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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 bmesh
import bpy
import mathutils
from typing import Callable, Iterator, Tuple
from contextlib import contextmanager
from PyHSPlasma import *
def affine_parts(xform):
# Decompose the matrix into the 90s-era 3ds max affine parts sillyness
# All that's missing now is something like "(c) 1998 HeadSpin" oh wait...
affine = hsAffineParts()
affine.T = hsVector3(*xform.to_translation())
affine.K = hsVector3(*xform.to_scale())
affine.F = -1.0 if xform.determinant() < 0.0 else 1.0
rot = xform.to_quaternion()
affine.Q = quaternion(rot)
rot.normalize()
affine.U = quaternion(rot)
return affine
def color(blcolor, alpha=1.0):
"""Converts a Blender Color into an hsColorRGBA"""
return hsColorRGBA(blcolor.r, blcolor.g, blcolor.b, alpha)
def matrix44(blmat):
"""Converts a mathutils.Matrix to an hsMatrix44"""
hsmat = hsMatrix44()
for i in range(4):
hsmat[i, 0] = blmat[i][0]
hsmat[i, 1] = blmat[i][1]
hsmat[i, 2] = blmat[i][2]
hsmat[i, 3] = blmat[i][3]
return hsmat
def quaternion(blquat):
"""Converts a mathutils.Quaternion to an hsQuat"""
return hsQuat(blquat.x, blquat.y, blquat.z, blquat.w)
@contextmanager
def bmesh_temporary_object(name : str, factory : Callable, page_name : str=None):
"""Creates a temporary object and mesh that exists only for the duration of
the context"""
mesh = bpy.data.meshes.new(name)
obj = bpy.data.objects.new(name, mesh)
obj.draw_type = "WIRE"
if page_name is not None:
obj.plasma_object.page = page_name
bpy.context.scene.objects.link(obj)
bm = bmesh.new()
try:
factory(bm)
bm.to_mesh(mesh)
yield obj
finally:
bm.free()
bpy.context.scene.objects.unlink(obj)
@contextmanager
def bmesh_object(name: str) -> Iterator[Tuple[bpy.types.Object, bmesh.types.BMesh]]:
"""Creates an object and mesh that will be removed if the context is exited
due to an error"""
mesh = bpy.data.meshes.new(name)
obj = bpy.data.objects.new(name, mesh)
obj.draw_type = "WIRE"
bpy.context.scene.objects.link(obj)
bm = bmesh.new()
try:
yield obj, bm
except:
bpy.context.scene.objects.unlink(obj)
bpy.data.meshes.remove(mesh)
raise
else:
bm.to_mesh(mesh)
finally:
bm.free()
@contextmanager
def temporary_mesh_object(source : bpy.types.Object) -> bpy.types.Object:
"""Creates a temporary mesh object from a nonmesh object that will only exist for the duration
of the context."""
assert source.type != "MESH"
obj = bpy.data.objects.new(source.name, source.to_mesh(bpy.context.scene, True, "RENDER"))
obj.draw_type = "WIRE"
obj.parent = source.parent
obj.matrix_local, obj.matrix_world = source.matrix_local, source.matrix_world
bpy.context.scene.objects.link(obj)
try:
yield obj
finally:
bpy.data.objects.remove(obj)
def transform_mesh(mesh: bpy.types.Mesh, matrix: mathutils.Matrix):
# There is a disparity in terms of how negative scaling is displayed in Blender versus how it is
# applied (Ctrl+A) in that the normals are different. Even though negative scaling is evil, we
# prefer to match the visual behavior, not the non-intuitive apply behavior. So, we'll need to
# flip the normals if the scaling is negative. The Blender documentation even "helpfully" warns
# us about this.
mesh.transform(matrix)
if matrix.is_negative:
mesh.flip_normals()