You can now export with materials
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1 changed files with 57 additions and 163 deletions
220
BlenderCOL.py
220
BlenderCOL.py
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@ -260,192 +260,88 @@ class ExportCOL(Operator, ExportHelper): #Operator that exports the collision mo
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bpy.ops.object.mode_set (mode = 'OBJECT') #Set mode to be object mode
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bpy.ops.object.mode_set (mode = 'OBJECT') #Set mode to be object mode
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VertexList = [] #Store a list of verticies
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VertexList = [] #Store a list of verticies
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Triangles = [] #List of triangles, each containing indicies of verticies
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Triangles = [] #List of triangles, each containing indicies of verticies
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bm = bmesh.new() #Define new bmesh
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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
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for Obj in bpy.context.scene.objects: #join all objects
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for Obj in bpy.context.scene.objects: #for all objects
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bm = bmesh.new() #Define new bmesh
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MyMesh = Obj.to_mesh(context.scene, True, 'PREVIEW')#make a copy of the object we can modify freely
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MyMesh = Obj.to_mesh(context.scene, True, 'PREVIEW')#make a copy of the object we can modify freely
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bm.from_mesh(MyMesh) #Add the above copy into the bmesh
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bm.from_mesh(MyMesh) #Add the above copy into the bmesh
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bmesh.ops.triangulate(bm, faces=bm.faces[:], quad_method=0, ngon_method=0) #triangulate bmesh
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bmesh.ops.triangulate(bm, faces=bm.faces[:], quad_method=0, ngon_method=0) #triangulate bmesh
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#triangulate_mesh(Mesh)
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U0Layer = bm.faces.layers.int.get(CollisionLayer.Unknown0.value)
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U1Layer = bm.faces.layers.int.get(CollisionLayer.Unknown1.value)
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U2Layer = bm.faces.layers.int.get(CollisionLayer.Unknown2.value)
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U3Layer = bm.faces.layers.int.get(CollisionLayer.Unknown3.value)
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HasU4Layer = bm.faces.layers.int.get(CollisionLayer.HasUnknown4.value)
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U4Layer = bm.faces.layers.int.get(CollisionLayer.Unknown4.value)
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for Vert in bm.verts:
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for Vert in bm.verts:
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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
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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
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for Face in bm.faces:
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MyTriangle = Triangle()
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MyTriangle.vertex_indices = [Face.verts[0].index + IndexOffset,Face.verts[1].index + IndexOffset,Face.verts[2].index + IndexOffset] #add three vertex indicies
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slot = Obj.material_slots[Face.material_index]
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mat = slot.material.ColEditor
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if mat is not None:
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MyTriangle.unknown0 = mat.U0
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MyTriangle.unknown1 = mat.U1
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MyTriangle.unknown2 = mat.U2
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MyTriangle.unknown3 = mat.U3
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if mat.HasU4 == True:
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MyTriangle.unknown4 = mat.U4
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Triangles.append(MyTriangle) #add triangles
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bm.free()
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del bm
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IndexOffset = len(VertexList)#set offset
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for Face in bm.faces:
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MyTriangle = Triangle()
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MyTriangle.vertex_indices = [Face.verts[0].index,Face.verts[1].index,Face.verts[2].index] #add three vertex indicies
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if U0Layer is not None:
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MyTriangle.unknown0 = Face[U0Layer]
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MyTriangle.unknown1 = Face[U1Layer]
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MyTriangle.unknown2 = Face[U2Layer]
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MyTriangle.unknown3 = Face[U3Layer]
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if Face[HasU4Layer] != 0:
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MyTriangle.unknown4 = Face[U4Layer]
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Triangles.append(MyTriangle) #add triangles
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ColStream = open(self.filepath,'wb')
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ColStream = open(self.filepath,'wb')
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pack(ColStream,VertexList,Triangles)
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pack(ColStream,VertexList,Triangles)
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return {'FINISHED'} # this lets blender know the operator finished successfully.
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return {'FINISHED'} # this lets blender know the operator finished successfully.
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class CollisionLayer(Enum): #This stores the data layer names that each Unknown will be on.
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Unknown0 = "CollisionEditorUnknown0"
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Unknown1 = "CollisionEditorUnknown1"
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Unknown2 = "CollisionEditorUnknown2" #For example Unknown2 is stored on a data layer called "CollisionEditorUnknown2"
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Unknown3 = "CollisionEditorUnknown3"
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HasUnknown4 = "CollisionEditorHasUnknown4" #This layer is an integer because boolean layers don't exist
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Unknown4 = "CollisionEditorUnknown4"
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def U0Update(self, context): #These functions are called when the UI elements change
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ChangeValuesOfSelection(CollisionLayer.Unknown0.value,bpy.context.scene.ColEditor.U0)
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return
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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
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ChangeValuesOfSelection(CollisionLayer.Unknown1.value,bpy.context.scene.ColEditor.U1)
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return
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def U2Update(self, context):
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ChangeValuesOfSelection(CollisionLayer.Unknown2.value,bpy.context.scene.ColEditor.U2)
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return
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def U3Update(self, context):
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ChangeValuesOfSelection(CollisionLayer.Unknown3.value,bpy.context.scene.ColEditor.U3)
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return
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def HasU4Update(self, context):
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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
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ChangeValuesOfSelection(CollisionLayer.HasUnknown4.value,ToSet)
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return
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def U4Update(self, context):
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ChangeValuesOfSelection(CollisionLayer.Unknown4.value,bpy.context.scene.ColEditor.U4)
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return
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class CollisionProperties(PropertyGroup): #This defines the UI elements
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class CollisionProperties(PropertyGroup): #This defines the UI elements
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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
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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
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U1 = IntProperty(name = "Unknown 1",default=0, min=0, max=255, update = U1Update)
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U1 = IntProperty(name = "Unknown 1",default=0, min=0, max=255)
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U2 = IntProperty(name = "Unknown 2",default=0, min=0, max=255, update = U2Update)
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U2 = IntProperty(name = "Unknown 2",default=0, min=0, max=255)
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U3 = IntProperty(name = "Unknown 3",default=0, min=0, max=255, update = U3Update)#I probably should have made these an array
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U3 = IntProperty(name = "Unknown 3",default=0, min=0, max=255)#I probably should have made these an array
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HasU4 = BoolProperty(name="Has Unknown 4", default=False, update = HasU4Update)
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HasU4 = BoolProperty(name="Has Unknown 4", default=False)
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U4 = IntProperty(name = "Unknown 4",default=0, min=0, max=65535, update = U4Update)
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U4 = IntProperty(name = "Unknown 4",default=0, min=0, max=65535)
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class CollisionPanel(Panel): #This panel houses the UI elements defined in the CollisionProperties
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class CollisionPanel(Panel): #This panel houses the UI elements defined in the CollisionProperties
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bl_label = "Edit Collision Values"
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bl_label = "Edit Collision Values"
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bl_space_type = "PROPERTIES"
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bl_space_type = "PROPERTIES"
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bl_region_type = "WINDOW"
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bl_region_type = "WINDOW"
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bl_context = "object"
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bl_context = "material"
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@classmethod
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@classmethod
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def poll(cls, context):
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def poll(cls, context):#stolen from blender
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# Only allow in edit mode for a selected mesh.
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mat = context.material
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return context.mode == "EDIT_MESH" and context.object is not None and context.object.type == "MESH"
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engine = context.scene.render.engine
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return check_material(mat) and (mat.type in {'SURFACE', 'WIRE'})
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def draw(self, context):
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def draw(self, context):
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EnableColumns = False #Boolean is true means we will enable the columns
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mat = context.material.ColEditor
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if(bpy.context.object.mode == 'EDIT'):
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obj = bpy.context.scene.objects.active #This method might be quite taxing
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bm = bmesh.from_edit_mesh(obj.data)
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U0Layer = bm.faces.layers.int.get(CollisionLayer.Unknown0.value) #Check if this layer exists
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if U0Layer is not None: #If the model has collision values
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EnableColumns = True #Then we enabled editing the values
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del bm
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del obj
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row = self.layout.row(align=True)
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row.alignment = 'EXPAND'
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row.operator("init.colvalues", text='Initialise values') #Here we put the UI elements defined in CollisionProperties into rows and columns
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column1 = self.layout.column(align = True)
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column1 = self.layout.column(align = True)
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column1.prop(bpy.context.scene.ColEditor, "U0")
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column1.prop(mat,"U0")
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column1.prop(bpy.context.scene.ColEditor, "U1")
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column1.prop(mat,"U1")
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column1.prop(bpy.context.scene.ColEditor, "U2")
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column1.prop(mat,"U2")
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column1.prop(bpy.context.scene.ColEditor, "U3")
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column1.prop(mat,"U3")
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column1.enabled = EnableColumns
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column1.prop(bpy.context.scene.ColEditor, "HasU4")
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column1.prop(mat,"HasU4")
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column2 = self.layout.column(align = True)
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column2 = self.layout.column(align = True)
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column2.prop(bpy.context.scene.ColEditor, "U4")
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column2.prop(mat,"U4")
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column2.enabled = bpy.context.scene.ColEditor.HasU4 and EnableColumns #Collision values must exist AND we must have "Has Unknown4" checked
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column2.enabled = mat.HasU4 #must have "Has Unknown4" checked
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class InitialValues(Operator): #This creates the data layers that store the collision values
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def check_material(mat):
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bl_idname = "init.colvalues"
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if mat is not None:
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bl_label = "Initialise Collision Values"
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if mat.use_nodes:
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if mat.active_node_material is not None:
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return True
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return False
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return True
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return False
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def execute(self, context):
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classes = (ExportCOL,ImportCOL, CollisionPanel,CollisionProperties) #list of classes to register/unregister
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obj = bpy.context.scene.objects.active
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bm = bmesh.from_edit_mesh(obj.data)
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bm.faces.layers.int.new(CollisionLayer.Unknown0.value) #Uses Enum to get names
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bm.faces.layers.int.new(CollisionLayer.Unknown1.value)
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bm.faces.layers.int.new(CollisionLayer.Unknown2.value)
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bm.faces.layers.int.new(CollisionLayer.Unknown3.value)
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bm.faces.layers.int.new(CollisionLayer.HasUnknown4.value)
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bm.faces.layers.int.new(CollisionLayer.Unknown4.value)
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return{'FINISHED'}
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def ChangeValuesOfSelection(ValueToChange,ValueToSet):
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obj = bpy.context.scene.objects.active
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bm = bmesh.from_edit_mesh(obj.data)
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selected_faces = [f for f in bm.faces if f.select] #This gets an array of selected faces
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#get the custom data layer by its name
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my_id = bm.faces.layers.int[ValueToChange]
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for face in bm.faces:
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if(face.select == True):
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face[my_id] = ValueToSet
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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
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HasU4Layer = bm.faces.layers.int.get(CollisionLayer.HasUnknown4.value)
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face[HasU4Layer] = 1
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bmesh.update_edit_mesh(obj.data, False,False) #Update mesh with new values
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@persistent
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def UpdateUI(scene):
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obj = scene.objects.active
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if(obj.mode == 'EDIT' and obj.type == 'MESH'):
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bm = bmesh.from_edit_mesh(obj.data)
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U0Layer = bm.faces.layers.int.get(CollisionLayer.Unknown0.value) #Check if this layer exists
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if U0Layer is not None: #If the model has collision values
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face = bm.faces.active
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if face is not None:
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bpy.context.scene.ColEditor["U0"] = face[U0Layer] #This is why they should have been an array
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U1Layer = bm.faces.layers.int.get(CollisionLayer.Unknown1.value) #Get name of data layer
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bpy.context.scene.ColEditor["U1"] = face[U1Layer] #Set UI element to value in selected face
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U2Layer = bm.faces.layers.int.get(CollisionLayer.Unknown2.value)
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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
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U3Layer = bm.faces.layers.int.get(CollisionLayer.Unknown3.value)
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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
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HasU4Layer = bm.faces.layers.int.get(CollisionLayer.HasUnknown4.value)
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bpy.context.scene.ColEditor["HasU4"] = False if face[HasU4Layer] == 0 else True
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U4Layer = bm.faces.layers.int.get(CollisionLayer.Unknown4.value)
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bpy.context.scene.ColEditor["U4"] = face[U4Layer]
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return None
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classes = (ExportCOL,ImportCOL, CollisionPanel,InitialValues,CollisionProperties) #list of classes to register/unregister
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def register():
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def register():
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for i in classes:
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for i in classes:
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register_class(i)
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register_class(i)
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Scene.ColEditor = PointerProperty(type=CollisionProperties) #store in the scene
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bpy.types.Material.ColEditor = PointerProperty(type=CollisionProperties) #store in the scene
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bpy.app.handlers.scene_update_post.append(UpdateUI)
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bpy.types.INFO_MT_file_export.append(menu_export) #Add to export menu
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bpy.types.INFO_MT_file_export.append(menu_export) #Add to export menu
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bpy.types.INFO_MT_file_import.append(menu_import) #Add to export menu
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#bpy.types.INFO_MT_file_import.append(menu_import) #Add to export menu
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def menu_export(self, context):
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def menu_export(self, context):
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@ -458,9 +354,7 @@ def unregister():
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for i in classes:
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for i in classes:
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unregister_class(i)
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unregister_class(i)
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bpy.types.INFO_MT_file_export.remove(menu_export)
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bpy.types.INFO_MT_file_export.remove(menu_export)
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bpy.types.INFO_MT_file_import.remove(menu_import)
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#bpy.types.INFO_MT_file_import.remove(menu_import)
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if UpdateUI in bpy.app.handlers.render_post:
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bpy.app.handlers.render_complete.remove(UpdateUI)#remove handlers
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