[DEV] change mesh exporter (add stupid collision model
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@ -210,7 +210,7 @@ class ExportEMF(bpy.types.Operator, ExportHelper):
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collision_object_name = StringProperty(
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name="Collision root name",
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description="The top-level name that will contain the physics shapes",
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default="StaticMesh/object"
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default="physic"
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)
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axis_forward = EnumProperty(
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@ -6,34 +6,13 @@ import bpy
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import mathutils
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import bpy_extras.io_utils
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"""
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bl_info = {
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"name": "Export Physics Shapes (.yaml)",
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"author": "Stuart Denman",
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"version": (1, 0),
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"blender": (2, 5, 7),
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# "api": 35622,
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"location": "File > Export",
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"description": "Export physics shapes under the selected empty named 'physics'.",
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"warning": "",
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"wiki_url": "",
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"tracker_url": "",
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"category": "Import-Export"}
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def getChildren(obj):
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children = []
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for ob in bpy.data.objects:
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if ob.parent == obj:
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children.append(ob)
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return children
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'''
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Usage Notes:
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To create a compound physics collision shape for a mesh in blender:
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1. place the 3D cursor at the origin of the mesh object.
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2. Add > Empty, name it "physics"
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3. Create a physics shape with Add > Mesh > Cube, UV Sphere, Cylinder, Cone or create an arbitrary mesh for a ConvexHull shape.
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4. Parent the new shape to the "physics" Empty.
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5. The mesh name must start with: Box, Sphere, Cylinder, Cone, Capsule, or ConvexHull, depending on the shape you want.
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6. Position and scale the shape object, but do not modify the internal vertices, unless it is a ConvexHull type.
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7. Repeat step 3-6 until your shape is complete. Shapes can only be a 1-level deep hierarchy.
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8. IMPORTANT: Select the empty object you named "physics"
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9. Click File > Export > Physics Shapes (.yaml)
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'''
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import bpy
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from bpy.props import *
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@ -47,26 +26,45 @@ from bpy_extras.io_utils import ExportHelper
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import time
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import shutil
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"""
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Usage Notes:
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To create a compound physics collision shape for a mesh in blender:
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1. place the 3D cursor at the origin of the mesh object.
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2. Add > Empty, name it "physics"
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3. Create a physics shape with Add > Mesh > Cube, UV Sphere, Cylinder, Cone or create an arbitrary mesh for a ConvexHull shape.
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4. Parent the new shape to the "physics" Empty.
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5. The mesh name must start with: Box, Sphere, Cylinder, Cone, Capsule, or ConvexHull, depending on the shape you want.
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6. Position and scale the shape object, but do not modify the internal vertices, unless it is a ConvexHull type.
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7. Repeat step 3-6 until your shape is complete. Shapes can only be a 1-level deep hierarchy.
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8. IMPORTANT: Select the empty object you named "physics"
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9. Click File > Export > Physics Shapes (.yaml)
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"""
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"""
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use_y_up = BoolProperty(name="Convert To Y-Up",
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description="Converts the values to a Y-Axis Up coordinate system",
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default=True)
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"""
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# Methods for writing point, scale, and quaternion types to a YAML file.
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# This particular implementation converts values to a Y-up coordinate system.
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def out_point3_y_up( v ):
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return "[%g,%g,%g]" % ( v.x, v.z, -v.y )
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return "%g %g %g" % ( v.x, v.z, -v.y )
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def out_scale3_y_up( s ):
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return "[%g,%g,%g]" % ( s.x, s.z, s.y )
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return "%g %g %g" % ( s.x, s.z, s.y )
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def out_quaternion_y_up( q ):
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return "[%g,%g,%g,%g]" % ( q.w, q.x, q.z, -q.y )
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return "%g %g %g %g" % ( q.w, q.x, q.z, -q.y )
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# This implementation maintains blender's Z-up coordinate system.
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def out_point3_z_up( v ):
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return "[%g,%g,%g]" % ( v.x, v.y, v.z )
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return "%g %g %g" % ( v.x, v.y, v.z )
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def out_scale3_z_up( s ):
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return "[%g,%g,%g]" % ( s.x, s.y, s.z )
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return "%g %g %g" % ( s.x, s.y, s.z )
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def out_quaternion_z_up( q ):
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return "[%g,%g,%g,%g]" % ( q.w, q.x, q.y, q.z )
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return "%g %g %g %g" % ( q.w, q.x, q.y, q.z )
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def getPhysicsShape( obj, use_y_up ):
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def getPhysicsShape(obj, use_y_up=True):
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shape = ""
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props = { }
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name = obj.name.lower()
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@ -82,7 +80,8 @@ def getPhysicsShape( obj, use_y_up ):
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out_quaternion = out_quaternion_z_up
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# BOX
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if name.startswith('box'):
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if name.startswith('box') \
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or name.startswith('cube'):
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shape = "Box"
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props["half-extents"] = out_scale3( scale )
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# SPHERE
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@ -107,132 +106,47 @@ def getPhysicsShape( obj, use_y_up ):
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elif name.startswith('convex'):
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shape = "ConvexHull"
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mesh = obj.to_mesh( bpy.context.scene, True, 'PREVIEW' )
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props["points"] = "\n"
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props["points"] = ""
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for v in mesh.vertices:
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props["points"] += " - " + out_point3( v.co ) + "\n"
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props["points"] = props["points"].rstrip("\n")
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props["points"] += "" + out_point3( v.co ) + "|"
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props["points"] = props["points"].rstrip("|")
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if scale != Vector((1,1,1)):
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props["scale"] = out_scale3( scale )
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# remove mesh
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print(" shape type : '%s' from element name : '%s'" % (shape, obj.name))
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if obj.location != Vector((0,0,0)):
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props["origin"] = out_point3( obj.location )
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if obj.rotation_mode == 'QUATERNION':
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qrot = obj.rotation_quaternion
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else:
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qrot = obj.matrix_local.to_quaternion()
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if qrot != Quaternion((1,0,0,0)):
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props["rotate"] = out_quaternion( qrot )
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return (shape, props)
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###### EXPORT OPERATOR #######
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class ExportPhysicsShape(bpy.types.Operator, ExportHelper):
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'''Export physics shapes under the selected empty named "physics".'''
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bl_idname = "object.export_physics"
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bl_label = "Export Physics Shapes"
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filename_file = ""
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filename_ext = ".yaml"
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filter_glob = StringProperty(default="*.yaml", options={'HIDDEN'})
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append_to_existing = BoolProperty(name="Append To Existing File",
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description="Appends the physics shapes to an existing file",
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default=True)
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use_y_up = BoolProperty(name="Convert To Y-Up",
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description="Converts the values to a Y-Axis Up coordinate system",
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default=True)
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object_name = StringProperty(name="Root Name",
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description="The top-level name that will contain the physics shapes",
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default="StaticMesh/object" )
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@classmethod
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def poll(cls, context):
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return context.active_object.type in ['EMPTY'] and context.active_object.name == 'physics'
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def execute(self, context):
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filepath = self.filepath
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filepath = bpy.path.ensure_ext(filepath, self.filename_ext)
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ob_base = context.active_object
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out = open( filepath, ["w","a"][self.append_to_existing] )
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out.write( self.object_name + ":\n" )
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out.write( " physics:\n" )
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for c in ob_base.children:
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if c.type != 'MESH':
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continue
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(shape, props) = getPhysicsShape( c, self.use_y_up )
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out.write( " - shape: " + shape + "\n" )
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for (k,v) in props.items():
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out.write( " %s: %s\n" % (k, v) )
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out.close();
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self.report( {'INFO'}, "Export succeeded!" )
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return {'FINISHED'}
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def invoke(self, context, event):
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wm = context.window_manager
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# change the default object name to use the current .blend filename
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name = bpy.path.display_name_from_filepath(bpy.data.filepath)
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self.object_name = "StaticMesh/" + name
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self.filepath = name
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if True:
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# File selector
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wm.fileselect_add(self) # will run self.execute()
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return {'RUNNING_MODAL'}
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elif True:
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# search the enum
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wm.invoke_search_popup(self)
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return {'RUNNING_MODAL'}
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elif False:
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# Redo popup
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return wm.invoke_props_popup(self, event) #
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elif False:
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return self.execute(context)
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"""
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def getPhysicsShape(obj):
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name = obj.name.lower()
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# BOX
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if name.startswith('box'):
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shape = "Box"
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# SPHERE
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elif name.startswith('sph'):
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shape = "Sphere"
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# CONE
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elif name.startswith('cone'):
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shape = "Cone"
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# CYLINDER
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elif name.startswith('cyl'):
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shape = "Cylinder"
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# CAPSULE
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elif name.startswith('cap'):
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shape = "Capsule"
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# CONVEX-HULL
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elif name.startswith('convex'):
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shape = "ConvexHull"
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print("find a '%s'" % shape)
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def writeCollisionShape(object, file, collisionName):
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print("need write collision Shape ... \n")
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def writeCollisionShape(object, file):
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if len(getChildren(object))==0:
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# no phisical shape ...
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return
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fw = file.write
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fw('\nCollisions shapes :\n')
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fw('\t\n')
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for c in object.children:
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if c.type != 'MESH':
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fw('\t\tPhysique : \n')
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for subObj in getChildren(object):
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print(" element='%s' type '%s'" % (subObj.name,str(subObj.type)))
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if subObj.type != 'MESH':
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continue
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getPhysicsShape( c )
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(shape, props) = getPhysicsShape(subObj)
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if shape=="":
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print("error of shape detection type ...");
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continue
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fw("\t\t\t" + shape + "\n" )
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for (k,v) in props.items():
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fw("\t\t\t\t%s : %s\n" % (k, v) )
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@ -372,7 +286,7 @@ def write_file(filepath,
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EXPORT_GLOBAL_MATRIX=None,
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EXPORT_PATH_MODE='AUTO',
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EXPORT_BINARY_MODE=False,
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EXPORT_COLLISION_NAME="",
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EXPORT_COLLISION_NAME=""
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):
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if EXPORT_GLOBAL_MATRIX is None:
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EXPORT_GLOBAL_MATRIX = mathutils.Matrix()
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@ -415,7 +329,11 @@ def write_file(filepath,
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# Get all meshes
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for ob_main in objects:
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print("object : '%s'" % str(ob_main))
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print("**************** '%s' *******************" % str(ob_main.name))
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if ob_main.type != 'MESH':
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print(ob_main.name, 'is not a mesh type - ignoring')
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fw('# can not export : "%s" : type="%s"\n' % (ob_main.name, str(ob_main.type)))
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continue
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#print("name : '%s'" % ob_main.name)
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#for plop in ob_main.child:
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# print(" child : '%s'" % plop.name)
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@ -491,18 +409,18 @@ def write_file(filepath,
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obnamestring = name_compat(name1)
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else:
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obnamestring = '%s_%s' % (name_compat(name1), name_compat(name2))
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fw('\tName : %s\n' % obnamestring) # Write Object name
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fw('\t%s\n' % obnamestring) # Write Object name
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###########################################################
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## Vert
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###########################################################
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fw('\tVertex : %d\n\t\t' % len(me_verts))
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fw('\t\tVertex : %d\n\t\t\t' % len(me_verts))
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for v in me_verts:
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fw('%.6f %.6f %.6f|' % v.co[:])
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fw('\n')
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###########################################################
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## UV
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###########################################################
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fw('\tUV-mapping :\n\t\t')
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fw('\t\tUV-mapping :\n\t\t\t')
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if faceuv:
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# in case removing some of these dont get defined.
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uv = uvkey = uv_dict = f_index = uv_index = None
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@ -530,7 +448,7 @@ def write_file(filepath,
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localIsSmooth = 'vertex'
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else:
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localIsSmooth = 'face'
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fw('\tNormal(%s) : %d\n\t\t' % (localIsSmooth, len(face_index_pairs)) )
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fw('\t\tNormal(%s) : %d\n\t\t\t' % (localIsSmooth, len(face_index_pairs)) )
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for f, f_index in face_index_pairs:
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if f.use_smooth:
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for v_idx in f.vertices:
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@ -554,7 +472,7 @@ def write_file(filepath,
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###########################################################
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## faces
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###########################################################
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fw('\tFace : %d' % len(face_index_pairs))
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fw('\t\tFace : %d' % len(face_index_pairs))
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for f, f_index in face_index_pairs:
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f_smooth = f.use_smooth
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f_mat = min(f.material_index, len(materials) - 1)
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@ -572,7 +490,7 @@ def write_file(filepath,
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else:
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if key[0] is None and key[1] is None:
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# inform the use of a material :
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fw("\n\t\t---:") # mat, image
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fw("\n\t\t\t---:") # mat, image
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else:
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mat_data = mtl_dict.get(key)
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if not mat_data:
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@ -597,7 +515,7 @@ def write_file(filepath,
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mat_data = mtl_dict[key] = mtl_name, materials[f_mat], f_image
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mtl_rev_dict[mtl_name] = key
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# set the use of a material :
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fw("\n\t\t%s:" % mat_data[0]) # can be mat_image or (null)
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fw("\n\t\t\t%s\n\t\t\t\t" % mat_data[0]) # can be mat_image or (null)
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contextMat = key
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f_v = [(vi, me_verts[v_idx]) for vi, v_idx in enumerate(f.vertices)]
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if faceuv:
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@ -646,16 +564,19 @@ def write_file(filepath,
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bpy.data.meshes.remove(me)
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if ob_main.dupli_type != 'NONE':
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ob_main.dupli_list_clear()
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#####################################################################
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## Save collision shapes (for one object :
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#####################################################################
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for subObj in getChildren(ob_main):
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print(" child : '%s'" % (subObj.name))
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if subObj.name.lower() == EXPORT_COLLISION_NAME:
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print(" find physic : '%s'" % (subObj.name))
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writeCollisionShape(subObj, file)
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#####################################################################
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## Now we have all our materials, save them in the material section
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#####################################################################
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write_mtl(scene, file, mtlfilepath, EXPORT_PATH_MODE, copy_set, mtl_dict)
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#####################################################################
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## Save collision shapes :
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#####################################################################
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# writeCollisionShape(ob_main, file, EXPORT_COLLISION_NAME)
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writeCollisionShape(objects, file, EXPORT_COLLISION_NAME)
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#####################################################################
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## End of the file generation:
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@ -667,15 +588,6 @@ def write_file(filepath,
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print("EMF Export time: %.2f" % (time.time() - time1))
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def getChildren(obj, allObj):
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children = []
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for ob in allObj:
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if ob.parent == obj:
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children.append(ob)
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if len(children) != 0:
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return children
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else:
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return None
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"""
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" @brief generate the requested object file ... with his material inside and ...
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@ -710,23 +622,6 @@ def _write(context,
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full_path = ''.join(context_name)
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for objj in objects:
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print("Object : '%s'" % (objj.name))
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for subObj in getChildren(objj, scene.objects):
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print(" find subObject : '%s'" % (subObj.name))
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#print("-----------------------------------------------------------------------")
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#print("Display object game property : ")
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#for objj in objects:
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# print(" Object : '%s' : %s" % (objj.name, str(objj.game)))
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# for element
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# print(" actor : '%s'" % str(objj.game.use_actor))
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# print(" type : '%s'" % str(objj.game.collision_bounds_type))
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# print(" physique : '%s'" % str(objj.game.physics_type))
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#print("-----------------------------------------------------------------------")
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#print("plop:%s" % (str(dir(bpy.data.objects["Cube"].game)))
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#result : plop:['__doc__', '__module__', '__slots__', 'actuators', 'bl_rna', 'collision_bounds_type', 'collision_group', 'collision_margin', 'collision_mask', 'controllers', 'damping', 'fall_speed', 'form_factor', 'friction_coefficients', 'jump_speed', 'lock_location_x', 'lock_location_y', 'lock_location_z', 'lock_rotation_x', 'lock_rotation_y', 'lock_rotation_z', 'mass', 'obstacle_radius', 'physics_type', 'properties', 'radius', 'rna_type', 'rotation_damping', 'sensors', 'show_actuators', 'show_controllers', 'show_debug_state', 'show_sensors', 'show_state_panel', 'soft_body', 'states_initial', 'states_visible', 'step_height', 'use_activity_culling', 'use_actor', 'use_all_states', 'use_anisotropic_friction', 'use_collision_bounds', 'use_collision_compound', 'use_ghost', 'use_material_physics_fh', 'use_obstacle_create', 'use_rotate_from_normal', 'use_sleep', 'used_states', 'velocity_max', 'velocity_min']
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write_file(full_path,
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objects,
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scene,
|
||||
|
@ -70,12 +70,6 @@ ewol::Mesh::Mesh(const etk::UString& _fileName, const etk::UString& _shaderName)
|
||||
// get the shader resource :
|
||||
m_GLPosition = 0;
|
||||
|
||||
// set the element material properties :
|
||||
//m_material.SetAmbientFactor(vec4(0.100000,0.100000,0.100000, 1.0));
|
||||
//m_material.SetDiffuseFactor(vec4(0.640000, 0.640000, 0.640000, 1.0));
|
||||
//m_material.SetSpecularFactor(vec4(0.500000, 0.500000, 0.500000, 1.0));
|
||||
//m_material.SetShininess(0.96078431);
|
||||
|
||||
m_light.SetDirection(vec3(0,cos(M_PI/4),sin(M_PI/4)));
|
||||
m_light.SetHalfPlane(vec3(1,0,0));
|
||||
m_light.SetAmbientColor(vec4(1,1,1,1));
|
||||
|
Loading…
Reference in New Issue
Block a user