2365 lines
74 KiB
Python
2365 lines
74 KiB
Python
# =============================================================
|
|
# Armory Scene Exporter
|
|
# http://lue3d.org/
|
|
# by Lubos Lenco
|
|
#
|
|
# Based on
|
|
# Open Game Engine Exchange
|
|
# http://opengex.org/
|
|
#
|
|
# Export plugin for Blender
|
|
# by Eric Lengyel
|
|
# Version 1.1.2.2
|
|
# 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
|
|
#
|
|
# =============================================================
|
|
|
|
bl_info = {
|
|
"name": "Armory format (.json)",
|
|
"description": "Armory Exporter",
|
|
"author": "Eric Lengyel, Armory by Lubos Lenco",
|
|
"version": (1, 0, 0),
|
|
"location": "File > Import-Export",
|
|
"wiki_url": "http://lue3d.org/",
|
|
"category": "Import-Export"}
|
|
|
|
import os
|
|
import bpy
|
|
import math
|
|
from mathutils import *
|
|
import json
|
|
import ast
|
|
from bpy_extras.io_utils import ExportHelper
|
|
|
|
kNodeTypeNode = 0
|
|
kNodeTypeBone = 1
|
|
kNodeTypeGeometry = 2
|
|
kNodeTypeLight = 3
|
|
kNodeTypeCamera = 4
|
|
kNodeTypeSpeaker = 5
|
|
|
|
kAnimationSampled = 0
|
|
kAnimationLinear = 1
|
|
kAnimationBezier = 2
|
|
|
|
kExportEpsilon = 1.0e-6
|
|
|
|
structIdentifier = ["node", "bone_node", "geometry_node", "light_node", "camera_node", "speaker_node"]
|
|
|
|
subtranslationName = ["xpos", "ypos", "zpos"]
|
|
subrotationName = ["xrot", "yrot", "zrot"]
|
|
subscaleName = ["xscl", "yscl", "zscl"]
|
|
deltaSubtranslationName = ["dxpos", "dypos", "dzpos"]
|
|
deltaSubrotationName = ["dxrot", "dyrot", "dzrot"]
|
|
deltaSubscaleName = ["dxscl", "dyscl", "dzscl"]
|
|
axisName = ["x", "y", "z"]
|
|
|
|
class ExportVertex:
|
|
__slots__ = ("hash", "vertexIndex", "faceIndex", "position", "normal", "color", "texcoord0", "texcoord1")
|
|
|
|
def __init__(self):
|
|
self.color = [1.0, 1.0, 1.0]
|
|
self.texcoord0 = [0.0, 0.0]
|
|
self.texcoord1 = [0.0, 0.0]
|
|
|
|
def __eq__(self, v):
|
|
if (self.hash != v.hash):
|
|
return (False)
|
|
if (self.position != v.position):
|
|
return (False)
|
|
if (self.normal != v.normal):
|
|
return (False)
|
|
if (self.color != v.color):
|
|
return (False)
|
|
if (self.texcoord0 != v.texcoord0):
|
|
return (False)
|
|
if (self.texcoord1 != v.texcoord1):
|
|
return (False)
|
|
return (True)
|
|
|
|
def Hash(self):
|
|
h = hash(self.position[0])
|
|
h = h * 21737 + hash(self.position[1])
|
|
h = h * 21737 + hash(self.position[2])
|
|
h = h * 21737 + hash(self.normal[0])
|
|
h = h * 21737 + hash(self.normal[1])
|
|
h = h * 21737 + hash(self.normal[2])
|
|
h = h * 21737 + hash(self.color[0])
|
|
h = h * 21737 + hash(self.color[1])
|
|
h = h * 21737 + hash(self.color[2])
|
|
h = h * 21737 + hash(self.texcoord0[0])
|
|
h = h * 21737 + hash(self.texcoord0[1])
|
|
h = h * 21737 + hash(self.texcoord1[0])
|
|
h = h * 21737 + hash(self.texcoord1[1])
|
|
self.hash = h
|
|
|
|
class Object:
|
|
def to_JSON(self):
|
|
if ArmoryExporter.option_minimize:
|
|
return json.dumps(self, default=lambda o: o.__dict__, separators=(',',':'))
|
|
else:
|
|
return json.dumps(self, default=lambda o: o.__dict__, sort_keys=True, indent=4)
|
|
|
|
class ArmoryExporter(bpy.types.Operator, ExportHelper):
|
|
"""Export to Armory format"""
|
|
bl_idname = "export_scene.armory"
|
|
bl_label = "Export Armory"
|
|
filename_ext = ".json"
|
|
|
|
option_export_selection = bpy.props.BoolProperty(name = "Export Selection Only", description = "Export only selected objects", default = False)
|
|
option_sample_animation = bpy.props.BoolProperty(name = "Force Sampled Animation", description = "Always export animation as per-frame samples", default = False)
|
|
option_geometry_only = bpy.props.BoolProperty(name = "Export Geometry Only", description = "Export only geometry data", default = True)
|
|
option_geometry_per_file = bpy.props.BoolProperty(name = "Export Geometry Per File", description = "Export each geometry to individual JSON files", default = False)
|
|
option_minimize = bpy.props.BoolProperty(name = "Export Minimized", description = "Export minimized JSON data", default = True)
|
|
|
|
def WriteColor(self, color):
|
|
return [color[0], color[1], color[2]]
|
|
|
|
def WriteMatrix(self, 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 WriteVector2D(self, vector):
|
|
return [vector[0], vector[1]]
|
|
|
|
def WriteVector3D(self, vector):
|
|
return [vector[0], vector[1], vector[2]]
|
|
|
|
def WriteVertexArray2D(self, vertexArray, attrib):
|
|
va = []
|
|
count = len(vertexArray)
|
|
k = 0
|
|
|
|
lineCount = count >> 3
|
|
for i in range(lineCount):
|
|
for j in range(7):
|
|
va += self.WriteVector2D(getattr(vertexArray[k], attrib))
|
|
k += 1
|
|
|
|
va += self.WriteVector2D(getattr(vertexArray[k], attrib))
|
|
k += 1
|
|
|
|
count &= 7
|
|
if (count != 0):
|
|
for j in range(count - 1):
|
|
va += self.WriteVector2D(getattr(vertexArray[k], attrib))
|
|
k += 1
|
|
|
|
va += self.WriteVector2D(getattr(vertexArray[k], attrib))
|
|
|
|
return va
|
|
|
|
def WriteVertexArray3D(self, vertexArray, attrib):
|
|
va = []
|
|
count = len(vertexArray)
|
|
k = 0
|
|
|
|
lineCount = count >> 3
|
|
for i in range(lineCount):
|
|
|
|
for j in range(7):
|
|
va += self.WriteVector3D(getattr(vertexArray[k], attrib))
|
|
k += 1
|
|
|
|
va += self.WriteVector3D(getattr(vertexArray[k], attrib))
|
|
k += 1
|
|
|
|
count &= 7
|
|
if (count != 0):
|
|
for j in range(count - 1):
|
|
va += self.WriteVector3D(getattr(vertexArray[k], attrib))
|
|
k += 1
|
|
|
|
va += self.WriteVector3D(getattr(vertexArray[k], attrib))
|
|
|
|
return va
|
|
|
|
def WriteInt(self, i):
|
|
return i
|
|
|
|
def WriteFloat(self, f):
|
|
return f
|
|
|
|
def WriteTriangle(self, triangleIndex, indexTable):
|
|
i = triangleIndex * 3
|
|
return [indexTable[i], indexTable[i + 1], indexTable[i + 2]]
|
|
|
|
def WriteTriangleArray(self, count, indexTable):
|
|
va = []
|
|
triangleIndex = 0
|
|
|
|
lineCount = count >> 4
|
|
for i in range(lineCount):
|
|
|
|
for j in range(15):
|
|
va += self.WriteTriangle(triangleIndex, indexTable)
|
|
triangleIndex += 1
|
|
|
|
va += self.WriteTriangle(triangleIndex, indexTable)
|
|
triangleIndex += 1
|
|
|
|
count &= 15
|
|
if (count != 0):
|
|
|
|
for j in range(count - 1):
|
|
va += self.WriteTriangle(triangleIndex, indexTable)
|
|
triangleIndex += 1
|
|
|
|
va += self.WriteTriangle(triangleIndex, indexTable)
|
|
|
|
return va
|
|
|
|
def get_geoms_file_path(self, object_id):
|
|
index = self.filepath.rfind('/')
|
|
geom_fp = self.filepath[:(index+1)] + 'geoms/'
|
|
if not os.path.exists(geom_fp):
|
|
os.makedirs(geom_fp)
|
|
return geom_fp + object_id + '.json'
|
|
|
|
@staticmethod
|
|
def GetNodeType(node):
|
|
if (node.type == "MESH"):
|
|
if (len(node.data.polygons) != 0):
|
|
return (kNodeTypeGeometry)
|
|
elif (node.type == "LAMP"):
|
|
type = node.data.type
|
|
if ((type == "SUN") or (type == "POINT") or (type == "SPOT")):
|
|
return (kNodeTypeLight)
|
|
elif (node.type == "CAMERA"):
|
|
return (kNodeTypeCamera)
|
|
elif (node.type == "SPEAKER"):
|
|
return (kNodeTypeSpeaker)
|
|
return (kNodeTypeNode)
|
|
|
|
@staticmethod
|
|
def GetShapeKeys(mesh):
|
|
shapeKeys = mesh.shape_keys
|
|
if ((shapeKeys) and (len(shapeKeys.key_blocks) > 1)):
|
|
return (shapeKeys)
|
|
return (None)
|
|
|
|
def FindNode(self, name):
|
|
for nodeRef in self.nodeArray.items():
|
|
if (nodeRef[0].name == name):
|
|
return (nodeRef)
|
|
return (None)
|
|
|
|
@staticmethod
|
|
def ClassifyAnimationCurve(fcurve):
|
|
linearCount = 0
|
|
bezierCount = 0
|
|
|
|
for key in fcurve.keyframe_points:
|
|
interp = key.interpolation
|
|
if (interp == "LINEAR"):
|
|
linearCount += 1
|
|
elif (interp == "BEZIER"):
|
|
bezierCount += 1
|
|
else:
|
|
return (kAnimationSampled)
|
|
|
|
if (bezierCount == 0):
|
|
return (kAnimationLinear)
|
|
elif (linearCount == 0):
|
|
return (kAnimationBezier)
|
|
|
|
return (kAnimationSampled)
|
|
|
|
@staticmethod
|
|
def AnimationKeysDifferent(fcurve):
|
|
keyCount = len(fcurve.keyframe_points)
|
|
if (keyCount > 0):
|
|
key1 = fcurve.keyframe_points[0].co[1]
|
|
|
|
for i in range(1, keyCount):
|
|
key2 = fcurve.keyframe_points[i].co[1]
|
|
if (math.fabs(key2 - key1) > kExportEpsilon):
|
|
return (True)
|
|
return (False)
|
|
|
|
@staticmethod
|
|
def AnimationTangentsNonzero(fcurve):
|
|
keyCount = len(fcurve.keyframe_points)
|
|
if (keyCount > 0):
|
|
key = fcurve.keyframe_points[0].co[1]
|
|
left = fcurve.keyframe_points[0].handle_left[1]
|
|
right = fcurve.keyframe_points[0].handle_right[1]
|
|
if ((math.fabs(key - left) > kExportEpsilon) or (math.fabs(right - key) > kExportEpsilon)):
|
|
return (True)
|
|
|
|
for i in range(1, keyCount):
|
|
key = fcurve.keyframe_points[i].co[1]
|
|
left = fcurve.keyframe_points[i].handle_left[1]
|
|
right = fcurve.keyframe_points[i].handle_right[1]
|
|
if ((math.fabs(key - left) > kExportEpsilon) or (math.fabs(right - key) > kExportEpsilon)):
|
|
return (True)
|
|
return (False)
|
|
|
|
@staticmethod
|
|
def MatricesDifferent(m1, m2):
|
|
for i in range(4):
|
|
for j in range(4):
|
|
if (math.fabs(m1[i][j] - m2[i][j]) > kExportEpsilon):
|
|
return (True)
|
|
return (False)
|
|
|
|
@staticmethod
|
|
def CollectBoneAnimation(armature, name):
|
|
path = "pose.bones[\"" + name + "\"]."
|
|
curveArray = []
|
|
|
|
if (armature.animation_data):
|
|
action = armature.animation_data.action
|
|
if (action):
|
|
for fcurve in action.fcurves:
|
|
if (fcurve.data_path.startswith(path)):
|
|
curveArray.append(fcurve)
|
|
return (curveArray)
|
|
|
|
@staticmethod
|
|
def AnimationPresent(fcurve, kind):
|
|
if (kind != kAnimationBezier):
|
|
return (ArmoryExporter.AnimationKeysDifferent(fcurve))
|
|
return ((ArmoryExporter.AnimationKeysDifferent(fcurve)) or (ArmoryExporter.AnimationTangentsNonzero(fcurve)))
|
|
|
|
@staticmethod
|
|
def calc_tangent(v0, v1, v2, uv0, uv1, uv2):
|
|
deltaPos1 = v1 - v0
|
|
deltaPos2 = v2 - v0
|
|
deltaUV1 = uv1 - uv0
|
|
deltaUV2 = uv2 - uv0
|
|
|
|
d = (deltaUV1.x * deltaUV2.y - deltaUV1.y * deltaUV2.x)
|
|
if d != 0:
|
|
r = 1.0 / d
|
|
else:
|
|
r = 1.0
|
|
tangent = (deltaPos1 * deltaUV2.y - deltaPos2 * deltaUV1.y) * r
|
|
# bitangent = (deltaPos2 * deltaUV1.x - deltaPos1 * deltaUV2.x) * r
|
|
return tangent
|
|
|
|
@staticmethod
|
|
def DeindexMesh(mesh, materialTable):
|
|
# This function deindexes all vertex positions, colors, and texcoords.
|
|
# Three separate ExportVertex structures are created for each triangle.
|
|
vertexArray = mesh.vertices
|
|
exportVertexArray = []
|
|
faceIndex = 0
|
|
|
|
for face in mesh.tessfaces:
|
|
k1 = face.vertices[0]
|
|
k2 = face.vertices[1]
|
|
k3 = face.vertices[2]
|
|
|
|
v1 = vertexArray[k1]
|
|
v2 = vertexArray[k2]
|
|
v3 = vertexArray[k3]
|
|
|
|
exportVertex = ExportVertex()
|
|
exportVertex.vertexIndex = k1
|
|
exportVertex.faceIndex = faceIndex
|
|
exportVertex.position = v1.co
|
|
exportVertex.normal = v1.normal if (face.use_smooth) else face.normal
|
|
exportVertexArray.append(exportVertex)
|
|
|
|
exportVertex = ExportVertex()
|
|
exportVertex.vertexIndex = k2
|
|
exportVertex.faceIndex = faceIndex
|
|
exportVertex.position = v2.co
|
|
exportVertex.normal = v2.normal if (face.use_smooth) else face.normal
|
|
exportVertexArray.append(exportVertex)
|
|
|
|
exportVertex = ExportVertex()
|
|
exportVertex.vertexIndex = k3
|
|
exportVertex.faceIndex = faceIndex
|
|
exportVertex.position = v3.co
|
|
exportVertex.normal = v3.normal if (face.use_smooth) else face.normal
|
|
exportVertexArray.append(exportVertex)
|
|
|
|
materialTable.append(face.material_index)
|
|
|
|
if (len(face.vertices) == 4):
|
|
k1 = face.vertices[0]
|
|
k2 = face.vertices[2]
|
|
k3 = face.vertices[3]
|
|
|
|
v1 = vertexArray[k1]
|
|
v2 = vertexArray[k2]
|
|
v3 = vertexArray[k3]
|
|
|
|
exportVertex = ExportVertex()
|
|
exportVertex.vertexIndex = k1
|
|
exportVertex.faceIndex = faceIndex
|
|
exportVertex.position = v1.co
|
|
exportVertex.normal = v1.normal if (face.use_smooth) else face.normal
|
|
exportVertexArray.append(exportVertex)
|
|
|
|
exportVertex = ExportVertex()
|
|
exportVertex.vertexIndex = k2
|
|
exportVertex.faceIndex = faceIndex
|
|
exportVertex.position = v2.co
|
|
exportVertex.normal = v2.normal if (face.use_smooth) else face.normal
|
|
exportVertexArray.append(exportVertex)
|
|
|
|
exportVertex = ExportVertex()
|
|
exportVertex.vertexIndex = k3
|
|
exportVertex.faceIndex = faceIndex
|
|
exportVertex.position = v3.co
|
|
exportVertex.normal = v3.normal if (face.use_smooth) else face.normal
|
|
exportVertexArray.append(exportVertex)
|
|
|
|
materialTable.append(face.material_index)
|
|
|
|
faceIndex += 1
|
|
|
|
colorCount = len(mesh.tessface_vertex_colors)
|
|
if (colorCount > 0):
|
|
colorFace = mesh.tessface_vertex_colors[0].data
|
|
vertexIndex = 0
|
|
faceIndex = 0
|
|
|
|
for face in mesh.tessfaces:
|
|
cf = colorFace[faceIndex]
|
|
exportVertexArray[vertexIndex].color = cf.color1
|
|
vertexIndex += 1
|
|
exportVertexArray[vertexIndex].color = cf.color2
|
|
vertexIndex += 1
|
|
exportVertexArray[vertexIndex].color = cf.color3
|
|
vertexIndex += 1
|
|
|
|
if (len(face.vertices) == 4):
|
|
exportVertexArray[vertexIndex].color = cf.color1
|
|
vertexIndex += 1
|
|
exportVertexArray[vertexIndex].color = cf.color3
|
|
vertexIndex += 1
|
|
exportVertexArray[vertexIndex].color = cf.color4
|
|
vertexIndex += 1
|
|
|
|
faceIndex += 1
|
|
|
|
texcoordCount = len(mesh.tessface_uv_textures)
|
|
if (texcoordCount > 0):
|
|
texcoordFace = mesh.tessface_uv_textures[0].data
|
|
vertexIndex = 0
|
|
faceIndex = 0
|
|
|
|
for face in mesh.tessfaces:
|
|
tf = texcoordFace[faceIndex]
|
|
exportVertexArray[vertexIndex].texcoord0 = tf.uv1
|
|
vertexIndex += 1
|
|
exportVertexArray[vertexIndex].texcoord0 = tf.uv2
|
|
vertexIndex += 1
|
|
exportVertexArray[vertexIndex].texcoord0 = tf.uv3
|
|
vertexIndex += 1
|
|
|
|
if (len(face.vertices) == 4):
|
|
exportVertexArray[vertexIndex].texcoord0 = tf.uv1
|
|
vertexIndex += 1
|
|
exportVertexArray[vertexIndex].texcoord0 = tf.uv3
|
|
vertexIndex += 1
|
|
exportVertexArray[vertexIndex].texcoord0 = tf.uv4
|
|
vertexIndex += 1
|
|
|
|
faceIndex += 1
|
|
|
|
if (texcoordCount > 1):
|
|
texcoordFace = mesh.tessface_uv_textures[1].data
|
|
vertexIndex = 0
|
|
faceIndex = 0
|
|
|
|
for face in mesh.tessfaces:
|
|
tf = texcoordFace[faceIndex]
|
|
exportVertexArray[vertexIndex].texcoord1 = tf.uv1
|
|
vertexIndex += 1
|
|
exportVertexArray[vertexIndex].texcoord1 = tf.uv2
|
|
vertexIndex += 1
|
|
exportVertexArray[vertexIndex].texcoord1 = tf.uv3
|
|
vertexIndex += 1
|
|
|
|
if (len(face.vertices) == 4):
|
|
exportVertexArray[vertexIndex].texcoord1 = tf.uv1
|
|
vertexIndex += 1
|
|
exportVertexArray[vertexIndex].texcoord1 = tf.uv3
|
|
vertexIndex += 1
|
|
exportVertexArray[vertexIndex].texcoord1 = tf.uv4
|
|
vertexIndex += 1
|
|
|
|
faceIndex += 1
|
|
|
|
for ev in exportVertexArray:
|
|
ev.Hash()
|
|
|
|
return (exportVertexArray)
|
|
|
|
@staticmethod
|
|
def FindExportVertex(bucket, exportVertexArray, vertex):
|
|
for index in bucket:
|
|
if (exportVertexArray[index] == vertex):
|
|
return (index)
|
|
return (-1)
|
|
|
|
@staticmethod
|
|
def UnifyVertices(exportVertexArray, indexTable):
|
|
# This function looks for identical vertices having exactly the same position, normal,
|
|
# color, and texcoords. Duplicate vertices are unified, and a new index table is returned.
|
|
bucketCount = len(exportVertexArray) >> 3
|
|
if (bucketCount > 1):
|
|
# Round down to nearest power of two.
|
|
while True:
|
|
count = bucketCount & (bucketCount - 1)
|
|
if (count == 0):
|
|
break
|
|
bucketCount = count
|
|
else:
|
|
bucketCount = 1
|
|
|
|
hashTable = [[] for i in range(bucketCount)]
|
|
unifiedVertexArray = []
|
|
|
|
for i in range(len(exportVertexArray)):
|
|
ev = exportVertexArray[i]
|
|
bucket = ev.hash & (bucketCount - 1)
|
|
index = ArmoryExporter.FindExportVertex(hashTable[bucket], exportVertexArray, ev)
|
|
if (index < 0):
|
|
indexTable.append(len(unifiedVertexArray))
|
|
unifiedVertexArray.append(ev)
|
|
hashTable[bucket].append(i)
|
|
else:
|
|
indexTable.append(indexTable[index])
|
|
|
|
return (unifiedVertexArray)
|
|
|
|
def ExportBone(self, armature, bone, scene, o):
|
|
nodeRef = self.nodeArray.get(bone)
|
|
|
|
if (nodeRef):
|
|
o.type = structIdentifier[nodeRef["nodeType"]]
|
|
o.id = nodeRef["structName"]
|
|
|
|
#name = bone.name
|
|
#if (name != ""):
|
|
# o.name = name
|
|
|
|
self.ExportBoneTransform(armature, bone, scene, o)
|
|
|
|
o.nodes = [] # TODO
|
|
for subnode in bone.children:
|
|
so = Object()
|
|
self.ExportBone(armature, subnode, scene, so)
|
|
o.nodes.append(so)
|
|
|
|
# Export any ordinary nodes that are parented to this bone.
|
|
boneSubnodeArray = self.boneParentArray.get(bone.name)
|
|
if (boneSubnodeArray):
|
|
poseBone = None
|
|
if (not bone.use_relative_parent):
|
|
poseBone = armature.pose.bones.get(bone.name)
|
|
|
|
for subnode in boneSubnodeArray:
|
|
self.ExportNode(subnode, scene, poseBone, o)
|
|
|
|
def ExportNodeSampledAnimation(self, node, scene, o):
|
|
# This function exports animation as full 4x4 matrices for each frame.
|
|
currentFrame = scene.frame_current
|
|
currentSubframe = scene.frame_subframe
|
|
|
|
animationFlag = False
|
|
m1 = node.matrix_local.copy()
|
|
|
|
for i in range(self.beginFrame, self.endFrame):
|
|
scene.frame_set(i)
|
|
m2 = node.matrix_local
|
|
if (ArmoryExporter.MatricesDifferent(m1, m2)):
|
|
animationFlag = True
|
|
break
|
|
|
|
if (animationFlag):
|
|
o.animation = Object() # TODO: multiple tracks?
|
|
|
|
o.animation.track = Object()
|
|
o.animation.track.target = "transform"
|
|
|
|
o.animation.track.time = Object()
|
|
o.animation.track.time.values = []
|
|
|
|
for i in range(self.beginFrame, self.endFrame):
|
|
o.animation.track.time.values.append(self.WriteFloat((i - self.beginFrame) * self.frameTime))
|
|
|
|
o.animation.track.time.values.append(self.WriteFloat(self.endFrame * self.frameTime))
|
|
|
|
o.animation.track.value = Object()
|
|
o.animation.track.value.values = []
|
|
|
|
for i in range(self.beginFrame, self.endFrame):
|
|
scene.frame_set(i)
|
|
o.animation.track.value.values.append(self.WriteMatrix(node.matrix_local))
|
|
|
|
scene.frame_set(self.endFrame)
|
|
o.animation.track.value.values.append(self.WriteMatrix(node.matrix_local))
|
|
|
|
scene.frame_set(currentFrame, currentSubframe)
|
|
|
|
def ExportBoneSampledAnimation(self, poseBone, scene, o):
|
|
# This function exports bone animation as full 4x4 matrices for each frame.
|
|
currentFrame = scene.frame_current
|
|
currentSubframe = scene.frame_subframe
|
|
|
|
animationFlag = False
|
|
m1 = poseBone.matrix.copy()
|
|
|
|
for i in range(self.beginFrame, self.endFrame):
|
|
scene.frame_set(i)
|
|
m2 = poseBone.matrix
|
|
if (ArmoryExporter.MatricesDifferent(m1, m2)):
|
|
animationFlag = True
|
|
break
|
|
|
|
if (animationFlag):
|
|
o.animation = Object()
|
|
o.animation.track = Object()
|
|
o.animation.track.target = "transform"
|
|
o.animation.track.time = Object()
|
|
o.animation.track.time.values = []
|
|
|
|
for i in range(self.beginFrame, self.endFrame):
|
|
o.animation.track.time.values.append(self.WriteFloat((i - self.beginFrame) * self.frameTime))
|
|
|
|
o.animation.track.time.values.append(self.WriteFloat(self.endFrame * self.frameTime))
|
|
|
|
o.animation.track.value = Object()
|
|
o.animation.track.value.values = []
|
|
|
|
parent = poseBone.parent
|
|
if (parent):
|
|
for i in range(self.beginFrame, self.endFrame):
|
|
scene.frame_set(i)
|
|
o.animation.track.value.values.append(self.WriteMatrix(parent.matrix.inverted() * poseBone.matrix))
|
|
|
|
scene.frame_set(self.endFrame)
|
|
o.animation.track.value.values.append(self.WriteMatrix(parent.matrix.inverted() * poseBone.matrix))
|
|
else:
|
|
for i in range(self.beginFrame, self.endFrame):
|
|
scene.frame_set(i)
|
|
o.animation.track.value.values.append(self.WriteMatrix(poseBone.matrix))
|
|
|
|
scene.frame_set(self.endFrame)
|
|
o.animation.track.value.values.append(self.WriteMatrix(poseBone.matrix))
|
|
|
|
scene.frame_set(currentFrame, currentSubframe)
|
|
|
|
def ExportNodeTransform(self, node, scene, o):
|
|
posAnimCurve = [None, None, None]
|
|
rotAnimCurve = [None, None, None]
|
|
sclAnimCurve = [None, None, None]
|
|
posAnimKind = [0, 0, 0]
|
|
rotAnimKind = [0, 0, 0]
|
|
sclAnimKind = [0, 0, 0]
|
|
|
|
deltaPosAnimCurve = [None, None, None]
|
|
deltaRotAnimCurve = [None, None, None]
|
|
deltaSclAnimCurve = [None, None, None]
|
|
deltaPosAnimKind = [0, 0, 0]
|
|
deltaRotAnimKind = [0, 0, 0]
|
|
deltaSclAnimKind = [0, 0, 0]
|
|
|
|
positionAnimated = False
|
|
rotationAnimated = False
|
|
scaleAnimated = False
|
|
posAnimated = [False, False, False]
|
|
rotAnimated = [False, False, False]
|
|
sclAnimated = [False, False, False]
|
|
|
|
deltaPositionAnimated = False
|
|
deltaRotationAnimated = False
|
|
deltaScaleAnimated = False
|
|
deltaPosAnimated = [False, False, False]
|
|
deltaRotAnimated = [False, False, False]
|
|
deltaSclAnimated = [False, False, False]
|
|
|
|
mode = node.rotation_mode
|
|
sampledAnimation = ((ArmoryExporter.sampleAnimationFlag) or (mode == "QUATERNION") or (mode == "AXIS_ANGLE"))
|
|
|
|
if ((not sampledAnimation) and (node.animation_data)):
|
|
action = node.animation_data.action
|
|
if (action):
|
|
for fcurve in action.fcurves:
|
|
kind = ArmoryExporter.ClassifyAnimationCurve(fcurve)
|
|
if (kind != kAnimationSampled):
|
|
if (fcurve.data_path == "location"):
|
|
for i in range(3):
|
|
if ((fcurve.array_index == i) and (not posAnimCurve[i])):
|
|
posAnimCurve[i] = fcurve
|
|
posAnimKind[i] = kind
|
|
if (ArmoryExporter.AnimationPresent(fcurve, kind)):
|
|
posAnimated[i] = True
|
|
elif (fcurve.data_path == "delta_location"):
|
|
for i in range(3):
|
|
if ((fcurve.array_index == i) and (not deltaPosAnimCurve[i])):
|
|
deltaPosAnimCurve[i] = fcurve
|
|
deltaPosAnimKind[i] = kind
|
|
if (ArmoryExporter.AnimationPresent(fcurve, kind)):
|
|
deltaPosAnimated[i] = True
|
|
elif (fcurve.data_path == "rotation_euler"):
|
|
for i in range(3):
|
|
if ((fcurve.array_index == i) and (not rotAnimCurve[i])):
|
|
rotAnimCurve[i] = fcurve
|
|
rotAnimKind[i] = kind
|
|
if (ArmoryExporter.AnimationPresent(fcurve, kind)):
|
|
rotAnimated[i] = True
|
|
elif (fcurve.data_path == "delta_rotation_euler"):
|
|
for i in range(3):
|
|
if ((fcurve.array_index == i) and (not deltaRotAnimCurve[i])):
|
|
deltaRotAnimCurve[i] = fcurve
|
|
deltaRotAnimKind[i] = kind
|
|
if (ArmoryExporter.AnimationPresent(fcurve, kind)):
|
|
deltaRotAnimated[i] = True
|
|
elif (fcurve.data_path == "scale"):
|
|
for i in range(3):
|
|
if ((fcurve.array_index == i) and (not sclAnimCurve[i])):
|
|
sclAnimCurve[i] = fcurve
|
|
sclAnimKind[i] = kind
|
|
if (ArmoryExporter.AnimationPresent(fcurve, kind)):
|
|
sclAnimated[i] = True
|
|
elif (fcurve.data_path == "delta_scale"):
|
|
for i in range(3):
|
|
if ((fcurve.array_index == i) and (not deltaSclAnimCurve[i])):
|
|
deltaSclAnimCurve[i] = fcurve
|
|
deltaSclAnimKind[i] = kind
|
|
if (ArmoryExporter.AnimationPresent(fcurve, kind)):
|
|
deltaSclAnimated[i] = True
|
|
elif ((fcurve.data_path == "rotation_axis_angle") or (fcurve.data_path == "rotation_quaternion") or (fcurve.data_path == "delta_rotation_quaternion")):
|
|
sampledAnimation = True
|
|
break
|
|
else:
|
|
sampledAnimation = True
|
|
break
|
|
|
|
positionAnimated = posAnimated[0] | posAnimated[1] | posAnimated[2]
|
|
rotationAnimated = rotAnimated[0] | rotAnimated[1] | rotAnimated[2]
|
|
scaleAnimated = sclAnimated[0] | sclAnimated[1] | sclAnimated[2]
|
|
|
|
deltaPositionAnimated = deltaPosAnimated[0] | deltaPosAnimated[1] | deltaPosAnimated[2]
|
|
deltaRotationAnimated = deltaRotAnimated[0] | deltaRotAnimated[1] | deltaRotAnimated[2]
|
|
deltaScaleAnimated = deltaSclAnimated[0] | deltaSclAnimated[1] | deltaSclAnimated[2]
|
|
|
|
if ((sampledAnimation) or ((not positionAnimated) and (not rotationAnimated) and (not scaleAnimated) and (not deltaPositionAnimated) and (not deltaRotationAnimated) and (not deltaScaleAnimated))):
|
|
# If there's no keyframe animation at all, then write the node transform as a single 4x4 matrix.
|
|
# We might still be exporting sampled animation below.
|
|
o.transform = Object()
|
|
|
|
if (sampledAnimation):
|
|
o.transform.target = "transform"
|
|
|
|
o.transform.values = self.WriteMatrix(node.matrix_local)
|
|
|
|
if (sampledAnimation):
|
|
self.ExportNodeSampledAnimation(node, scene, o)
|
|
else:
|
|
structFlag = False
|
|
|
|
deltaTranslation = node.delta_location
|
|
if (deltaPositionAnimated):
|
|
# When the delta location is animated, write the x, y, and z components separately
|
|
# so they can be targeted by different tracks having different sets of keys.
|
|
for i in range(3):
|
|
pos = deltaTranslation[i]
|
|
if ((deltaPosAnimated[i]) or (math.fabs(pos) > kExportEpsilon)):
|
|
# self.IndentWrite(B"Translation %", 0, structFlag)
|
|
# self.Write(deltaSubtranslationName[i])
|
|
# self.Write(B" (kind = \"")
|
|
# self.Write(axisName[i])
|
|
# self.Write(B"\")\n")
|
|
# self.IndentWrite(B"{\n")
|
|
# self.IndentWrite(B"float {", 1)
|
|
# self.WriteFloat(pos)
|
|
# self.Write(B"}")
|
|
# self.IndentWrite(B"}\n", 0, True)
|
|
structFlag = True
|
|
|
|
elif ((math.fabs(deltaTranslation[0]) > kExportEpsilon) or (math.fabs(deltaTranslation[1]) > kExportEpsilon) or (math.fabs(deltaTranslation[2]) > kExportEpsilon)):
|
|
# self.IndentWrite(B"Translation\n")
|
|
# self.IndentWrite(B"{\n")
|
|
# self.IndentWrite(B"float[3] {", 1)
|
|
# self.WriteVector3D(deltaTranslation)
|
|
# self.Write(B"}")
|
|
# self.IndentWrite(B"}\n", 0, True)
|
|
structFlag = True
|
|
|
|
translation = node.location
|
|
if (positionAnimated):
|
|
# When the location is animated, write the x, y, and z components separately
|
|
# so they can be targeted by different tracks having different sets of keys.
|
|
for i in range(3):
|
|
pos = translation[i]
|
|
if ((posAnimated[i]) or (math.fabs(pos) > kExportEpsilon)):
|
|
# self.IndentWrite(B"Translation %", 0, structFlag)
|
|
# self.Write(subtranslationName[i])
|
|
# self.Write(B" (kind = \"")
|
|
# self.Write(axisName[i])
|
|
# self.Write(B"\")\n")
|
|
# self.IndentWrite(B"{\n")
|
|
# self.IndentWrite(B"float {", 1)
|
|
# self.WriteFloat(pos)
|
|
# self.Write(B"}")
|
|
# self.IndentWrite(B"}\n", 0, True)
|
|
structFlag = True
|
|
|
|
elif ((math.fabs(translation[0]) > kExportEpsilon) or (math.fabs(translation[1]) > kExportEpsilon) or (math.fabs(translation[2]) > kExportEpsilon)):
|
|
# self.IndentWrite(B"Translation\n")
|
|
# self.IndentWrite(B"{\n")
|
|
# self.IndentWrite(B"float[3] {", 1)
|
|
# self.WriteVector3D(translation)
|
|
# self.Write(B"}")
|
|
# self.IndentWrite(B"}\n", 0, True)
|
|
structFlag = True
|
|
|
|
if (deltaRotationAnimated):
|
|
# When the delta rotation is animated, write three separate Euler angle rotations
|
|
# so they can be targeted by different tracks having different sets of keys.
|
|
for i in range(3):
|
|
axis = ord(mode[2 - i]) - 0x58
|
|
angle = node.delta_rotation_euler[axis]
|
|
if ((deltaRotAnimated[axis]) or (math.fabs(angle) > kExportEpsilon)):
|
|
# self.IndentWrite(B"Rotation %", 0, structFlag)
|
|
# self.Write(deltaSubrotationName[axis])
|
|
# self.Write(B" (kind = \"")
|
|
# self.Write(axisName[axis])
|
|
# self.Write(B"\")\n")
|
|
# self.IndentWrite(B"{\n")
|
|
# self.IndentWrite(B"float {", 1)
|
|
# self.WriteFloat(angle)
|
|
# self.Write(B"}")
|
|
# self.IndentWrite(B"}\n", 0, True)
|
|
structFlag = True
|
|
|
|
else:
|
|
# When the delta rotation is not animated, write it in the representation given by
|
|
# the node's current rotation mode. (There is no axis-angle delta rotation.)
|
|
if (mode == "QUATERNION"):
|
|
quaternion = node.delta_rotation_quaternion
|
|
if ((math.fabs(quaternion[0] - 1.0) > kExportEpsilon) or (math.fabs(quaternion[1]) > kExportEpsilon) or (math.fabs(quaternion[2]) > kExportEpsilon) or (math.fabs(quaternion[3]) > kExportEpsilon)):
|
|
# self.IndentWrite(B"Rotation (kind = \"quaternion\")\n", 0, structFlag)
|
|
# self.IndentWrite(B"{\n")
|
|
# self.IndentWrite(B"float[4] {", 1)
|
|
# self.WriteQuaternion(quaternion)
|
|
# self.Write(B"}")
|
|
# self.IndentWrite(B"}\n", 0, True)
|
|
structFlag = True
|
|
|
|
else:
|
|
for i in range(3):
|
|
axis = ord(mode[2 - i]) - 0x58
|
|
angle = node.delta_rotation_euler[axis]
|
|
if (math.fabs(angle) > kExportEpsilon):
|
|
# self.IndentWrite(B"Rotation (kind = \"", 0, structFlag)
|
|
# self.Write(axisName[axis])
|
|
# self.Write(B"\")\n")
|
|
# self.IndentWrite(B"{\n")
|
|
# self.IndentWrite(B"float {", 1)
|
|
# self.WriteFloat(angle)
|
|
# self.Write(B"}")
|
|
# self.IndentWrite(B"}\n", 0, True)
|
|
structFlag = True
|
|
|
|
if (rotationAnimated):
|
|
# When the rotation is animated, write three separate Euler angle rotations
|
|
# so they can be targeted by different tracks having different sets of keys.
|
|
for i in range(3):
|
|
axis = ord(mode[2 - i]) - 0x58
|
|
angle = node.rotation_euler[axis]
|
|
if ((rotAnimated[axis]) or (math.fabs(angle) > kExportEpsilon)):
|
|
# self.IndentWrite(B"Rotation %", 0, structFlag)
|
|
# self.Write(subrotationName[axis])
|
|
# self.Write(B" (kind = \"")
|
|
# self.Write(axisName[axis])
|
|
# self.Write(B"\")\n")
|
|
# self.IndentWrite(B"{\n")
|
|
# self.IndentWrite(B"float {", 1)
|
|
# self.WriteFloat(angle)
|
|
# self.Write(B"}")
|
|
# self.IndentWrite(B"}\n", 0, True)
|
|
structFlag = True
|
|
|
|
else:
|
|
# When the rotation is not animated, write it in the representation given by
|
|
# the node's current rotation mode.
|
|
if (mode == "QUATERNION"):
|
|
quaternion = node.rotation_quaternion
|
|
if ((math.fabs(quaternion[0] - 1.0) > kExportEpsilon) or (math.fabs(quaternion[1]) > kExportEpsilon) or (math.fabs(quaternion[2]) > kExportEpsilon) or (math.fabs(quaternion[3]) > kExportEpsilon)):
|
|
# self.IndentWrite(B"Rotation (kind = \"quaternion\")\n", 0, structFlag)
|
|
# self.IndentWrite(B"{\n")
|
|
# self.IndentWrite(B"float[4] {", 1)
|
|
# self.WriteQuaternion(quaternion)
|
|
# self.Write(B"}")
|
|
# self.IndentWrite(B"}\n", 0, True)
|
|
structFlag = True
|
|
|
|
elif (mode == "AXIS_ANGLE"):
|
|
if (math.fabs(node.rotation_axis_angle[0]) > kExportEpsilon):
|
|
# self.IndentWrite(B"Rotation (kind = \"axis\")\n", 0, structFlag)
|
|
# self.IndentWrite(B"{\n")
|
|
# self.IndentWrite(B"float[4] {", 1)
|
|
# self.WriteVector4D(node.rotation_axis_angle)
|
|
# self.Write(B"}")
|
|
# self.IndentWrite(B"}\n", 0, True)
|
|
structFlag = True
|
|
|
|
else:
|
|
for i in range(3):
|
|
axis = ord(mode[2 - i]) - 0x58
|
|
angle = node.rotation_euler[axis]
|
|
if (math.fabs(angle) > kExportEpsilon):
|
|
# self.IndentWrite(B"Rotation (kind = \"", 0, structFlag)
|
|
# self.Write(axisName[axis])
|
|
# self.Write(B"\")\n")
|
|
# self.IndentWrite(B"{\n")
|
|
# self.IndentWrite(B"float {", 1)
|
|
# self.WriteFloat(angle)
|
|
# self.Write(B"}")
|
|
# self.IndentWrite(B"}\n", 0, True)
|
|
structFlag = True
|
|
|
|
deltaScale = node.delta_scale
|
|
if (deltaScaleAnimated):
|
|
# When the delta scale is animated, write the x, y, and z components separately
|
|
# so they can be targeted by different tracks having different sets of keys.
|
|
for i in range(3):
|
|
scl = deltaScale[i]
|
|
if ((deltaSclAnimated[i]) or (math.fabs(scl) > kExportEpsilon)):
|
|
# self.IndentWrite(B"Scale %", 0, structFlag)
|
|
# self.Write(deltaSubscaleName[i])
|
|
# self.Write(B" (kind = \"")
|
|
# self.Write(axisName[i])
|
|
# self.Write(B"\")\n")
|
|
# self.IndentWrite(B"{\n")
|
|
# self.IndentWrite(B"float {", 1)
|
|
# self.WriteFloat(scl)
|
|
# self.Write(B"}")
|
|
# self.IndentWrite(B"}\n", 0, True)
|
|
structFlag = True
|
|
|
|
elif ((math.fabs(deltaScale[0] - 1.0) > kExportEpsilon) or (math.fabs(deltaScale[1] - 1.0) > kExportEpsilon) or (math.fabs(deltaScale[2] - 1.0) > kExportEpsilon)):
|
|
# self.IndentWrite(B"Scale\n", 0, structFlag)
|
|
# self.IndentWrite(B"{\n")
|
|
# self.IndentWrite(B"float[3] {", 1)
|
|
# self.WriteVector3D(deltaScale)
|
|
# self.Write(B"}")
|
|
# self.IndentWrite(B"}\n", 0, True)
|
|
structFlag = True
|
|
|
|
scale = node.scale
|
|
if (scaleAnimated):
|
|
# When the scale is animated, write the x, y, and z components separately
|
|
# so they can be targeted by different tracks having different sets of keys.
|
|
for i in range(3):
|
|
scl = scale[i]
|
|
if ((sclAnimated[i]) or (math.fabs(scl) > kExportEpsilon)):
|
|
# self.IndentWrite(B"Scale %", 0, structFlag)
|
|
# self.Write(subscaleName[i])
|
|
# self.Write(B" (kind = \"")
|
|
# self.Write(axisName[i])
|
|
# self.Write(B"\")\n")
|
|
# self.IndentWrite(B"{\n")
|
|
# self.IndentWrite(B"float {", 1)
|
|
# self.WriteFloat(scl)
|
|
# self.Write(B"}")
|
|
# self.IndentWrite(B"}\n", 0, True)
|
|
structFlag = True
|
|
|
|
elif ((math.fabs(scale[0] - 1.0) > kExportEpsilon) or (math.fabs(scale[1] - 1.0) > kExportEpsilon) or (math.fabs(scale[2] - 1.0) > kExportEpsilon)):
|
|
# self.IndentWrite(B"Scale\n", 0, structFlag)
|
|
# self.IndentWrite(B"{\n")
|
|
# self.IndentWrite(B"float[3] {", 1)
|
|
# self.WriteVector3D(scale)
|
|
# self.Write(B"}")
|
|
# self.IndentWrite(B"}\n", 0, True)
|
|
structFlag = True
|
|
|
|
# Export the animation tracks.
|
|
#o.animation = Object()
|
|
|
|
# self.IndentWrite(B"Animation (begin = ", 0, True)
|
|
# self.WriteFloat((action.frame_range[0] - self.beginFrame) * self.frameTime)
|
|
# self.Write(B", end = ")
|
|
# self.WriteFloat((action.frame_range[1] - self.beginFrame) * self.frameTime)
|
|
# self.Write(B")\n")
|
|
# self.IndentWrite(B"{\n")
|
|
# self.indentLevel += 1
|
|
# structFlag = False
|
|
|
|
# if (positionAnimated):
|
|
# for i in range(3):
|
|
# if (posAnimated[i]):
|
|
# self.ExportAnimationTrack(posAnimCurve[i], posAnimKind[i], subtranslationName[i], structFlag)
|
|
# structFlag = True
|
|
|
|
# if (rotationAnimated):
|
|
# for i in range(3):
|
|
# if (rotAnimated[i]):
|
|
# self.ExportAnimationTrack(rotAnimCurve[i], rotAnimKind[i], subrotationName[i], structFlag)
|
|
# structFlag = True
|
|
|
|
# if (scaleAnimated):
|
|
# for i in range(3):
|
|
# if (sclAnimated[i]):
|
|
# self.ExportAnimationTrack(sclAnimCurve[i], sclAnimKind[i], subscaleName[i], structFlag)
|
|
# structFlag = True
|
|
|
|
# if (deltaPositionAnimated):
|
|
# for i in range(3):
|
|
# if (deltaPosAnimated[i]):
|
|
# self.ExportAnimationTrack(deltaPosAnimCurve[i], deltaPosAnimKind[i], deltaSubtranslationName[i], structFlag)
|
|
# structFlag = True
|
|
|
|
# if (deltaRotationAnimated):
|
|
# for i in range(3):
|
|
# if (deltaRotAnimated[i]):
|
|
# self.ExportAnimationTrack(deltaRotAnimCurve[i], deltaRotAnimKind[i], deltaSubrotationName[i], structFlag)
|
|
# structFlag = True
|
|
|
|
# if (deltaScaleAnimated):
|
|
# for i in range(3):
|
|
# if (deltaSclAnimated[i]):
|
|
# self.ExportAnimationTrack(deltaSclAnimCurve[i], deltaSclAnimKind[i], deltaSubscaleName[i], structFlag)
|
|
# structFlag = True
|
|
|
|
def ProcessBone(self, bone):
|
|
if ((ArmoryExporter.exportAllFlag) or (bone.select)):
|
|
self.nodeArray[bone] = {"nodeType" : kNodeTypeBone, "structName" : bone.name}
|
|
|
|
for subnode in bone.children:
|
|
self.ProcessBone(subnode)
|
|
|
|
def ProcessNode(self, node):
|
|
if ((ArmoryExporter.exportAllFlag) or (node.select)):
|
|
type = ArmoryExporter.GetNodeType(node)
|
|
|
|
if ArmoryExporter.option_geometry_only and type != kNodeTypeGeometry:
|
|
return
|
|
|
|
self.nodeArray[node] = {"nodeType" : type, "structName" : node.name}
|
|
|
|
if (node.parent_type == "BONE"):
|
|
boneSubnodeArray = self.boneParentArray.get(node.parent_bone)
|
|
if (boneSubnodeArray):
|
|
boneSubnodeArray.append(node)
|
|
else:
|
|
self.boneParentArray[node.parent_bone] = [node]
|
|
|
|
if (node.type == "ARMATURE"):
|
|
skeleton = node.data
|
|
if (skeleton):
|
|
for bone in skeleton.bones:
|
|
if (not bone.parent):
|
|
self.ProcessBone(bone)
|
|
|
|
if node.type != 'MESH' or self.node_has_instanced_children(node) == False:
|
|
for subnode in node.children:
|
|
self.ProcessNode(subnode)
|
|
|
|
def ProcessSkinnedMeshes(self):
|
|
for nodeRef in self.nodeArray.items():
|
|
if (nodeRef[1]["nodeType"] == kNodeTypeGeometry):
|
|
armature = nodeRef[0].find_armature()
|
|
if (armature):
|
|
for bone in armature.data.bones:
|
|
boneRef = self.FindNode(bone.name)
|
|
if (boneRef):
|
|
# If a node is used as a bone, then we force its type to be a bone.
|
|
boneRef[1]["nodeType"] = kNodeTypeBone
|
|
|
|
def ExportBoneTransform(self, armature, bone, scene, o):
|
|
curveArray = self.CollectBoneAnimation(armature, bone.name)
|
|
animation = ((len(curveArray) != 0) or (ArmoryExporter.sampleAnimationFlag))
|
|
|
|
transform = bone.matrix_local.copy()
|
|
parentBone = bone.parent
|
|
if (parentBone):
|
|
transform = parentBone.matrix_local.inverted() * transform
|
|
|
|
poseBone = armature.pose.bones.get(bone.name)
|
|
if (poseBone):
|
|
transform = poseBone.matrix.copy()
|
|
parentPoseBone = poseBone.parent
|
|
if (parentPoseBone):
|
|
transform = parentPoseBone.matrix.inverted() * transform
|
|
|
|
|
|
o.transform = Object();
|
|
|
|
#if (animation):
|
|
# self.Write(B" %transform")
|
|
|
|
o.transform.values = self.WriteMatrix(transform)
|
|
|
|
if ((animation) and (poseBone)):
|
|
self.ExportBoneSampledAnimation(poseBone, scene, o)
|
|
|
|
def ExportMaterialRef(self, material, index, o):
|
|
if (not material in self.materialArray):
|
|
self.materialArray[material] = {"structName" : material.name}
|
|
|
|
o.material_refs.append(self.materialArray[material]["structName"])
|
|
|
|
def ExportParticleSystemRef(self, psys, index, o):
|
|
if (not psys.settings in self.particleSystemArray):
|
|
self.particleSystemArray[psys.settings] = {"structName" : psys.settings.name}
|
|
|
|
pref = Object()
|
|
pref.id = psys.name
|
|
pref.seed = psys.seed
|
|
pref.particle = self.particleSystemArray[psys.settings]["structName"]
|
|
o.particle_refs.append(pref)
|
|
|
|
def ExportNode(self, node, scene, poseBone = None, parento = None):
|
|
# This function exports a single node in the scene and includes its name,
|
|
# object reference, material references (for geometries), and transform.
|
|
# Subnodes are then exported recursively.
|
|
if (node.name[0] == "."):
|
|
return; # Do not export nodes prefixed with '.'
|
|
|
|
nodeRef = self.nodeArray.get(node)
|
|
if (nodeRef):
|
|
type = nodeRef["nodeType"]
|
|
|
|
o = Object()
|
|
o.type = structIdentifier[type]
|
|
o.id = nodeRef["structName"]
|
|
|
|
if (type == kNodeTypeGeometry): # TODO: hide lights too
|
|
if (node.hide_render):
|
|
o.visible = False
|
|
|
|
# Export the object reference and material references.
|
|
object = node.data
|
|
|
|
if (type == kNodeTypeGeometry):
|
|
if (not object in self.geometryArray):
|
|
self.geometryArray[object] = {"structName" : object.name, "nodeTable" : [node]}
|
|
else:
|
|
self.geometryArray[object]["nodeTable"].append(node)
|
|
|
|
oid = self.geometryArray[object]["structName"].replace(".", "_")
|
|
if ArmoryExporter.option_geometry_per_file:
|
|
o.object_ref = 'geom_' + oid + '/' + oid
|
|
else:
|
|
o.object_ref = oid
|
|
|
|
o.material_refs = []
|
|
for i in range(len(node.material_slots)):
|
|
if self.node_has_custom_material(node): # Overwrite material slot
|
|
o.material_refs.append(node.custom_material_name)
|
|
else: # Export assigned material
|
|
self.ExportMaterialRef(node.material_slots[i].material, i, o)
|
|
|
|
o.particle_refs = []
|
|
for i in range(len(node.particle_systems)):
|
|
self.ExportParticleSystemRef(node.particle_systems[i], i, o)
|
|
|
|
o.dimensions = [node.dimensions[0], node.dimensions[1], node.dimensions[2]]
|
|
|
|
#shapeKeys = ArmoryExporter.GetShapeKeys(object)
|
|
#if (shapeKeys):
|
|
# self.ExportMorphWeights(node, shapeKeys, scene, o)
|
|
# TODO
|
|
|
|
elif (type == kNodeTypeLight):
|
|
if (not object in self.lightArray):
|
|
self.lightArray[object] = {"structName" : object.name, "nodeTable" : [node]}
|
|
else:
|
|
self.lightArray[object]["nodeTable"].append(node)
|
|
o.object_ref = self.lightArray[object]["structName"]
|
|
|
|
elif (type == kNodeTypeCamera):
|
|
if (not object in self.cameraArray):
|
|
self.cameraArray[object] = {"structName" : object.name, "nodeTable" : [node]}
|
|
else:
|
|
self.cameraArray[object]["nodeTable"].append(node)
|
|
o.object_ref = self.cameraArray[object]["structName"]
|
|
|
|
elif (type == kNodeTypeSpeaker):
|
|
if (not object in self.speakerArray):
|
|
self.speakerArray[object] = {"structName" : object.name, "nodeTable" : [node]}
|
|
else:
|
|
self.speakerArray[object]["nodeTable"].append(node)
|
|
o.object_ref = self.speakerArray[object]["structName"]
|
|
|
|
if (poseBone):
|
|
# If the node is parented to a bone and is not relative, then undo the bone's transform.
|
|
o.transform = Object()
|
|
o.transform.values = self.WriteMatrix(poseBone.matrix.inverted())
|
|
|
|
# Export the transform. If the node is animated, then animation tracks are exported here.
|
|
self.ExportNodeTransform(node, scene, o)
|
|
|
|
if (node.type == "ARMATURE"):
|
|
skeleton = node.data
|
|
if (skeleton):
|
|
o.nodes = []
|
|
o.bones_ref = 'bones_' + o.id
|
|
|
|
# TODO: use option_geometry_per_file
|
|
fp = self.get_geoms_file_path(o.bones_ref)
|
|
|
|
if self.node_is_geometry_cached(node) == False or not os.path.exists(fp):
|
|
bones = []
|
|
for bone in skeleton.bones:
|
|
if (not bone.parent):
|
|
boneo = Object()
|
|
self.ExportBone(node, bone, scene, boneo)
|
|
#o.nodes.append(boneo)
|
|
bones.append(boneo)
|
|
|
|
# Save bones separately
|
|
bones_obj = Object()
|
|
bones_obj.nodes = bones
|
|
with open(fp, 'w') as f:
|
|
f.write(bones_obj.to_JSON())
|
|
node.geometry_cached = True
|
|
|
|
if (parento == None):
|
|
self.output.nodes.append(o)
|
|
else:
|
|
parento.nodes.append(o)
|
|
|
|
self.cb_export_node(node, o)
|
|
|
|
if not hasattr(o, 'nodes'):
|
|
o.nodes = []
|
|
|
|
if node.type != 'MESH' or self.node_has_instanced_children(node) == False:
|
|
for subnode in node.children:
|
|
if (subnode.parent_type != "BONE"):
|
|
self.ExportNode(subnode, scene, None, o)
|
|
|
|
def ExportSkin(self, node, armature, exportVertexArray, om):
|
|
# This function exports all skinning data, which includes the skeleton
|
|
# and per-vertex bone influence data.
|
|
om.skin = Object()
|
|
|
|
# Write the skin bind pose transform.
|
|
om.skin.transform = Object()
|
|
om.skin.transform.values = self.WriteMatrix(node.matrix_world)
|
|
|
|
# Export the skeleton, which includes an array of bone node references
|
|
# and and array of per-bone bind pose transforms.
|
|
om.skin.skeleton = Object()
|
|
|
|
# Write the bone node reference array.
|
|
om.skin.skeleton.bone_ref_array = []
|
|
|
|
boneArray = armature.data.bones
|
|
boneCount = len(boneArray)
|
|
|
|
#self.IndentWrite(B"ref\t\t\t// ")
|
|
#self.WriteInt(boneCount)
|
|
|
|
for i in range(boneCount):
|
|
boneRef = self.FindNode(boneArray[i].name)
|
|
if (boneRef):
|
|
om.skin.skeleton.bone_ref_array.append(boneRef[1]["structName"])
|
|
else:
|
|
om.skin.skeleton.bone_ref_array.append("null")
|
|
|
|
# Write the bind pose transform array.
|
|
om.skin.skeleton.transforms = []
|
|
|
|
#self.IndentWrite(B"float[16]\t// ")
|
|
#self.WriteInt(boneCount)
|
|
|
|
for i in range(boneCount):
|
|
om.skin.skeleton.transforms.append(self.WriteMatrix(armature.matrix_world * boneArray[i].matrix_local))
|
|
|
|
# Export the per-vertex bone influence data.
|
|
groupRemap = []
|
|
|
|
for group in node.vertex_groups:
|
|
groupName = group.name
|
|
for i in range(boneCount):
|
|
if (boneArray[i].name == groupName):
|
|
groupRemap.append(i)
|
|
break
|
|
else:
|
|
groupRemap.append(-1)
|
|
|
|
boneCountArray = []
|
|
boneIndexArray = []
|
|
boneWeightArray = []
|
|
|
|
meshVertexArray = node.data.vertices
|
|
for ev in exportVertexArray:
|
|
boneCount = 0
|
|
totalWeight = 0.0
|
|
for element in meshVertexArray[ev.vertexIndex].groups:
|
|
boneIndex = groupRemap[element.group]
|
|
boneWeight = element.weight
|
|
if ((boneIndex >= 0) and (boneWeight != 0.0)):
|
|
boneCount += 1
|
|
totalWeight += boneWeight
|
|
boneIndexArray.append(boneIndex)
|
|
boneWeightArray.append(boneWeight)
|
|
boneCountArray.append(boneCount)
|
|
|
|
if (totalWeight != 0.0):
|
|
normalizer = 1.0 / totalWeight
|
|
for i in range(-boneCount, 0):
|
|
boneWeightArray[i] *= normalizer
|
|
|
|
# Write the bone count array. There is one entry per vertex.
|
|
om.skin.bone_count_array = boneCountArray
|
|
|
|
#self.IndentWrite(B"unsigned_int16\t\t// ")
|
|
#self.WriteInt(len(boneCountArray))
|
|
#self.WriteIntArray(boneCountArray)
|
|
|
|
# Write the bone index array. The number of entries is the sum of the bone counts for all vertices.
|
|
om.skin.bone_index_array = boneIndexArray
|
|
|
|
# Write the bone weight array. The number of entries is the sum of the bone counts for all vertices.
|
|
om.skin.bone_weight_array = boneWeightArray
|
|
|
|
def ExportGeometry(self, objectRef, scene):
|
|
# This function exports a single geometry object.
|
|
node = objectRef[1]["nodeTable"][0]
|
|
oid = objectRef[1]["structName"].replace(".", "_")
|
|
|
|
# Check if geometry is using instanced rendering
|
|
is_instanced, instance_offsets = self.object_process_instancing(node, objectRef[1]["nodeTable"])
|
|
|
|
# No export necessary
|
|
if ArmoryExporter.option_geometry_per_file:
|
|
fp = self.get_geoms_file_path('geom_' + oid)
|
|
if self.node_is_geometry_cached(node) == True and os.path.exists(fp):
|
|
return
|
|
|
|
o = Object()
|
|
o.id = oid
|
|
#self.WriteNodeTable(objectRef) #// # TODO
|
|
|
|
mesh = objectRef[0]
|
|
structFlag = False;
|
|
|
|
# Save the morph state if necessary.
|
|
activeShapeKeyIndex = node.active_shape_key_index
|
|
showOnlyShapeKey = node.show_only_shape_key
|
|
currentMorphValue = []
|
|
|
|
shapeKeys = ArmoryExporter.GetShapeKeys(mesh)
|
|
if (shapeKeys):
|
|
node.active_shape_key_index = 0
|
|
node.show_only_shape_key = True
|
|
|
|
baseIndex = 0
|
|
relative = shapeKeys.use_relative
|
|
if (relative):
|
|
morphCount = 0
|
|
baseName = shapeKeys.reference_key.name
|
|
for block in shapeKeys.key_blocks:
|
|
if (block.name == baseName):
|
|
baseIndex = morphCount
|
|
break
|
|
morphCount += 1
|
|
|
|
morphCount = 0
|
|
for block in shapeKeys.key_blocks:
|
|
currentMorphValue.append(block.value)
|
|
block.value = 0.0
|
|
|
|
if (block.name != ""):
|
|
# self.IndentWrite(B"Morph (index = ", 0, structFlag)
|
|
# self.WriteInt(morphCount)
|
|
|
|
# if ((relative) and (morphCount != baseIndex)):
|
|
# self.Write(B", base = ")
|
|
# self.WriteInt(baseIndex)
|
|
|
|
# self.Write(B")\n")
|
|
# self.IndentWrite(B"{\n")
|
|
# self.IndentWrite(B"Name {string {\"", 1)
|
|
# self.Write(bytes(block.name, "UTF-8"))
|
|
# self.Write(B"\"}}\n")
|
|
# self.IndentWrite(B"}\n")
|
|
structFlag = True
|
|
|
|
morphCount += 1
|
|
|
|
shapeKeys.key_blocks[0].value = 1.0
|
|
mesh.update()
|
|
|
|
om = Object()
|
|
om.primitive = "triangles"
|
|
|
|
armature = node.find_armature()
|
|
applyModifiers = (not armature)
|
|
|
|
# Apply all modifiers to create a new mesh with tessfaces.
|
|
|
|
# We don't apply modifiers for a skinned mesh because we need the vertex positions
|
|
# before they are deformed by the armature modifier in order to export the proper
|
|
# bind pose. This does mean that modifiers preceding the armature modifier are ignored,
|
|
# but the Blender API does not provide a reasonable way to retrieve the mesh at an
|
|
# arbitrary stage in the modifier stack.
|
|
exportMesh = node.to_mesh(scene, applyModifiers, "RENDER", True, False)
|
|
|
|
# Triangulate mesh and remap vertices to eliminate duplicates.
|
|
materialTable = []
|
|
exportVertexArray = ArmoryExporter.DeindexMesh(exportMesh, materialTable)
|
|
triangleCount = len(materialTable)
|
|
|
|
indexTable = []
|
|
unifiedVertexArray = ArmoryExporter.UnifyVertices(exportVertexArray, indexTable)
|
|
vertexCount = len(unifiedVertexArray)
|
|
|
|
# Write the position array.
|
|
om.vertex_arrays = []
|
|
|
|
pa = Object()
|
|
pa.attrib = "position"
|
|
pa.size = 3
|
|
pa.values = self.WriteVertexArray3D(unifiedVertexArray, "position")
|
|
#self.WriteInt(vertexCount)
|
|
om.vertex_arrays.append(pa)
|
|
|
|
# Write the normal array.
|
|
na = Object()
|
|
na.attrib = "normal"
|
|
na.size = 3
|
|
na.values = self.WriteVertexArray3D(unifiedVertexArray, "normal")
|
|
om.vertex_arrays.append(na)
|
|
|
|
# Write the color array if it exists.
|
|
colorCount = len(exportMesh.tessface_vertex_colors)
|
|
if (colorCount > 0):
|
|
ca = Object()
|
|
ca.attrib = "color"
|
|
ca.size = 3
|
|
ca.values = self.WriteVertexArray3D(unifiedVertexArray, "color")
|
|
om.vertex_arrays.append(ca)
|
|
|
|
# Write the texcoord arrays.
|
|
texcoordCount = len(exportMesh.tessface_uv_textures)
|
|
if (texcoordCount > 0):
|
|
ta = Object()
|
|
ta.attrib = "texcoord"
|
|
ta.size = 2
|
|
ta.values = self.WriteVertexArray2D(unifiedVertexArray, "texcoord0")
|
|
om.vertex_arrays.append(ta)
|
|
|
|
if (texcoordCount > 1):
|
|
ta2 = Object()
|
|
ta2.attrib = "texcoord[1]"
|
|
ta2.size = 2
|
|
ta2.values = self.WriteVertexArray2D(unifiedVertexArray, "texcoord1")
|
|
om.vertex_arrays.append(ta2)
|
|
|
|
# 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)
|
|
|
|
# Write the index arrays.
|
|
om.index_arrays = []
|
|
|
|
maxMaterialIndex = 0
|
|
for i in range(len(materialTable)):
|
|
index = materialTable[i]
|
|
if (index > maxMaterialIndex):
|
|
maxMaterialIndex = index
|
|
|
|
if (maxMaterialIndex == 0):
|
|
# There is only one material, so write a single index array.
|
|
ia = Object()
|
|
ia.size = 3
|
|
ia.values = self.WriteTriangleArray(triangleCount, indexTable)
|
|
ia.material = self.WriteInt(0)
|
|
om.index_arrays.append(ia)
|
|
|
|
else:
|
|
# If there are multiple material indexes, then write a separate index array for each one.
|
|
materialTriangleCount = [0 for i in range(maxMaterialIndex + 1)]
|
|
for i in range(len(materialTable)):
|
|
materialTriangleCount[materialTable[i]] += 1
|
|
|
|
for m in range(maxMaterialIndex + 1):
|
|
if (materialTriangleCount[m] != 0):
|
|
materialIndexTable = []
|
|
for i in range(len(materialTable)):
|
|
if (materialTable[i] == m):
|
|
k = i * 3
|
|
materialIndexTable.append(indexTable[k])
|
|
materialIndexTable.append(indexTable[k + 1])
|
|
materialIndexTable.append(indexTable[k + 2])
|
|
|
|
ia = Object()
|
|
ia.size = 3
|
|
ia.values = self.WriteTriangleArray(materialTriangleCount[m], materialIndexTable)
|
|
ia.material = self.WriteInt(m)
|
|
om.index_arrays.append(ia)
|
|
|
|
# Export tangents
|
|
if (self.get_export_tangents(exportMesh) == True and len(exportMesh.uv_textures) > 0):
|
|
ia = om.index_arrays[0].values
|
|
posa = pa.values
|
|
uva = ta.values
|
|
triangle_count = int(len(ia) / 3)
|
|
vertex_count = int(len(posa) / 3)
|
|
tangents = [0] * vertex_count * 3
|
|
# bitangents = [0] * vertex_count * 3
|
|
for i in range(0, triangle_count):
|
|
i0 = ia[i * 3 + 0]
|
|
i1 = ia[i * 3 + 1]
|
|
i2 = ia[i * 3 + 2]
|
|
# TODO: Slow
|
|
v0 = Vector((posa[i0 * 3 + 0], posa[i0 * 3 + 1], posa[i0 * 3 + 2]))
|
|
v1 = Vector((posa[i1 * 3 + 0], posa[i1 * 3 + 1], posa[i1 * 3 + 2]))
|
|
v2 = Vector((posa[i2 * 3 + 0], posa[i2 * 3 + 1], posa[i2 * 3 + 2]))
|
|
uv0 = Vector((uva[i0 * 2 + 0], uva[i0 * 2 + 1]))
|
|
uv1 = Vector((uva[i1 * 2 + 0], uva[i1 * 2 + 1]))
|
|
uv2 = Vector((uva[i2 * 2 + 0], uva[i2 * 2 + 1]))
|
|
|
|
tangent = ArmoryExporter.calc_tangent(v0, v1, v2, uv0, uv1, uv2)
|
|
|
|
tangents[i0 * 3 + 0] += tangent.x
|
|
tangents[i0 * 3 + 1] += tangent.y
|
|
tangents[i0 * 3 + 2] += tangent.z
|
|
tangents[i1 * 3 + 0] += tangent.x
|
|
tangents[i1 * 3 + 1] += tangent.y
|
|
tangents[i1 * 3 + 2] += tangent.z
|
|
tangents[i2 * 3 + 0] += tangent.x
|
|
tangents[i2 * 3 + 1] += tangent.y
|
|
tangents[i2 * 3 + 2] += tangent.z
|
|
# bitangents[i0 * 3 + 0] += bitangent.x
|
|
# bitangents[i0 * 3 + 1] += bitangent.y
|
|
# bitangents[i0 * 3 + 2] += bitangent.z
|
|
# bitangents[i1 * 3 + 0] += bitangent.x
|
|
# bitangents[i1 * 3 + 1] += bitangent.y
|
|
# bitangents[i1 * 3 + 2] += bitangent.z
|
|
# bitangents[i2 * 3 + 0] += bitangent.x
|
|
# bitangents[i2 * 3 + 1] += bitangent.y
|
|
# bitangents[i2 * 3 + 2] += bitangent.z
|
|
|
|
# Orthogonalize
|
|
nora = na.values
|
|
for i in range(0, vertex_count):
|
|
# TODO: Slow
|
|
t = Vector((tangents[i * 3], tangents[i * 3 + 1], tangents[i * 3 + 2]))
|
|
# b = Vector((bitangents[i * 3], bitangents[i * 3 + 1], bitangents[i * 3 + 2]))
|
|
n = Vector((nora[i * 3], nora[i * 3 + 1], nora[i * 3 + 2]))
|
|
v = t - n * n.dot(t)
|
|
v.normalize()
|
|
# Calculate handedness
|
|
# cnv = n.cross(v)
|
|
# if cnv.dot(b) < 0.0:
|
|
# v = v * -1.0
|
|
tangents[i * 3] = v.x
|
|
tangents[i * 3 + 1] = v.y
|
|
tangents[i * 3 + 2] = v.z
|
|
|
|
tana = Object()
|
|
tana.attrib = "tangent"
|
|
tana.size = 3
|
|
tana.values = tangents
|
|
om.vertex_arrays.append(tana)
|
|
|
|
# If the mesh is skinned, export the skinning data here.
|
|
if (armature):
|
|
self.ExportSkin(node, armature, unifiedVertexArray, om)
|
|
|
|
# Restore the morph state.
|
|
if (shapeKeys):
|
|
node.active_shape_key_index = activeShapeKeyIndex
|
|
node.show_only_shape_key = showOnlyShapeKey
|
|
|
|
for m in range(len(currentMorphValue)):
|
|
shapeKeys.key_blocks[m].value = currentMorphValue[m]
|
|
|
|
mesh.update()
|
|
|
|
# Save offset data for instanced rendering
|
|
if is_instanced == True:
|
|
om.instance_offsets = instance_offsets
|
|
|
|
# Export usage
|
|
om.static_usage = self.get_geometry_static_usage(node.data)
|
|
|
|
# Delete the new mesh that we made earlier.
|
|
bpy.data.meshes.remove(exportMesh)
|
|
|
|
o.mesh = om
|
|
|
|
# One geometry data per file
|
|
if ArmoryExporter.option_geometry_per_file:
|
|
geom_obj = Object()
|
|
geom_obj.geometry_resources = [o]
|
|
with open(fp, 'w') as f:
|
|
f.write(geom_obj.to_JSON())
|
|
self.node_set_geometry_cached(node, True)
|
|
else:
|
|
self.output.geometry_resources.append(o)
|
|
|
|
def ExportLight(self, objectRef):
|
|
# This function exports a single light object.
|
|
o = Object()
|
|
o.id = objectRef[1]["structName"]
|
|
|
|
object = objectRef[0]
|
|
type = object.type
|
|
|
|
pointFlag = False
|
|
spotFlag = False
|
|
|
|
if (type == "SUN"):
|
|
o.type = "sun"
|
|
elif (type == "POINT"):
|
|
o.type = "point"
|
|
#pointFlag = True
|
|
else:
|
|
o.type = "spot"
|
|
#pointFlag = True
|
|
#spotFlag = True
|
|
|
|
#if (not object.use_shadow):
|
|
# self.Write(B", shadow = false")
|
|
|
|
#self.WriteNodeTable(objectRef)
|
|
|
|
# Export the light's color, and include a separate intensity if necessary.
|
|
|
|
# lc = Object()
|
|
# lc.attrib = "light"
|
|
# lc.size = 3
|
|
# lc.values = self.WriteColor(object.color)
|
|
# o.color = lc
|
|
o.color = self.WriteColor(object.color)
|
|
|
|
# intensity = object.energy
|
|
# if (intensity != 1.0):
|
|
# self.IndentWrite(B"Param (attrib = \"intensity\") {float {")
|
|
# self.WriteFloat(intensity)
|
|
# self.Write(B"}}\n")
|
|
|
|
# if (pointFlag):
|
|
|
|
# # Export a separate attenuation function for each type that's in use.
|
|
|
|
# falloff = object.falloff_type
|
|
|
|
# if (falloff == "INVERSE_LINEAR"):
|
|
# self.IndentWrite(B"Atten (curve = \"inverse\")\n", 0, True)
|
|
# self.IndentWrite(B"{\n")
|
|
|
|
# self.IndentWrite(B"Param (attrib = \"scale\") {float {", 1)
|
|
# self.WriteFloat(object.distance)
|
|
# self.Write(B"}}\n")
|
|
|
|
# self.IndentWrite(B"}\n")
|
|
|
|
# elif (falloff == "INVERSE_SQUARE"):
|
|
# self.IndentWrite(B"Atten (curve = \"inverse_square\")\n", 0, True)
|
|
# self.IndentWrite(B"{\n")
|
|
|
|
# self.IndentWrite(B"Param (attrib = \"scale\") {float {", 1)
|
|
# self.WriteFloat(math.sqrt(object.distance))
|
|
# self.Write(B"}}\n")
|
|
|
|
# self.IndentWrite(B"}\n")
|
|
|
|
# elif (falloff == "LINEAR_QUADRATIC_WEIGHTED"):
|
|
# if (object.linear_attenuation != 0.0):
|
|
# self.IndentWrite(B"Atten (curve = \"inverse\")\n", 0, True)
|
|
# self.IndentWrite(B"{\n")
|
|
|
|
# self.IndentWrite(B"Param (attrib = \"scale\") {float {", 1)
|
|
# self.WriteFloat(object.distance)
|
|
# self.Write(B"}}\n")
|
|
|
|
# self.IndentWrite(B"Param (attrib = \"constant\") {float {", 1)
|
|
# self.WriteFloat(1.0)
|
|
# self.Write(B"}}\n")
|
|
|
|
# self.IndentWrite(B"Param (attrib = \"linear\") {float {", 1)
|
|
# self.WriteFloat(object.linear_attenuation)
|
|
# self.Write(B"}}\n")
|
|
|
|
# self.IndentWrite(B"}\n\n")
|
|
|
|
# if (object.quadratic_attenuation != 0.0):
|
|
# self.IndentWrite(B"Atten (curve = \"inverse_square\")\n")
|
|
# self.IndentWrite(B"{\n")
|
|
|
|
# self.IndentWrite(B"Param (attrib = \"scale\") {float {", 1)
|
|
# self.WriteFloat(object.distance)
|
|
# self.Write(B"}}\n")
|
|
|
|
# self.IndentWrite(B"Param (attrib = \"constant\") {float {", 1)
|
|
# self.WriteFloat(1.0)
|
|
# self.Write(B"}}\n")
|
|
|
|
# self.IndentWrite(B"Param (attrib = \"quadratic\") {float {", 1)
|
|
# self.WriteFloat(object.quadratic_attenuation)
|
|
# self.Write(B"}}\n")
|
|
|
|
# self.IndentWrite(B"}\n")
|
|
|
|
# if (object.use_sphere):
|
|
# self.IndentWrite(B"Atten (curve = \"linear\")\n", 0, True)
|
|
# self.IndentWrite(B"{\n")
|
|
|
|
# self.IndentWrite(B"Param (attrib = \"end\") {float {", 1)
|
|
# self.WriteFloat(object.distance)
|
|
# self.Write(B"}}\n")
|
|
|
|
# self.IndentWrite(B"}\n")
|
|
|
|
# if (spotFlag):
|
|
|
|
# # Export additional angular attenuation for spot lights.
|
|
|
|
# self.IndentWrite(B"Atten (kind = \"angle\", curve = \"linear\")\n", 0, True)
|
|
# self.IndentWrite(B"{\n")
|
|
|
|
# endAngle = object.spot_size * 0.5
|
|
# beginAngle = endAngle * (1.0 - object.spot_blend)
|
|
|
|
# self.IndentWrite(B"Param (attrib = \"begin\") {float {", 1)
|
|
# self.WriteFloat(beginAngle)
|
|
# self.Write(B"}}\n")
|
|
|
|
# self.IndentWrite(B"Param (attrib = \"end\") {float {", 1)
|
|
# self.WriteFloat(endAngle)
|
|
# self.Write(B"}}\n")
|
|
|
|
# self.IndentWrite(B"}\n")
|
|
|
|
self.output.light_resources.append(o)
|
|
|
|
def ExportCamera(self, objectRef):
|
|
# This function exports a single camera object.
|
|
o = Object()
|
|
o.id = objectRef[1]["structName"]
|
|
|
|
#self.WriteNodeTable(objectRef)
|
|
|
|
object = objectRef[0]
|
|
|
|
#o.fov = object.angle_x
|
|
o.near_plane = object.clip_start
|
|
o.far_plane = object.clip_end
|
|
|
|
self.cb_export_camera(object, o)
|
|
|
|
if object.type == 'PERSP':
|
|
o.type = 'perspective'
|
|
else:
|
|
o.type = 'orthographic'
|
|
|
|
self.output.camera_resources.append(o)
|
|
|
|
def ExportSpeaker(self, objectRef):
|
|
# This function exports a single speaker object
|
|
o = Object()
|
|
o.id = objectRef[1]["structName"]
|
|
object = objectRef[0]
|
|
if object.sound:
|
|
o.sound = object.sound.name.split('.')[0]
|
|
else:
|
|
o.sound = ''
|
|
self.output.speaker_resources.append(o)
|
|
|
|
def findNodeByLink(self, node_group, to_node, inp):
|
|
for link in node_group.links:
|
|
if link.to_node == to_node and link.to_socket == inp:
|
|
return link.from_node
|
|
|
|
def ExportMaterials(self):
|
|
# This function exports all of the materials used in the scene.
|
|
for materialRef in self.materialArray.items():
|
|
o = Object()
|
|
material = materialRef[0]
|
|
|
|
# If the material is unlinked, material becomes None.
|
|
if material == None:
|
|
continue
|
|
|
|
o.id = materialRef[1]["structName"]
|
|
|
|
#intensity = material.diffuse_intensity
|
|
#diffuse = [material.diffuse_color[0] * intensity, material.diffuse_color[1] * intensity, material.diffuse_color[2] * intensity]
|
|
|
|
self.cb_export_material(material, o)
|
|
|
|
#intensity = material.specular_intensity
|
|
#specular = [material.specular_color[0] * intensity, material.specular_color[1] * intensity, material.specular_color[2] * intensity]
|
|
|
|
# if ((specular[0] > 0.0) or (specular[1] > 0.0) or (specular[2] > 0.0)):
|
|
# self.IndentWrite(B"Color (attrib = \"specular\") {float[3] {")
|
|
# self.WriteColor(specular)
|
|
# self.Write(B"}}\n")
|
|
|
|
# self.IndentWrite(B"Param (attrib = \"specular_power\") {float {")
|
|
# self.WriteFloat(material.specular_hardness)
|
|
# self.Write(B"}}\n")
|
|
|
|
# emission = material.emit
|
|
# if (emission > 0.0):
|
|
# self.IndentWrite(B"Color (attrib = \"emission\") {float[3] {")
|
|
# self.WriteColor([emission, emission, emission])
|
|
# self.Write(B"}}\n")
|
|
|
|
# diffuseTexture = None
|
|
# specularTexture = None
|
|
# emissionTexture = None
|
|
# transparencyTexture = None
|
|
# normalTexture = None
|
|
|
|
# for textureSlot in material.texture_slots:
|
|
# if ((textureSlot) and (textureSlot.use) and (textureSlot.texture.type == "IMAGE")):
|
|
# if (((textureSlot.use_map_color_diffuse) or (textureSlot.use_map_diffuse)) and (not diffuseTexture)):
|
|
# diffuseTexture = textureSlot
|
|
# elif (((textureSlot.use_map_color_spec) or (textureSlot.use_map_specular)) and (not specularTexture)):
|
|
# specularTexture = textureSlot
|
|
# elif ((textureSlot.use_map_emit) and (not emissionTexture)):
|
|
# emissionTexture = textureSlot
|
|
# elif ((textureSlot.use_map_translucency) and (not transparencyTexture)):
|
|
# transparencyTexture = textureSlot
|
|
# elif ((textureSlot.use_map_normal) and (not normalTexture)):
|
|
# normalTexture = textureSlot
|
|
|
|
# if (diffuseTexture):
|
|
# self.ExportTexture(diffuseTexture, B"diffuse")
|
|
# if (specularTexture):
|
|
# self.ExportTexture(specularTexture, B"specular")
|
|
# if (emissionTexture):
|
|
# self.ExportTexture(emissionTexture, B"emission")
|
|
# if (transparencyTexture):
|
|
# self.ExportTexture(transparencyTexture, B"transparency")
|
|
# if (normalTexture):
|
|
# self.ExportTexture(normalTexture, B"normal")
|
|
|
|
self.output.material_resources.append(o)
|
|
|
|
def ExportParticleSystems(self):
|
|
for particleRef in self.particleSystemArray.items():
|
|
o = Object()
|
|
psettings = particleRef[0]
|
|
|
|
if psettings == None:
|
|
continue
|
|
|
|
o.id = particleRef[1]["structName"]
|
|
o.count = psettings.count
|
|
o.lifetime = psettings.lifetime
|
|
o.normal_factor = psettings.normal_factor;
|
|
o.object_align_factor = [psettings.object_align_factor[0], psettings.object_align_factor[1], psettings.object_align_factor[2]]
|
|
o.factor_random = psettings.factor_random
|
|
|
|
self.output.particle_resources.append(o)
|
|
|
|
def ExportObjects(self, scene):
|
|
if not ArmoryExporter.option_geometry_only:
|
|
self.output.light_resources = []
|
|
self.output.camera_resources = []
|
|
self.output.speaker_resources = []
|
|
for objectRef in self.lightArray.items():
|
|
self.ExportLight(objectRef)
|
|
for objectRef in self.cameraArray.items():
|
|
self.ExportCamera(objectRef)
|
|
for objectRef in self.speakerArray.items():
|
|
self.ExportSpeaker(objectRef)
|
|
for objectRef in self.geometryArray.items():
|
|
self.output.geometry_resources = [];
|
|
self.ExportGeometry(objectRef, scene)
|
|
|
|
def execute(self, context):
|
|
self.output = Object()
|
|
|
|
scene = context.scene
|
|
originalFrame = scene.frame_current
|
|
originalSubframe = scene.frame_subframe
|
|
self.restoreFrame = False
|
|
|
|
self.beginFrame = scene.frame_start
|
|
self.endFrame = scene.frame_end
|
|
self.frameTime = 1.0 / (scene.render.fps_base * scene.render.fps)
|
|
|
|
self.nodeArray = {}
|
|
self.geometryArray = {}
|
|
self.lightArray = {}
|
|
self.cameraArray = {}
|
|
self.speakerArray = {}
|
|
self.materialArray = {}
|
|
self.particleSystemArray = {}
|
|
self.boneParentArray = {}
|
|
|
|
# Store used shaders and assets in this scene
|
|
ArmoryExporter.shader_references = []
|
|
ArmoryExporter.asset_references = []
|
|
ArmoryExporter.exportAllFlag = not self.option_export_selection
|
|
ArmoryExporter.sampleAnimationFlag = self.option_sample_animation
|
|
ArmoryExporter.option_geometry_only = self.option_geometry_only
|
|
ArmoryExporter.option_geometry_per_file = self.option_geometry_per_file
|
|
ArmoryExporter.option_minimize = self.option_minimize
|
|
|
|
self.cb_preprocess()
|
|
|
|
for object in scene.objects:
|
|
if (not object.parent):
|
|
self.ProcessNode(object)
|
|
|
|
self.ProcessSkinnedMeshes()
|
|
|
|
self.output.nodes = []
|
|
for object in scene.objects:
|
|
if (not object.parent):
|
|
self.ExportNode(object, scene)
|
|
|
|
if not ArmoryExporter.option_geometry_only:
|
|
self.output.material_resources = []
|
|
self.ExportMaterials()
|
|
|
|
self.output.particle_resources = []
|
|
self.ExportParticleSystems()
|
|
|
|
self.ExportObjects(scene)
|
|
|
|
if (self.restoreFrame):
|
|
scene.frame_set(originalFrame, originalSubframe)
|
|
|
|
# Write JSON
|
|
with open(self.filepath, 'w') as f:
|
|
f.write(self.output.to_JSON())
|
|
|
|
return {'FINISHED'}
|
|
|
|
# Callbacks
|
|
def node_has_instanced_children(self, node):
|
|
#return False
|
|
return node.instanced_children
|
|
|
|
def node_is_geometry_cached(self, node):
|
|
#return False
|
|
return node.geometry_cached
|
|
|
|
def node_set_geometry_cached(self, node, b):
|
|
#return
|
|
node.geometry_cached = b
|
|
|
|
def node_has_custom_material(self, node):
|
|
#return False
|
|
return node.custom_material
|
|
|
|
def get_geometry_static_usage(self, data):
|
|
#return True
|
|
return data.static_usage
|
|
|
|
def get_export_tangents(self, mesh):
|
|
#return False
|
|
for m in mesh.materials:
|
|
if m.export_tangents == True:
|
|
return True
|
|
return False
|
|
|
|
def object_process_instancing(self, node, refs):
|
|
#return False, None
|
|
is_instanced = False
|
|
instance_offsets = None
|
|
for n in refs:
|
|
if n.instanced_children == True:
|
|
is_instanced = True
|
|
# TODO: cache instanced geometry
|
|
node.geometry_cached = False
|
|
# Save offset data
|
|
instance_offsets = [0, 0, 0] # Include parent
|
|
for sn in n.children:
|
|
instance_offsets.append(sn.location.x)
|
|
instance_offsets.append(sn.location.y)
|
|
instance_offsets.append(sn.location.z)
|
|
break
|
|
return is_instanced, instance_offsets
|
|
|
|
def cb_preprocess(self):
|
|
#return
|
|
ArmoryExporter.option_geometry_only = False
|
|
ArmoryExporter.option_geometry_per_file = True
|
|
ArmoryExporter.option_minimize = bpy.data.worlds[0].CGMinimize
|
|
|
|
# Only one pipeline for scene for now
|
|
# Used for material shader export and khafile
|
|
if (len(bpy.data.cameras) > 0):
|
|
ArmoryExporter.pipeline_id = bpy.data.cameras[0].pipeline_id
|
|
# Gather passes, not very elegant
|
|
ArmoryExporter.pipeline_passes = []
|
|
for node_group in bpy.data.node_groups:
|
|
if node_group.name == bpy.data.cameras[0].pipeline_path:
|
|
for node in node_group.nodes:
|
|
if node.bl_idname == 'DrawGeometryNodeType':
|
|
ArmoryExporter.pipeline_passes.append(node.inputs[1].default_value) # Context
|
|
break
|
|
|
|
def cb_export_node(self, node, o):
|
|
#return
|
|
# Export traits
|
|
o.traits = []
|
|
for t in node.my_traitlist:
|
|
if t.enabled_prop == False:
|
|
continue
|
|
x = Object()
|
|
if t.type_prop == 'Nodes' and t.nodes_name_prop != '':
|
|
x.type = 'Script'
|
|
x.class_name = t.nodes_name_prop.replace('.', '_')
|
|
elif t.type_prop == 'Scene Instance':
|
|
x.type = 'Script'
|
|
x.class_name = 'SceneInstance'
|
|
x.parameters = [t.scene_prop.replace('.', '_')]
|
|
elif t.type_prop == 'Animation':
|
|
x.type = 'Script'
|
|
x.class_name = 'Animation'
|
|
names = []
|
|
starts = []
|
|
ends = []
|
|
for at in node.my_animationtraitlist:
|
|
if at.enabled_prop:
|
|
names.append(at.name)
|
|
starts.append(at.start_prop)
|
|
ends.append(at.end_prop)
|
|
x.parameters = [t.start_track_name_prop, names, starts, ends]
|
|
else: # Script
|
|
x.type = t.type_prop
|
|
x.class_name = t.class_name_prop
|
|
if len(node.my_paramstraitlist) > 0:
|
|
x.parameters = []
|
|
for pt in node.my_paramstraitlist: # Append parameters
|
|
x.parameters.append(ast.literal_eval(pt.name))
|
|
|
|
o.traits.append(x)
|
|
|
|
# Rigid body trait
|
|
if node.rigid_body != None:
|
|
rb = node.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':
|
|
if rb.enabled:
|
|
shape = '3' # Mesh
|
|
else:
|
|
shape = '8' # Static Mesh
|
|
elif rb.collision_shape == 'CONE':
|
|
shape = '4'
|
|
elif rb.collision_shape == 'CYLINDER':
|
|
shape = '5'
|
|
elif rb.collision_shape == 'CAPSULE':
|
|
shape = '6'
|
|
body_mass = 0
|
|
if rb.enabled:
|
|
body_mass = rb.mass
|
|
x = Object()
|
|
x.type = 'Script'
|
|
x.class_name = 'RigidBody'
|
|
x.parameters = [body_mass, shape, rb.friction]
|
|
o.traits.append(x)
|
|
|
|
def cb_export_camera(self, object, o):
|
|
#return
|
|
o.frustum_culling = object.frustum_culling
|
|
if object.sort_front_to_back:
|
|
o.draw_calls_sort = 'front_to_back'
|
|
else:
|
|
o.draw_calls_sort = 'none'
|
|
o.pipeline = object.pipeline_path + '/' + object.pipeline_path # Same file name and id
|
|
|
|
if 'Background' in bpy.data.worlds[0].node_tree.nodes: # TODO: parse node tree
|
|
col = bpy.data.worlds[0].node_tree.nodes['Background'].inputs[0].default_value
|
|
o.clear_color = [col[0], col[1], col[2], col[3]]
|
|
else:
|
|
o.clear_color = [0.0, 0.0, 0.0, 1.0]
|
|
|
|
def cb_export_material(self, material, o):
|
|
#return
|
|
defs = []
|
|
o.cast_shadow = True
|
|
o.contexts = []
|
|
|
|
c = Object()
|
|
c.id = ArmoryExporter.pipeline_id
|
|
c.bind_constants = []
|
|
|
|
const = Object()
|
|
const.id = 'lighting'
|
|
const.bool = material.lighting_bool
|
|
c.bind_constants.append(const)
|
|
|
|
const = Object()
|
|
const.id = 'receiveShadow'
|
|
const.bool = material.receive_shadow
|
|
c.bind_constants.append(const)
|
|
|
|
const = Object()
|
|
const.id = 'mask'
|
|
const.float = material.stencil_mask
|
|
c.bind_constants.append(const)
|
|
|
|
c.bind_textures = []
|
|
|
|
# if bpy.data.cameras[0].pipeline_bind_world_to_materials:
|
|
# envmap_name = bpy.data.cameras[0].world_envtex_name
|
|
# num_mips = bpy.data.cameras[0].world_envtex_num_mips
|
|
|
|
# tex = Object()
|
|
# tex.id = 'senvmapIrradiance'
|
|
# tex.name = envmap_name + '_irradiance'
|
|
# c.bind_textures.append(tex)
|
|
|
|
# tex = Object()
|
|
# tex.id = 'senvmapRadiance'
|
|
# tex.name = envmap_name + '_radiance'
|
|
# tex.mipmap_filter = 'linear'
|
|
|
|
# tex.mipmaps = []
|
|
# for i in range(0, num_mips):
|
|
# tex.mipmaps.append(envmap_name + '_radiance_' + str(i))
|
|
# c.bind_textures.append(tex)
|
|
|
|
# tex = Object()
|
|
# tex.id = 'senvmapBrdf'
|
|
# tex.name = 'envmap_brdf'
|
|
# c.bind_textures.append(tex)
|
|
|
|
# Parse nodes
|
|
out_node = None
|
|
tree = material.node_tree
|
|
for n in tree.nodes:
|
|
if n.type == 'OUTPUT_MATERIAL':
|
|
out_node = n
|
|
break
|
|
|
|
# Output node is linked
|
|
if out_node != None and out_node.inputs[0].is_linked:
|
|
# Traverse material tree
|
|
surface_node = self.findNodeByLink(tree, out_node, out_node.inputs[0])
|
|
self.parse_material_surface(material, c, defs, tree, surface_node)
|
|
|
|
o.contexts.append(c)
|
|
|
|
# Material users
|
|
mat_users = []
|
|
for ob in bpy.data.objects:
|
|
if type(ob.data) == bpy.types.Mesh:
|
|
for m in ob.data.materials:
|
|
if m.name == material.name:
|
|
mat_users.append(ob)
|
|
break;
|
|
|
|
for ob in mat_users:
|
|
# Instancing used by material user
|
|
if ob.instanced_children or len(ob.particle_systems) > 0:
|
|
defs.append('_Instancing')
|
|
# GPU Skinning
|
|
if ob.find_armature():
|
|
defs.append('_Skinning')
|
|
# Billboarding
|
|
if len(ob.constraints) > 0 and ob.constraints[0].target != None and \
|
|
ob.constraints[0].target.type == 'CAMERA' and ob.constraints[0].mute == False:
|
|
defs.append('_Billboard')
|
|
|
|
# Whether objects should export tangent data
|
|
normal_mapping = '_NMTex' in defs
|
|
if material.export_tangents != normal_mapping:
|
|
material.export_tangents = normal_mapping
|
|
# Delete geometry caches
|
|
for ob in mat_users:
|
|
ob.geometry_cached = False
|
|
break
|
|
|
|
if material.custom_shader == False:
|
|
# Merge duplicates and sort
|
|
defs = sorted(list(set(defs)))
|
|
# Select correct shader variant
|
|
ext = ''
|
|
for d in defs:
|
|
ext += d
|
|
# Shader res
|
|
shader_res_name = ArmoryExporter.pipeline_id + ext
|
|
shader_res_path = 'compiled/ShaderResources/' + ArmoryExporter.pipeline_id + '/' + shader_res_name + '.json'
|
|
# Stencil mask
|
|
# if material.stencil_mask > 0:
|
|
# mask_ext = "_mask" + str(material.stencil_mask)
|
|
# shader_res_name_with_mask = shader_res_name + mask_ext
|
|
# shader_res_path_with_mask = 'compiled/ShaderResources/' + ArmoryExporter.pipeline_id + '/' + shader_res_name_with_mask + '.json'
|
|
# # Copy resource if it does not exist and set stencil mask
|
|
# if not os.path.isfile(shader_res_path_with_mask):
|
|
# json_file = open(shader_res_path).read()
|
|
# json_data = json.loads(json_file)
|
|
# res = json_data['shader_resources'][0]
|
|
# res['id'] += mask_ext
|
|
# for c in res['contexts']:
|
|
# c['stencil_pass'] = 'replace'
|
|
# c['stencil_reference_value'] = material.stencil_mask
|
|
# with open(shader_res_path_with_mask, 'w') as f:
|
|
# json.dump(json_data, f)
|
|
# ArmoryExporter.asset_references.append(shader_res_path_with_mask)
|
|
# o.shader = shader_res_name_with_mask + '/' + shader_res_name_with_mask
|
|
# # No stencil mask
|
|
# else:
|
|
ArmoryExporter.asset_references.append(shader_res_path)
|
|
o.shader = shader_res_name + '/' + shader_res_name
|
|
# Process all passes from pipeline
|
|
for pipe_pass in ArmoryExporter.pipeline_passes:
|
|
shader_name = pipe_pass + ext
|
|
ArmoryExporter.shader_references.append('compiled/Shaders/' + ArmoryExporter.pipeline_id + '/' + shader_name)
|
|
else:
|
|
# TODO: gather defs from vertex data when custom shader is used
|
|
o.shader = material.custom_shader_name
|
|
|
|
def make_texture(self, id, image_node):
|
|
tex = Object()
|
|
tex.id = id
|
|
if image_node.image is not None:
|
|
tex.name = image_node.image.name.rsplit('.', 1)[0] # Remove extension
|
|
tex.name = tex.name.replace('.', '_')
|
|
if image_node.interpolation == 'Cubic': # Mipmap linear
|
|
tex.mipmap_filter = 'linear'
|
|
tex.generate_mipmaps = True
|
|
elif image_node.interpolation == 'Smart': # Mipmap anisotropic
|
|
tex.min_filter = 'anisotropic'
|
|
tex.mipmap_filter = 'linear'
|
|
tex.generate_mipmaps = True
|
|
#image_node.extension = 'Repeat'
|
|
else:
|
|
tex.name = ''
|
|
return tex
|
|
|
|
def parse_material_surface(self, material, c, defs, tree, node):
|
|
if node.type == 'GROUP' and node.node_tree.name == 'PBR':
|
|
# Albedo Map
|
|
albedo_input = node.inputs[0]
|
|
if albedo_input.is_linked:
|
|
albedo_node = self.findNodeByLink(tree, node, albedo_input)
|
|
if albedo_node.type == 'TEX_IMAGE':
|
|
defs.append('_AMTex')
|
|
tex = self.make_texture('salbedo', albedo_node)
|
|
c.bind_textures.append(tex)
|
|
elif albedo_node.type == 'ATTRIBUTE': # Assume vcols for now
|
|
defs.append('_VCols')
|
|
else: # Take node color
|
|
const = Object()
|
|
const.id = "albedo_color"
|
|
col = albedo_input.default_value
|
|
const.vec4 = [col[0], col[1], col[2], col[3]]
|
|
c.bind_constants.append(const)
|
|
# Metalness Map
|
|
metalness_input = node.inputs[3]
|
|
if metalness_input.is_linked:
|
|
defs.append('_MMTex')
|
|
metalness_node = self.findNodeByLink(tree, node, metalness_input)
|
|
tex = self.make_texture('smm', metalness_node)
|
|
c.bind_textures.append(tex)
|
|
else:
|
|
col = metalness_input.default_value
|
|
const = Object()
|
|
const.id = "metalness"
|
|
const.float = col
|
|
c.bind_constants.append(const)
|
|
# Roughness Map
|
|
roughness_input = node.inputs[2]
|
|
if roughness_input.is_linked:
|
|
defs.append('_RMTex')
|
|
roughness_node = self.findNodeByLink(tree, node, roughness_input)
|
|
tex = self.make_texture('srm', roughness_node)
|
|
c.bind_textures.append(tex)
|
|
else:
|
|
col = roughness_input.default_value
|
|
const = Object()
|
|
const.id = "roughness"
|
|
const.float = col
|
|
c.bind_constants.append(const)
|
|
|
|
# Normal Map
|
|
normal_input = node.inputs[4]
|
|
if normal_input.is_linked:
|
|
defs.append('_NMTex')
|
|
normal_node = self.findNodeByLink(tree, node, normal_input)
|
|
tex = self.make_texture('snormal', normal_node)
|
|
c.bind_textures.append(tex)
|
|
# Occlusion Map
|
|
occlusion_input = node.inputs[1]
|
|
if occlusion_input.is_linked:
|
|
defs.append('_OMTex')
|
|
occlusion_node = self.findNodeByLink(tree, node, occlusion_input)
|
|
tex = self.make_texture('som', occlusion_node)
|
|
c.bind_textures.append(tex)
|
|
|
|
elif node.type == 'BSDF_TRANSPARENT':
|
|
defs.append('_AlphaTest')
|
|
|
|
elif node.type == 'MIX_SHADER':
|
|
if node.inputs[1].is_linked:
|
|
surface1_node = self.findNodeByLink(tree, node, node.inputs[1])
|
|
self.parse_material_surface(material, c, defs, tree, surface1_node)
|
|
if node.inputs[2].is_linked:
|
|
surface2_node = self.findNodeByLink(tree, node, node.inputs[2])
|
|
self.parse_material_surface(material, c, defs, tree, surface2_node)
|
|
|
|
def menu_func(self, context):
|
|
self.layout.operator(ArmoryExporter.bl_idname, text = "Armory (.json)")
|
|
|
|
def register():
|
|
bpy.utils.register_class(ArmoryExporter)
|
|
bpy.types.INFO_MT_file_export.append(menu_func)
|
|
|
|
def unregister():
|
|
bpy.types.INFO_MT_file_export.remove(menu_func)
|
|
bpy.utils.unregister_class(ArmoryExporter)
|
|
|
|
if __name__ == "__main__":
|
|
register()
|