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You can now export with materials

This commit is contained in:
Augs 2018-05-17 22:50:56 +01:00
parent 9433eeda5c
commit b49c664faf

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@ -260,192 +260,88 @@ class ExportCOL(Operator, ExportHelper): #Operator that exports the collision mo
bpy.ops.object.mode_set (mode = 'OBJECT') #Set mode to be object mode
VertexList = [] #Store a list of verticies
Triangles = [] #List of triangles, each containing indicies of verticies
bm = bmesh.new() #Define new bmesh
for Obj in bpy.context.scene.objects: #join all objects
IndexOffset = 0 #Since each object starts their vertex indicies at 0, we need to shift these indicies once we add elements to the vertex list from various objects
for Obj in bpy.context.scene.objects: #for all objects
bm = bmesh.new() #Define new bmesh
MyMesh = Obj.to_mesh(context.scene, True, 'PREVIEW')#make a copy of the object we can modify freely
bm.from_mesh(MyMesh) #Add the above copy into the bmesh
bmesh.ops.triangulate(bm, faces=bm.faces[:], quad_method=0, ngon_method=0) #triangulate bmesh
#triangulate_mesh(Mesh)
U0Layer = bm.faces.layers.int.get(CollisionLayer.Unknown0.value)
U1Layer = bm.faces.layers.int.get(CollisionLayer.Unknown1.value)
U2Layer = bm.faces.layers.int.get(CollisionLayer.Unknown2.value)
U3Layer = bm.faces.layers.int.get(CollisionLayer.Unknown3.value)
HasU4Layer = bm.faces.layers.int.get(CollisionLayer.HasUnknown4.value)
U4Layer = bm.faces.layers.int.get(CollisionLayer.Unknown4.value)
bmesh.ops.triangulate(bm, faces=bm.faces[:], quad_method=0, ngon_method=0) #triangulate bmesh
for Vert in bm.verts:
VertexList.append(Vertex(Vert.co.x*self.Scale,Vert.co.z*self.Scale,-Vert.co.y*self.Scale)) #add in verts, make sure y is up
for Vert in bm.verts:
VertexList.append(Vertex(Vert.co.x*self.Scale,Vert.co.z*self.Scale,-Vert.co.y*self.Scale)) #add in verts, make sure y is up
for Face in bm.faces:
MyTriangle = Triangle()
MyTriangle.vertex_indices = [Face.verts[0].index + IndexOffset,Face.verts[1].index + IndexOffset,Face.verts[2].index + IndexOffset] #add three vertex indicies
slot = Obj.material_slots[Face.material_index]
mat = slot.material.ColEditor
if mat is not None:
MyTriangle.unknown0 = mat.U0
MyTriangle.unknown1 = mat.U1
MyTriangle.unknown2 = mat.U2
MyTriangle.unknown3 = mat.U3
if mat.HasU4 == True:
MyTriangle.unknown4 = mat.U4
Triangles.append(MyTriangle) #add triangles
bm.free()
del bm
IndexOffset = len(VertexList)#set offset
for Face in bm.faces:
MyTriangle = Triangle()
MyTriangle.vertex_indices = [Face.verts[0].index,Face.verts[1].index,Face.verts[2].index] #add three vertex indicies
if U0Layer is not None:
MyTriangle.unknown0 = Face[U0Layer]
MyTriangle.unknown1 = Face[U1Layer]
MyTriangle.unknown2 = Face[U2Layer]
MyTriangle.unknown3 = Face[U3Layer]
if Face[HasU4Layer] != 0:
MyTriangle.unknown4 = Face[U4Layer]
Triangles.append(MyTriangle) #add triangles
ColStream = open(self.filepath,'wb')
pack(ColStream,VertexList,Triangles)
return {'FINISHED'} # this lets blender know the operator finished successfully.
class CollisionLayer(Enum): #This stores the data layer names that each Unknown will be on.
Unknown0 = "CollisionEditorUnknown0"
Unknown1 = "CollisionEditorUnknown1"
Unknown2 = "CollisionEditorUnknown2" #For example Unknown2 is stored on a data layer called "CollisionEditorUnknown2"
Unknown3 = "CollisionEditorUnknown3"
HasUnknown4 = "CollisionEditorHasUnknown4" #This layer is an integer because boolean layers don't exist
Unknown4 = "CollisionEditorUnknown4"
def U0Update(self, context): #These functions are called when the UI elements change
ChangeValuesOfSelection(CollisionLayer.Unknown0.value,bpy.context.scene.ColEditor.U0)
return
def U1Update(self, context): #It would be nice to call ChangeValuesOfSelection directly but Update Functions can't have parameters as far as I am aware
ChangeValuesOfSelection(CollisionLayer.Unknown1.value,bpy.context.scene.ColEditor.U1)
return
def U2Update(self, context):
ChangeValuesOfSelection(CollisionLayer.Unknown2.value,bpy.context.scene.ColEditor.U2)
return
def U3Update(self, context):
ChangeValuesOfSelection(CollisionLayer.Unknown3.value,bpy.context.scene.ColEditor.U3)
return
def HasU4Update(self, context):
ToSet = 1 if bpy.context.scene.ColEditor.HasU4 else 0 #In this case a TRUE value is represented by a 1 and FALSE by 0
ChangeValuesOfSelection(CollisionLayer.HasUnknown4.value,ToSet)
return
def U4Update(self, context):
ChangeValuesOfSelection(CollisionLayer.Unknown4.value,bpy.context.scene.ColEditor.U4)
return
class CollisionProperties(PropertyGroup): #This defines the UI elements
U0 = IntProperty(name = "Unknown 0",default=0, min=0, max=255, update = U0Update) #Here we put parameters for the UI elements and point to the Update functions
U1 = IntProperty(name = "Unknown 1",default=0, min=0, max=255, update = U1Update)
U2 = IntProperty(name = "Unknown 2",default=0, min=0, max=255, update = U2Update)
U3 = IntProperty(name = "Unknown 3",default=0, min=0, max=255, update = U3Update)#I probably should have made these an array
HasU4 = BoolProperty(name="Has Unknown 4", default=False, update = HasU4Update)
U4 = IntProperty(name = "Unknown 4",default=0, min=0, max=65535, update = U4Update)
U0 = IntProperty(name = "Unknown 0",default=0, min=0, max=255) #Here we put parameters for the UI elements and point to the Update functions
U1 = IntProperty(name = "Unknown 1",default=0, min=0, max=255)
U2 = IntProperty(name = "Unknown 2",default=0, min=0, max=255)
U3 = IntProperty(name = "Unknown 3",default=0, min=0, max=255)#I probably should have made these an array
HasU4 = BoolProperty(name="Has Unknown 4", default=False)
U4 = IntProperty(name = "Unknown 4",default=0, min=0, max=65535)
class CollisionPanel(Panel): #This panel houses the UI elements defined in the CollisionProperties
bl_label = "Edit Collision Values"
bl_space_type = "PROPERTIES"
bl_region_type = "WINDOW"
bl_context = "object"
bl_context = "material"
@classmethod
def poll(cls, context):
# Only allow in edit mode for a selected mesh.
return context.mode == "EDIT_MESH" and context.object is not None and context.object.type == "MESH"
def poll(cls, context):#stolen from blender
mat = context.material
engine = context.scene.render.engine
return check_material(mat) and (mat.type in {'SURFACE', 'WIRE'})
def draw(self, context):
EnableColumns = False #Boolean is true means we will enable the columns
if(bpy.context.object.mode == 'EDIT'):
obj = bpy.context.scene.objects.active #This method might be quite taxing
bm = bmesh.from_edit_mesh(obj.data)
U0Layer = bm.faces.layers.int.get(CollisionLayer.Unknown0.value) #Check if this layer exists
if U0Layer is not None: #If the model has collision values
EnableColumns = True #Then we enabled editing the values
del bm
del obj
row = self.layout.row(align=True)
row.alignment = 'EXPAND'
row.operator("init.colvalues", text='Initialise values') #Here we put the UI elements defined in CollisionProperties into rows and columns
mat = context.material.ColEditor
column1 = self.layout.column(align = True)
column1.prop(bpy.context.scene.ColEditor, "U0")
column1.prop(bpy.context.scene.ColEditor, "U1")
column1.prop(bpy.context.scene.ColEditor, "U2")
column1.prop(bpy.context.scene.ColEditor, "U3")
column1.enabled = EnableColumns
column1.prop(mat,"U0")
column1.prop(mat,"U1")
column1.prop(mat,"U2")
column1.prop(mat,"U3")
column1.prop(bpy.context.scene.ColEditor, "HasU4")
column1.prop(mat,"HasU4")
column2 = self.layout.column(align = True)
column2.prop(bpy.context.scene.ColEditor, "U4")
column2.enabled = bpy.context.scene.ColEditor.HasU4 and EnableColumns #Collision values must exist AND we must have "Has Unknown4" checked
column2.prop(mat,"U4")
column2.enabled = mat.HasU4 #must have "Has Unknown4" checked
class InitialValues(Operator): #This creates the data layers that store the collision values
bl_idname = "init.colvalues"
bl_label = "Initialise Collision Values"
def check_material(mat):
if mat is not None:
if mat.use_nodes:
if mat.active_node_material is not None:
return True
return False
return True
return False
def execute(self, context):
obj = bpy.context.scene.objects.active
bm = bmesh.from_edit_mesh(obj.data)
bm.faces.layers.int.new(CollisionLayer.Unknown0.value) #Uses Enum to get names
bm.faces.layers.int.new(CollisionLayer.Unknown1.value)
bm.faces.layers.int.new(CollisionLayer.Unknown2.value)
bm.faces.layers.int.new(CollisionLayer.Unknown3.value)
bm.faces.layers.int.new(CollisionLayer.HasUnknown4.value)
bm.faces.layers.int.new(CollisionLayer.Unknown4.value)
return{'FINISHED'}
def ChangeValuesOfSelection(ValueToChange,ValueToSet):
obj = bpy.context.scene.objects.active
bm = bmesh.from_edit_mesh(obj.data)
selected_faces = [f for f in bm.faces if f.select] #This gets an array of selected faces
#get the custom data layer by its name
my_id = bm.faces.layers.int[ValueToChange]
for face in bm.faces:
if(face.select == True):
face[my_id] = ValueToSet
if ValueToChange == CollisionLayer.Unknown4.value: #If you somehow edit Unknown4 when HasUnknown4 is off, like with a group selection, make sure to turn it on
HasU4Layer = bm.faces.layers.int.get(CollisionLayer.HasUnknown4.value)
face[HasU4Layer] = 1
bmesh.update_edit_mesh(obj.data, False,False) #Update mesh with new values
@persistent
def UpdateUI(scene):
obj = scene.objects.active
if(obj.mode == 'EDIT' and obj.type == 'MESH'):
bm = bmesh.from_edit_mesh(obj.data)
U0Layer = bm.faces.layers.int.get(CollisionLayer.Unknown0.value) #Check if this layer exists
if U0Layer is not None: #If the model has collision values
face = bm.faces.active
if face is not None:
bpy.context.scene.ColEditor["U0"] = face[U0Layer] #This is why they should have been an array
U1Layer = bm.faces.layers.int.get(CollisionLayer.Unknown1.value) #Get name of data layer
bpy.context.scene.ColEditor["U1"] = face[U1Layer] #Set UI element to value in selected face
U2Layer = bm.faces.layers.int.get(CollisionLayer.Unknown2.value)
bpy.context.scene.ColEditor["U2"] = face[U2Layer] #We call it like this so that we don't call the update function. Otherwise selecting multiple faces would set them all equal
U3Layer = bm.faces.layers.int.get(CollisionLayer.Unknown3.value)
bpy.context.scene.ColEditor["U3"] = face[U3Layer] #We choose index 0 but it doesn't really matter. Unfortunetly you can't get int properties to display "--" used, for example, when there are different unknown0 values across the selected faces
HasU4Layer = bm.faces.layers.int.get(CollisionLayer.HasUnknown4.value)
bpy.context.scene.ColEditor["HasU4"] = False if face[HasU4Layer] == 0 else True
U4Layer = bm.faces.layers.int.get(CollisionLayer.Unknown4.value)
bpy.context.scene.ColEditor["U4"] = face[U4Layer]
return None
classes = (ExportCOL,ImportCOL, CollisionPanel,InitialValues,CollisionProperties) #list of classes to register/unregister
classes = (ExportCOL,ImportCOL, CollisionPanel,CollisionProperties) #list of classes to register/unregister
def register():
for i in classes:
register_class(i)
Scene.ColEditor = PointerProperty(type=CollisionProperties) #store in the scene
bpy.app.handlers.scene_update_post.append(UpdateUI)
bpy.types.Material.ColEditor = PointerProperty(type=CollisionProperties) #store in the scene
bpy.types.INFO_MT_file_export.append(menu_export) #Add to export menu
bpy.types.INFO_MT_file_import.append(menu_import) #Add to export menu
#bpy.types.INFO_MT_file_import.append(menu_import) #Add to export menu
def menu_export(self, context):
@ -458,9 +354,7 @@ def unregister():
for i in classes:
unregister_class(i)
bpy.types.INFO_MT_file_export.remove(menu_export)
bpy.types.INFO_MT_file_import.remove(menu_import)
if UpdateUI in bpy.app.handlers.render_post:
bpy.app.handlers.render_complete.remove(UpdateUI)#remove handlers
#bpy.types.INFO_MT_file_import.remove(menu_import)