Beispiel #1
0
def export(dirpath, root_object, game_object_list):
    """The main export function.

    :param dirpath: The main Filepath where most of the Files will be exported
    :type dirpath: str
    :param root_object: This is the "SCS Root Object" and parent object of all objects in "game_object_list" and carries many settings for the
    whole "SCS Game Object"
    :type root_object: bpy.types.Object
    :param game_object_list: This is a simple list of all objects belonging to the "SCS Game Object", which can be further reduced of invalid objects
    :type game_object_list: list
    :return: Return state statuses (Usually 'FINISHED')
    :rtype: dict
    """
    import time

    t = time.time()
    context = bpy.context
    context.window.cursor_modal_set('WAIT')

    # GROUP OBJECTS BY TYPE
    (mesh_objects, prefab_locators, model_locators, collision_locators,
     armature_object) = _get_objects_by_type(game_object_list)

    skeleton_filepath = root_object.name + ".pis"  # NOTE: if no skeleton is exported name of it should be there anyway
    if armature_object and root_object.scs_props.scs_root_animated:

        skeleton_filepath = _path_utils.get_skeleton_relative_filepath(
            armature_object, dirpath, root_object.name)

        if len(mesh_objects) == 0:
            context.window.cursor_modal_restore()
            lprint(
                "E Animated SCS Game Object has to have at least one mesh object! SCS Game Object %r won't be exported!",
                (root_object.name, ))
            return False

    # EXPORT
    scs_globals = _get_scs_globals()
    export_success = True
    used_parts = OrderedDict(
    )  # dictionary of parts which are actually used in this game object
    used_materials = []
    used_bones = OrderedDict(
    )  # dictionary of bones which are actually used in this game object

    # EXPORT PIM
    if scs_globals.export_pim_file:
        in_args = (dirpath, root_object, armature_object, skeleton_filepath,
                   mesh_objects, model_locators)
        out_args = (used_parts, used_materials, used_bones)
        export_success = _pim_exporter.execute(*(in_args + out_args))

        # EXPORT PIC
        if scs_globals.export_pic_file and export_success:
            if collision_locators:
                in_args = (collision_locators,
                           dirpath + os.sep + root_object.name,
                           root_object.name)
                out_args = (used_parts, )
                export_success = _pic.export(*(in_args + out_args))
            else:
                lprint("I No collider locator objects to export.")

    # EXPORT PIT
    if scs_globals.export_pit_file and export_success:
        in_args = (root_object, used_parts, used_materials, context.scene,
                   dirpath + os.sep + root_object.name)
        export_success = _pit.export(*in_args)

    # EXPORT PIP
    if scs_globals.export_pip_file and prefab_locators and export_success:
        in_args = (prefab_locators, dirpath + os.sep + root_object.name,
                   root_object.name, root_object.matrix_world)
        export_success = _pip.export(*in_args)

    # PIS, PIA
    if root_object.scs_props.scs_root_animated == 'anim':
        # EXPORT PIS
        if scs_globals.export_pis_file and len(
                used_bones) > 0 and export_success:
            export_success = _pis.export(
                os.path.join(dirpath, skeleton_filepath), root_object,
                armature_object, list(used_bones.keys()))

        # EXPORT PIA
        if scs_globals.export_pia_file and len(
                used_bones) > 0 and export_success:

            anim_dirpath = _path_utils.get_animations_relative_filepath(
                root_object, dirpath)

            if anim_dirpath is not None:

                anim_dirpath = os.path.join(dirpath, anim_dirpath)
                # make sure to get relative path from PIA to PIS (animations may use custom export path)
                skeleton_filepath = _path_utils.get_skeleton_relative_filepath(
                    armature_object, anim_dirpath, root_object.name)

                for scs_anim in root_object.scs_object_animation_inventory:

                    if scs_anim.export:  # check if export is disabled on animation itself

                        # TODO: use used_bones variable for safety checks
                        _pia.export(root_object, armature_object, scs_anim,
                                    anim_dirpath, skeleton_filepath)

            else:
                lprint(
                    "E Custom animations export path is not relative to SCS Project Base Path.\n\t   "
                    + "Animations won't be exported!")

    # FINAL FEEDBACK
    context.window.cursor_modal_restore()
    if export_success:
        lprint(
            '\nI Export compleeted in %.3f sec. Files were saved to folder:\n\t   %r\n',
            (time.time() - t, dirpath))

    return True
Beispiel #2
0
def export(dirpath, name_suffix, root_object, game_object_list):
    """The main export function.

    :param dirpath: The main Filepath where most of the Files will be exported
    :type dirpath: str
    :param name_suffix: files name suffix (exchange format is using .ef)
    :type name_suffix: str
    :param root_object: This is the "SCS Root Object" and parent object of all objects in "game_object_list" and carries many settings for the
    whole "SCS Game Object"
    :type root_object: bpy.types.Object
    :param game_object_list: This is a simple list of all objects belonging to the "SCS Game Object", which can be further reduced of invalid objects
    :type game_object_list: list
    :return: Return state statuses (Usually 'FINISHED')
    :rtype: dict
    """
    import time

    t = time.time()
    context = bpy.context
    context.window.cursor_modal_set('WAIT')

    lprint("I Export started for: %r on: %s",
           (root_object.name, time.strftime("%b %d, %Y at %H:%M:%S")))

    # TRANSITIONAL STRUCTURES
    terrain_points = TerrainPntsTrans()
    parts = PartsTrans(root_object.scs_object_part_inventory)
    materials = MaterialsTrans()
    bones = BonesTrans()

    # GROUP OBJECTS BY TYPE
    (mesh_objects, prefab_locators, model_locators, collision_locators,
     armature_object) = _get_objects_by_type(game_object_list, parts)

    # INITIAL CHECKS
    skeleton_filepath = root_object.name + ".pis" + name_suffix  # NOTE: if no skeleton is exported name of it should be there anyway
    if armature_object and root_object.scs_props.scs_root_animated == "anim":

        skeleton_filepath = _path_utils.get_skeleton_relative_filepath(
            armature_object, dirpath, root_object.name) + name_suffix

        if len(mesh_objects) == 0:
            context.window.cursor_modal_restore()
            lprint(
                "E Rejecting animated Game Object with SCS Root Object name %r.\n\t   "
                "Animated Game Object has to have at least one mesh object!",
                (root_object.name, ))
            return False

    if len(mesh_objects) == 0 and len(model_locators) == 0:
        context.window.cursor_modal_restore()
        lprint(
            "E Rejecting empty Game Object with SCS Root Object name: %r\n\t   "
            +
            "Game Object has to have at least one mesh object or model locator!",
            (root_object.name, ))
        return False

    # EXPORT
    scs_globals = _get_scs_globals()
    export_success = True

    # EXPORT PIM
    if scs_globals.export_pim_file:
        in_args = (dirpath, name_suffix, root_object, armature_object,
                   skeleton_filepath, mesh_objects, model_locators)
        trans_structs_args = (parts, materials, bones, terrain_points)

        if scs_globals.export_output_type == "5":
            export_success = _pim_exporter.execute(*(in_args +
                                                     trans_structs_args))
        elif scs_globals.export_output_type == "EF":
            export_success = _pim_ef_exporter.execute(*(in_args +
                                                        trans_structs_args))
        else:
            export_success = False

        # EXPORT PIC
        if scs_globals.export_pic_file and export_success:
            if collision_locators:
                in_args = (collision_locators,
                           dirpath + os.sep + root_object.name, name_suffix,
                           root_object.name)
                trans_structs_args = (parts, )
                export_success = _pic.export(*(in_args + trans_structs_args))
            else:
                lprint("I No collider locator objects to export.")

    # EXPORT PIP
    if scs_globals.export_pip_file and prefab_locators and export_success:
        in_args = (dirpath, root_object.name, name_suffix, prefab_locators,
                   root_object.matrix_world)
        trans_structs_args = (parts, terrain_points)
        export_success = _pip_exporter.execute(*(in_args + trans_structs_args))

    # EXPORT PIT
    if scs_globals.export_pit_file and export_success:
        in_args = (root_object, dirpath + os.sep + root_object.name,
                   name_suffix)
        trans_structs_args = (parts, materials)

        if scs_globals.export_output_type == "5":
            export_success = _pit.export(*(in_args + trans_structs_args))
        elif scs_globals.export_output_type == "EF":
            export_success = _pit_ef.export(*(in_args + trans_structs_args))
        else:
            export_success = False

    # PIS, PIA
    if root_object.scs_props.scs_root_animated == 'anim':
        # EXPORT PIS
        if scs_globals.export_pis_file and bones.are_present(
        ) and export_success:
            export_success = _pis.export(
                os.path.join(dirpath, skeleton_filepath), root_object,
                armature_object, bones.get_as_list())

        # EXPORT PIA
        if scs_globals.export_pia_file and bones.are_present(
        ) and export_success:

            anim_dirpath = _path_utils.get_animations_relative_filepath(
                root_object, dirpath)

            if anim_dirpath is not None:

                anim_dirpath = os.path.join(dirpath, anim_dirpath)
                # make sure to get relative path from PIA to PIS (animations may use custom export path)
                skeleton_filepath = _path_utils.get_skeleton_relative_filepath(
                    armature_object, anim_dirpath,
                    root_object.name) + name_suffix

                exported_anims_names = {
                }  # store exported animations paths, so we can report duplicates and overwrites

                for scs_anim in root_object.scs_object_animation_inventory:

                    if scs_anim.export:  # check if export is disabled on animation itself

                        # TODO: use bones transitional variable for safety checks
                        export_success = _pia.export(root_object,
                                                     armature_object, scs_anim,
                                                     anim_dirpath, name_suffix,
                                                     skeleton_filepath)

                        if export_success:

                            if scs_anim.name not in exported_anims_names:
                                exported_anims_names[scs_anim.name] = 1
                            else:
                                exported_anims_names[scs_anim.name] += 1

                for anim_name, export_count in exported_anims_names.items():

                    if export_count > 1:

                        lprint(
                            "W Detected %s animation instances on SCS Root Object: %r with same name: %r.\n\t   "
                            "Only last one stayed exported as it overwrote previous ones!",
                            (export_count, root_object.name, anim_name))

            else:
                lprint(
                    "E Custom animations export path is not relative to SCS Project Base Path.\n\t   "
                    + "Animations won't be exported!")

    elif armature_object and len(
            root_object.scs_object_animation_inventory) > 0:
        lprint(
            "W Armature and SCS Animations detected but not exported! If you are exporting animated model,\n\t   "
            + "make sure to switch SCS Root Object %r to 'Animated Model'!",
            (root_object.name, ))

    # FINAL FEEDBACK
    context.window.cursor_modal_restore()
    if export_success:
        lprint("I Export completed for: %r in %.3f seconds.\n",
               (root_object.name, time.time() - t))

    return True
Beispiel #3
0
def export(dirpath, root_object, game_object_list):
    """The main export function.

    :param dirpath: The main Filepath where most of the Files will be exported
    :type dirpath: str
    :param root_object: This is the "SCS Root Object" and parent object of all objects in "game_object_list" and carries many settings for the
    whole "SCS Game Object"
    :type root_object: bpy.types.Object
    :param game_object_list: This is a simple list of all objects belonging to the "SCS Game Object", which can be further reduced of invalid objects
    :type game_object_list: list
    :return: Return state statuses (Usually 'FINISHED')
    :rtype: dict
    """
    import time

    t = time.time()
    context = bpy.context
    context.window.cursor_modal_set('WAIT')

    # TRANSITIONAL STRUCTURES
    terrain_points = TerrainPntsTrans()
    parts = PartsTrans()
    materials = MaterialsTrans()
    bones = BonesTrans()

    # GROUP OBJECTS BY TYPE
    (mesh_objects, prefab_locators, model_locators, collision_locators,
     armature_object) = _get_objects_by_type(game_object_list, parts)

    # INITIAL CHECKS
    skeleton_filepath = root_object.name + ".pis"  # NOTE: if no skeleton is exported name of it should be there anyway
    if armature_object and root_object.scs_props.scs_root_animated == "anim":

        skeleton_filepath = _path_utils.get_skeleton_relative_filepath(
            armature_object, dirpath, root_object.name)

        if len(mesh_objects) == 0:
            context.window.cursor_modal_restore()
            lprint(
                "E Animated SCS Game Object has to have at least one mesh object!\n\t   "
                + "SCS Game Object %r won't be exported!",
                (root_object.name, ))
            return False

    if len(mesh_objects) == 0 and len(model_locators) == 0:
        context.window.cursor_modal_restore()
        lprint(
            "E SCS Game Object has to have at least one mesh object or model locator!\n\t   "
            + "SCS Game Object %r won't be exported!", (root_object.name, ))
        return False

    # EXPORT
    scs_globals = _get_scs_globals()
    export_success = True

    # EXPORT PIM
    if scs_globals.export_pim_file:
        in_args = (dirpath, root_object, armature_object, skeleton_filepath,
                   mesh_objects, model_locators)
        trans_structs_args = (parts, materials, bones, terrain_points)
        export_success = _pim_exporter.execute(*(in_args + trans_structs_args))

        # EXPORT PIC
        if scs_globals.export_pic_file and export_success:
            if collision_locators:
                in_args = (collision_locators,
                           dirpath + os.sep + root_object.name,
                           root_object.name)
                trans_structs_args = (parts, )
                export_success = _pic.export(*(in_args + trans_structs_args))
            else:
                lprint("I No collider locator objects to export.")

    # EXPORT PIP
    if scs_globals.export_pip_file and prefab_locators and export_success:
        in_args = (dirpath, root_object.name, prefab_locators,
                   root_object.matrix_world)
        trans_structs_args = (terrain_points, )
        export_success = _pip_exporter.execute(*(in_args + trans_structs_args))

    # EXPORT PIT
    if scs_globals.export_pit_file and export_success:
        in_args = (root_object, dirpath + os.sep + root_object.name)
        trans_structs_args = (materials, parts)
        export_success = _pit.export(*(in_args + trans_structs_args))

    # PIS, PIA
    if root_object.scs_props.scs_root_animated == 'anim':
        # EXPORT PIS
        if scs_globals.export_pis_file and bones.are_present(
        ) and export_success:
            export_success = _pis.export(
                os.path.join(dirpath, skeleton_filepath), root_object,
                armature_object, bones.get_as_list())

        # EXPORT PIA
        if scs_globals.export_pia_file and bones.are_present(
        ) and export_success:

            anim_dirpath = _path_utils.get_animations_relative_filepath(
                root_object, dirpath)

            if anim_dirpath is not None:

                anim_dirpath = os.path.join(dirpath, anim_dirpath)
                # make sure to get relative path from PIA to PIS (animations may use custom export path)
                skeleton_filepath = _path_utils.get_skeleton_relative_filepath(
                    armature_object, anim_dirpath, root_object.name)

                for scs_anim in root_object.scs_object_animation_inventory:

                    if scs_anim.export:  # check if export is disabled on animation itself

                        # TODO: use bones transitional variable for safety checks
                        _pia.export(root_object, armature_object, scs_anim,
                                    anim_dirpath, skeleton_filepath)

            else:
                lprint(
                    "E Custom animations export path is not relative to SCS Project Base Path.\n\t   "
                    + "Animations won't be exported!")

    elif armature_object and len(
            root_object.scs_object_animation_inventory) > 0:
        lprint(
            "W Armature and SCS Animations detected but not exported! If you are exporting animated model,\n\t   "
            + "make sure to switch SCS Root Object %r to 'Animated Model'!",
            (root_object.name, ))

    # FINAL FEEDBACK
    context.window.cursor_modal_restore()
    if export_success:
        lprint(
            '\nI Export completed in %.3f sec. Files were saved to folder:\n\t   %r\n',
            (time.time() - t, dirpath))

    return True
Beispiel #4
0
def export(dirpath, root_object, game_object_list):
    """The main export function.

    :param dirpath: The main Filepath where most of the Files will be exported
    :type dirpath: str
    :param root_object: This is the "SCS Root Object" and parent object of all objects in "game_object_list" and carries many settings for the
    whole "SCS Game Object"
    :type root_object: bpy.types.Object
    :param game_object_list: This is a simple list of all objects belonging to the "SCS Game Object", which can be further reduced of invalid objects
    :type game_object_list: list
    :return: Return state statuses (Usually 'FINISHED')
    :rtype: dict
    """
    import time

    t = time.time()
    context = bpy.context
    context.window.cursor_modal_set("WAIT")

    # TRANSITIONAL STRUCTURES
    terrain_points = TerrainPntsTrans()
    parts = PartsTrans()
    materials = MaterialsTrans()
    bones = BonesTrans()

    # GROUP OBJECTS BY TYPE
    (mesh_objects, prefab_locators, model_locators, collision_locators, armature_object) = _get_objects_by_type(
        game_object_list, parts
    )

    # INITIAL CHECKS
    skeleton_filepath = root_object.name + ".pis"  # NOTE: if no skeleton is exported name of it should be there anyway
    if armature_object and root_object.scs_props.scs_root_animated == "anim":

        skeleton_filepath = _path_utils.get_skeleton_relative_filepath(armature_object, dirpath, root_object.name)

        if len(mesh_objects) == 0:
            context.window.cursor_modal_restore()
            lprint(
                "E Animated SCS Game Object has to have at least one mesh object!\n\t   "
                + "SCS Game Object %r won't be exported!",
                (root_object.name,),
            )
            return False

    if len(mesh_objects) == 0 and len(model_locators) == 0:
        context.window.cursor_modal_restore()
        lprint(
            "E SCS Game Object has to have at least one mesh object or model locator!\n\t   "
            + "SCS Game Object %r won't be exported!",
            (root_object.name,),
        )
        return False

    # EXPORT
    scs_globals = _get_scs_globals()
    export_success = True

    # EXPORT PIM
    if scs_globals.export_pim_file:
        in_args = (dirpath, root_object, armature_object, skeleton_filepath, mesh_objects, model_locators)
        trans_structs_args = (parts, materials, bones, terrain_points)
        export_success = _pim_exporter.execute(*(in_args + trans_structs_args))

        # EXPORT PIC
        if scs_globals.export_pic_file and export_success:
            if collision_locators:
                in_args = (collision_locators, dirpath + os.sep + root_object.name, root_object.name)
                trans_structs_args = (parts,)
                export_success = _pic.export(*(in_args + trans_structs_args))
            else:
                lprint("I No collider locator objects to export.")

    # EXPORT PIP
    if scs_globals.export_pip_file and prefab_locators and export_success:
        in_args = (dirpath, root_object.name, prefab_locators, root_object.matrix_world)
        trans_structs_args = (terrain_points,)
        export_success = _pip_exporter.execute(*(in_args + trans_structs_args))

    # EXPORT PIT
    if scs_globals.export_pit_file and export_success:
        in_args = (root_object, dirpath + os.sep + root_object.name)
        trans_structs_args = (materials, parts)
        export_success = _pit.export(*(in_args + trans_structs_args))

    # PIS, PIA
    if root_object.scs_props.scs_root_animated == "anim":
        # EXPORT PIS
        if scs_globals.export_pis_file and bones.are_present() and export_success:
            export_success = _pis.export(
                os.path.join(dirpath, skeleton_filepath), root_object, armature_object, bones.get_as_list()
            )

        # EXPORT PIA
        if scs_globals.export_pia_file and bones.are_present() and export_success:

            anim_dirpath = _path_utils.get_animations_relative_filepath(root_object, dirpath)

            if anim_dirpath is not None:

                anim_dirpath = os.path.join(dirpath, anim_dirpath)
                # make sure to get relative path from PIA to PIS (animations may use custom export path)
                skeleton_filepath = _path_utils.get_skeleton_relative_filepath(
                    armature_object, anim_dirpath, root_object.name
                )

                for scs_anim in root_object.scs_object_animation_inventory:

                    if scs_anim.export:  # check if export is disabled on animation itself

                        # TODO: use bones transitional variable for safety checks
                        _pia.export(root_object, armature_object, scs_anim, anim_dirpath, skeleton_filepath)

            else:
                lprint(
                    "E Custom animations export path is not relative to SCS Project Base Path.\n\t   "
                    + "Animations won't be exported!"
                )

    elif armature_object and len(root_object.scs_object_animation_inventory) > 0:
        lprint(
            "W Armature and SCS Animations detected but not exported! If you are exporting animated model,\n\t   "
            + "make sure to switch SCS Root Object %r to 'Animated Model'!",
            (root_object.name,),
        )

    # FINAL FEEDBACK
    context.window.cursor_modal_restore()
    if export_success:
        lprint("\nI Export completed in %.3f sec. Files were saved to folder:\n\t   %r\n", (time.time() - t, dirpath))

    return True
Beispiel #5
0
def export(dirpath, root_object, game_object_list):
    """The main export function.

    :param dirpath: The main Filepath where most of the Files will be exported
    :type dirpath: str
    :param root_object: This is the "SCS Root Object" and parent object of all objects in "game_object_list" and carries many settings for the
    whole "SCS Game Object"
    :type root_object: bpy.types.Object
    :param game_object_list: This is a simple list of all objects belonging to the "SCS Game Object", which can be further reduced of invalid objects
    :type game_object_list: list
    :return: Return state statuses (Usually 'FINISHED')
    :rtype: dict
    """
    import time

    t = time.time()
    context = bpy.context
    context.window.cursor_modal_set('WAIT')

    # GROUP OBJECTS BY TYPE
    (
        mesh_objects,
        prefab_locators,
        model_locators,
        collision_locators,
        armature_object
    ) = _get_objects_by_type(game_object_list)

    skeleton_filepath = root_object.name + ".pis"  # NOTE: if no skeleton is exported name of it should be there anyway
    if armature_object and root_object.scs_props.scs_root_animated:

        skeleton_filepath = _path_utils.get_skeleton_relative_filepath(armature_object, dirpath, root_object.name)

        if len(mesh_objects) == 0:
            context.window.cursor_modal_restore()
            lprint("E Animated SCS Game Object has to have at least one mesh object! SCS Game Object %r won't be exported!", (root_object.name,))
            return False

    # EXPORT
    scs_globals = _get_scs_globals()
    export_success = True
    used_parts = OrderedDict()  # dictionary of parts which are actually used in this game object
    used_materials = []
    used_bones = OrderedDict()  # dictionary of bones which are actually used in this game object

    # EXPORT PIM
    if scs_globals.export_pim_file:
        in_args = (dirpath, root_object, armature_object, skeleton_filepath, mesh_objects, model_locators)
        out_args = (used_parts, used_materials, used_bones)
        export_success = _pim_exporter.execute(*(in_args + out_args))

        # EXPORT PIC
        if scs_globals.export_pic_file and export_success:
            if collision_locators:
                in_args = (collision_locators, dirpath + os.sep + root_object.name, root_object.name)
                out_args = (used_parts,)
                export_success = _pic.export(*(in_args + out_args))
            else:
                lprint("I No collider locator objects to export.")

    # EXPORT PIT
    if scs_globals.export_pit_file and export_success:
        in_args = (root_object, used_parts, used_materials, context.scene, dirpath + os.sep + root_object.name)
        export_success = _pit.export(*in_args)

    # EXPORT PIP
    if scs_globals.export_pip_file and prefab_locators and export_success:
        in_args = (prefab_locators, dirpath + os.sep + root_object.name, root_object.name, root_object.matrix_world)
        export_success = _pip.export(*in_args)

    # PIS, PIA
    if root_object.scs_props.scs_root_animated == 'anim':
        # EXPORT PIS
        if scs_globals.export_pis_file and len(used_bones) > 0 and export_success:
            export_success = _pis.export(os.path.join(dirpath, skeleton_filepath), root_object, armature_object, list(used_bones.keys()))

        # EXPORT PIA
        if scs_globals.export_pia_file and len(used_bones) > 0 and export_success:

            anim_dirpath = _path_utils.get_animations_relative_filepath(root_object, dirpath)

            if anim_dirpath is not None:

                anim_dirpath = os.path.join(dirpath, anim_dirpath)
                # make sure to get relative path from PIA to PIS (animations may use custom export path)
                skeleton_filepath = _path_utils.get_skeleton_relative_filepath(armature_object, anim_dirpath, root_object.name)

                for scs_anim in root_object.scs_object_animation_inventory:

                    if scs_anim.export:  # check if export is disabled on animation itself

                        # TODO: use used_bones variable for safety checks
                        _pia.export(root_object, armature_object, scs_anim, anim_dirpath, skeleton_filepath)

            else:
                lprint("E Custom animations export path is not relative to SCS Project Base Path.\n\t   " +
                       "Animations won't be exported!")

    # FINAL FEEDBACK
    context.window.cursor_modal_restore()
    if export_success:
        lprint('\nI Export compleeted in %.3f sec. Files were saved to folder:\n\t   %r\n', (time.time() - t, dirpath))

    return True