Updated and improved Blender script
* min/max -> lod level change in model format * split objects based on LOD * lod_level, state & var_tex2 saved as properties in Blender objects * UI dialogsdev-ui
parent
a937a7b6ec
commit
3f41f97fc4
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@ -26,6 +26,11 @@ import os
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import copy
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import math
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##
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# Data types & helper functions
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##
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FUZZY_TOLERANCE = 1e-5
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class ColobotError(Exception):
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@ -66,6 +71,8 @@ class ColobotMaterial:
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self.specular = array.array('f', [0.0, 0.0, 0.0, 0.0])
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self.tex1 = ''
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self.tex2 = ''
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self.var_tex2 = False
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self.state = 0
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def __hash__(self):
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return 1
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@ -75,19 +82,28 @@ class ColobotMaterial:
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fuzzy_equal_v(self.ambient, other.ambient) and
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fuzzy_equal_v(self.specular, other.specular) and
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self.tex1 == other.tex1 and
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self.tex2 == other.tex2)
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self.tex2 == other.tex2 and
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self.var_tex2 == other.var_tex2 and
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self.state == other.state)
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class ColobotTexPair:
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"""Pair of 2 textures"""
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def __init__(self):
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self.tex1 = ''
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self.tex2 = ''
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def __hash__(self):
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return 1
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def __eq__(self, other):
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return self.tex1 == other.tex1 and self.tex2 == other.tex2
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class ColobotTriangle:
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"""Triangle as saved in Colobot model file"""
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def __init__(self):
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self.p = [ColobotVertex(), ColobotVertex(), ColobotVertex()]
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self.mat = ColobotMaterial()
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self.tex1 = ''
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self.tex2 = ''
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self.var_tex2 = False
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self.state = 0
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self.min = 0.0
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self.max = 0.0
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self.lod_level = 0
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class ColobotModel:
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"""Colobot model (content of model file)"""
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@ -95,8 +111,49 @@ class ColobotModel:
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self.version = 1
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self.triangles = []
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def append(self, model):
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self.triangles.extend(model.triangles)
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def get_lod_level_list(self):
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lod_level_set = set()
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for t in self.triangles:
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lod_level_set.add(t.lod_level)
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return list(lod_level_set)
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def get_tex_pair_list(self):
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tex_pair_set = set()
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for t in self.triangles:
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tex_pair = ColobotTexPair()
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tex_pair.tex1 = t.mat.tex1
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tex_pair.tex2 = t.mat.tex2
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tex_pair_set.add(tex_pair)
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return list(tex_pair_set)
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def get_triangle_list(self, lod_level):
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triangles = []
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for t in self.triangles:
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if (t.lod_level == lod_level):
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triangles.append(t)
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return triangles
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def get_vertex_list(self, lod_level):
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vertex_set = set()
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for t in self.triangles:
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if (t.lod_level == lod_level):
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for i in range(0, 3):
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vertex_set.add(t.p[i])
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return list(vertex_set)
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def get_material_list(self, lod_level):
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material_set = set()
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for t in self.triangles:
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if (t.lod_level == lod_level):
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material_set.add(t.mat)
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return list(material_set)
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def v3to4(vec):
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return array.array('f', [vec[0], vec[1], vec[2], 0.0])
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@ -104,7 +161,14 @@ def v3to4(vec):
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def v4to3(vec):
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return array.array('f', [vec[0], vec[1], vec[2]])
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##
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# Model file input/output
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##
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def write_colobot_model(filename, model):
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float_format = "{:g}".format
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file = open(filename, 'w')
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file.write('# Colobot text model\n')
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@ -120,24 +184,23 @@ def write_colobot_model(filename, model):
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for i in range(0, 3):
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p = t.p[i]
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file.write('p' + str(i+1))
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file.write(' c ' + ' '.join(map(str, p.coord )))
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file.write(' n ' + ' '.join(map(str, p.normal)))
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file.write(' t1 ' + ' '.join(map(str, p.t1)))
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file.write(' t2 ' + ' '.join(map(str, p.t2)))
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file.write(' c ' + ' '.join(map(float_format, p.coord )))
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file.write(' n ' + ' '.join(map(float_format, p.normal)))
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file.write(' t1 ' + ' '.join(map(float_format, p.t1)))
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file.write(' t2 ' + ' '.join(map(float_format, p.t2)))
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file.write('\n')
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file.write('mat')
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file.write(' dif ' + ' '.join(map(str, t.mat.diffuse)))
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file.write(' amb ' + ' '.join(map(str, t.mat.ambient)))
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file.write(' spc ' + ' '.join(map(str, t.mat.specular)))
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file.write(' dif ' + ' '.join(map(float_format, t.mat.diffuse)))
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file.write(' amb ' + ' '.join(map(float_format, t.mat.ambient)))
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file.write(' spc ' + ' '.join(map(float_format, t.mat.specular)))
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file.write('\n')
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file.write('tex1 ' + t.tex1 + '\n')
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file.write('tex2 ' + t.tex2 + '\n')
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file.write('var_tex2 ' + ( 'Y' if t.var_tex2 else 'N' + '\n' ) )
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file.write('min ' + str(t.min) + '\n')
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file.write('max ' + str(t.max) + '\n')
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file.write('state ' + str(t.state) + '\n')
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file.write('tex1 ' + t.mat.tex1 + '\n')
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file.write('tex2 ' + t.mat.tex2 + '\n')
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file.write('var_tex2 ' + ( 'Y' if t.mat.var_tex2 else 'N' + '\n' ) )
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file.write('lod_level ' + str(t.lod_level) + '\n')
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file.write('state ' + str(t.mat.state) + '\n')
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file.write('\n')
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file.close()
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@ -216,14 +279,14 @@ def read_colobot_model(filename):
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tokens, index = token_next_line(lines, index)
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if (tokens[0] != 'version'):
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raise ColobotError('Invalid header')
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raise ColobotError("Invalid header", "version")
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model.version = int(tokens[1])
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if (model.version != 1):
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raise ColobotError('Unknown model file version')
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raise ColobotError("Unknown model file version")
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tokens, index = token_next_line(lines, index)
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if (tokens[0] != 'total_triangles'):
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raise ColobotError('Invalid header')
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raise ColobotError("Invalid header", "total_triangles")
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numTriangles = int(tokens[1])
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for i in range(0, numTriangles):
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@ -231,90 +294,88 @@ def read_colobot_model(filename):
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tokens, index = token_next_line(lines, index)
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if (tokens[0] != 'p1'):
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raise ColobotError('Invalid triangle')
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raise ColobotError("Invalid triangle", "p1")
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t.p[0] = read_colobot_vertex(tokens)
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tokens, index = token_next_line(lines, index)
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if (tokens[0] != 'p2'):
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raise ColobotError('Invalid triangle')
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raise ColobotError("Invalid triangle", "p2")
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t.p[1] = read_colobot_vertex(tokens)
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tokens, index = token_next_line(lines, index)
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if (tokens[0] != 'p3'):
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raise ColobotError('Invalid triangle')
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raise ColobotError("Invalid triangle", "p3")
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t.p[2] = read_colobot_vertex(tokens)
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tokens, index = token_next_line(lines, index)
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if (tokens[0] != 'mat'):
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raise ColobotError('Invalid triangle')
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raise ColobotError("Invalid triangle", "mat")
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t.mat = read_colobot_material(tokens)
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tokens, index = token_next_line(lines, index)
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if (tokens[0] != 'tex1'):
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raise ColobotError('Invalid triangle')
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raise ColobotError("Invalid triangle", "tex1")
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if (len(tokens) > 1):
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t.tex1 = tokens[1]
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t.mat.tex1 = tokens[1]
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tokens, index = token_next_line(lines, index)
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if (tokens[0] != 'tex2'):
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raise ColobotError('Invalid triangle')
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raise ColobotError("Invalid triangle", "tex2")
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if (len(tokens) > 1):
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t.tex2 = tokens[1]
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t.mat.tex2 = tokens[1]
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tokens, index = token_next_line(lines, index)
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if (tokens[0] != 'var_tex2'):
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raise ColobotError('Invalid triangle')
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t.var_tex2 = tokens[1] == 'Y'
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raise ColobotError("Invalid triangle", "var_tex2")
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t.mat.var_tex2 = tokens[1] == 'Y'
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tokens, index = token_next_line(lines, index)
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if (tokens[0] != 'min'):
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raise ColobotError('Invalid triangle')
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t.min = float(tokens[1])
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tokens, index = token_next_line(lines, index)
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if (tokens[0] != 'max'):
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raise ColobotError('Invalid triangle')
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t.max = float(tokens[1])
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if (tokens[0] != 'lod_level'):
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raise ColobotError("Invalid triangle", "lod_level")
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t.lod_level = int(tokens[1])
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tokens, index = token_next_line(lines, index)
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if (tokens[0] != 'state'):
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raise ColobotError('Invalid triangle')
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t.state = int(tokens[1])
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raise ColobotError("Invalid triangle", "state")
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t.mat.state = int(tokens[1])
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model.triangles.append(t)
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return model
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def mesh_to_colobot_model(mesh, scene, defaults):
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model = ColobotModel()
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if (mesh.type != 'MESH'):
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##
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# Mesh conversion functions
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##
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def append_obj_to_colobot_model(obj, model, scene, defaults):
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if (obj.type != 'MESH'):
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raise ColobotError('Only mesh meshs can be exported')
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for poly in mesh.data.polygons:
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for poly in obj.data.polygons:
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if (poly.loop_total > 3):
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raise ColobotError('Cannot export polygons with > 3 vertices!')
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for i, poly in enumerate(mesh.data.polygons):
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for i, poly in enumerate(obj.data.polygons):
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t = ColobotTriangle()
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j = 0
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for loop_index in poly.loop_indices:
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v = mesh.data.vertices[mesh.data.loops[loop_index].vertex_index]
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v = obj.data.vertices[obj.data.loops[loop_index].vertex_index]
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t.p[j].coord = copy.copy(v.co)
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t.p[j].normal = copy.copy(v.normal)
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if (len(mesh.data.uv_layers) >= 1):
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t.p[j].t1 = copy.copy(mesh.data.uv_layers[0].data[loop_index].uv)
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if (len(obj.data.uv_layers) >= 1):
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t.p[j].t1 = copy.copy(obj.data.uv_layers[0].data[loop_index].uv)
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t.p[j].t1[1] = 1.0 - t.p[j].t1[1]
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if (len(mesh.data.uv_layers) >= 2):
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t.p[j].t2 = copy.copy(mesh.data.uv_layers[1].data[loop_index].uv)
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if (len(obj.data.uv_layers) >= 2):
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t.p[j].t2 = copy.copy(obj.data.uv_layers[1].data[loop_index].uv)
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t.p[j].t2[1] = 1.0 - t.p[j].t2[1]
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j = j + 1
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mat = mesh.data.materials[poly.material_index]
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mat = obj.data.materials[poly.material_index]
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t.mat.diffuse = v3to4(mat.diffuse_color)
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t.mat.diffuse[3] = mat.alpha
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t.mat.ambient = v3to4(scene.world.ambient_color * mat.ambient)
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@ -327,95 +388,15 @@ def mesh_to_colobot_model(mesh, scene, defaults):
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if (mat.texture_slots[1] != None):
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t.tex2 = bpy.path.basename(mat.texture_slots[1].texture.image.filepath)
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t.var_tex2 = mesh.get('var_tex2', defaults['var_tex2'])
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t.state = mesh.get('state', defaults['state'])
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t.min = mesh.get('min', defaults['min'])
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t.max = mesh.get('max', defaults['max'])
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t.var_tex2 = mat.get('var_tex2', defaults['var_tex2'])
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t.state = mat.get('state', defaults['state'])
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t.lod_level = int(obj.data.get('lod_level', defaults['lod_level']))
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model.triangles.append(t)
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return model
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def colobot_model_to_mesh(model, mesh_name, texture_dir):
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mesh = bpy.data.meshes.new(name=mesh_name)
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vertex_set = set()
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for t in model.triangles:
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for i in range(0, 3):
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vertex_set.add(t.p[i])
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vertex_list = list(vertex_set)
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mat_set = set()
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for t in model.triangles:
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mat = t.mat
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mat.tex1 = t.tex1
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mat.tex2 = t.tex2
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mat_set.add(mat)
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mat_list = list(mat_set)
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uv1map = False
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uv2map = False
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zero_t = array.array('f', [0.0, 0.0])
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for v in vertex_list:
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if ((not uv1map) and (v.t1 != zero_t)):
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uv1map = True
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if ((not uv2map) and (v.t2 != zero_t)):
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uv2map = True
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mesh.vertices.add(len(vertex_list))
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for i, v in enumerate(mesh.vertices):
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v.co = copy.copy(vertex_list[i].coord)
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v.normal = copy.copy(vertex_list[i].normal)
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for i, m in enumerate(mat_list):
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material = bpy.data.materials.new(name=mesh_name + '_mat_' + str(i+1))
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material.diffuse_color = v4to3(m.diffuse)
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material.ambient = (m.ambient[0] + m.ambient[1] + m.ambient[2]) / 3.0
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material.alpha = (m.diffuse[3] + m.ambient[3]) / 2.0
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material.specular_color = v4to3(m.specular)
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material.specular_alpha = m.specular[3]
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mesh.materials.append(material)
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mesh.tessfaces.add(len(model.triangles))
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for i, f in enumerate(mesh.tessfaces):
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t = model.triangles[i]
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mat = t.mat
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mat.tex1 = t.tex1
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mat.tex2 = t.tex2
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f.material_index = mat_list.index(mat)
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for i in range(0, 3):
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f.vertices[i] = vertex_list.index(t.p[i])
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if uv1map:
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uvlay1 = mesh.tessface_uv_textures.new(name='UV_1')
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for i, f in enumerate(uvlay1.data):
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f.uv1[0] = model.triangles[i].p[0].t1[0]
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f.uv1[1] = 1.0 - model.triangles[i].p[0].t1[1]
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f.uv2[0] = model.triangles[i].p[1].t1[0]
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f.uv2[1] = 1.0 - model.triangles[i].p[1].t1[1]
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f.uv3[0] = model.triangles[i].p[2].t1[0]
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f.uv3[1] = 1.0 - model.triangles[i].p[2].t1[1]
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if uv2map:
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uvlay2 = mesh.tessface_uv_textures.new(name='UV_2')
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for i, f in enumerate(uvlay2.data):
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f.uv1[0] = model.triangles[i].p[0].t2[0]
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f.uv1[1] = 1.0 - model.triangles[i].p[0].t2[1]
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f.uv2[0] = model.triangles[i].p[1].t2[0]
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f.uv2[1] = 1.0 - model.triangles[i].p[1].t2[1]
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f.uv3[0] = model.triangles[i].p[2].t2[0]
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f.uv3[1] = 1.0 - model.triangles[i].p[2].t2[1]
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def colobot_model_to_meshes(model, base_mesh_name, texture_dir):
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def load_tex(name):
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import os
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import sys
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@ -424,7 +405,6 @@ def colobot_model_to_mesh(model, mesh_name, texture_dir):
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if (name == ''):
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return None, None
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encoding = sys.getfilesystemencoding()
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image = load_image(name, texture_dir, recursive=True, place_holder=True)
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texture = None
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if image:
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@ -433,52 +413,198 @@ def colobot_model_to_mesh(model, mesh_name, texture_dir):
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texture.image = image
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return image, texture
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for i, m in enumerate(mat_list):
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class Texture:
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def __init__(self):
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self.image1 = None
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self.image2 = None
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self.tex1 = None
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self.tex2 = None
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image1, tex1 = load_tex(m.tex1)
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if image1:
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mtex = mesh.materials[i].texture_slots.add()
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mtex.texture = tex1
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mtex.texture_coords = 'UV'
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mtex.uv_layer = 'UV_1'
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||||
mtex.use_map_color_diffuse = True
|
||||
tex_dict = dict()
|
||||
tex_pair_list = model.get_tex_pair_list()
|
||||
for tex_pair in tex_pair_list:
|
||||
tex_object = Texture()
|
||||
tex_object.image1, tex_object.tex1 = load_tex(tex_pair.tex1)
|
||||
tex_object.image2, tex_object.tex2 = load_tex(tex_pair.tex2)
|
||||
tex_dict[tex_pair] = tex_object
|
||||
|
||||
for j, face in enumerate(mesh.uv_textures[0].data):
|
||||
if (model.triangles[j].tex1 == m.tex1):
|
||||
face.image = image1
|
||||
meshes = []
|
||||
|
||||
image2, tex2 = load_tex(m.tex2)
|
||||
if image2:
|
||||
mtex = mesh.materials[i].texture_slots.add()
|
||||
mtex.texture = tex2
|
||||
mtex.texture_coords = 'UV'
|
||||
mtex.uv_layer = 'UV_2'
|
||||
mtex.use_map_color_diffuse = True
|
||||
index = 0
|
||||
lod_levels = model.get_lod_level_list()
|
||||
for lod_level in lod_levels:
|
||||
index = index + 1
|
||||
mesh = bpy.data.meshes.new(name=base_mesh_name + str(index))
|
||||
|
||||
for face in mesh.uv_textures[1].data:
|
||||
if (model.triangles[j].tex2 == m.tex2):
|
||||
face.image = image2
|
||||
triangle_list = model.get_triangle_list(lod_level)
|
||||
vertex_list = model.get_vertex_list(lod_level)
|
||||
material_list = model.get_material_list(lod_level)
|
||||
|
||||
mesh.validate()
|
||||
mesh.update()
|
||||
uv1map = False
|
||||
uv2map = False
|
||||
|
||||
zero_t = array.array('f', [0.0, 0.0])
|
||||
|
||||
for v in vertex_list:
|
||||
if ((not uv1map) and (v.t1 != zero_t)):
|
||||
uv1map = True
|
||||
if ((not uv2map) and (v.t2 != zero_t)):
|
||||
uv2map = True
|
||||
|
||||
mesh.vertices.add(len(vertex_list))
|
||||
|
||||
for i, v in enumerate(mesh.vertices):
|
||||
v.co = copy.copy(vertex_list[i].coord)
|
||||
v.normal = copy.copy(vertex_list[i].normal)
|
||||
|
||||
for i, m in enumerate(material_list):
|
||||
material = bpy.data.materials.new(name=base_mesh_name + str(index) + '_mat_' + str(i+1))
|
||||
material.diffuse_color = v4to3(m.diffuse)
|
||||
material.ambient = (m.ambient[0] + m.ambient[1] + m.ambient[2]) / 3.0
|
||||
material.alpha = (m.diffuse[3] + m.ambient[3]) / 2.0
|
||||
material.specular_color = v4to3(m.specular)
|
||||
material.specular_alpha = m.specular[3]
|
||||
|
||||
material.var_tex2 = m.var_tex2
|
||||
material.state = m.state
|
||||
|
||||
mesh.materials.append(material)
|
||||
|
||||
mesh.tessfaces.add(len(triangle_list))
|
||||
|
||||
for i, f in enumerate(mesh.tessfaces):
|
||||
t = triangle_list[i]
|
||||
f.material_index = material_list.index(t.mat)
|
||||
for i in range(0, 3):
|
||||
f.vertices[i] = vertex_list.index(t.p[i])
|
||||
|
||||
if uv1map:
|
||||
uvlay1 = mesh.tessface_uv_textures.new(name='UV_1')
|
||||
for i, f in enumerate(uvlay1.data):
|
||||
f.uv1[0] = triangle_list[i].p[0].t1[0]
|
||||
f.uv1[1] = 1.0 - triangle_list[i].p[0].t1[1]
|
||||
f.uv2[0] = triangle_list[i].p[1].t1[0]
|
||||
f.uv2[1] = 1.0 - triangle_list[i].p[1].t1[1]
|
||||
f.uv3[0] = triangle_list[i].p[2].t1[0]
|
||||
f.uv3[1] = 1.0 - triangle_list[i].p[2].t1[1]
|
||||
|
||||
if uv2map:
|
||||
uvlay2 = mesh.tessface_uv_textures.new(name='UV_2')
|
||||
for i, f in enumerate(uvlay2.data):
|
||||
f.uv1[0] = triangle_list[i].p[0].t2[0]
|
||||
f.uv1[1] = 1.0 - triangle_list[i].p[0].t2[1]
|
||||
f.uv2[0] = triangle_list[i].p[1].t2[0]
|
||||
f.uv2[1] = 1.0 - triangle_list[i].p[1].t2[1]
|
||||
f.uv3[0] = triangle_list[i].p[2].t2[0]
|
||||
f.uv3[1] = 1.0 - triangle_list[i].p[2].t2[1]
|
||||
|
||||
for i, m in enumerate(material_list):
|
||||
tex_pair = ColobotTexPair()
|
||||
tex_pair.tex1 = m.tex1
|
||||
tex_pair.tex2 = m.tex2
|
||||
tex_object = tex_dict[tex_pair]
|
||||
|
||||
if tex_object and tex_object.image1:
|
||||
mtex = mesh.materials[i].texture_slots.add()
|
||||
mtex.texture = tex_object.tex1
|
||||
mtex.texture_coords = 'UV'
|
||||
mtex.uv_layer = 'UV_1'
|
||||
mtex.use_map_color_diffuse = True
|
||||
|
||||
for j, face in enumerate(mesh.uv_textures[0].data):
|
||||
if (triangle_list[j].tex1 == m.tex1):
|
||||
face.image = tex_object.image1
|
||||
|
||||
if tex_object and tex_object.image2:
|
||||
mtex = mesh.materials[i].texture_slots.add()
|
||||
mtex.texture = tex_object.tex2
|
||||
mtex.texture_coords = 'UV'
|
||||
mtex.uv_layer = 'UV_2'
|
||||
mtex.use_map_color_diffuse = True
|
||||
|
||||
for j, face in enumerate(mesh.uv_textures[1].data):
|
||||
if (triangle_list[j].tex2 == m.tex2):
|
||||
face.image = tex_object.image2
|
||||
|
||||
mesh.lod_level = str(lod_level)
|
||||
|
||||
mesh.validate()
|
||||
mesh.update()
|
||||
|
||||
meshes.append(mesh)
|
||||
|
||||
return meshes
|
||||
|
||||
|
||||
##
|
||||
# Export UI dialog & operator
|
||||
##
|
||||
|
||||
EXPORT_FILEPATH = ''
|
||||
|
||||
class ExportColobotDialog(bpy.types.Operator):
|
||||
bl_idname = 'object.export_colobot_dialog'
|
||||
bl_label = "Dialog for Colobot export"
|
||||
|
||||
mode = bpy.props.EnumProperty(
|
||||
name="Mode",
|
||||
items = [('overwrite', "Overwrite", "Overwrite existing model triangles"),
|
||||
('append', "Append", "Append triangles to existing model")],
|
||||
default='overwrite')
|
||||
|
||||
default_lod_level = bpy.props.EnumProperty(
|
||||
name="Default LOD level",
|
||||
items = [('0', "Constant", "Constant (always visible)"),
|
||||
('1', "Low", "Low (visible at furthest distance)"),
|
||||
('2', "Medium", "Medium (visible at medium distance)"),
|
||||
('3', "High", "High (visible at closest distance)")],
|
||||
default='0')
|
||||
|
||||
default_var_tex2 = bpy.props.BoolProperty(name="Default variable 2nd texture", default=False)
|
||||
|
||||
default_state = bpy.props.IntProperty(name="Default state", default=0)
|
||||
|
||||
def execute(self, context):
|
||||
global EXPORT_FILEPATH
|
||||
try:
|
||||
defaults = { 'lod_level': self.default_lod_level,
|
||||
'var_tex2': self.default_var_tex2,
|
||||
'state': self.default_state }
|
||||
|
||||
model = ColobotModel()
|
||||
if (self.mode == 'append'):
|
||||
model = read_colobot_model(EXPORT_FILEPATH)
|
||||
|
||||
for obj in context.selected_objects:
|
||||
rot = obj.rotation_euler
|
||||
rot[0] = rot[0] + math.radians(270)
|
||||
obj.rotation_euler = rot
|
||||
|
||||
append_obj_to_colobot_model(obj, model, context.scene, defaults)
|
||||
|
||||
rot = obj.rotation_euler
|
||||
rot[0] = rot[0] + math.radians(90)
|
||||
obj.rotation_euler = rot
|
||||
|
||||
write_colobot_model(EXPORT_FILEPATH, model)
|
||||
|
||||
except ColobotError as e:
|
||||
self.report({'ERROR'}, e.args.join(": "))
|
||||
return {'FINISHED'}
|
||||
|
||||
self.report({'INFO'}, 'Export OK')
|
||||
return {'FINISHED'}
|
||||
|
||||
def invoke(self, context, event):
|
||||
context.window_manager.invoke_props_dialog(self, width=500)
|
||||
return {'RUNNING_MODAL'}
|
||||
|
||||
return mesh
|
||||
|
||||
class ExportColobot(bpy.types.Operator):
|
||||
"""Exporter to Colobot text format"""
|
||||
bl_idname = "export.colobot"
|
||||
bl_label = "Export to Colobot"
|
||||
|
||||
# TODO: set the following in a UI dialog or panel
|
||||
|
||||
# Variable tex2
|
||||
DEFAULT_VAR_TEX2 = False
|
||||
# Min & max LOD
|
||||
DEFAULT_MIN = 0.0
|
||||
DEFAULT_MAX = 0.0
|
||||
# Render state
|
||||
DEFAULT_STATE = 0
|
||||
|
||||
filepath = bpy.props.StringProperty(subtype="FILE_PATH")
|
||||
|
||||
@classmethod
|
||||
|
@ -486,26 +612,9 @@ class ExportColobot(bpy.types.Operator):
|
|||
return context.object is not None
|
||||
|
||||
def execute(self, context):
|
||||
defaults = {
|
||||
'var_tex2': self.DEFAULT_VAR_TEX2,
|
||||
'min': self.DEFAULT_MIN,
|
||||
'max': self.DEFAULT_MAX,
|
||||
'state': self.DEFAULT_STATE }
|
||||
try:
|
||||
obj = context.object
|
||||
temp_ROT = obj.rotation_euler
|
||||
temp_ROT[0] = temp_ROT[0] + math.radians(270)
|
||||
obj.rotation_euler = temp_ROT
|
||||
model = mesh_to_colobot_model(context.object, context.scene, defaults)
|
||||
write_colobot_model(self.filepath, model)
|
||||
temp_ROT = obj.rotation_euler
|
||||
temp_ROT[0] = temp_ROT[0] + math.radians(90)
|
||||
obj.rotation_euler = temp_ROT
|
||||
except ColobotError as e:
|
||||
self.report({'ERROR'}, e.args[0])
|
||||
return {'FINISHED'}
|
||||
|
||||
self.report({'INFO'}, 'Export OK')
|
||||
global EXPORT_FILEPATH
|
||||
EXPORT_FILEPATH = self.filepath
|
||||
bpy.ops.object.export_colobot_dialog('INVOKE_DEFAULT')
|
||||
return {'FINISHED'}
|
||||
|
||||
def invoke(self, context, event):
|
||||
|
@ -513,11 +622,58 @@ class ExportColobot(bpy.types.Operator):
|
|||
return {'RUNNING_MODAL'}
|
||||
|
||||
|
||||
# For menu item
|
||||
def export_menu_func(self, context):
|
||||
self.layout.operator_context = 'INVOKE_DEFAULT'
|
||||
self.layout.operator(ExportColobot.bl_idname, text="Colobot (Text Format)")
|
||||
##
|
||||
# Import UI dialog & operator
|
||||
#
|
||||
|
||||
IMPORT_FILEPATH = ''
|
||||
|
||||
class ImportColobotDialog(bpy.types.Operator):
|
||||
bl_idname = 'object.import_colobot_dialog'
|
||||
bl_label = "Dialog for Colobot import"
|
||||
|
||||
lod_separate_layers = bpy.props.BoolProperty(name="LOD levels to separate layers", default=True)
|
||||
texture_dir = bpy.props.StringProperty(name="Texture directory", subtype="DIR_PATH")
|
||||
|
||||
def execute(self, context):
|
||||
global IMPORT_FILEPATH
|
||||
try:
|
||||
texture_dir = self.texture_dir
|
||||
if (texture_dir == ""):
|
||||
texture_dir = os.path.dirname(IMPORT_FILEPATH)
|
||||
|
||||
model = read_colobot_model(IMPORT_FILEPATH)
|
||||
meshes = colobot_model_to_meshes(model, 'ColobotMesh_', texture_dir)
|
||||
index = 0
|
||||
for mesh in meshes:
|
||||
index = index + 1
|
||||
obj = bpy.data.objects.new('ColobotMesh_' + str(index), mesh)
|
||||
|
||||
rot = obj.rotation_euler
|
||||
rot[0] = rot[0] + math.radians(90)
|
||||
obj.rotation_euler = rot
|
||||
|
||||
bpy.context.scene.objects.link(obj)
|
||||
bpy.context.scene.objects.active = obj
|
||||
obj.select = True
|
||||
|
||||
# TODO: doesn't seem to work...
|
||||
if (self.lod_separate_layers):
|
||||
layers = obj.layers
|
||||
for i in range(0, len(layers)):
|
||||
layers[i] = int(mesh.lod_level) == i
|
||||
obj.layers = layers
|
||||
|
||||
except ColobotError as e:
|
||||
self.report({'ERROR'}, e.args.join(": "))
|
||||
return {'FINISHED'}
|
||||
|
||||
self.report({'INFO'}, 'Import OK')
|
||||
return {'FINISHED'}
|
||||
|
||||
def invoke(self, context, event):
|
||||
context.window_manager.invoke_props_dialog(self, width=500)
|
||||
return {'RUNNING_MODAL'}
|
||||
|
||||
|
||||
class ImportColobot(bpy.types.Operator):
|
||||
|
@ -532,21 +688,9 @@ class ImportColobot(bpy.types.Operator):
|
|||
return True
|
||||
|
||||
def execute(self, context):
|
||||
try:
|
||||
model = read_colobot_model(self.filepath)
|
||||
mesh = colobot_model_to_mesh(model, 'ColobotMesh', os.path.dirname(self.filepath))
|
||||
obj = bpy.data.objects.new('ColobotMesh', mesh)
|
||||
temp_ROT = obj.rotation_euler
|
||||
temp_ROT[0] = temp_ROT[0] + math.radians(90)
|
||||
obj.rotation_euler = temp_ROT
|
||||
bpy.context.scene.objects.link(obj)
|
||||
bpy.context.scene.objects.active = obj
|
||||
obj.select = True
|
||||
except ColobotError as e:
|
||||
self.report({'ERROR'}, e.args[0])
|
||||
return {'FINISHED'}
|
||||
|
||||
self.report({'INFO'}, 'Import OK')
|
||||
global IMPORT_FILEPATH
|
||||
IMPORT_FILEPATH = self.filepath
|
||||
bpy.ops.object.import_colobot_dialog('INVOKE_DEFAULT')
|
||||
return {'FINISHED'}
|
||||
|
||||
def invoke(self, context, event):
|
||||
|
@ -554,14 +698,34 @@ class ImportColobot(bpy.types.Operator):
|
|||
return {'RUNNING_MODAL'}
|
||||
|
||||
|
||||
# For menu item
|
||||
##
|
||||
# Registration
|
||||
##
|
||||
|
||||
# Callback functions for menu items
|
||||
def export_menu_func(self, context):
|
||||
self.layout.operator_context = 'INVOKE_DEFAULT'
|
||||
self.layout.operator(ExportColobot.bl_idname, text="Colobot (Text Format)")
|
||||
|
||||
def import_menu_func(self, context):
|
||||
self.layout.operator_context = 'INVOKE_DEFAULT'
|
||||
self.layout.operator(ImportColobot.bl_idname, text="Colobot (Text Format)")
|
||||
|
||||
# Custom properties for materials
|
||||
def register_material_props():
|
||||
bpy.types.Mesh.lod_level = bpy.props.EnumProperty(name="LOD level",
|
||||
items = [('0', "Constant", "Constant (always visible)"),
|
||||
('1', "Low", "Low (visible at furthest distance)"),
|
||||
('2', "Medium", "Medium (visible at medium distance)"),
|
||||
('3', "High", "High (visible at closest distance)")])
|
||||
bpy.types.Material.var_tex2 = bpy.props.BoolProperty(name="Variable 2nd texture", description="2nd texture shall be set to dirtyXX.png")
|
||||
bpy.types.Material.state = bpy.props.IntProperty(name="State", description="Engine render state")
|
||||
|
||||
# Add-on registration
|
||||
def register():
|
||||
bpy.utils.register_module(__name__)
|
||||
|
||||
register_material_props()
|
||||
|
||||
bpy.types.INFO_MT_file_export.append(export_menu_func)
|
||||
bpy.types.INFO_MT_file_import.append(import_menu_func)
|
||||
|
|
Loading…
Reference in New Issue