts:
if i.name.endswith(".py") and self.output.want_py_text(i):
self.output.add_python_code(i.name, text_id=i)
inc_progress()
def _save_age(self):
self.report.progress_advance()
self.report.msg("\nWriting Age data...")
# If something bad happens in the final flush, it would be a shame to
# simply toss away the potentially freshly regenerated texture cache.
try:
self.locman.save()
self.mgr.save_age()
self.output.save()
finally:
self.image.save()
@property
def age_name(self):
if self._op.dat_only:
return Path(self._op.filepath).stem
else:
return bpy.context.scene.world.plasma_age.age_name
@property
def dat_only(self):
return self._op.dat_only
@property
def envmap_method(self):
return bpy.context.scene.world.plasma_age.envmap_method
@property
def python_method(self):
return bpy.context.scene.world.plasma_age.python_method
@property
def texcache_path(self):
age = bpy.context.scene.world.plasma_age
filepath = age.texcache_path
try:
valid_path = filepath and Path(filepath).is_file()
except OSError:
valid_path = False
if not valid_path:
filepath = bpy.context.blend_data.filepath
if not filepath:
filepath = self._op.filepath
filepath = str(Path(filepath).with_suffix(".ktc"))
age.texcache_path = filepath
return filepath
@property
def texcache_method(self):
return bpy.context.scene.world.plasma_age.texcache_method