armory/blender/arm/exporter.py

3151 lines
129 KiB
Python
Executable File

"""
Armory Scene Exporter
http://armory3d.org/
Based on Open Game Engine Exchange
http://opengex.org/
Export plugin for Blender by Eric Lengyel
Copyright 2015, Terathon Software LLC
This software is licensed under the Creative Commons
Attribution-ShareAlike 3.0 Unported License:
http://creativecommons.org/licenses/by-sa/3.0/deed.en_US
"""
from enum import Enum, unique
import math
import os
import time
from typing import Any, Dict, List, Tuple, Union, Optional
import numpy as np
import bpy
from mathutils import *
import bmesh
import arm.assets as assets
import arm.exporter_opt as exporter_opt
import arm.log as log
import arm.make_renderpath as make_renderpath
import arm.material.cycles as cycles
import arm.material.make as make_material
import arm.material.mat_batch as mat_batch
import arm.utils
import arm.profiler
if arm.is_reload(__name__):
assets = arm.reload_module(assets)
exporter_opt = arm.reload_module(exporter_opt)
log = arm.reload_module(log)
make_renderpath = arm.reload_module(make_renderpath)
cycles = arm.reload_module(cycles)
make_material = arm.reload_module(make_material)
mat_batch = arm.reload_module(mat_batch)
arm.utils = arm.reload_module(arm.utils)
arm.profiler = arm.reload_module(arm.profiler)
else:
arm.enable_reload(__name__)
@unique
class NodeType(Enum):
"""Represents the type of an object."""
EMPTY = 0
BONE = 1
MESH = 2
LIGHT = 3
CAMERA = 4
SPEAKER = 5
DECAL = 6
PROBE = 7
@classmethod
def get_bobject_type(cls, bobject: bpy.types.Object) -> "NodeType":
"""Returns the NodeType enum member belonging to the type of
the given blender object."""
if bobject.type == "MESH":
if bobject.data.polygons:
return cls.MESH
elif bobject.type == "FONT" or bobject.type == "META":
return cls.MESH
elif bobject.type == "LIGHT":
return cls.LIGHT
elif bobject.type == "CAMERA":
return cls.CAMERA
elif bobject.type == "SPEAKER":
return cls.SPEAKER
elif bobject.type == "LIGHT_PROBE":
return cls.PROBE
return cls.EMPTY
STRUCT_IDENTIFIER = ("object", "bone_object", "mesh_object",
"light_object", "camera_object", "speaker_object",
"decal_object", "probe_object")
# Internal target names for single FCurve data paths
FCURVE_TARGET_NAMES = {
"location": ("xloc", "yloc", "zloc"),
"rotation_euler": ("xrot", "yrot", "zrot"),
"rotation_quaternion": ("qwrot", "qxrot", "qyrot", "qzrot"),
"scale": ("xscl", "yscl", "zscl"),
"delta_location": ("dxloc", "dyloc", "dzloc"),
"delta_rotation_euler": ("dxrot", "dyrot", "dzrot"),
"delta_rotation_quaternion": ("dqwrot", "dqxrot", "dqyrot", "dqzrot"),
"delta_scale": ("dxscl", "dyscl", "dzscl"),
}
current_output = None
class ArmoryExporter:
"""Export to Armory format.
Some common naming patterns:
- out_[]: Variables starting with "out_" represent data that is
exported to Iron
- bobject: A Blender object (bpy.types.Object). Used because
`object` is a reserved Python keyword
"""
compress_enabled = False
export_all_flag = True
# Indicates whether rigid body is exported
export_physics = False
optimize_enabled = False
option_mesh_only = False
# Class names of referenced traits
import_traits: List[str] = []
def __init__(self, context: bpy.types.Context, filepath: str, scene: bpy.types.Scene = None, depsgraph: bpy.types.Depsgraph = None):
global current_output
self.filepath = filepath
self.scene = context.scene if scene is None else scene
self.depsgraph = context.evaluated_depsgraph_get() if depsgraph is None else depsgraph
# The output dict contains all data that is later exported to Iron format
self.output: Dict[str, Any] = {'frame_time': 1.0 / (self.scene.render.fps / self.scene.render.fps_base)}
current_output = self.output
# Stores the object type ("objectType") and the asset name
# ("structName") in a dict for each object
self.bobject_array: Dict[bpy.types.Object, Dict[str, Union[NodeType, str]]] = {}
self.bobject_bone_array = {}
self.mesh_array = {}
self.light_array = {}
self.probe_array = {}
self.camera_array = {}
self.speaker_array = {}
self.material_array = []
self.world_array = []
self.particle_system_array = {}
# `True` if there is at least one spawned camera in the scene
self.camera_spawned = False
self.material_to_object_dict = {}
# If no material is assigned, provide default to mimic cycles
self.default_material_objects = []
self.default_skin_material_objects = []
self.default_part_material_objects = []
self.material_to_arm_object_dict = {}
# Stores the link between a blender object and its
# corresponding export data (arm object)
self.object_to_arm_object_dict: Dict[bpy.types.Object, Dict] = {}
self.bone_tracks = []
ArmoryExporter.preprocess()
@classmethod
def export_scene(cls, context: bpy.types.Context, filepath: str, scene: bpy.types.Scene = None, depsgraph: bpy.types.Depsgraph = None) -> None:
"""Exports the given scene to the given file path. This is the
function that is called in make.py and the entry point of the
exporter."""
with arm.profiler.Profile('profile_exporter.prof', arm.utils.get_pref_or_default('profile_exporter', False)):
cls(context, filepath, scene, depsgraph).execute()
@classmethod
def preprocess(cls):
wrd = bpy.data.worlds['Arm']
if wrd.arm_physics == 'Enabled':
cls.export_physics = True
cls.export_navigation = False
if wrd.arm_navigation == 'Enabled':
cls.export_navigation = True
cls.export_ui = False
@staticmethod
def write_matrix(matrix):
return [matrix[0][0], matrix[0][1], matrix[0][2], matrix[0][3],
matrix[1][0], matrix[1][1], matrix[1][2], matrix[1][3],
matrix[2][0], matrix[2][1], matrix[2][2], matrix[2][3],
matrix[3][0], matrix[3][1], matrix[3][2], matrix[3][3]]
def get_meshes_file_path(self, object_id: str, compressed=False) -> str:
index = self.filepath.rfind('/')
mesh_fp = self.filepath[:(index + 1)] + 'meshes/'
if not os.path.exists(mesh_fp):
os.makedirs(mesh_fp)
ext = '.lz4' if compressed else '.arm'
return mesh_fp + object_id + ext
@staticmethod
def get_shape_keys(mesh):
# Metaball
if not hasattr(mesh, 'shape_keys'):
return None
shape_keys = mesh.shape_keys
if not shape_keys:
return None
if len(shape_keys.key_blocks) < 2:
return None
for shape_key in shape_keys.key_blocks[1:]:
if(not shape_key.mute):
return shape_keys
return None
@staticmethod
def get_morph_uv_index(mesh):
i = 0
for uv_layer in mesh.uv_layers:
if uv_layer.name == 'UVMap_shape_key':
return i
i +=1
def find_bone(self, name: str) -> Optional[Tuple[bpy.types.Bone, Dict]]:
"""Finds the bone reference (a tuple containing the bone object
and its data) by the given name and returns it."""
for bone_ref in self.bobject_bone_array.items():
if bone_ref[0].name == name:
return bone_ref
return None
@staticmethod
def collect_bone_animation(armature: bpy.types.Object, name: str) -> List[bpy.types.FCurve]:
path = f"pose.bones[\"{name}\"]."
if armature.animation_data:
action = armature.animation_data.action
if action:
return [fcurve for fcurve in action.fcurves if fcurve.data_path.startswith(path)]
return []
def export_bone(self, armature, bone: bpy.types.Bone, o, action: bpy.types.Action):
bobject_ref = self.bobject_bone_array.get(bone)
if bobject_ref:
o['type'] = STRUCT_IDENTIFIER[bobject_ref["objectType"].value]
o['name'] = bobject_ref["structName"]
self.export_bone_transform(armature, bone, o, action)
o['children'] = []
for sub_bobject in bone.children:
so = {}
self.export_bone(armature, sub_bobject, so, action)
o['children'].append(so)
@staticmethod
def export_pose_markers(oanim, action):
if action.pose_markers is None or len(action.pose_markers) == 0:
return
oanim['marker_frames'] = []
oanim['marker_names'] = []
for pos_marker in action.pose_markers:
oanim['marker_frames'].append(int(pos_marker.frame))
oanim['marker_names'].append(pos_marker.name)
@staticmethod
def calculate_anim_frame_range(action: bpy.types.Action) -> Tuple[int, int]:
"""Calculates the required frame range of the given action by
also taking fcurve modifiers into account.
Modifiers that are not range-restricted are ignored in this
calculation.
"""
start = action.frame_range[0]
end = action.frame_range[1]
# Take FCurve modifiers into account if they have a restricted
# frame range
for fcurve in action.fcurves:
for modifier in fcurve.modifiers:
if not modifier.use_restricted_range:
continue
if modifier.frame_start < start:
start = modifier.frame_start
if modifier.frame_end > end:
end = modifier.frame_end
return int(start), int(end)
@staticmethod
def export_animation_track(fcurve: bpy.types.FCurve, frame_range: Tuple[int, int], target: str) -> Dict:
"""This function exports a single animation track."""
out_track = {'target': target, 'frames': [], 'values': []}
start = frame_range[0]
end = frame_range[1]
for frame in range(start, end + 1):
out_track['frames'].append(frame)
out_track['values'].append(fcurve.evaluate(frame))
return out_track
def export_object_transform(self, bobject: bpy.types.Object, o):
wrd = bpy.data.worlds['Arm']
# Static transform
o['transform'] = {'values': ArmoryExporter.write_matrix(bobject.matrix_local)}
# Animated transform
if bobject.animation_data is not None and bobject.type != "ARMATURE":
action = bobject.animation_data.action
if action is not None:
action_name = arm.utils.safestr(arm.utils.asset_name(action))
fp = self.get_meshes_file_path('action_' + action_name, compressed=ArmoryExporter.compress_enabled)
assets.add(fp)
ext = '.lz4' if ArmoryExporter.compress_enabled else ''
if ext == '' and not wrd.arm_minimize:
ext = '.json'
if 'object_actions' not in o:
o['object_actions'] = []
o['object_actions'].append('action_' + action_name + ext)
frame_range = self.calculate_anim_frame_range(action)
out_anim = {
'begin': frame_range[0],
'end': frame_range[1],
'tracks': []
}
self.export_pose_markers(out_anim, action)
unresolved_data_paths = set()
for fcurve in action.fcurves:
data_path = fcurve.data_path
try:
out_track = self.export_animation_track(fcurve, frame_range, FCURVE_TARGET_NAMES[data_path][fcurve.array_index])
except KeyError:
if data_path not in FCURVE_TARGET_NAMES:
# This can happen if the target is simply not
# supported or the action shares both bone
# and object transform data (FCURVE_TARGET_NAMES
# only contains object transform targets)
unresolved_data_paths.add(data_path)
continue
# Missing target entry for array_index or something else
else:
raise
out_anim['tracks'].append(out_track)
if len(unresolved_data_paths) > 0:
warning = (
f'The action "{action_name}" has fcurve channels with data paths that could not be resolved.'
' This can be caused by the following things:\n'
' - The data paths are not supported.\n'
' - The action exists on both armature and non-armature objects or has both bone and object transform data.'
)
if wrd.arm_verbose_output:
warning += f'\n Unresolved data paths: {unresolved_data_paths}'
else:
warning += '\n To see the list of unresolved data paths please recompile with Armory Project > Verbose Output enabled.'
log.warn(warning)
if True: # not action.arm_cached or not os.path.exists(fp):
if wrd.arm_verbose_output:
print('Exporting object action ' + action_name)
out_object_action = {
'name': action_name,
'anim': out_anim,
'type': 'object',
'data_ref': '',
'transform': None
}
action_file = {'objects': [out_object_action]}
arm.utils.write_arm(fp, action_file)
def process_bone(self, bone: bpy.types.Bone) -> None:
if ArmoryExporter.export_all_flag or bone.select:
self.bobject_bone_array[bone] = {
"objectType": NodeType.BONE,
"structName": bone.name
}
for subbobject in bone.children:
self.process_bone(subbobject)
def process_bobject(self, bobject: bpy.types.Object) -> None:
"""Stores some basic information about the given object (its
name and type).
If the given object is an armature, its bones are also
processed.
"""
if ArmoryExporter.export_all_flag or bobject.select_get():
btype: NodeType = NodeType.get_bobject_type(bobject)
if btype is not NodeType.MESH and ArmoryExporter.option_mesh_only:
return
self.bobject_array[bobject] = {
"objectType": btype,
"structName": arm.utils.asset_name(bobject)
}
if bobject.type == "ARMATURE":
armature: bpy.types.Armature = bobject.data
if armature:
for bone in armature.bones:
if not bone.parent:
self.process_bone(bone)
if bobject.arm_instanced == 'Off':
for subbobject in bobject.children:
self.process_bobject(subbobject)
def process_skinned_meshes(self):
"""Iterates through all objects that are exported and ensures
that bones are actually stored as bones."""
for bobject_ref in self.bobject_array.items():
if bobject_ref[1]["objectType"] is NodeType.MESH:
armature = bobject_ref[0].find_armature()
if armature is not None:
for bone in armature.data.bones:
bone_ref = self.find_bone(bone.name)
if bone_ref is not None:
# If an object is used as a bone, then we
# force its type to be a bone
bone_ref[1]["objectType"] = NodeType.BONE
def export_bone_transform(self, armature: bpy.types.Object, bone: bpy.types.Bone, o, action: bpy.types.Action):
pose_bone = armature.pose.bones.get(bone.name)
# if pose_bone is not None:
# transform = pose_bone.matrix.copy()
# if pose_bone.parent is not None:
# transform = pose_bone.parent.matrix.inverted_safe() * transform
# else:
transform = bone.matrix_local.copy()
if bone.parent is not None:
transform = (bone.parent.matrix_local.inverted_safe() @ transform)
o['transform'] = {'values': ArmoryExporter.write_matrix(transform)}
fcurve_list = self.collect_bone_animation(armature, bone.name)
if fcurve_list and pose_bone:
begin_frame, end_frame = int(action.frame_range[0]), int(action.frame_range[1])
out_track = {'target': "transform", 'frames': [], 'values': []}
o['anim'] = {'tracks': [out_track]}
for i in range(begin_frame, end_frame + 1):
out_track['frames'].append(i - begin_frame)
self.bone_tracks.append((out_track['values'], pose_bone))
def use_default_material(self, bobject: bpy.types.Object, o):
if arm.utils.export_bone_data(bobject):
o['material_refs'].append('armdefaultskin')
self.default_skin_material_objects.append(bobject)
else:
o['material_refs'].append('armdefault')
self.default_material_objects.append(bobject)
def use_default_material_part(self):
# Particle object with no material assigned
for ps in bpy.data.particles:
if ps.render_type != 'OBJECT' or ps.instance_object is None:
continue
po = ps.instance_object
if po not in self.object_to_arm_object_dict:
continue
o = self.object_to_arm_object_dict[po]
if len(o['material_refs']) > 0 and o['material_refs'][0] == 'armdefault' and po not in self.default_part_material_objects:
self.default_part_material_objects.append(po)
o['material_refs'] = ['armdefaultpart'] # Replace armdefault
def export_material_ref(self, bobject: bpy.types.Object, material, index, o):
if material is None: # Use default for empty mat slots
self.use_default_material(bobject, o)
return
if material not in self.material_array:
self.material_array.append(material)
o['material_refs'].append(arm.utils.asset_name(material))
def export_particle_system_ref(self, psys: bpy.types.ParticleSystem, out_object):
if psys.settings.instance_object is None or psys.settings.render_type != 'OBJECT':
return
self.particle_system_array[psys.settings] = {"structName": psys.settings.name}
pref = {
'name': psys.name,
'seed': psys.seed,
'particle': psys.settings.name
}
out_object['particle_refs'].append(pref)
@staticmethod
def get_view3d_area() -> Optional[bpy.types.Area]:
screen = bpy.context.window.screen
for area in screen.areas:
if area.type == 'VIEW_3D':
return area
return None
@staticmethod
def get_viewport_view_matrix() -> Optional[Matrix]:
play_area = ArmoryExporter.get_view3d_area()
if play_area is None:
return None
for space in play_area.spaces:
if space.type == 'VIEW_3D':
return space.region_3d.view_matrix
return None
@staticmethod
def get_viewport_projection_matrix() -> Tuple[Optional[Matrix], bool]:
play_area = ArmoryExporter.get_view3d_area()
if play_area is None:
return None, False
for space in play_area.spaces:
if space.type == 'VIEW_3D':
# return space.region_3d.perspective_matrix # pesp = window * view
return space.region_3d.window_matrix, space.region_3d.is_perspective
return None, False
def write_bone_matrices(self, scene, action):
# profile_time = time.time()
begin_frame, end_frame = int(action.frame_range[0]), int(action.frame_range[1])
if len(self.bone_tracks) > 0:
for i in range(begin_frame, end_frame + 1):
scene.frame_set(i)
for track in self.bone_tracks:
values, pose_bone = track[0], track[1]
parent = pose_bone.parent
if parent:
values += ArmoryExporter.write_matrix((parent.matrix.inverted_safe() @ pose_bone.matrix))
else:
values += ArmoryExporter.write_matrix(pose_bone.matrix)
# print('Bone matrices exported in ' + str(time.time() - profile_time))
@staticmethod
def has_baked_material(bobject, materials):
for mat in materials:
if mat is None:
continue
baked_mat = mat.name + '_' + bobject.name + '_baked'
if baked_mat in bpy.data.materials:
return True
return False
@staticmethod
def create_material_variants(scene: bpy.types.Scene) -> Tuple[List[bpy.types.Material], List[bpy.types.MaterialSlot]]:
"""Creates unique material variants for skinning, tilesheets and
particles."""
matvars: List[bpy.types.Material] = []
matslots: List[bpy.types.MaterialSlot] = []
bobject: bpy.types.Object
for bobject in scene.collection.all_objects.values():
variant_suffix = ''
# Skinning
if arm.utils.export_bone_data(bobject):
variant_suffix = '_armskin'
# Tilesheets
elif bobject.arm_tilesheet != '':
variant_suffix = '_armtile'
if variant_suffix == '':
continue
for slot in bobject.material_slots:
if slot.material is None or slot.material.library is not None:
continue
if slot.material.name.endswith(variant_suffix):
continue
matslots.append(slot)
mat_name = slot.material.name + variant_suffix
mat = bpy.data.materials.get(mat_name)
# Create material variant
if mat is None:
mat = slot.material.copy()
mat.name = mat_name
if variant_suffix == '_armtile':
mat.arm_tilesheet_flag = True
matvars.append(mat)
slot.material = mat
# Particle and non-particle objects can not share material
particle_sys: bpy.types.ParticleSettings
for particle_sys in bpy.data.particles:
bobject = particle_sys.instance_object
if bobject is None or particle_sys.render_type != 'OBJECT':
continue
for slot in bobject.material_slots:
if slot.material is None or slot.material.library is not None:
continue
if slot.material.name.endswith('_armpart'):
continue
matslots.append(slot)
mat_name = slot.material.name + '_armpart'
mat = bpy.data.materials.get(mat_name)
if mat is None:
mat = slot.material.copy()
mat.name = mat_name
mat.arm_particle_flag = True
matvars.append(mat)
slot.material = mat
return matvars, matslots
@staticmethod
def slot_to_material(bobject: bpy.types.Object, slot: bpy.types.MaterialSlot):
mat = slot.material
# Pick up backed material if present
if mat is not None:
baked_mat = mat.name + '_' + bobject.name + '_baked'
if baked_mat in bpy.data.materials:
mat = bpy.data.materials[baked_mat]
return mat
# def ExportMorphWeights(self, node, shapeKeys, scene):
# action = None
# curveArray = []
# indexArray = []
# if (shapeKeys.animation_data):
# action = shapeKeys.animation_data.action
# if (action):
# for fcurve in action.fcurves:
# if ((fcurve.data_path.startswith("key_blocks[")) and (fcurve.data_path.endswith("].value"))):
# keyName = fcurve.data_path.strip("abcdehklopstuvy[]_.")
# if ((keyName[0] == "\"") or (keyName[0] == "'")):
# index = shapeKeys.key_blocks.find(keyName.strip("\"'"))
# if (index >= 0):
# curveArray.append(fcurve)
# indexArray.append(index)
# else:
# curveArray.append(fcurve)
# indexArray.append(int(keyName))
# if ((not action) and (node.animation_data)):
# action = node.animation_data.action
# if (action):
# for fcurve in action.fcurves:
# if ((fcurve.data_path.startswith("data.shape_keys.key_blocks[")) and (fcurve.data_path.endswith("].value"))):
# keyName = fcurve.data_path.strip("abcdehklopstuvy[]_.")
# if ((keyName[0] == "\"") or (keyName[0] == "'")):
# index = shapeKeys.key_blocks.find(keyName.strip("\"'"))
# if (index >= 0):
# curveArray.append(fcurve)
# indexArray.append(index)
# else:
# curveArray.append(fcurve)
# indexArray.append(int(keyName))
# animated = (len(curveArray) != 0)
# referenceName = shapeKeys.reference_key.name if (shapeKeys.use_relative) else ""
# for k in range(len(shapeKeys.key_blocks)):
# self.IndentWrite(B"MorphWeight", 0, (k == 0))
# if (animated):
# self.Write(B" %mw")
# self.WriteInt(k)
# self.Write(B" (index = ")
# self.WriteInt(k)
# self.Write(B") {float {")
# block = shapeKeys.key_blocks[k]
# self.WriteFloat(block.value if (block.name != referenceName) else 1.0)
# self.Write(B"}}\n")
# if (animated):
# self.IndentWrite(B"Animation (begin = ", 0, True)
# self.WriteFloat((action.frame_range[0]) * self.frameTime)
# self.Write(B", end = ")
# self.WriteFloat((action.frame_range[1]) * self.frameTime)
# self.Write(B")\n")
# self.IndentWrite(B"{\n")
# self.indentLevel += 1
# structFlag = False
# for a in range(len(curveArray)):
# k = indexArray[a]
# target = bytes("mw" + str(k), "UTF-8")
# fcurve = curveArray[a]
# kind = OpenGexExporter.ClassifyAnimationCurve(fcurve)
# if ((kind != kAnimationSampled) and (not self.sampleAnimationFlag)):
# self.ExportAnimationTrack(fcurve, kind, target, structFlag)
# else:
# self.ExportMorphWeightSampledAnimationTrack(shapeKeys.key_blocks[k], target, scene, structFlag)
# structFlag = True
# self.indentLevel -= 1
# self.IndentWrite(B"}\n")
def export_object(self, bobject: bpy.types.Object, scene: bpy.types.Scene, out_parent: Dict = None) -> None:
"""This function exports a single object in the scene and
includes its name, object reference, material references (for
meshes), and transform.
Subobjects are then exported recursively.
"""
if not bobject.arm_export:
return
bobject_ref = self.bobject_array.get(bobject)
if bobject_ref is not None:
object_type = bobject_ref["objectType"]
# Linked object, not present in scene
if bobject not in self.object_to_arm_object_dict:
out_object = {
'traits': [],
'spawn': False
}
self.object_to_arm_object_dict[bobject] = out_object
out_object = self.object_to_arm_object_dict[bobject]
out_object['type'] = STRUCT_IDENTIFIER[object_type.value]
out_object['name'] = bobject_ref["structName"]
if bobject.parent_type == "BONE":
out_object['parent_bone'] = bobject.parent_bone
if bobject.hide_render or not bobject.arm_visible:
out_object['visible'] = False
if not bobject.cycles_visibility.camera:
out_object['visible_mesh'] = False
if not bobject.cycles_visibility.shadow:
out_object['visible_shadow'] = False
if not bobject.arm_spawn:
out_object['spawn'] = False
out_object['mobile'] = bobject.arm_mobile
if bobject.instance_type == 'COLLECTION' and bobject.instance_collection is not None:
out_object['group_ref'] = bobject.instance_collection.name
if bobject.arm_tilesheet != '':
out_object['tilesheet_ref'] = bobject.arm_tilesheet
out_object['tilesheet_action_ref'] = bobject.arm_tilesheet_action
if len(bobject.arm_propertylist) > 0:
out_object['properties'] = []
for proplist_item in bobject.arm_propertylist:
out_property = {
'name': proplist_item.name_prop,
'value': getattr(proplist_item, proplist_item.type_prop + '_prop')}
out_object['properties'].append(out_property)
# Export the object reference and material references
objref = bobject.data
if objref is not None:
objname = arm.utils.asset_name(objref)
# LOD
if bobject.type == 'MESH' and hasattr(objref, 'arm_lodlist') and len(objref.arm_lodlist) > 0:
out_object['lods'] = []
for lodlist_item in objref.arm_lodlist:
if not lodlist_item.enabled_prop:
continue
out_lod = {
'object_ref': lodlist_item.name,
'screen_size': lodlist_item.screen_size_prop
}
out_object['lods'].append(out_lod)
if objref.arm_lod_material:
out_object['lod_material'] = True
if object_type is NodeType.MESH:
if objref not in self.mesh_array:
self.mesh_array[objref] = {"structName": objname, "objectTable": [bobject]}
else:
self.mesh_array[objref]["objectTable"].append(bobject)
oid = arm.utils.safestr(self.mesh_array[objref]["structName"])
wrd = bpy.data.worlds['Arm']
if wrd.arm_single_data_file:
out_object['data_ref'] = oid
else:
ext = '' if not ArmoryExporter.compress_enabled else '.lz4'
if ext == '' and not bpy.data.worlds['Arm'].arm_minimize:
ext = '.json'
out_object['data_ref'] = 'mesh_' + oid + ext + '/' + oid
out_object['material_refs'] = []
for i in range(len(bobject.material_slots)):
mat = self.slot_to_material(bobject, bobject.material_slots[i])
# Export ref
self.export_material_ref(bobject, mat, i, out_object)
# Decal flag
if mat is not None and mat.arm_decal:
out_object['type'] = 'decal_object'
# No material, mimic cycles and assign default
if len(out_object['material_refs']) == 0:
self.use_default_material(bobject, out_object)
num_psys = len(bobject.particle_systems)
if num_psys > 0:
out_object['particle_refs'] = []
out_object['render_emitter'] = bobject.show_instancer_for_render
for i in range(num_psys):
self.export_particle_system_ref(bobject.particle_systems[i], out_object)
aabb = bobject.data.arm_aabb
if aabb[0] == 0 and aabb[1] == 0 and aabb[2] == 0:
self.calc_aabb(bobject)
out_object['dimensions'] = [aabb[0], aabb[1], aabb[2]]
# shapeKeys = ArmoryExporter.get_shape_keys(objref)
# if shapeKeys:
# self.ExportMorphWeights(bobject, shapeKeys, scene, out_object)
elif object_type is NodeType.LIGHT:
if objref not in self.light_array:
self.light_array[objref] = {"structName" : objname, "objectTable" : [bobject]}
else:
self.light_array[objref]["objectTable"].append(bobject)
out_object['data_ref'] = self.light_array[objref]["structName"]
elif object_type is NodeType.PROBE:
if objref not in self.probe_array:
self.probe_array[objref] = {"structName" : objname, "objectTable" : [bobject]}
else:
self.probe_array[objref]["objectTable"].append(bobject)
dist = bobject.data.influence_distance
if objref.type == "PLANAR":
out_object['dimensions'] = [1.0, 1.0, dist]
# GRID, CUBEMAP
else:
out_object['dimensions'] = [dist, dist, dist]
out_object['data_ref'] = self.probe_array[objref]["structName"]
elif object_type is NodeType.CAMERA:
if 'spawn' in out_object and not out_object['spawn']:
self.camera_spawned |= False
else:
self.camera_spawned = True
if objref not in self.camera_array:
self.camera_array[objref] = {"structName" : objname, "objectTable" : [bobject]}
else:
self.camera_array[objref]["objectTable"].append(bobject)
out_object['data_ref'] = self.camera_array[objref]["structName"]
elif object_type is NodeType.SPEAKER:
if objref not in self.speaker_array:
self.speaker_array[objref] = {"structName" : objname, "objectTable" : [bobject]}
else:
self.speaker_array[objref]["objectTable"].append(bobject)
out_object['data_ref'] = self.speaker_array[objref]["structName"]
# Export the transform. If object is animated, then animation tracks are exported here
if bobject.type != 'ARMATURE' and bobject.animation_data is not None:
action = bobject.animation_data.action
export_actions = [action]
for track in bobject.animation_data.nla_tracks:
if track.strips is None:
continue
for strip in track.strips:
if strip.action is None or strip.action in export_actions:
continue
export_actions.append(strip.action)
orig_action = action
for a in export_actions:
bobject.animation_data.action = a
self.export_object_transform(bobject, out_object)
if len(export_actions) >= 2 and export_actions[0] is None: # No action assigned
out_object['object_actions'].insert(0, 'null')
bobject.animation_data.action = orig_action
else:
self.export_object_transform(bobject, out_object)
# If the object is parented to a bone and is not relative, then undo the bone's transform
if bobject.parent_type == "BONE":
armature = bobject.parent.data
bone = armature.bones[bobject.parent_bone]
# if not bone.use_relative_parent:
out_object['parent_bone_connected'] = bone.use_connect
if bone.use_connect:
bone_translation = Vector((0, bone.length, 0)) + bone.head
out_object['parent_bone_tail'] = [bone_translation[0], bone_translation[1], bone_translation[2]]
else:
bone_translation = bone.tail - bone.head
out_object['parent_bone_tail'] = [bone_translation[0], bone_translation[1], bone_translation[2]]
pose_bone = bobject.parent.pose.bones[bobject.parent_bone]
bone_translation_pose = pose_bone.tail - pose_bone.head
out_object['parent_bone_tail_pose'] = [bone_translation_pose[0], bone_translation_pose[1], bone_translation_pose[2]]
if bobject.type == 'ARMATURE' and bobject.data is not None:
# Armature data
bdata = bobject.data
# Reference start action
action = None
adata = bobject.animation_data
# Active action
if adata is not None:
action = adata.action
if action is None:
log.warn('Object ' + bobject.name + ' - No action assigned, setting to pose')
bobject.animation_data_create()
actions = bpy.data.actions
action = actions.get('armorypose')
if action is None:
action = actions.new(name='armorypose')
# Export actions
export_actions = [action]
# hasattr - armature modifier may reference non-parent
# armature object to deform with
if hasattr(adata, 'nla_tracks') and adata.nla_tracks is not None:
for track in adata.nla_tracks:
if track.strips is None:
continue
for strip in track.strips:
if strip.action is None:
continue
if strip.action.name == action.name:
continue
export_actions.append(strip.action)
armatureid = arm.utils.safestr(arm.utils.asset_name(bdata))
ext = '.lz4' if ArmoryExporter.compress_enabled else ''
if ext == '' and not bpy.data.worlds['Arm'].arm_minimize:
ext = '.json'
out_object['bone_actions'] = []
for action in export_actions:
aname = arm.utils.safestr(arm.utils.asset_name(action))
out_object['bone_actions'].append('action_' + armatureid + '_' + aname + ext)
clear_op = set()
skelobj = bobject
baked_actions = []
orig_action = bobject.animation_data.action
if bdata.arm_autobake and bobject.name not in bpy.context.collection.all_objects:
clear_op.add('unlink')
# Clone bobject and put it in the current scene so
# the bake operator can run
if bobject.library is not None:
skelobj = bobject.copy()
clear_op.add('rem')
bpy.context.collection.objects.link(skelobj)
for action in export_actions:
aname = arm.utils.safestr(arm.utils.asset_name(action))
skelobj.animation_data.action = action
fp = self.get_meshes_file_path('action_' + armatureid + '_' + aname, compressed=ArmoryExporter.compress_enabled)
assets.add(fp)
if not bdata.arm_cached or not os.path.exists(fp):
# Store action to use it after autobake was handled
original_action = action
# Handle autobake
if bdata.arm_autobake:
sel = bpy.context.selected_objects[:]
for _o in sel:
_o.select_set(False)
skelobj.select_set(True)
bpy.ops.nla.bake(frame_start=action.frame_range[0], frame_end=action.frame_range[1], step=1, only_selected=False, visual_keying=True)
action = skelobj.animation_data.action
skelobj.select_set(False)
for _o in sel:
_o.select_set(True)
baked_actions.append(action)
wrd = bpy.data.worlds['Arm']
if wrd.arm_verbose_output:
print('Exporting armature action ' + aname)
bones = []
self.bone_tracks = []
for bone in bdata.bones:
if not bone.parent:
boneo = {}
self.export_bone(skelobj, bone, boneo, action)
bones.append(boneo)
self.write_bone_matrices(bpy.context.scene, action)
if len(bones) > 0 and 'anim' in bones[0]:
self.export_pose_markers(bones[0]['anim'], original_action)
# Save action separately
action_obj = {'name': aname, 'objects': bones}
arm.utils.write_arm(fp, action_obj)
# Restore settings
skelobj.animation_data.action = orig_action
for a in baked_actions:
bpy.data.actions.remove(a, do_unlink=True)
if 'unlink' in clear_op:
bpy.context.collection.objects.unlink(skelobj)
if 'rem' in clear_op:
bpy.data.objects.remove(skelobj, do_unlink=True)
# TODO: cache per action
bdata.arm_cached = True
if out_parent is None:
self.output['objects'].append(out_object)
else:
out_parent['children'].append(out_object)
self.post_export_object(bobject, out_object, object_type)
if not hasattr(out_object, 'children') and len(bobject.children) > 0:
out_object['children'] = []
if bobject.arm_instanced == 'Off':
for subbobject in bobject.children:
self.export_object(subbobject, scene, out_object)
def export_skin(self, bobject: bpy.types.Object, armature, export_mesh: bpy.types.Mesh, out_mesh):
"""This function exports all skinning data, which includes the
skeleton and per-vertex bone influence data"""
oskin = {}
out_mesh['skin'] = oskin
# Write the skin bind pose transform
otrans = {'values': ArmoryExporter.write_matrix(bobject.matrix_world)}
oskin['transform'] = otrans
bone_array = armature.data.bones
bone_count = len(bone_array)
rpdat = arm.utils.get_rp()
max_bones = rpdat.arm_skin_max_bones
if bone_count > max_bones:
bone_count = max_bones
# Write the bone object reference array
oskin['bone_ref_array'] = np.empty(bone_count, dtype=object)
oskin['bone_len_array'] = np.empty(bone_count, dtype='<f4')
for i in range(bone_count):
bone_ref = self.find_bone(bone_array[i].name)
if bone_ref:
oskin['bone_ref_array'][i] = bone_ref[1]["structName"]
oskin['bone_len_array'][i] = bone_array[i].length
else:
oskin['bone_ref_array'][i] = ""
oskin['bone_len_array'][i] = 0.0
# Write the bind pose transform array
oskin['transformsI'] = []
for i in range(bone_count):
skeleton_inv = (armature.matrix_world @ bone_array[i].matrix_local).inverted_safe()
skeleton_inv = (skeleton_inv @ bobject.matrix_world)
oskin['transformsI'].append(ArmoryExporter.write_matrix(skeleton_inv))
# Export the per-vertex bone influence data
group_remap = []
for group in bobject.vertex_groups:
for i in range(bone_count):
if bone_array[i].name == group.name:
group_remap.append(i)
break
else:
group_remap.append(-1)
bone_count_array = np.empty(len(export_mesh.loops), dtype='<i2')
bone_index_array = np.empty(len(export_mesh.loops) * 4, dtype='<i2')
bone_weight_array = np.empty(len(export_mesh.loops) * 4, dtype='<f4')
vertices = bobject.data.vertices
count = 0
for index, l in enumerate(export_mesh.loops):
bone_count = 0
total_weight = 0.0
bone_values = []
for g in vertices[l.vertex_index].groups:
bone_index = group_remap[g.group]
bone_weight = g.weight
if bone_index >= 0: #and bone_weight != 0.0:
bone_values.append((bone_weight, bone_index))
total_weight += bone_weight
bone_count += 1
if bone_count > 4:
bone_count = 4
bone_values.sort(reverse=True)
bone_values = bone_values[:4]
bone_count_array[index] = bone_count
for bv in bone_values:
bone_weight_array[count] = bv[0]
bone_index_array[count] = bv[1]
count += 1
if total_weight != 0.0 and total_weight != 1.0:
normalizer = 1.0 / total_weight
for i in range(bone_count):
bone_weight_array[count - i - 1] *= normalizer
bone_index_array = bone_index_array[:count]
bone_weight_array = bone_weight_array[:count]
bone_weight_array *= 32767
bone_weight_array = np.array(bone_weight_array, dtype='<i2')
oskin['bone_count_array'] = bone_count_array
oskin['bone_index_array'] = bone_index_array
oskin['bone_weight_array'] = bone_weight_array
# Bone constraints
if not armature.data.arm_autobake:
for bone in armature.pose.bones:
if len(bone.constraints) > 0:
if 'constraints' not in oskin:
oskin['constraints'] = []
self.add_constraints(bone, oskin, bone=True)
def export_shape_keys(self, bobject: bpy.types.Object, export_mesh: bpy.types.Mesh, out_mesh):
# Max shape keys supported
max_shape_keys = 32
# Path to store shape key textures
output_dir = bpy.path.abspath('//') + "MorphTargets\\"
name = bobject.data.name
vert_pos = []
vert_nor = []
names = []
default_values = [0] * max_shape_keys
# Shape key base mesh
shape_key_base = bobject.data.shape_keys.key_blocks[0]
count = 0
# Loop through all shape keys
for shape_key in bobject.data.shape_keys.key_blocks[1:]:
if(count > max_shape_keys - 1):
break
# get vertex data from shape key
if shape_key.mute:
continue
vert_data = self.get_vertex_data_from_shape_key(shape_key_base, shape_key)
vert_pos.append(vert_data['pos'])
vert_nor.append(vert_data['nor'])
names.append(shape_key.name)
default_values[count] = shape_key.value
count += 1
# No shape keys present or all shape keys are muted
if (count < 1):
return
# Convert to array for easy manipulation
pos_array = np.array(vert_pos)
nor_array = np.array(vert_nor)
# Min and Max values of shape key displacements
max = np.amax(pos_array)
min = np.amin(pos_array)
array_size = len(pos_array[0]), len(pos_array)
# Get best 2^n image size to fit shape key data (min = 2 X 2, max = 4096 X 4096)
img_size, extra_zeros, block_size = self.get_best_image_size(array_size)
# Image size required is too large. Skip export
if(img_size < 1):
log.error(f"""object {bobject.name} contains too many vertices or shape keys to support shape keys export""")
self.remove_morph_uv_set(bobject)
return
# Write data to image
self.bake_to_image(pos_array, nor_array, max, min, extra_zeros, img_size, name, output_dir)
# Create a new UV set for shape keys
self.create_morph_uv_set(bobject, img_size)
# Export Shape Key names, defaults, etc..
morph_target = {}
morph_target['morph_target_data_file'] = name
morph_target['morph_target_ref'] = names
morph_target['morph_target_defaults'] = default_values
morph_target['num_morph_targets'] = count
morph_target['morph_scale'] = max - min
morph_target['morph_offset'] = min
morph_target['morph_img_size'] = img_size
morph_target['morph_block_size'] = block_size
out_mesh['morph_target'] = morph_target
return
def get_vertex_data_from_shape_key(self, shape_key_base, shape_key_data):
base_vert_pos = shape_key_base.data.values()
base_vert_nor = shape_key_base.normals_split_get()
vert_pos = shape_key_data.data.values()
vert_nor = shape_key_data.normals_split_get()
num_verts = len(vert_pos)
pos = []
nor = []
# Loop through all vertices
for i in range(num_verts):
# Vertex position relative to base vertex
pos.append(list(vert_pos[i].co - base_vert_pos[i].co))
temp = []
for j in range(3):
# Vertex normal relative to base vertex
temp.append(vert_nor[j + i * 3] - base_vert_nor[j + i * 3])
nor.append(temp)
return {'pos': pos, 'nor': nor}
def bake_to_image(self, pos_array, nor_array, pos_max, pos_min, extra_x, img_size, name, output_dir):
# Scale position data between [0, 1] to bake to image
pos_array_scaled = np.interp(pos_array, (pos_min, pos_max), (0, 1))
# Write positions to image
self.write_output_image(pos_array_scaled, extra_x, img_size, name + '_morph_pos', output_dir)
# Scale normal data between [0, 1] to bake to image
nor_array_scaled = np.interp(nor_array, (-1, 1), (0, 1))
# Write normals to image
self.write_output_image(nor_array_scaled, extra_x, img_size, name + '_morph_nor', output_dir)
def write_output_image(self, data, extra_x, img_size, name, output_dir):
# Pad data with zeros to make up for required number of pixels of 2^n format
data = np.pad(data, ((0, 0), (0, extra_x), (0, 0)), 'minimum')
pixel_list = []
for y in range(len(data)):
for x in range(len(data[0])):
# assign RGBA
pixel_list.append(data[y, x, 0])
pixel_list.append(data[y, x, 1])
pixel_list.append(data[y, x, 2])
pixel_list.append(1.0)
pixel_list = (pixel_list + [0] * (img_size * img_size * 4 - len(pixel_list)))
image = bpy.data.images.new(name, width = img_size, height = img_size, is_data = True)
image.pixels = pixel_list
image.save_render(output_dir + name + ".png", scene= bpy.context.scene)
bpy.data.images.remove(image)
def get_best_image_size(self, size):
for i in range(1, 12):
block_len = pow(2, i)
block_height = np.ceil(size[0]/block_len)
if(block_height * size[1] <= block_len):
extra_zeros_x = block_height * block_len - size[0]
return pow(2,i), round(extra_zeros_x), block_height
return 0, 0, 0
def remove_morph_uv_set(self, obj):
layer = obj.data.uv_layers.get('UVMap_shape_key')
if(layer is not None):
obj.data.uv_layers.remove(layer)
def create_morph_uv_set(self, obj, img_size):
# Get/ create morph UV set
if(obj.data.uv_layers.get('UVMap_shape_key') is None):
obj.data.uv_layers.new(name = 'UVMap_shape_key')
bm = bmesh.new()
bm.from_mesh(obj.data)
uv_layer = bm.loops.layers.uv.get('UVMap_shape_key')
pixel_size = 1.0 / img_size
i = 0
j = 0
# Arrange UVs to match exported image pixels
for v in bm.verts:
for l in v.link_loops:
uv_data = l[uv_layer]
uv_data.uv = Vector(((i + 0.5) * pixel_size, (j + 0.5) * pixel_size))
i += 1
if(i > img_size - 1):
j += 1
i = 0
bm.to_mesh(obj.data)
bm.free()
def write_mesh(self, bobject: bpy.types.Object, fp, out_mesh):
if bpy.data.worlds['Arm'].arm_single_data_file:
self.output['mesh_datas'].append(out_mesh)
# One mesh data per file
else:
mesh_obj = {'mesh_datas': [out_mesh]}
arm.utils.write_arm(fp, mesh_obj)
bobject.data.arm_cached = True
@staticmethod
def calc_aabb(bobject):
aabb_center = 0.125 * sum((Vector(b) for b in bobject.bound_box), Vector())
bobject.data.arm_aabb = [ \
abs((bobject.bound_box[6][0] - bobject.bound_box[0][0]) / 2 + abs(aabb_center[0])) * 2, \
abs((bobject.bound_box[6][1] - bobject.bound_box[0][1]) / 2 + abs(aabb_center[1])) * 2, \
abs((bobject.bound_box[6][2] - bobject.bound_box[0][2]) / 2 + abs(aabb_center[2])) * 2 \
]
def export_mesh_data(self, exportMesh, bobject: bpy.types.Object, o, has_armature=False):
exportMesh.calc_normals_split()
exportMesh.calc_loop_triangles()
loops = exportMesh.loops
num_verts = len(loops)
num_uv_layers = len(exportMesh.uv_layers)
is_baked = self.has_baked_material(bobject, exportMesh.materials)
num_colors = len(exportMesh.vertex_colors)
has_col = self.get_export_vcols(bobject.data) and num_colors > 0
# Check if shape keys were exported
has_morph_target = self.get_shape_keys(bobject.data)
if(has_morph_target):
# Shape keys UV are exported separately, so reduce UV count by 1
num_uv_layers -= 1
morph_uv_index = self.get_morph_uv_index(bobject.data)
has_tex = (self.get_export_uvs(bobject.data) and num_uv_layers > 0) or is_baked
has_tex1 = has_tex and num_uv_layers > 1
has_tang = self.has_tangents(bobject.data)
pdata = np.empty(num_verts * 4, dtype='<f4') # p.xyz, n.z
ndata = np.empty(num_verts * 2, dtype='<f4') # n.xy
if has_tex or has_morph_target:
uv_layers = exportMesh.uv_layers
maxdim = 1.0
if has_tex:
t0map = 0 # Get active uvmap
t0data = np.empty(num_verts * 2, dtype='<f4')
if uv_layers is not None:
if 'UVMap_baked' in uv_layers:
for i in range(0, len(uv_layers)):
if uv_layers[i].name == 'UVMap_baked':
t0map = i
break
else:
for i in range(0, len(uv_layers)):
if uv_layers[i].active_render and uv_layers[i].name != 'UVMap_shape_key':
t0map = i
break
if has_tex1:
for i in range(0, len(uv_layers)):
if i != t0map and uv_layers[i].name != 'UVMap_shape_key':
t1map = i
t1data = np.empty(num_verts * 2, dtype='<f4')
# Scale for packed coords
lay0 = uv_layers[t0map]
for v in lay0.data:
if abs(v.uv[0]) > maxdim:
maxdim = abs(v.uv[0])
if abs(v.uv[1]) > maxdim:
maxdim = abs(v.uv[1])
if has_tex1:
lay1 = uv_layers[t1map]
for v in lay1.data:
if abs(v.uv[0]) > maxdim:
maxdim = abs(v.uv[0])
if abs(v.uv[1]) > maxdim:
maxdim = abs(v.uv[1])
if has_morph_target:
morph_data = np.empty(num_verts * 2, dtype='<f4')
lay2 = uv_layers[morph_uv_index]
for v in lay2.data:
if abs(v.uv[0]) > maxdim:
maxdim = abs(v.uv[0])
if abs(v.uv[1]) > maxdim:
maxdim = abs(v.uv[1])
if maxdim > 1:
o['scale_tex'] = maxdim
invscale_tex = (1 / o['scale_tex']) * 32767
else:
invscale_tex = 1 * 32767
if has_tang:
try:
exportMesh.calc_tangents(uvmap=lay0.name)
except Exception as e:
if hasattr(e, 'message'):
log.error(e.message)
else:
# Assume it was caused because of encountering n-gons
log.error(f"""object {bobject.name} contains n-gons in its mesh, so it's impossible to compute tanget space for normal mapping.
Make sure the mesh only has tris/quads.""")
tangdata = np.empty(num_verts * 3, dtype='<f4')
if has_col:
cdata = np.empty(num_verts * 3, dtype='<f4')
# Scale for packed coords
maxdim = max(bobject.data.arm_aabb[0], max(bobject.data.arm_aabb[1], bobject.data.arm_aabb[2]))
if maxdim > 2:
o['scale_pos'] = maxdim / 2
else:
o['scale_pos'] = 1.0
if has_armature: # Allow up to 2x bigger bounds for skinned mesh
o['scale_pos'] *= 2.0
scale_pos = o['scale_pos']
invscale_pos = (1 / scale_pos) * 32767
verts = exportMesh.vertices
if has_tex:
lay0 = exportMesh.uv_layers[t0map]
if has_tex1:
lay1 = exportMesh.uv_layers[t1map]
if has_morph_target:
lay2 = exportMesh.uv_layers[morph_uv_index]
if has_col:
vcol0 = exportMesh.vertex_colors[0].data
for i, loop in enumerate(loops):
v = verts[loop.vertex_index]
co = v.co
normal = loop.normal
tang = loop.tangent
i4 = i * 4
i2 = i * 2
pdata[i4 ] = co[0]
pdata[i4 + 1] = co[1]
pdata[i4 + 2] = co[2]
pdata[i4 + 3] = normal[2] * scale_pos # Cancel scale
ndata[i2 ] = normal[0]
ndata[i2 + 1] = normal[1]
if has_tex:
uv = lay0.data[loop.index].uv
t0data[i2 ] = uv[0]
t0data[i2 + 1] = 1.0 - uv[1] # Reverse Y
if has_tex1:
uv = lay1.data[loop.index].uv
t1data[i2 ] = uv[0]
t1data[i2 + 1] = 1.0 - uv[1]
if has_tang:
i3 = i * 3
tangdata[i3 ] = tang[0]
tangdata[i3 + 1] = tang[1]
tangdata[i3 + 2] = tang[2]
if has_morph_target:
uv = lay2.data[loop.index].uv
morph_data[i2 ] = uv[0]
morph_data[i2 + 1] = 1.0 - uv[1]
if has_col:
col = vcol0[loop.index].color
i3 = i * 3
cdata[i3 ] = col[0]
cdata[i3 + 1] = col[1]
cdata[i3 + 2] = col[2]
mats = exportMesh.materials
poly_map = []
for i in range(max(len(mats), 1)):
poly_map.append([])
for poly in exportMesh.polygons:
poly_map[poly.material_index].append(poly)
o['index_arrays'] = []
# map polygon indices to triangle loops
tri_loops = {}
for loop in exportMesh.loop_triangles:
if loop.polygon_index not in tri_loops:
tri_loops[loop.polygon_index] = []
tri_loops[loop.polygon_index].append(loop)
for index, polys in enumerate(poly_map):
tris = 0
for poly in polys:
tris += poly.loop_total - 2
if tris == 0: # No face assigned
continue
prim = np.empty(tris * 3, dtype='<i4')
i = 0
for poly in polys:
for loop in tri_loops[poly.index]:
prim[i ] = loops[loop.loops[0]].index
prim[i + 1] = loops[loop.loops[1]].index
prim[i + 2] = loops[loop.loops[2]].index
i += 3
ia = {}
ia['values'] = prim
ia['material'] = 0
if len(mats) > 1:
for i in range(len(mats)): # Multi-mat mesh
if (mats[i] == mats[index]): # Default material for empty slots
ia['material'] = i
break
o['index_arrays'].append(ia)
# Pack
pdata *= invscale_pos
ndata *= 32767
pdata = np.array(pdata, dtype='<i2')
ndata = np.array(ndata, dtype='<i2')
if has_tex:
t0data *= invscale_tex
t0data = np.array(t0data, dtype='<i2')
if has_tex1:
t1data *= invscale_tex
t1data = np.array(t1data, dtype='<i2')
if has_morph_target:
morph_data *= invscale_tex
morph_data = np.array(morph_data, dtype='<i2')
if has_col:
cdata *= 32767
cdata = np.array(cdata, dtype='<i2')
if has_tang:
tangdata *= 32767
tangdata = np.array(tangdata, dtype='<i2')
# Output
o['vertex_arrays'] = []
o['vertex_arrays'].append({ 'attrib': 'pos', 'values': pdata, 'data': 'short4norm' })
o['vertex_arrays'].append({ 'attrib': 'nor', 'values': ndata, 'data': 'short2norm' })
if has_tex:
o['vertex_arrays'].append({ 'attrib': 'tex', 'values': t0data, 'data': 'short2norm' })
if has_tex1:
o['vertex_arrays'].append({ 'attrib': 'tex1', 'values': t1data, 'data': 'short2norm' })
if has_morph_target:
o['vertex_arrays'].append({ 'attrib': 'morph', 'values': morph_data, 'data': 'short2norm' })
if has_col:
o['vertex_arrays'].append({ 'attrib': 'col', 'values': cdata, 'data': 'short4norm', 'padding': 1 })
if has_tang:
o['vertex_arrays'].append({ 'attrib': 'tang', 'values': tangdata, 'data': 'short4norm', 'padding': 1 })
# If there are multiple morph targets, export them here.
# if (shapeKeys):
# shapeKeys.key_blocks[0].value = 0.0
# for m in range(1, len(currentMorphValue)):
# shapeKeys.key_blocks[m].value = 1.0
# mesh.update()
# node.active_shape_key_index = m
# morphMesh = node.to_mesh(scene, applyModifiers, "RENDER", True, False)
# # Write the morph target position array.
# self.IndentWrite(B"VertexArray (attrib = \"position\", morph = ", 0, True)
# self.WriteInt(m)
# self.Write(B")\n")
# self.IndentWrite(B"{\n")
# self.indentLevel += 1
# self.IndentWrite(B"float[3]\t\t// ")
# self.WriteInt(vertexCount)
# self.IndentWrite(B"{\n", 0, True)
# self.WriteMorphPositionArray3D(unifiedVertexArray, morphMesh.vertices)
# self.IndentWrite(B"}\n")
# self.indentLevel -= 1
# self.IndentWrite(B"}\n\n")
# # Write the morph target normal array.
# self.IndentWrite(B"VertexArray (attrib = \"normal\", morph = ")
# self.WriteInt(m)
# self.Write(B")\n")
# self.IndentWrite(B"{\n")
# self.indentLevel += 1
# self.IndentWrite(B"float[3]\t\t// ")
# self.WriteInt(vertexCount)
# self.IndentWrite(B"{\n", 0, True)
# self.WriteMorphNormalArray3D(unifiedVertexArray, morphMesh.vertices, morphMesh.tessfaces)
# self.IndentWrite(B"}\n")
# self.indentLevel -= 1
# self.IndentWrite(B"}\n")
# bpy.data.meshes.remove(morphMesh)
def has_tangents(self, exportMesh):
return self.get_export_uvs(exportMesh) and self.get_export_tangents(exportMesh) and len(exportMesh.uv_layers) > 0
def export_mesh(self, object_ref):
"""Exports a single mesh object."""
# profile_time = time.time()
table = object_ref[1]["objectTable"]
bobject = table[0]
oid = arm.utils.safestr(object_ref[1]["structName"])
wrd = bpy.data.worlds['Arm']
if wrd.arm_single_data_file:
fp = None
else:
fp = self.get_meshes_file_path('mesh_' + oid, compressed=ArmoryExporter.compress_enabled)
assets.add(fp)
# No export necessary
if bobject.data.arm_cached and os.path.exists(fp):
return
# Mesh users have different modifier stack
for i in range(1, len(table)):
if not self.mod_equal_stack(bobject, table[i]):
log.warn('{0} users {1} and {2} differ in modifier stack - use Make Single User - Object & Data for now'.format(oid, bobject.name, table[i].name))
break
if wrd.arm_verbose_output:
print('Exporting mesh ' + arm.utils.asset_name(bobject.data))
out_mesh = {'name': oid}
mesh = object_ref[0]
struct_flag = False
# Save the morph state if necessary
active_shape_key_index = 0
show_only_shape_key = False
current_morph_value = 0
shape_keys = ArmoryExporter.get_shape_keys(mesh)
if shape_keys:
# Save the morph state
active_shape_key_index = bobject.active_shape_key_index
show_only_shape_key = bobject.show_only_shape_key
current_morph_value = bobject.active_shape_key.value
# Reset morph state to base for mesh export
bobject.active_shape_key_index = 0
bobject.show_only_shape_key = True
self.depsgraph.update()
armature = bobject.find_armature()
apply_modifiers = not armature
bobject_eval = bobject.evaluated_get(self.depsgraph) if apply_modifiers else bobject
export_mesh = bobject_eval.to_mesh()
# Export shape keys here
if shape_keys:
self.export_shape_keys(bobject, export_mesh, out_mesh)
# Update dependancy after new UV layer was added
self.depsgraph.update()
bobject_eval = bobject.evaluated_get(self.depsgraph) if apply_modifiers else bobject
export_mesh = bobject_eval.to_mesh()
if export_mesh is None:
log.warn(oid + ' was not exported')
return
if len(export_mesh.uv_layers) > 2:
log.warn(oid + ' exceeds maximum of 2 UV Maps supported')
# Update aabb
self.calc_aabb(bobject)
# Process meshes
if ArmoryExporter.optimize_enabled:
vert_list = exporter_opt.export_mesh_data(self, export_mesh, bobject, out_mesh, has_armature=armature is not None)
if armature:
exporter_opt.export_skin(self, bobject, armature, vert_list, out_mesh)
else:
self.export_mesh_data(export_mesh, bobject, out_mesh, has_armature=armature is not None)
if armature:
self.export_skin(bobject, armature, export_mesh, out_mesh)
# Restore the morph state after mesh export
if shape_keys:
bobject.active_shape_key_index = active_shape_key_index
bobject.show_only_shape_key = show_only_shape_key
bobject.active_shape_key.value = current_morph_value
self.depsgraph.update()
mesh.update()
# Check if mesh is using instanced rendering
instanced_type, instanced_data = self.object_process_instancing(table, out_mesh['scale_pos'])
# Save offset data for instanced rendering
if instanced_type > 0:
out_mesh['instanced_data'] = instanced_data
out_mesh['instanced_type'] = instanced_type
# Export usage
if bobject.data.arm_dynamic_usage:
out_mesh['dynamic_usage'] = bobject.data.arm_dynamic_usage
self.write_mesh(bobject, fp, out_mesh)
# print('Mesh exported in ' + str(time.time() - profile_time))
if hasattr(bobject, 'evaluated_get'):
bobject_eval.to_mesh_clear()
def export_light(self, object_ref):
"""Exports a single light object."""
rpdat = arm.utils.get_rp()
light_ref = object_ref[0]
objtype = light_ref.type
out_light = {
'name': object_ref[1]["structName"],
'type': objtype.lower(),
'cast_shadow': light_ref.use_shadow,
'near_plane': light_ref.arm_clip_start,
'far_plane': light_ref.arm_clip_end,
'fov': light_ref.arm_fov,
'color': [light_ref.color[0], light_ref.color[1], light_ref.color[2]],
'strength': light_ref.energy,
'shadows_bias': light_ref.arm_shadows_bias * 0.0001
}
if rpdat.rp_shadows:
if objtype == 'POINT':
out_light['shadowmap_size'] = int(rpdat.rp_shadowmap_cube)
else:
out_light['shadowmap_size'] = arm.utils.get_cascade_size(rpdat)
else:
out_light['shadowmap_size'] = 0
if objtype == 'SUN':
out_light['strength'] *= 0.325
# Scale bias for ortho light matrix
out_light['shadows_bias'] *= 20.0
if out_light['shadowmap_size'] > 1024:
# Less bias for bigger maps
out_light['shadows_bias'] *= 1 / (out_light['shadowmap_size'] / 1024)
elif objtype == 'POINT':
out_light['strength'] *= 0.01
out_light['fov'] = 1.5708 # pi/2
out_light['shadowmap_cube'] = True
if light_ref.shadow_soft_size > 0.1:
out_light['light_size'] = light_ref.shadow_soft_size * 10
elif objtype == 'SPOT':
out_light['strength'] *= 0.01
out_light['spot_size'] = math.cos(light_ref.spot_size / 2)
# Cycles defaults to 0.15
out_light['spot_blend'] = light_ref.spot_blend / 10
elif objtype == 'AREA':
out_light['strength'] *= 0.01
out_light['size'] = light_ref.size
out_light['size_y'] = light_ref.size_y
self.output['light_datas'].append(out_light)
def export_probe(self, objectRef):
o = {'name': objectRef[1]["structName"]}
bo = objectRef[0]
if bo.type == 'GRID':
o['type'] = 'grid'
elif bo.type == 'PLANAR':
o['type'] = 'planar'
else:
o['type'] = 'cubemap'
self.output['probe_datas'].append(o)
def export_collection(self, collection: bpy.types.Collection):
"""Exports a single collection."""
scene_objects = self.scene.collection.all_objects
out_collection = {
'name': collection.name,
'instance_offset': list(collection.instance_offset),
'object_refs': []
}
for bobject in collection.objects:
if not bobject.arm_export:
continue
# Only add unparented objects or objects with their parent
# outside the collection, then instantiate the full object
# child tree if the collection gets spawned as a whole
if bobject.parent is None or bobject.parent.name not in collection.objects:
# This object is controlled by proxy
has_proxy_user = False
for bo in bpy.data.objects:
if bo.proxy == bobject:
has_proxy_user = True
break
if has_proxy_user:
continue
asset_name = arm.utils.asset_name(bobject)
# Collection is in the same file
if collection.library is None:
# Only export linked objects (from other scenes for example),
# all other objects (in scene_objects) are already exported.
if bobject.name not in scene_objects:
self.process_bobject(bobject)
self.export_object(bobject, self.scene)
else:
# Add external linked objects
# Iron differentiates objects based on their names,
# so errors will happen if two objects with the
# same name exists. This check is only required
# when the object in question is in a library,
# otherwise Blender will not allow duplicate names
if asset_name in scene_objects:
log.warn("skipping export of the object"
f" {bobject.name} (collection"
f" {collection.name}) because it has the same"
" export name as another object in the scene:"
f" {asset_name}")
continue
self.process_bobject(bobject)
self.export_object(bobject, self.scene)
out_collection['object_refs'].append(asset_name)
self.output['groups'].append(out_collection)
def get_camera_clear_color(self):
if self.scene.world is None:
return [0.051, 0.051, 0.051, 1.0]
if self.scene.world.node_tree is None:
c = self.scene.world.color
return [c[0], c[1], c[2], 1.0]
if 'Background' in self.scene.world.node_tree.nodes:
background_node = self.scene.world.node_tree.nodes['Background']
col = background_node.inputs[0].default_value
strength = background_node.inputs[1].default_value
ar = [col[0] * strength, col[1] * strength, col[2] * strength, col[3]]
ar[0] = max(min(ar[0], 1.0), 0.0)
ar[1] = max(min(ar[1], 1.0), 0.0)
ar[2] = max(min(ar[2], 1.0), 0.0)
ar[3] = max(min(ar[3], 1.0), 0.0)
return ar
else:
return [0.051, 0.051, 0.051, 1.0]
@staticmethod
def extract_projection(o, proj, with_planes=True):
a = proj[0][0]
b = proj[1][1]
c = proj[2][2]
d = proj[2][3]
k = (c - 1.0) / (c + 1.0)
o['fov'] = 2.0 * math.atan(1.0 / b)
if with_planes:
o['near_plane'] = (d * (1.0 - k)) / (2.0 * k)
o['far_plane'] = k * o['near_plane']
@staticmethod
def extract_ortho(o, proj):
# left, right, bottom, top
o['ortho'] = [-(1 + proj[3][0]) / proj[0][0], \
(1 - proj[3][0]) / proj[0][0], \
-(1 + proj[3][1]) / proj[1][1], \
(1 - proj[3][1]) / proj[1][1]]
o['near_plane'] = (1 + proj[3][2]) / proj[2][2]
o['far_plane'] = -(1 - proj[3][2]) / proj[2][2]
o['near_plane'] *= 2
o['far_plane'] *= 2
def export_camera(self, objectRef):
o = {}
o['name'] = objectRef[1]["structName"]
objref = objectRef[0]
camera = objectRef[1]["objectTable"][0]
render = self.scene.render
proj = camera.calc_matrix_camera(
self.depsgraph,
x=render.resolution_x,
y=render.resolution_y,
scale_x=render.pixel_aspect_x,
scale_y=render.pixel_aspect_y)
if objref.type == 'PERSP':
self.extract_projection(o, proj)
else:
self.extract_ortho(o, proj)
o['frustum_culling'] = objref.arm_frustum_culling
o['clear_color'] = self.get_camera_clear_color()
self.output['camera_datas'].append(o)
def export_speaker(self, objectRef):
# This function exports a single speaker object
o = {}
o['name'] = objectRef[1]["structName"]
objref = objectRef[0]
if objref.sound:
# Packed
if objref.sound.packed_file is not None:
unpack_path = arm.utils.get_fp_build() + '/compiled/Assets/unpacked'
if not os.path.exists(unpack_path):
os.makedirs(unpack_path)
unpack_filepath = unpack_path + '/' + objref.sound.name
if not os.path.isfile(unpack_filepath) or os.path.getsize(unpack_filepath) != objref.sound.packed_file.size:
with open(unpack_filepath, 'wb') as f:
f.write(objref.sound.packed_file.data)
assets.add(unpack_filepath)
# External
else:
assets.add(arm.utils.asset_path(objref.sound.filepath)) # Link sound to assets
o['sound'] = arm.utils.extract_filename(objref.sound.filepath)
else:
o['sound'] = ''
o['muted'] = objref.muted
o['loop'] = objref.arm_loop
o['stream'] = objref.arm_stream
o['volume'] = objref.volume
o['pitch'] = objref.pitch
o['attenuation'] = objref.attenuation
o['play_on_start'] = objref.arm_play_on_start
self.output['speaker_datas'].append(o)
def make_default_mat(self, mat_name, mat_objs, is_particle=False):
if mat_name in bpy.data.materials:
return
mat = bpy.data.materials.new(name=mat_name)
# if default_exists:
# mat.arm_cached = True
if is_particle:
mat.arm_particle_flag = True
# Empty material roughness
mat.use_nodes = True
for node in mat.node_tree.nodes:
if node.type == 'BSDF_PRINCIPLED':
node.inputs[7].default_value = 0.25
o = {}
o['name'] = mat.name
o['contexts'] = []
mat_users = dict()
mat_users[mat] = mat_objs
mat_armusers = dict()
mat_armusers[mat] = [o]
make_material.parse(mat, o, mat_users, mat_armusers)
self.output['material_datas'].append(o)
bpy.data.materials.remove(mat)
rpdat = arm.utils.get_rp()
if not rpdat.arm_culling:
o['override_context'] = {}
o['override_context']['cull_mode'] = 'none'
def signature_traverse(self, node, sign):
sign += node.type + '-'
if node.type == 'TEX_IMAGE' and node.image is not None:
sign += node.image.filepath + '-'
for inp in node.inputs:
if inp.is_linked:
sign = self.signature_traverse(inp.links[0].from_node, sign)
else:
# Unconnected socket
if not hasattr(inp, 'default_value'):
sign += 'o'
elif inp.type == 'RGB' or inp.type == 'RGBA' or inp.type == 'VECTOR':
sign += str(inp.default_value[0])
sign += str(inp.default_value[1])
sign += str(inp.default_value[2])
else:
sign += str(inp.default_value)
return sign
def get_signature(self, mat):
nodes = mat.node_tree.nodes
output_node = cycles.node_by_type(nodes, 'OUTPUT_MATERIAL')
if output_node is not None:
sign = self.signature_traverse(output_node, '')
return sign
return None
def export_materials(self):
wrd = bpy.data.worlds['Arm']
# Keep materials with fake user
for material in bpy.data.materials:
if material.use_fake_user and material not in self.material_array:
self.material_array.append(material)
# Ensure the same order for merging materials
self.material_array.sort(key=lambda x: x.name)
if wrd.arm_batch_materials:
mat_users = self.material_to_object_dict
mat_armusers = self.material_to_arm_object_dict
mat_batch.build(self.material_array, mat_users, mat_armusers)
transluc_used = False
overlays_used = False
blending_used = False
decals_used = False
# sss_used = False
for material in self.material_array:
# If the material is unlinked, material becomes None
if material is None:
continue
if not material.use_nodes:
material.use_nodes = True
# Recache material
signature = self.get_signature(material)
if signature != material.signature:
material.arm_cached = False
if signature is not None:
material.signature = signature
o = {}
o['name'] = arm.utils.asset_name(material)
if material.arm_skip_context != '':
o['skip_context'] = material.arm_skip_context
rpdat = arm.utils.get_rp()
if material.arm_two_sided or not rpdat.arm_culling:
o['override_context'] = {}
o['override_context']['cull_mode'] = 'none'
elif material.arm_cull_mode != 'clockwise':
o['override_context'] = {}
o['override_context']['cull_mode'] = material.arm_cull_mode
o['contexts'] = []
mat_users = self.material_to_object_dict
mat_armusers = self.material_to_arm_object_dict
sd, rpasses = make_material.parse(material, o, mat_users, mat_armusers)
# Attach MovieTexture
for con in o['contexts']:
for tex in con['bind_textures']:
if 'source' in tex and tex['source'] == 'movie':
trait = {}
trait['type'] = 'Script'
trait['class_name'] = 'armory.trait.internal.MovieTexture'
ArmoryExporter.import_traits.append(trait['class_name'])
trait['parameters'] = ['"' + tex['file'] + '"']
for user in mat_armusers[material]:
user['traits'].append(trait)
if 'translucent' in rpasses:
transluc_used = True
if 'overlay' in rpasses:
overlays_used = True
if 'mesh' in rpasses and material.arm_blending:
blending_used = True
if 'decal' in rpasses:
decals_used = True
uv_export = False
tang_export = False
vcol_export = False
vs_str = ''
for con in sd['contexts']:
for elem in con['vertex_elements']:
if len(vs_str) > 0:
vs_str += ','
vs_str += elem['name']
if elem['name'] == 'tang':
tang_export = True
elif elem['name'] == 'tex':
uv_export = True
elif elem['name'] == 'col':
vcol_export = True
for con in o['contexts']: # TODO: blend context
if con['name'] == 'mesh' and material.arm_blending:
con['name'] = 'blend'
if (material.export_tangents != tang_export) or \
(material.export_uvs != uv_export) or \
(material.export_vcols != vcol_export):
material.export_uvs = uv_export
material.export_vcols = vcol_export
material.export_tangents = tang_export
if material in self.material_to_object_dict:
mat_users = self.material_to_object_dict[material]
for ob in mat_users:
ob.data.arm_cached = False
self.output['material_datas'].append(o)
material.arm_cached = True
# Auto-enable render-path featues
rebuild_rp = False
rpdat = arm.utils.get_rp()
if rpdat.rp_translucency_state == 'Auto' and rpdat.rp_translucency != transluc_used:
rpdat.rp_translucency = transluc_used
rebuild_rp = True
if rpdat.rp_overlays_state == 'Auto' and rpdat.rp_overlays != overlays_used:
rpdat.rp_overlays = overlays_used
rebuild_rp = True
if rpdat.rp_blending_state == 'Auto' and rpdat.rp_blending != blending_used:
rpdat.rp_blending = blending_used
rebuild_rp = True
if rpdat.rp_decals_state == 'Auto' and rpdat.rp_decals != decals_used:
rpdat.rp_decals = decals_used
rebuild_rp = True
# if rpdat.rp_sss_state == 'Auto' and rpdat.rp_sss != sss_used:
# rpdat.rp_sss = sss_used
# rebuild_rp = True
if rebuild_rp:
make_renderpath.build()
def export_particle_systems(self):
if len(self.particle_system_array) > 0:
self.output['particle_datas'] = []
for particleRef in self.particle_system_array.items():
psettings = particleRef[0]
if psettings is None:
continue
if psettings.instance_object is None or psettings.render_type != 'OBJECT':
continue
out_particlesys = {
'name': particleRef[1]["structName"],
'type': 0 if psettings.type == 'EMITTER' else 1, # HAIR
'loop': psettings.arm_loop,
# Emission
'count': int(psettings.count * psettings.arm_count_mult),
'frame_start': int(psettings.frame_start),
'frame_end': int(psettings.frame_end),
'lifetime': psettings.lifetime,
'lifetime_random': psettings.lifetime_random,
'emit_from': 1 if psettings.emit_from == 'VOLUME' else 0, # VERT, FACE
# Velocity
# 'normal_factor': psettings.normal_factor,
# 'tangent_factor': psettings.tangent_factor,
# 'tangent_phase': psettings.tangent_phase,
'object_align_factor': (
psettings.object_align_factor[0],
psettings.object_align_factor[1],
psettings.object_align_factor[2]
),
# 'object_factor': psettings.object_factor,
'factor_random': psettings.factor_random,
# Physics
'physics_type': 1 if psettings.physics_type == 'NEWTON' else 0,
'particle_size': psettings.particle_size,
'size_random': psettings.size_random,
'mass': psettings.mass,
# Render
'instance_object': arm.utils.asset_name(psettings.instance_object),
# Field weights
'weight_gravity': psettings.effector_weights.gravity
}
self.object_to_arm_object_dict[psettings.instance_object]['is_particle'] = True
self.output['particle_datas'].append(out_particlesys)
def export_tilesheets(self):
wrd = bpy.data.worlds['Arm']
if len(wrd.arm_tilesheetlist) > 0:
self.output['tilesheet_datas'] = []
for ts in wrd.arm_tilesheetlist:
o = {}
o['name'] = ts.name
o['tilesx'] = ts.tilesx_prop
o['tilesy'] = ts.tilesy_prop
o['framerate'] = ts.framerate_prop
o['actions'] = []
for tsa in ts.arm_tilesheetactionlist:
ao = {}
ao['name'] = tsa.name
ao['start'] = tsa.start_prop
ao['end'] = tsa.end_prop
ao['loop'] = tsa.loop_prop
o['actions'].append(ao)
self.output['tilesheet_datas'].append(o)
def export_world(self):
"""Exports the world of the current scene."""
world = self.scene.world
if world is not None:
world_name = arm.utils.safestr(world.name)
if world_name not in self.world_array:
self.world_array.append(world_name)
out_world = {'name': world_name}
self.post_export_world(world, out_world)
self.output['world_datas'].append(out_world)
elif arm.utils.get_rp().rp_background == 'World':
log.warn(f'Scene "{self.scene.name}" is missing a world, some render targets will not be cleared')
def export_objects(self, scene):
"""Exports all supported blender objects.
References to objects are dictionaries storing the type and
name of that object.
Currently supported:
- Mesh
- Light
- Camera
- Speaker
- Light Probe
"""
if not ArmoryExporter.option_mesh_only:
self.output['light_datas'] = []
self.output['camera_datas'] = []
self.output['speaker_datas'] = []
for light_ref in self.light_array.items():
self.export_light(light_ref)
for camera_ref in self.camera_array.items():
self.export_camera(camera_ref)
# Keep sounds with fake user
for sound in bpy.data.sounds:
if sound.use_fake_user:
assets.add(arm.utils.asset_path(sound.filepath))
for speaker_ref in self.speaker_array.items():
self.export_speaker(speaker_ref)
if bpy.data.lightprobes:
self.output['probe_datas'] = []
for lightprobe_object in self.probe_array.items():
self.export_probe(lightprobe_object)
self.output['mesh_datas'] = []
for mesh_ref in self.mesh_array.items():
self.export_mesh(mesh_ref)
def execute(self):
"""Exports the scene."""
profile_time = time.time()
print('Exporting ' + arm.utils.asset_name(self.scene))
if self.compress_enabled:
print('Scene data will be compressed which might take a while.')
current_frame, current_subframe = self.scene.frame_current, self.scene.frame_subframe
scene_objects: List[bpy.types.Object] = self.scene.collection.all_objects.values()
# bobject => blender object
for bobject in scene_objects:
# Initialize object export data (map objects to game objects)
out_object: Dict[str, Any] = {'traits': []}
self.object_to_arm_object_dict[bobject] = out_object
# Process
# Skip objects that have a parent because children are
# processed recursively
if not bobject.parent:
self.process_bobject(bobject)
# Softbody needs connected triangles, use optimized
# geometry export
for mod in bobject.modifiers:
if mod.type == 'CLOTH' or mod.type == 'SOFT_BODY':
ArmoryExporter.optimize_enabled = True
self.process_skinned_meshes()
self.output['name'] = arm.utils.safestr(self.scene.name)
if self.filepath.endswith('.lz4'):
self.output['name'] += '.lz4'
elif not bpy.data.worlds['Arm'].arm_minimize:
self.output['name'] += '.json'
# Create unique material variants for skinning, tilesheets and particles
matvars, matslots = self.create_material_variants(self.scene)
# Auto-bones
wrd = bpy.data.worlds['Arm']
rpdat = arm.utils.get_rp()
if rpdat.arm_skin_max_bones_auto:
max_bones = 8
for armature in bpy.data.armatures:
if max_bones < len(armature.bones):
max_bones = len(armature.bones)
rpdat.arm_skin_max_bones = max_bones
# Terrain
if self.scene.arm_terrain_object is not None:
assets.add_khafile_def('arm_terrain')
# Append trait
out_trait = {
'type': 'Script',
'class_name': 'armory.trait.internal.TerrainPhysics'
}
if 'traits' not in self.output:
self.output['traits']: List[Dict[str, str]] = []
self.output['traits'].append(out_trait)
ArmoryExporter.import_traits.append(out_trait['class_name'])
ArmoryExporter.export_physics = True
# Export material
mat = self.scene.arm_terrain_object.children[0].data.materials[0]
self.material_array.append(mat)
# Terrain data
out_terrain = {
'name': 'Terrain',
'sectors_x': self.scene.arm_terrain_sectors[0],
'sectors_y': self.scene.arm_terrain_sectors[1],
'sector_size': self.scene.arm_terrain_sector_size,
'height_scale': self.scene.arm_terrain_height_scale,
'material_ref': mat.name
}
self.output['terrain_datas'] = [out_terrain]
self.output['terrain_ref'] = 'Terrain'
# Export objects
self.output['objects'] = []
for bobject in scene_objects:
# Skip objects that have a parent because children are
# exported recursively
if not bobject.parent:
self.export_object(bobject, self.scene)
# Export collections
if bpy.data.collections:
self.output['groups'] = []
for collection in bpy.data.collections:
if collection.name.startswith(('RigidBodyWorld', 'Trait|')):
continue
self.export_collection(collection)
if not ArmoryExporter.option_mesh_only:
if self.scene.camera is not None:
self.output['camera_ref'] = self.scene.camera.name
else:
if self.scene.name == arm.utils.get_project_scene_name():
log.warn(f'Scene "{self.scene.name}" is missing a camera')
self.output['material_datas'] = []
# Object with no material assigned in the scene
if len(self.default_material_objects) > 0:
self.make_default_mat('armdefault', self.default_material_objects)
if len(self.default_skin_material_objects) > 0:
self.make_default_mat('armdefaultskin', self.default_skin_material_objects)
if len(bpy.data.particles) > 0:
self.use_default_material_part()
if len(self.default_part_material_objects) > 0:
self.make_default_mat('armdefaultpart', self.default_part_material_objects, is_particle=True)
self.export_materials()
self.export_particle_systems()
self.output['world_datas'] = []
self.export_world()
self.export_tilesheets()
if self.scene.world is not None:
self.output['world_ref'] = self.scene.world.name
if self.scene.use_gravity:
self.output['gravity'] = [self.scene.gravity[0], self.scene.gravity[1], self.scene.gravity[2]]
rbw = self.scene.rigidbody_world
if rbw is not None:
weights = rbw.effector_weights
self.output['gravity'][0] *= weights.all * weights.gravity
self.output['gravity'][1] *= weights.all * weights.gravity
self.output['gravity'][2] *= weights.all * weights.gravity
else:
self.output['gravity'] = [0.0, 0.0, 0.0]
self.export_objects(self.scene)
# Create Viewport camera
if bpy.data.worlds['Arm'].arm_play_camera != 'Scene':
self.create_default_camera(is_viewport_camera=True)
self.camera_spawned = True
# No camera found
if not self.camera_spawned:
log.warn( f'Scene "{self.scene.name}" is missing a camera')
# No camera found, create a default one
if (len(self.output['camera_datas']) == 0 or len(bpy.data.cameras) == 0) or not self.camera_spawned:
self.create_default_camera()
self.export_scene_traits()
self.export_canvas_themes()
# Write embedded data references
if len(assets.embedded_data) > 0:
self.output['embedded_datas'] = []
for file in assets.embedded_data:
self.output['embedded_datas'].append(file)
# Write scene file
arm.utils.write_arm(self.filepath, self.output)
# Remove created material variants
for slot in matslots: # Set back to original material
orig_mat = bpy.data.materials[slot.material.name[:-8]] # _armskin, _armpart, _armtile
orig_mat.export_uvs = slot.material.export_uvs
orig_mat.export_vcols = slot.material.export_vcols
orig_mat.export_tangents = slot.material.export_tangents
orig_mat.arm_cached = slot.material.arm_cached
slot.material = orig_mat
for mat in matvars:
bpy.data.materials.remove(mat, do_unlink=True)
# Restore frame
if self.scene.frame_current != current_frame:
self.scene.frame_set(current_frame, subframe=current_subframe)
print('Scene exported in {:0.3f}s'.format(time.time() - profile_time))
def create_default_camera(self, is_viewport_camera=False):
"""Creates the default camera and adds a WalkNavigation trait to it."""
out_camera = {
'name': 'DefaultCamera',
'near_plane': 0.1,
'far_plane': 100.0,
'fov': 0.85,
'frustum_culling': True,
'clear_color': self.get_camera_clear_color()
}
# Set viewport camera projection
if is_viewport_camera:
proj, is_persp = self.get_viewport_projection_matrix()
if proj is not None:
if is_persp:
self.extract_projection(out_camera, proj, with_planes=False)
else:
self.extract_ortho(out_camera, proj)
self.output['camera_datas'].append(out_camera)
out_object = {
'name': 'DefaultCamera',
'type': 'camera_object',
'data_ref': 'DefaultCamera',
'material_refs': [],
'transform': {}
}
viewport_matrix = self.get_viewport_view_matrix()
if viewport_matrix is not None:
out_object['transform']['values'] = ArmoryExporter.write_matrix(viewport_matrix.inverted_safe())
out_object['local_only'] = True
else:
out_object['transform']['values'] = [1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0]
# Add WalkNavigation trait
trait = {
'type': 'Script',
'class_name': 'armory.trait.WalkNavigation'
}
out_object['traits'] = [trait]
ArmoryExporter.import_traits.append(trait['class_name'])
self.output['objects'].append(out_object)
self.output['camera_ref'] = 'DefaultCamera'
@staticmethod
def get_export_tangents(mesh):
for material in mesh.materials:
if material is not None and material.export_tangents:
return True
return False
@staticmethod
def get_export_vcols(mesh):
for material in mesh.materials:
if material is not None and material.export_vcols:
return True
return False
@staticmethod
def get_export_uvs(mesh):
for material in mesh.materials:
if material is not None and material.export_uvs:
return True
return False
@staticmethod
def object_process_instancing(refs, scale_pos):
instanced_type = 0
instanced_data = None
for bobject in refs:
inst = bobject.arm_instanced
if inst != 'Off':
if inst == 'Loc':
instanced_type = 1
instanced_data = [0.0, 0.0, 0.0] # Include parent
elif inst == 'Loc + Rot':
instanced_type = 2
instanced_data = [0.0, 0.0, 0.0, 0.0, 0.0, 0.0]
elif inst == 'Loc + Scale':
instanced_type = 3
instanced_data = [0.0, 0.0, 0.0, 1.0, 1.0, 1.0]
elif inst == 'Loc + Rot + Scale':
instanced_type = 4
instanced_data = [0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0]
for child in bobject.children:
if not child.arm_export or child.hide_render:
continue
if 'Loc' in inst:
loc = child.matrix_local.to_translation() # Without parent matrix
instanced_data.append(loc.x / scale_pos)
instanced_data.append(loc.y / scale_pos)
instanced_data.append(loc.z / scale_pos)
if 'Rot' in inst:
rot = child.matrix_local.to_euler()
instanced_data.append(rot.x)
instanced_data.append(rot.y)
instanced_data.append(rot.z)
if 'Scale' in inst:
scale = child.matrix_local.to_scale()
instanced_data.append(scale.x)
instanced_data.append(scale.y)
instanced_data.append(scale.z)
break
# Instance render collections with same children?
# elif bobject.instance_type == 'GROUP' and bobject.instance_collection is not None:
# instanced_type = 1
# instanced_data = []
# for child in bpy.data.collections[bobject.instance_collection].objects:
# loc = child.matrix_local.to_translation()
# instanced_data.append(loc.x)
# instanced_data.append(loc.y)
# instanced_data.append(loc.z)
# break
return instanced_type, instanced_data
@staticmethod
def rigid_body_static(rb):
return (not rb.enabled and not rb.kinematic) or (rb.type == 'PASSIVE' and not rb.kinematic)
def post_export_object(self, bobject: bpy.types.Object, o, type):
# Export traits
self.export_traits(bobject, o)
wrd = bpy.data.worlds['Arm']
phys_enabled = wrd.arm_physics != 'Disabled'
phys_pkg = 'bullet' if wrd.arm_physics_engine == 'Bullet' else 'oimo'
# Rigid body trait
if bobject.rigid_body is not None and phys_enabled:
ArmoryExporter.export_physics = True
rb = bobject.rigid_body
shape = 0 # BOX
if rb.collision_shape == 'SPHERE':
shape = 1
elif rb.collision_shape == 'CONVEX_HULL':
shape = 2
elif rb.collision_shape == 'MESH':
shape = 3
elif rb.collision_shape == 'CONE':
shape = 4
elif rb.collision_shape == 'CYLINDER':
shape = 5
elif rb.collision_shape == 'CAPSULE':
shape = 6
body_mass = rb.mass
is_static = self.rigid_body_static(rb)
if is_static:
body_mass = 0
x = {}
x['type'] = 'Script'
x['class_name'] = 'armory.trait.physics.' + phys_pkg + '.RigidBody'
col_group = ''
for b in rb.collision_collections:
col_group = ('1' if b else '0') + col_group
col_mask = ''
for b in bobject.arm_rb_collision_filter_mask:
col_mask = ('1' if b else '0') + col_mask
x['parameters'] = [str(shape), str(body_mass), str(rb.friction), str(rb.restitution), str(int(col_group, 2)), str(int(col_mask, 2)) ]
lx = bobject.arm_rb_linear_factor[0]
ly = bobject.arm_rb_linear_factor[1]
lz = bobject.arm_rb_linear_factor[2]
ax = bobject.arm_rb_angular_factor[0]
ay = bobject.arm_rb_angular_factor[1]
az = bobject.arm_rb_angular_factor[2]
if bobject.lock_location[0]:
lx = 0
if bobject.lock_location[1]:
ly = 0
if bobject.lock_location[2]:
lz = 0
if bobject.lock_rotation[0]:
ax = 0
if bobject.lock_rotation[1]:
ay = 0
if bobject.lock_rotation[2]:
az = 0
col_margin = str(rb.collision_margin) if rb.use_margin else '0.0'
if rb.use_deactivation:
deact_lv = str(rb.deactivate_linear_velocity)
deact_av = str(rb.deactivate_angular_velocity)
deact_time = str(bobject.arm_rb_deactivation_time)
else:
deact_lv = '0.0'
deact_av = '0.0'
deact_time = '0.0'
body_params = '[{0}, {1}, {2}, {3}, {4}, {5}, {6}, {7}, {8}, {9}, {10}, {11}]'.format(
str(rb.linear_damping),
str(rb.angular_damping),
str(lx), str(ly), str(lz),
str(ax), str(ay), str(az),
col_margin,
deact_lv, deact_av, deact_time
)
body_flags = '[{0}, {1}, {2}, {3}, {4}]'.format(
str(rb.kinematic).lower(),
str(bobject.arm_rb_trigger).lower(),
str(bobject.arm_rb_ccd).lower(),
str(is_static).lower(),
str(rb.use_deactivation).lower()
)
x['parameters'].append(body_params)
x['parameters'].append(body_flags)
o['traits'].append(x)
# Phys traits
if phys_enabled:
for modifier in bobject.modifiers:
if modifier.type == 'CLOTH' or modifier.type == 'SOFT_BODY':
self.add_softbody_mod(o, bobject, modifier)
elif modifier.type == 'HOOK':
self.add_hook_mod(o, bobject, modifier.object.name, modifier.vertex_group)
# Rigid body constraint
rbc = bobject.rigid_body_constraint
if rbc is not None and rbc.enabled:
self.add_rigidbody_constraint(o, bobject, rbc)
# Camera traits
if type is NodeType.CAMERA:
# Viewport camera enabled, attach navigation to active camera
if self.scene.camera is not None and bobject.name == self.scene.camera.name and bpy.data.worlds['Arm'].arm_play_camera != 'Scene':
navigation_trait = {}
navigation_trait['type'] = 'Script'
navigation_trait['class_name'] = 'armory.trait.WalkNavigation'
o['traits'].append(navigation_trait)
# Map objects to materials, can be used in later stages
for i in range(len(bobject.material_slots)):
mat = self.slot_to_material(bobject, bobject.material_slots[i])
if mat in self.material_to_object_dict:
self.material_to_object_dict[mat].append(bobject)
self.material_to_arm_object_dict[mat].append(o)
else:
self.material_to_object_dict[mat] = [bobject]
self.material_to_arm_object_dict[mat] = [o]
# Add UniformsManager trait
if type is NodeType.MESH:
uniformManager = {}
uniformManager['type'] = 'Script'
uniformManager['class_name'] = 'armory.trait.internal.UniformsManager'
o['traits'].append(uniformManager)
# Export constraints
if len(bobject.constraints) > 0:
o['constraints'] = []
self.add_constraints(bobject, o)
for x in o['traits']:
ArmoryExporter.import_traits.append(x['class_name'])
@staticmethod
def add_constraints(bobject, o, bone=False):
for constraint in bobject.constraints:
if constraint.mute:
continue
out_constraint = {'name': constraint.name, 'type': constraint.type}
if bone:
out_constraint['bone'] = bobject.name
if hasattr(constraint, 'target') and constraint.target is not None:
if constraint.type == 'COPY_LOCATION':
out_constraint['target'] = constraint.target.name
out_constraint['use_x'] = constraint.use_x
out_constraint['use_y'] = constraint.use_y
out_constraint['use_z'] = constraint.use_z
out_constraint['invert_x'] = constraint.invert_x
out_constraint['invert_y'] = constraint.invert_y
out_constraint['invert_z'] = constraint.invert_z
out_constraint['use_offset'] = constraint.use_offset
out_constraint['influence'] = constraint.influence
elif constraint.type == 'CHILD_OF':
out_constraint['target'] = constraint.target.name
out_constraint['influence'] = constraint.influence
o['constraints'].append(out_constraint)
def export_traits(self, bobject: Union[bpy.types.Scene, bpy.types.Object], o):
if not hasattr(bobject, 'arm_traitlist'):
return
for traitlistItem in bobject.arm_traitlist:
# Do not export disabled traits but still export those
# with fake user enabled so that nodes like `TraitNode`
# still work
if not traitlistItem.enabled_prop and not traitlistItem.fake_user:
continue
out_trait = {}
if traitlistItem.type_prop == 'Logic Nodes' and traitlistItem.node_tree_prop is not None and traitlistItem.node_tree_prop.name != '':
group_name = arm.utils.safesrc(traitlistItem.node_tree_prop.name[0].upper() + traitlistItem.node_tree_prop.name[1:])
out_trait['type'] = 'Script'
out_trait['class_name'] = arm.utils.safestr(bpy.data.worlds['Arm'].arm_project_package) + '.node.' + group_name
elif traitlistItem.type_prop == 'WebAssembly':
wpath = os.path.join(arm.utils.get_fp(), 'Bundled', traitlistItem.webassembly_prop + '.wasm')
if not os.path.exists(wpath):
log.warn(f'Wasm "{traitlistItem.webassembly_prop}" not found, skipping')
continue
out_trait['type'] = 'Script'
out_trait['class_name'] = 'armory.trait.internal.WasmScript'
out_trait['parameters'] = ["'" + traitlistItem.webassembly_prop + "'"]
elif traitlistItem.type_prop == 'UI Canvas':
cpath = os.path.join(arm.utils.get_fp(), 'Bundled', 'canvas', traitlistItem.canvas_name_prop + '.json')
if not os.path.exists(cpath):
log.warn(f'Scene "{self.scene.name}" - Object "{bobject.name}" - Referenced canvas "{traitlistItem.canvas_name_prop}" not found, skipping')
continue
ArmoryExporter.export_ui = True
out_trait['type'] = 'Script'
out_trait['class_name'] = 'armory.trait.internal.CanvasScript'
out_trait['parameters'] = ["'" + traitlistItem.canvas_name_prop + "'"]
# Read file list and add canvas assets
assetpath = os.path.join(arm.utils.get_fp(), 'Bundled', 'canvas', traitlistItem.canvas_name_prop + '.files')
if os.path.exists(assetpath):
with open(assetpath) as f:
file_list = f.read().splitlines()
for asset in file_list:
# Relative to the root/Bundled/canvas path
asset = asset[6:] # Strip ../../ to start in project root
assets.add(asset)
# Haxe/Bundled Script
else:
# Empty class name, skip
if traitlistItem.class_name_prop == '':
continue
out_trait['type'] = 'Script'
if traitlistItem.type_prop == 'Bundled Script':
trait_prefix = 'armory.trait.'
# TODO: temporary, export single mesh navmesh as obj
if traitlistItem.class_name_prop == 'NavMesh' and bobject.type == 'MESH' and bpy.data.worlds['Arm'].arm_navigation != 'Disabled':
ArmoryExporter.export_navigation = True
nav_path = os.path.join(arm.utils.get_fp_build(), 'compiled', 'Assets', 'navigation')
if not os.path.exists(nav_path):
os.makedirs(nav_path)
nav_filepath = os.path.join(nav_path, 'nav_' + bobject.data.name + '.arm')
assets.add(nav_filepath)
# TODO: Implement cache
# if not os.path.isfile(nav_filepath):
# override = {'selected_objects': [bobject]}
# bobject.scale.y *= -1
# mesh = obj.data
# for face in mesh.faces:
# face.v.reverse()
# bpy.ops.export_scene.obj(override, use_selection=True, filepath=nav_filepath, check_existing=False, use_normals=False, use_uvs=False, use_materials=False)
# bobject.scale.y *= -1
armature = bobject.find_armature()
apply_modifiers = not armature
bobject_eval = bobject.evaluated_get(self.depsgraph) if apply_modifiers else bobject
export_mesh = bobject_eval.to_mesh()
with open(nav_filepath, 'w') as f:
for v in export_mesh.vertices:
f.write("v %.4f " % (v.co[0] * bobject_eval.scale.x))
f.write("%.4f " % (v.co[2] * bobject_eval.scale.z))
f.write("%.4f\n" % (v.co[1] * bobject_eval.scale.y)) # Flipped
for p in export_mesh.polygons:
f.write("f")
# Flipped normals
for i in reversed(p.vertices):
f.write(" %d" % (i + 1))
f.write("\n")
# Haxe
else:
trait_prefix = arm.utils.safestr(bpy.data.worlds['Arm'].arm_project_package) + '.'
hxfile = os.path.join('Sources', (trait_prefix + traitlistItem.class_name_prop).replace('.', '/') + '.hx')
if not os.path.exists(os.path.join(arm.utils.get_fp(), hxfile)):
# TODO: Halt build here once this check is tested
print(f'Armory Error: Scene "{self.scene.name}" - Object "{bobject.name}": Referenced trait file "{hxfile}" not found')
out_trait['class_name'] = trait_prefix + traitlistItem.class_name_prop
# Export trait properties
if traitlistItem.arm_traitpropslist:
out_trait['props'] = []
for trait_prop in traitlistItem.arm_traitpropslist:
out_trait['props'].append(trait_prop.name)
out_trait['props'].append(trait_prop.type)
if trait_prop.type.endswith("Object"):
value = arm.utils.asset_name(trait_prop.value_object)
else:
value = trait_prop.get_value()
out_trait['props'].append(value)
if not traitlistItem.enabled_prop:
# If we're here, fake_user is enabled, otherwise we
# would have skipped this trait already
ArmoryExporter.import_traits.append(out_trait['class_name'])
else:
o['traits'].append(out_trait)
def export_scene_traits(self) -> None:
"""Exports the traits of the scene and adds some internal traits
to the scene depending on the exporter settings.
"""
wrd = bpy.data.worlds['Arm']
if wrd.arm_physics != 'Disabled' and ArmoryExporter.export_physics:
if 'traits' not in self.output:
self.output['traits'] = []
phys_pkg = 'bullet' if wrd.arm_physics_engine == 'Bullet' else 'oimo'
out_trait = {
'type': 'Script',
'class_name': 'armory.trait.physics.' + phys_pkg + '.PhysicsWorld'
}
rbw = self.scene.rigidbody_world
if rbw is not None and rbw.enabled:
out_trait['parameters'] = [str(rbw.time_scale), str(rbw.substeps_per_frame), str(rbw.solver_iterations)]
self.output['traits'].append(out_trait)
if wrd.arm_navigation != 'Disabled' and ArmoryExporter.export_navigation:
if 'traits' not in self.output:
self.output['traits'] = []
out_trait = {'type': 'Script', 'class_name': 'armory.trait.navigation.Navigation'}
self.output['traits'].append(out_trait)
if wrd.arm_debug_console:
if 'traits' not in self.output:
self.output['traits'] = []
ArmoryExporter.export_ui = True
# Position
debug_console_pos_type = 2
if (wrd.arm_debug_console_position == 'Left'):
debug_console_pos_type = 0
elif (wrd.arm_debug_console_position == 'Center'):
debug_console_pos_type = 1
else:
debug_console_pos_type = 2
# Parameters
out_trait = {
'type': 'Script',
'class_name': 'armory.trait.internal.DebugConsole',
'parameters': [
str(arm.utils.get_ui_scale()),
str(wrd.arm_debug_console_scale),
str(debug_console_pos_type),
str(int(wrd.arm_debug_console_visible)),
str(int(wrd.arm_debug_console_trace_pos)),
str(int(arm.utils.get_debug_console_visible_sc())),
str(int(arm.utils.get_debug_console_scale_in_sc())),
str(int(arm.utils.get_debug_console_scale_out_sc()))
]
}
self.output['traits'].append(out_trait)
if arm.utils.is_livepatch_enabled():
if 'traits' not in self.output:
self.output['traits'] = []
out_trait = {'type': 'Script', 'class_name': 'armory.trait.internal.LivePatch'}
self.output['traits'].append(out_trait)
if len(self.scene.arm_traitlist) > 0:
if 'traits' not in self.output:
self.output['traits'] = []
self.export_traits(self.scene, self.output)
if 'traits' in self.output:
for out_trait in self.output['traits']:
ArmoryExporter.import_traits.append(out_trait['class_name'])
@staticmethod
def export_canvas_themes():
path_themes = os.path.join(arm.utils.get_fp(), 'Bundled', 'canvas')
file_theme = os.path.join(path_themes, "_themes.json")
# If there is a canvas but no _themes.json, create it so that
# CanvasScript.hx works
if os.path.exists(path_themes) and not os.path.exists(file_theme):
with open(file_theme, "w+"):
pass
assets.add(file_theme)
@staticmethod
def add_softbody_mod(o, bobject: bpy.types.Object, modifier: Union[bpy.types.ClothModifier, bpy.types.SoftBodyModifier]):
"""Adds a softbody trait to the given object based on the given
softbody/cloth modifier.
"""
ArmoryExporter.export_physics = True
assets.add_khafile_def('arm_physics_soft')
phys_pkg = 'bullet' if bpy.data.worlds['Arm'].arm_physics_engine == 'Bullet' else 'oimo'
out_trait = {'type': 'Script', 'class_name': 'armory.trait.physics.' + phys_pkg + '.SoftBody'}
# ClothModifier
if modifier.type == 'CLOTH':
bend = modifier.settings.bending_stiffness
soft_type = 0
# SoftBodyModifier
elif modifier.type == 'SOFT_BODY':
bend = (modifier.settings.bend + 1.0) * 10
soft_type = 1
else:
# Wrong modifier type
return
out_trait['parameters'] = [str(soft_type), str(bend), str(modifier.settings.mass), str(bobject.arm_soft_body_margin)]
o['traits'].append(out_trait)
if soft_type == 0:
ArmoryExporter.add_hook_mod(o, bobject, '', modifier.settings.vertex_group_mass)
@staticmethod
def add_hook_mod(o, bobject: bpy.types.Object, target_name, group_name):
ArmoryExporter.export_physics = True
phys_pkg = 'bullet' if bpy.data.worlds['Arm'].arm_physics_engine == 'Bullet' else 'oimo'
out_trait = {'type': 'Script', 'class_name': 'armory.trait.physics.' + phys_pkg + '.PhysicsHook'}
verts = []
if group_name != '':
group = bobject.vertex_groups[group_name].index
for v in bobject.data.vertices:
for g in v.groups:
if g.group == group:
verts.append(v.co.x)
verts.append(v.co.y)
verts.append(v.co.z)
out_trait['parameters'] = [f"'{target_name}'", str(verts)]
o['traits'].append(out_trait)
@staticmethod
def add_rigidbody_constraint(o, bobject, rbc):
rb1 = rbc.object1
rb2 = rbc.object2
if rb1 is None or rb2 is None:
return
if rbc.type == "MOTOR":
return
ArmoryExporter.export_physics = True
phys_pkg = 'bullet' if bpy.data.worlds['Arm'].arm_physics_engine == 'Bullet' else 'oimo'
breaking_threshold = rbc.breaking_threshold if rbc.use_breaking else 0
trait = {
'type': 'Script',
'class_name': 'armory.trait.physics.' + phys_pkg + '.PhysicsConstraintExportHelper',
'parameters': [
"'" + rb1.name + "'",
"'" + rb2.name + "'",
str(rbc.disable_collisions).lower(),
str(breaking_threshold),
str(bobject.arm_relative_physics_constraint).lower()
]
}
if rbc.type == "FIXED":
trait['parameters'].insert(2,str(0))
if rbc.type == "POINT":
trait['parameters'].insert(2,str(1))
if rbc.type == "GENERIC":
limits = [
1 if rbc.use_limit_lin_x else 0,
rbc.limit_lin_x_lower,
rbc.limit_lin_x_upper,
1 if rbc.use_limit_lin_y else 0,
rbc.limit_lin_y_lower,
rbc.limit_lin_y_upper,
1 if rbc.use_limit_lin_z else 0,
rbc.limit_lin_z_lower,
rbc.limit_lin_z_upper,
1 if rbc.use_limit_ang_x else 0,
rbc.limit_ang_x_lower,
rbc.limit_ang_x_upper,
1 if rbc.use_limit_ang_y else 0,
rbc.limit_ang_y_lower,
rbc.limit_ang_y_upper,
1 if rbc.use_limit_ang_z else 0,
rbc.limit_ang_z_lower,
rbc.limit_ang_z_upper
]
trait['parameters'].insert(2,str(5))
trait['parameters'].append(str(limits))
if rbc.type == "GENERIC_SPRING":
limits = [
1 if rbc.use_limit_lin_x else 0,
rbc.limit_lin_x_lower,
rbc.limit_lin_x_upper,
1 if rbc.use_limit_lin_y else 0,
rbc.limit_lin_y_lower,
rbc.limit_lin_y_upper,
1 if rbc.use_limit_lin_z else 0,
rbc.limit_lin_z_lower,
rbc.limit_lin_z_upper,
1 if rbc.use_limit_ang_x else 0,
rbc.limit_ang_x_lower,
rbc.limit_ang_x_upper,
1 if rbc.use_limit_ang_y else 0,
rbc.limit_ang_y_lower,
rbc.limit_ang_y_upper,
1 if rbc.use_limit_ang_z else 0,
rbc.limit_ang_z_lower,
rbc.limit_ang_z_upper,
1 if rbc.use_spring_x else 0,
rbc.spring_stiffness_x,
rbc.spring_damping_x,
1 if rbc.use_spring_y else 0,
rbc.spring_stiffness_y,
rbc.spring_damping_y,
1 if rbc.use_spring_z else 0,
rbc.spring_stiffness_z,
rbc.spring_damping_z,
1 if rbc.use_spring_ang_x else 0,
rbc.spring_stiffness_ang_x,
rbc.spring_damping_ang_x,
1 if rbc.use_spring_ang_y else 0,
rbc.spring_stiffness_ang_y,
rbc.spring_damping_ang_y,
1 if rbc.use_spring_ang_z else 0,
rbc.spring_stiffness_ang_z,
rbc.spring_damping_ang_z
]
trait['parameters'].insert(2,str(6))
trait['parameters'].append(str(limits))
if rbc.type == "HINGE":
limits = [
1 if rbc.use_limit_ang_z else 0,
rbc.limit_ang_z_lower,
rbc.limit_ang_z_upper
]
trait['parameters'].insert(2,str(2))
trait['parameters'].append(str(limits))
if rbc.type == "SLIDER":
limits = [
1 if rbc.use_limit_lin_x else 0,
rbc.limit_lin_x_lower,
rbc.limit_lin_x_upper
]
trait['parameters'].insert(2,str(3))
trait['parameters'].append(str(limits))
if rbc.type == "PISTON":
limits = [
1 if rbc.use_limit_lin_x else 0,
rbc.limit_lin_x_lower,
rbc.limit_lin_x_upper,
1 if rbc.use_limit_ang_x else 0,
rbc.limit_ang_x_lower,
rbc.limit_ang_x_upper
]
trait['parameters'].insert(2,str(4))
trait['parameters'].append(str(limits))
o['traits'].append(trait)
@staticmethod
def post_export_world(world: bpy.types.World, out_world: Dict):
wrd = bpy.data.worlds['Arm']
bgcol = world.arm_envtex_color
# No compositor used
if '_LDR' in world.world_defs:
for i in range(0, 3):
bgcol[i] = pow(bgcol[i], 1.0 / 2.2)
out_world['background_color'] = arm.utils.color_to_int(bgcol)
if '_EnvSky' in world.world_defs:
# Sky data for probe
out_world['sun_direction'] = list(world.arm_envtex_sun_direction)
out_world['turbidity'] = world.arm_envtex_turbidity
out_world['ground_albedo'] = world.arm_envtex_ground_albedo
out_world['nishita_density'] = list(world.arm_nishita_density)
disable_hdr = world.arm_envtex_name.endswith('.jpg')
if '_EnvTex' in world.world_defs or '_EnvImg' in world.world_defs:
out_world['envmap'] = world.arm_envtex_name.rsplit('.', 1)[0]
if disable_hdr:
out_world['envmap'] += '.jpg'
else:
out_world['envmap'] += '.hdr'
# Main probe
rpdat = arm.utils.get_rp()
solid_mat = rpdat.arm_material_model == 'Solid'
arm_irradiance = rpdat.arm_irradiance and not solid_mat
arm_radiance = rpdat.arm_radiance
radtex = world.arm_envtex_name.rsplit('.', 1)[0] # Remove file extension
irrsharmonics = world.arm_envtex_irr_name
num_mips = world.arm_envtex_num_mips
strength = world.arm_envtex_strength
mobile_mat = rpdat.arm_material_model == 'Mobile' or rpdat.arm_material_model == 'Solid'
if mobile_mat:
arm_radiance = False
out_probe = {'name': world.name}
if arm_irradiance:
ext = '' if wrd.arm_minimize else '.json'
out_probe['irradiance'] = irrsharmonics + '_irradiance' + ext
if arm_radiance:
out_probe['radiance'] = radtex + '_radiance'
out_probe['radiance'] += '.jpg' if disable_hdr else '.hdr'
out_probe['radiance_mipmaps'] = num_mips
out_probe['strength'] = strength
out_world['probe'] = out_probe
@staticmethod
def mod_equal(mod1: bpy.types.Modifier, mod2: bpy.types.Modifier) -> bool:
"""Compares whether the given modifiers are equal."""
# https://blender.stackexchange.com/questions/70629
return all([getattr(mod1, prop, True) == getattr(mod2, prop, False) for prop in mod1.bl_rna.properties.keys()])
@staticmethod
def mod_equal_stack(obj1: bpy.types.Object, obj2: bpy.types.Object) -> bool:
"""Returns `True` if the given objects have the same modifiers."""
if len(obj1.modifiers) == 0 and len(obj2.modifiers) == 0:
return True
if len(obj1.modifiers) == 0 or len(obj2.modifiers) == 0:
return False
if len(obj1.modifiers) != len(obj2.modifiers):
return False
return all([ArmoryExporter.mod_equal(m, obj2.modifiers[i]) for i, m in enumerate(obj1.modifiers)])