Esempio n. 1
0
    def execute(self, context):
        for i, fact in enumerate(GetPreferences().FactoryRefs):
            if fact.name == context.current_factory.name:
                GetPreferences().FactoryRefs.remove(i)
                break

        return {'FINISHED'}
Esempio n. 2
0
    def execute(self, context):
        for i, mat in enumerate(GetPreferences().MaterialRefs):
            if mat.name == context.current_material.name:
                GetPreferences().MaterialRefs.remove(i)
                break

        return {'FINISHED'}
Esempio n. 3
0
    def execute(self, context):
        prefs = GetPreferences()

        script = prefs.postExportScripts.add()
        script.name = "Unnamed_" + str(len(prefs.postExportScripts))
        prefs.active_postExportScripts_index = len(prefs.postExportScripts) - 1

        return {'FINISHED'}
Esempio n. 4
0
    def execute(self, context):
        prefs = GetPreferences()

        if prefs.active_postExportScripts_index >= 0:
            prefs.postExportScripts.remove(
                prefs.active_postExportScripts_index)
            prefs.active_postExportScripts_index = len(
                prefs.postExportScripts) - 1

        return {'FINISHED'}
Esempio n. 5
0
 def execute(self, context):
     ob = context.scene.objects.active
     if int(self.select_factory) != -1:
         ob.b2cs.csFactoryName = GetPreferences().FactoryRefs[int(
             self.select_factory)].name
         ob.b2cs.csFactoryVfs = GetPreferences().FactoryRefs[int(
             self.select_factory)].vfs
     else:
         ob.b2cs.csFactoryName = ''
         ob.b2cs.csFactoryVfs = ''
     return {'FINISHED'}
Esempio n. 6
0
 def execute(self, context):
     mat = context.material
     if int(self.select_material) != -1:
         mat.b2cs.csMaterialName = GetPreferences().MaterialRefs[int(
             self.select_material)].name
         mat.b2cs.csMaterialVfs = GetPreferences().MaterialRefs[int(
             self.select_material)].vfs
     else:
         mat.b2cs.csMaterialName = 'None'
         mat.b2cs.csMaterialVfs = ''
     return {'FINISHED'}
Esempio n. 7
0
def Export(path):
    # Clean cached data
    Hierarchy.exportedFactories = []

    # Set interaction mode to 'OBJECT' mode
    editMode = False
    for ob in bpy.data.objects:
        if ob.mode == 'EDIT':
            if bpy.ops.object.mode_set.poll():
                bpy.ops.object.mode_set(mode='OBJECT')
                editMode = True
                break

    # Export Blender data to Crystal Space format
    exportAsLibrary = GetPreferences().library
    if exportAsLibrary:
        print("\nEXPORTING: " + Join(path, 'library') +
              " ====================================")
        print(
            "  All objects of the world are exported as factories in 'library' file.\n"
        )
        ExportLibrary(path)

    else:
        print("\nEXPORTING: " + Join(path, 'world') +
              " ====================================")
        print(
            "  All scenes composing this world are exported as sectors in the 'world' file ;\n",
            " all objects of these scenes are exported as separated libraries.\n"
        )
        ExportWorld(path)

    # Restore interaction mode
    if editMode:
        if bpy.ops.object.mode_set.poll():
            bpy.ops.object.mode_set(mode='EDIT')

    # Launch post export scripts
    import shlex
    import subprocess
    for script in GetPreferences().postExportScripts:
        if script.valid and script.enabled:
            exportPath = GetExportPath()

            args = shlex.split(script.abspath + ' ' + exportPath)
            print(args)
            output = subprocess.call(args)
            print(output)
Esempio n. 8
0
    def execute(self, context):

        prefs = GetPreferences()
        print(self.type)
        print(prefs.active_postExportScripts_index)

        direction = 1 if self.type == 'DOWN' else -1

        if prefs.active_postExportScripts_index >= 0:
            newpos = prefs.active_postExportScripts_index + direction
            if newpos < len(prefs.postExportScripts) and newpos > -1:
                prefs.postExportScripts.move(
                    prefs.active_postExportScripts_index, newpos)
                prefs.active_postExportScripts_index = newpos

        return {'FINISHED'}
Esempio n. 9
0
def WorldAsCS(self, func, depth=0):
    """ Write an xml decription of this world: mainly physics settings
    """

    scenes = [bpy.context.scene
              ] if GetPreferences().exportOnlyCurrentScene else [
                  scene for scene in bpy.data.scenes if scene.b2cs.export
              ]
    engine = None
    for scene in scenes:
        print('ENGINE: ' + scene.game_settings.physics_engine)
        if scene.game_settings.physics_engine == 'BULLET':
            engine = 'crystalspace.physics.bullet'
            break

    if engine:
        func(' ' * depth + '<addon plugin="crystalspace.physics.loader">')
        func(' ' * depth + '  <collisionsystem plugin="%s">' % (engine))
        func(' ' * depth + '    <simulationspeed speed="1.0" />')  # TODO
        func(
            ' ' * depth +
            '    <stepparams timestep="0.0166" maxstep="1" iterations="10" />')
        #TODO
        func(' ' * depth + '    <internalscale scale="1.0" />')  # TODO
        func(' ' * depth + '    <softbodyenabled enabled="true" />')  # TODO
        func(' ' * depth + '    <damping linear="0.1" angular="0.1" />')
        # TODO
        func(' ' * depth + '  </collisionsystem>')
        func(' ' * depth + '</addon>')
Esempio n. 10
0
def GetExportableScenes(context):
    scenes = [bpy.context.scene] if GetPreferences().exportOnlyCurrentScene else [
        scene for scene in bpy.data.scenes if scene.b2cs.export]
    if len(scenes) == 0:
        # If no scenes are exported, atleast export the current scene, for
        # those schmucks that disable the export of the only scene.
        scenes = [bpy.context.scene]
    return scenes
Esempio n. 11
0
    def execute(self, context):
        exportPath = GetExportPath()
        Export(exportPath)

        options = " "
        if GetPreferences().console:
            options += "-console "
        if GetPreferences().verbose:
            options += "-verbose=-scf "
        if GetPreferences().silent:
            options += "-silent "
        if GetPreferences().bugplug:
            options += "-plugin=bugplug "

        # import commands
        # output = commands.getstatusoutput(WalkTestPath() + options + path)
        # print(output)

        import shlex
        import subprocess

        physics = False
        for object in bpy.data.objects:
            if object.hasSupportedPhysicsEnabled():
                physics = True
                break

        if not physics or not context.scene.HasBulletPhysicsEnabled():
            print(WalkTestPath())
            args = shlex.split(WalkTestPath() + options + exportPath)
            print(args)
            output = subprocess.call(args)
            print(output)
        else:
            exe = WalkTestPath().replace('walktest', 'phystut2')

            args = shlex.split(exe + options + '--mapfile=' + exportPath +
                               'world')
            print(args)
            output = subprocess.call(args)
            print(output)

        return {'FINISHED'}
Esempio n. 12
0
def INFO_HT_header_prepend_draw(self, context):
    if context.scene.render.engine == 'CRYSTALSPACE':
        layout = self.layout
        layout.operator("io_scene_cs.export", text="", icon='SCENE_DATA')
        if not GetPreferences().library:
            if HasCrystalSpace():
                layout.operator("io_scene_cs.export_run", text="", icon='GAME')
                if context.active_object and context.active_object.type == 'MESH':
                    layout.operator("io_scene_cs.export_view",
                                    text="",
                                    icon='RENDER_STILL')
        layout.separator()
Esempio n. 13
0
    def draw(self, context):
        layout = self.layout

        ob = bpy.context.scene

        split = layout.split()
        col1 = split.column(align=True)
        box1 = col1.box()

        row = box1.row()
        row.prop(ob.b2cs, "export")

        if GetPreferences().exportOnlyCurrentScene:
            row = box1.row()
            row.label(
                text="exportOnlyCurrentScene enabled so this won't have any effect.")
Esempio n. 14
0
    def draw(self, context):
        ob = context.active_object

        if ob.type == 'MESH':
            # Draw a checkbox to define current mesh object as a CS factory
            # reference
            layout = self.layout

            row = layout.row()
            row.prop(ob.b2cs, "type")

            layout.template_object_ref(ob.b2cs,
                                       'viscull_mesh',
                                       name='Viscull mesh')

            # if ob.game.use_collision_bounds and ob.game.collision_bounds_type=='TRIANGLE_MESH':
            # layout.template_object_ref(ob.b2cs, 'collission_mesh',
            # name='Collision mesh')

            if not ob.data.b2cs.no_shadow_cast:
                layout.template_object_ref(ob.b2cs,
                                           'shadow_mesh',
                                           name='Shadow mesh')

            row = layout.row()
            row.prop(ob.b2cs, "csFactRef")

            if ob.b2cs.csFactRef:
                # Let the user select a CS factory
                row = layout.row()
                if ob.b2cs.csFactoryName == '':
                    row.operator_menu_enum("object.select_fact_ref",
                                           "select_factory",
                                           text=SelectFactoryRef.bl_label)
                else:
                    row.operator_menu_enum("object.select_fact_ref",
                                           "select_factory",
                                           text=ob.b2cs.csFactoryName)
                    # Verify that factory reference still exists
                    factories = [f.name for f in GetPreferences().FactoryRefs]
                    if not ob.b2cs.csFactoryName in factories:
                        row = layout.row()
                        row.label(
                            text=
                            "WARNING: this factory reference has been deleted!",
                            icon='ERROR')
Esempio n. 15
0
    def draw(self, context):
        layout = self.layout

        row = layout.row(align=True)
        row.operator("io_scene_cs.add_factory", text="Add factory reference")

        for fact in GetPreferences().FactoryRefs:
            col = layout.column()
            col.context_pointer_set("current_factory", fact)
            box = col.box()

            row = box.row()
            row.prop(fact, "name", text="Factory name")
            row.operator(
                "io_scene_cs.rmv_factory", text="", icon='X', emboss=False)

            row = box.row()
            row.prop(fact, "vfs", text="VFS path")
Esempio n. 16
0
    def draw(self, context):
        layout = self.layout

        row = layout.row(align=True)
        row.operator("io_scene_cs.add_material", text="Add material reference")

        for mat in GetPreferences().MaterialRefs:
            col = layout.column()
            col.context_pointer_set("current_material", mat)
            box = col.box()

            row = box.row()
            row.prop(mat, "name", text="Material name")
            row.operator(
                "io_scene_cs.rmv_material", text="", icon='X', emboss=False)

            row = box.row()
            row.prop(mat, "vfs", text="VFS path")
Esempio n. 17
0
def GroupAsCSLib(self, path=''):
    """ Export a group of Blender objects as a CS library entitled
        '<group name>' in the '<path>/factories' folder;
        objects are exported as instances or submeshes of a general mesh
    """

    def Write(fi):
        def write(data):
            fi.write(data + '\n')
        return write

    # Export group
    fa = open(Join(path, 'factories/', self.uname), 'w')
    self.WriteCSLibHeader(Write(fa))
    use_imposter = self.HasImposter()
    if not GetPreferences().sharedMaterial:
        groupDeps = self.GetDependencies()
        ExportMaterials(Write(fa), 2, groupDeps)
    self.WriteCSGroup(Write(fa), 2, use_imposter, dontClose=False)
    fa.close()
Esempio n. 18
0
    def draw(self, context):
        layout = self.layout

        row = layout.row(align=True)
        row.template_list(
            "UI_UL_list", "scripts", GetPreferences(), "postExportScripts",
                          GetPreferences(), "active_postExportScripts_index", rows=5, maxrows=5, type='DEFAULT')
        sub = row.column(align=True)
        sub.operator(
            "preferences.post_export_script_add", icon='ZOOMIN', text="")
        sub.operator(
            "preferences.post_export_script_remove", icon='ZOOMOUT', text="")
        sub.operator("preferences.post_export_script_move",
                     text="", icon='TRIA_UP').type = 'UP'
        sub.operator("preferences.post_export_script_move",
                     text="", icon='TRIA_DOWN').type = 'DOWN'

        if len(GetPreferences().postExportScripts) > GetPreferences().active_postExportScripts_index >= 0:
            slave = GetPreferences().postExportScripts[
                GetPreferences().active_postExportScripts_index]
            row = layout.row(align=True)
            box = row.box()
            row = box.row()
            row.label('Name: ' + slave.name)
            row = box.row()
            if not slave.valid:
                row.alert = True
            row.prop(slave, 'path')
            row = box.row()
            row.prop(slave, 'enabled')
            if not slave.valid:
                row = box.row()
                row.label('Script file does not exist or is not executable!')

        row = layout.row(align=True)
        row.label(
            'Scripts are executed with the first argument the set export directory path.')
Esempio n. 19
0
def GetBoneInfluences(self, **kwargs):
    """ Generate a list of bone influences (4 per vertex) for each vertex of
        the mesh animated by this armature.
        param kwargs: mapping buffers of this armature
    """
    # Recover mapping buffers from kwargs
    meshData = kwargs.get('meshData', [])
    mappingVertices = kwargs.get('mappingVertices', [])

    # Get bone influences per vertex (max 4)
    boneNames = GetBoneNames(self.bones)
    epsilon = 1e-8
    influences = []
    lostInfluences = False
    undefinedGroups = False
    lostGroups = []
    for index, ob in enumerate(meshData):
        # For each mesh depending of the armature
        for indexV in mappingVertices[index]:
            # For each vertex of the mesh
            weights = []
            for groupEl in ob.data.vertices[indexV].groups:
                # For each vertex group
                if groupEl.weight > epsilon:
                    # Get the bone and its influence (weight) on the vertex
                    groupIndex = find(lambda gr: gr.index == groupEl.group,
                                      ob.vertex_groups)
                    if groupIndex == None:
                        undefinedGroups = True
                        continue
                    group = ob.vertex_groups[groupIndex]
                    if group.name not in boneNames:
                        if group.name not in lostGroups:
                            lostGroups.append(group.name)
                        continue
                    boneIndex = boneNames[group.name]
                    weights.append([boneIndex, groupEl.weight])

                    # TODO: treat all armatures, not only the root one

            # Sort bone influences of the vertex by descending order
            weights.sort(key=lambda el: el[1], reverse=True)

            # Add the 4 largest influences of the vertex
            countBones = 0
            sumWeights = 0
            for influence in weights:
                if countBones < 4:
                    countBones += 1
                    sumWeights += influence[1]
                else:
                    lostInfluences = True
                    break

            # Normalize the bone influences to 1
            vertexInfluence = []
            for i in range(countBones):
                if sumWeights > epsilon:
                    weights[i][1] = weights[i][1] / sumWeights
                vertexInfluence.append(weights[i])

            # Fill vertex influences with null values if less then 4 non null
            # influences have been found for this vertex
            if countBones < 4:
                for i in range(4 - countBones):
                    vertexInfluence.append([0, 0.0])

            # Add bone influences to the list
            for i in range(4):
                influences.append(vertexInfluence[i])
            if GetPreferences(
            ).enableDoublesided and ob.data.show_double_sided:
                # Duplicate the influences in case of a double sided mesh
                for i in range(4):
                    influences.append(vertexInfluence[i])

    if undefinedGroups:
        print(
            "ERROR: undefined vertex group index; corresponding bone influences have been lost!"
        )
    if len(lostGroups):
        print(
            "WARNING: vertex groups defined on unknown bones; corresponding bone influences have been lost!",
            lostGroups)
    if lostInfluences:
        print("WARNING: some bone influences have been lost (max=4/vertex)")

    return influences
Esempio n. 20
0
def GetSubMeshesRaw(self, name, indexV, indexGroups, mappingBuffer=[]):
    """ Compute the CS submeshes of this Blender mesh by remapping
        Blender vertices to CS vertices, triangulating the faces and
        duplicating the double sided faces
        param name: name of the mesh
        param indexV: starting index of the CS vertices
        param indexGroups: buffer defining for each submesh (identified by the
              mesh name, the material and the texture) its CS faces, composed
              by three vertices
        param mappingBuffer: mapping buffer defining a CS vertex for each
              face vertex of the Blender mesh
    """

    # Starting index of the cs vertices composing this submesh
    firstIndex = indexV
    # Active UV texture
    tface = self.all_uv_textures.active.data if self.all_uv_textures.active else None
    # For each face composing this mesh
    for index, face in enumerate(self.all_faces):
        im = tface[index].image if tface else None
        # Identify the submesh by the mesh name, material and texture
        triplet = (name, self.GetMaterial(face.material_index), im)
        if triplet not in indexGroups:
            indexGroups[triplet] = []
        # Triangulate the mesh face
        indices = [v for v in face.vertices]
        tt = [2, 1, 0] if len(indices) == 3 else [2, 1, 0, 3, 2, 0]
        if len(mappingBuffer) == 0:
            # No mapping buffer => directly copy the index of Blender vertices
            for i in tt:
                indexGroups[triplet].append(face.vertices[i])
                indexV += 1
        else:
            # Mapping buffer => use the corresponding cs index of these
            # vertices
            if not GetPreferences(
            ).enableDoublesided or not self.show_double_sided:
                # Single sided mesh
                for i in tt:
                    # Add vertices composing the triangle to submesh
                    for mapV in mappingBuffer[face.vertices[i]]:
                        if mapV['face'] == index and mapV['vertex'] == i:
                            # cs index = firstIndex + j
                            # (where j is the index of this vertex in the submesh)
                            indexGroups[triplet].append(firstIndex +
                                                        mapV['csVertex'])
                            indexV += 1
                            break
            else:
                # Double sided mesh
                # Search for CS indices of the vertices composing the face
                frontFaceIndices = []
                tt = [0, 1, 2] if len(indices) == 3 else [0, 1, 2, 3]
                for i in tt:
                    for mapV in mappingBuffer[face.vertices[i]]:
                        if mapV['face'] == index and mapV['vertex'] == i:
                            # front face:  cs index = firstIndex + 2*j
                            # back face:   cs index = firstIndex + 2*j + 1
                            # (where j is the cs index of the vertex for a single sided face)
                            frontFaceIndices.append(firstIndex +
                                                    2 * mapV['csVertex'])
                            break

                # Add vertices composing the triangle
                for j in [2, 1, 0]:
                    # front side of the mesh
                    indexGroups[triplet].append(frontFaceIndices[j])
                    indexV += 1
                for j in [0, 1, 2]:
                    # back side of the mesh
                    indexGroups[triplet].append(frontFaceIndices[j] + 1)
                    indexV += 1

                # The face is not a triangle => triangulation
                if len(indices) != 3:
                    # Add vertices composing the second triangle
                    for j in [3, 2, 0]:
                        # front side of the mesh
                        indexGroups[triplet].append(frontFaceIndices[j])
                        indexV += 1
                    for j in [3, 0, 2]:
                        # back side of the mesh
                        indexGroups[triplet].append(frontFaceIndices[j] + 1)
                        indexV += 1

    return indexV, indexGroups
Esempio n. 21
0
    def draw(self, context):
        layout = self.layout

        mat = context.material

        if mat:
            #------------------------------------------------------------------
            textures = {}

            for i, slot in enumerate(mat.texture_slots):
                if slot:
                    for p in PROPS:
                        if getattr(slot, p):
                            if slot.texture.type == 'IMAGE':
                                textures[p] = (i, slot.texture)

            box = layout.box()
            row = box.row()
            row.label("Textures")
            row.menu('MATERIAL_OT_textures_menu',
                     text="",
                     icon='DOWNARROW_HLT')

            for p in PROPS:
                i, tex = textures.get(p, (None, None))
                if tex:
                    row = box.row()
                    col1 = row.column(align=True)
                    col1.label('', icon_value=layout.icon(tex))
                    col2 = row.column(align=True).row()
                    # col2.alignment = 'RIGHT'
                    c = col2.column(align=True)
                    c.prop(tex, 'image', text=NAMES[p])
                    c = col2.column(align=True)
                    op = c.operator('material.texture_remove',
                                    text="",
                                    icon='ZOOMOUT')
                    op.index = i

            #------------------------------------------------------------------
            box = layout.box()
            row = box.row()
            for prop in ['diffuse_color', 'specular_color']:
                row = box.row()
                col1 = row.column(align=True)
                col1.label(prop)
                col2 = row.column(align=True).row()
                col2.prop(mat, prop, text='')
            #------------------------------------------------------------------
            box = layout.box()
            row = box.row()
            row.label("Custom shader variables")

            row.menu('MATERIAL_OT_shadervars_menu',
                     text="",
                     icon='DOWNARROW_HLT')

            for sv in mat.b2cs.shadervars:
                row = box.row()
                col1 = row.column(align=True)
                col1.prop(sv, 'name', text='')
                col2 = row.column(align=True).row()
                if sv.type == 'texture':
                    if sv.value:
                        col2.label('', icon_value=layout.icon(sv.value))
                    draw_idref(col2, sv, 'value')
                else:
                    col2.prop(sv, 'value', text='')
                i = list(getattr(mat.b2cs.shadervars, sv.__type__)).index(sv)
                op = col2.operator('material.shadervar_remove',
                                   text="",
                                   icon='ZOOMOUT')
                op.index = i
                op.type = sv.__type__
            #------------------------------------------------------------------

            layout = self.layout
            row = layout.row()
            row.prop(mat.b2cs, "priority")
            row = layout.row()
            row.prop(mat.b2cs, "zbuf_mode")

            # Draw a checkbox to define current material as a CS material
            # reference
            layout.separator()
            row = layout.row()
            row.prop(mat.b2cs, "csMatRef")

            if mat.b2cs.csMatRef:
                # Let the user select a CS material
                row = layout.row()
                if mat.b2cs.csMaterialName == 'None':
                    row.operator_menu_enum("material.select_mat_ref",
                                           "select_material",
                                           text=SelectMaterialRef.bl_label)
                else:
                    row.operator_menu_enum("material.select_mat_ref",
                                           "select_material",
                                           text=mat.b2cs.csMaterialName)
                    # Verify that factory reference still exists
                    materials = [m.name for m in GetPreferences().MaterialRefs]
                    if not mat.b2cs.csMaterialName in materials:
                        row = layout.row()
                        row.label(
                            text=
                            "WARNING: this material reference has been deleted!",
                            icon='ERROR')

            else:
                # CS material properties (used if this material is not replaced by
                # a reference to an existing CS material)
                layout.separator()

                row = layout.row()
                row.prop(mat.b2cs, "shaderset")
                name = GetShaderSetName(mat.b2cs.shaderset)
                if name == 'water_plane':
                    row = layout.row()
                    row.prop(mat.water, "water_fog_color")
                    row = layout.row()
                    row.prop(mat.water, "water_perturb_scale")
                    row = layout.row()
                    row.prop(mat.water, "water_fog_density")
Esempio n. 22
0
def GetMorphTargets(numVertices, **kwargs):
    """ Generate a list of MorphTarget objects for the meshes
        passed in kwargs
    """

    # Recover buffers from kwargs
    meshData = kwargs.get('meshData', [])
    mappingVertices = []
    if 'mappingVertices' in kwargs:
        mappingVertices = kwargs['mappingVertices']
    else:
        print("ERROR: GetMorphTargets - mapping buffers are not defined")
    scales = kwargs.get('scales', [])

    # Generate an offset buffer for each morph target defined
    # on the mesh object
    epsilon = 1e-8
    shapes = []
    morphTargets = []
    startIndex = 0
    # For each mesh composing the object
    for index, ob in enumerate(meshData):
        if ob.data.shape_keys:
            mtCount = 0
            scale = scales[index]
            # Get the original coordinates of mesh vertices
            originalCo = [tuple(v.co) for v in ob.data.vertices]
            # For each morph target defined on this mesh
            for j, block in enumerate(ob.data.shape_keys.key_blocks):
                # Skip the 'Basis' morph target which corresponds to the reference pose
                # (i.e. the 'rest' pose)
                if j == 0 and block.name == "Basis":
                    continue
                # Create an offset buffer for the new morph target
                if block.name not in shapes:
                    shapes.append(block.name)
                    # Get the blended coordinates of mesh vertices
                    if ob.parent and ob.parent.type == 'ARMATURE' and ob.parent_type != 'BONE':
                        blendedCo = [tuple(ob.relative_matrix * v.co)
                                     for v in block.data]
                    else:
                        blendedCo = [tuple(v.co) for v in block.data]
                    nonNullOffset = False
                    # Calculate the offset of each vertex
                    offsets = []
                    for v in mappingVertices[index]:
                        offset = []
                        for j in range(3):
                            offset.append(
                                scale[j] * (blendedCo[v][j] - originalCo[v][j]))
                            if abs(offset[j]) > epsilon:
                                nonNullOffset = True
                        offsets.append(offset)
                        # Duplicate vertex offset if the mesh is double sided
                        # and 'double sided' option is enable
                        if GetPreferences().enableDoublesided and ob.data.show_double_sided:
                            offsets.append(offset)
                    # Add the morph target to the list if it contains non null
                    # offsets
                    if nonNullOffset:
                        mt = MorphTarget(
                            block.name, offsets, numVertices, startIndex)
                        morphTargets.append(mt)
                        mtCount += 1
                    else:
                        print(
                            'WARNING: morph target "%s" not exported (all offsets are null)' % (block.name))
            if mtCount:
                print('INFO: %s morph target(s) exported for mesh "%s"' %
                      (mtCount, ob.name[:-4]))
        startIndex += len(mappingVertices[index])

    return morphTargets
Esempio n. 23
0
def ExportWorld(path):
    """ Export scenes composing the world as sectors in the 'world' file,
        saved in the directory specified by 'path'. All objects of these scenes
        are exported as separated libraries in the 'factories' subfolder.
    """

    # Create the export directory for textures
    if not os.path.exists(Join(path, 'textures/')):
        os.makedirs(Join(path, 'textures/'))

    # Create the export directory for factories
    if not os.path.exists(Join(path, 'factories/')):
        os.makedirs(Join(path, 'factories/'))

    scenes = bpy.data.exportable_scenes

    # Get data about all objects composing this world
    deps = util.EmptyDependencies()
    cameras = {}
    for scene in scenes:
        MergeDependencies(deps, scene.GetDependencies())
        cameras.update(scene.GetCameras())

    # Create a 'world' file containing the xml description of the scenes
    f = open(Join(path, 'world'), 'w')
    Write(f)('<?xml version="1.0" encoding="UTF-8"?>')
    Write(f)('<world xmlns=\"http://crystalspace3d.org/xml/library\">')

    if bpy.context.scene and bpy.context.scene.world:
        bpy.context.scene.world.AsCS(Write(f), 2)

    # Export shared materials and textures in world file
    if GetPreferences().sharedMaterial:
        fmt = open(Join(path, 'materials'), 'w')
        Write(fmt)('<?xml version="1.0" encoding="UTF-8"?>')
        Write(fmt)('<library xmlns=\"http://crystalspace3d.org/xml/library\">')
        ExportMaterials(Write(fmt), 2, deps)
        Write(fmt)('</library>')
        fmt.close()
        Write(f)(' ' * 2 + '<library>%s</library>' % ('materials'))

    # Export the objects composing the world
    for typ in deps:
        if typ == 'A':
            # Animated meshes
            for name, fact in deps[typ].items():
                print('\nEXPORT OBJECT "%s" AS A CS ANIMATED MESH\n' %
                      (fact.object.uname))
                print('Writing fact', fact.uname, ':',
                      Join(path, 'factories/', fact.object.uname))
                fact.AsCSRef(Write(f), 2, 'factories/', animesh=True)
                # Export animesh factory
                fact.AsCSLib(path, animesh=True)
        elif typ == 'F':
            # General meshes
            for name, fact in deps[typ].items():
                print('\nEXPORT OBJECT "%s" AS A CS %s\n' %
                      (fact.object.uname, fact.object.b2cs.type))
                print('Writing fact', fact.uname, ':',
                      Join(path, 'factories/', fact.object.uname))
                fact.AsCSRef(Write(f), 2, 'factories/', animesh=False)
                # Export genmesh factory
                if not fact.object.b2cs.csFactRef:
                    fact.AsCSLib(path, animesh=False)
        elif typ == 'G':
            # Groups of objects
            for name, group in deps[typ].items():
                print('\nEXPORT GROUP "%s" AS A CS GENERAL MESH\n' %
                      (group.uname))
                print('Writing group', Join(path, 'factories/', group.uname))
                group.AsCSRef(Write(f), 2, 'factories/')
                # Export group of genmeshes
                group.AsCSLib(path)
        elif typ == 'M':
            # Materials
            for name, mat in deps[typ].items():
                if mat.b2cs.csMatRef and mat.b2cs.csMaterialName != 'None' and mat.b2cs.csMaterialVfs != '':
                    if mat.b2cs.csMaterialVfs not in Hierarchy.libraryReferences:
                        # Export references to CS libraries defining materials
                        Hierarchy.libraryReferences.append(
                            mat.b2cs.csMaterialVfs)
                        Write(f)(' ' * 2 + '<library>%s</library>' %
                                 (mat.b2cs.csMaterialVfs))

    # Export cameras
    if cameras:
        ExportCameras(Write(f), 2, cameras)
    else:
        # Set a default camera if none is defined
        bpy.types.Object.CameraAsCS(None, Write(f), 2, bpy.context.scene)

    # Export scenes as CS sectors in the 'world' file
    print("\nEXPORT SCENES:")
    for scene in scenes:
        scene.AsCS(Write(f), 2)

    Write(f)('</world>')
    f.close()

    Hierarchy.exportedFactories = []
    Hierarchy.libraryReferences = []

    print(
        "\nEXPORTING complete =================================================="
    )
Esempio n. 24
0
    def execute(self, context):
        new_fact = GetPreferences().FactoryRefs.add()

        return {'FINISHED'}
Esempio n. 25
0
def WriteCSGroup(self, func, depth=0, use_imposter=False, dontClose=False):
    """ Write an xml description of the meshes composing this group:
        objects are exported as instances or submeshes of a general mesh
    """

    # Get mapping buffers and submeshes for the objects composing the group
    meshData = []
    subMeshess = []
    mappingBuffers = []
    mappingVertices = []
    mappingNormals = []
    indexV = 0

    for m, ob in self.allObjects():
        numCSVertices = 0
        indexObject = find(lambda obCpy: obCpy.name[
                           :-4] == ob.name[:len(obCpy.name[:-4])], meshData)
        if indexObject == None:
            # Export group objects as instances of the general mesh
            if self.b2cs.groupedInstances:
                # Get a deep copy of the object
                obCpy = ob.GetTransformedCopy()
            # Export group objects as submeshes of the general mesh
            else:
                # Get the world transformation of this object
                matrix = ob.matrix_world
                if m:
                    matrix = matrix * m
                # Get a deep copy of this object, transformed to its world
                # position
                obCpy = ob.GetTransformedCopy(matrix)
            # Tessellate the copied object
            obCpy.data.update_faces()
            meshData.append(obCpy)
            # Generate mapping buffers
            mapVert, mapBuf, norBuf = obCpy.data.GetCSMappingBuffers()
            numCSVertices = len(mapVert)
            if GetPreferences().enableDoublesided and obCpy.data.show_double_sided:
                numCSVertices = 2 * len(mapVert)
            # Generate submeshes
            subMeshess.append(
                obCpy.data.GetSubMeshes(obCpy.name, mapBuf, indexV))
            mappingBuffers.append(mapBuf)
            mappingVertices.append(mapVert)
            mappingNormals.append(norBuf)
            indexV += numCSVertices

            warning = "(WARNING: double sided mesh implies duplication of its vertices)" \
                if GetPreferences().enableDoublesided and obCpy.data.show_double_sided else ""
            print('number of CS vertices for mesh "%s" = %s  %s' %
                  (obCpy.name, numCSVertices, warning))

    # Export the group of objects as a general mesh factory
    func(' ' * depth + '<meshfact name=\"%s\">' % (self.uname))

    if self.b2cs.groupedInstances:
        # EXPORT OBJECTS AS INSTANCES OF THE GENERAL MESH
        print("The objects composing group '%s' are exported as instances of a general mesh" %
              (self.uname))
        func(' ' * depth + '  <instances>')

        # Export first object of the group as a basic general mesh
        m, ob = self.allObjects()[0]

        func(' ' * depth + '    <meshfact name=\"%s-instance\">' %
             (self.uname))
        func(
            ' ' * depth + '      <plugin>crystalspace.mesh.loader.factory.genmesh</plugin>')
        # if use_imposter:
        # func(' '*depth + '      <imposter range="10.0" tolerance="45.0"
        # camera_tolerance="45.0" shader="lighting_imposter"/>')
        mat = ob.GetDefaultMaterial()
        if mat != None and mat.b2cs.priority != 'object':
            func(' ' * depth + '      <priority>%s</priority>' %
                 (mat.b2cs.priority))
        if mat != None and mat.b2cs.zbuf_mode != 'zuse':
            func(' ' * depth + '      <%s/>' % (mat.b2cs.zbuf_mode))
        if ob.data and ob.data.b2cs.no_shadow_receive:
            func(' ' * depth + '      <noshadowreceive />')
        if ob.data and ob.data.b2cs.no_shadow_cast:
            func(' ' * depth + '      <noshadowcast />')
        if ob.data and ob.data.b2cs.limited_shadow_cast:
            func(' ' * depth + '      <limitedshadowcast />')
        if ob.data.b2cs.lighter2_vertexlight:
            func(
                ' ' * depth + '      <key name="lighter2" editoronly="yes" vertexlight="yes" />')
        if ob.data.b2cs.lighter2_selfshadow:
            func(
                ' ' * depth + '      <key name="lighter2" editoronly="yes" noselfshadow="yes" />')
        if ob.data.b2cs.lighter2_lmscale > 0.0:
            func(' ' * depth + '      <key name="lighter2" editoronly="yes" lmscale="%f" />' %
                 (ob.data.b2cs.lighter2_lmscale))
        func(' ' * depth + '      <params>')

        # Export render buffers
        indexObject = find(lambda obCpy: obCpy.name[
                           :-4] == ob.name[:len(obCpy.name[:-4])], meshData)
        args = {}
        args['meshData'] = [meshData[indexObject]]
        args['mappingBuffers'] = [mappingBuffers[indexObject]]
        args['mappingVertices'] = [mappingVertices[indexObject]]
        args['mappingNormals'] = [mappingNormals[indexObject]]
        for buf in GetRenderBuffers(**args):
            buf.AsCS(func, depth + 8)

        # Export submeshes
        for sub in ob.data.GetSubMeshes(ob.name, mappingBuffers[indexObject]):
            sub.AsCS(func, depth + 8)

        func(' ' * depth + '      </params>')
        func(' ' * depth + '    </meshfact>')

        # Export objects of the group as instances of the basic general mesh
        min_corner = mathutils.Vector((0.0, 0.0, 0.0))
        max_corner = mathutils.Vector((0.0, 0.0, 0.0))
        for m, ob in self.allObjects():
            # Define an instance of the general mesh
            func(' ' * depth + '    <instance>')
            matrix = ob.matrix_world
            if m:
                matrix = matrix * m
            MatrixAsCS(matrix, func, depth + 4, noMove=True)
            func(' ' * depth + '    </instance>')

            # Determine object's bounding box
            for corner in ob.bound_box:
                corner = matrix * mathutils.Vector(corner)
                for i in range(3):
                    if corner[i] < min_corner[i]:
                        min_corner[i] = corner[i]
                    elif corner[i] > max_corner[i]:
                        max_corner[i] = corner[i]

        func(' ' * depth + '  </instances>')

        # Export group's bounding box
        func(' ' * depth + '  <bbox>')
        func(' ' * depth + '    <v x="%s" y="%s" z="%s" />' %
             (min_corner[0], min_corner[2], min_corner[1]))
        func(' ' * depth + '    <v x="%s" y="%s" z="%s" />' %
             (max_corner[0], max_corner[2], max_corner[1]))
        func(' ' * depth + '  </bbox>')

        func(' ' * depth + '</meshfact>')

    else:
        # EXPORT OBJECTS AS SUBMESHES OF THE GENERAL MESH
        print("The objects composing group '%s' are exported as submeshes of a general mesh" %
              (self.uname))
        func(
            ' ' * depth + '  <plugin>crystalspace.mesh.loader.factory.genmesh</plugin>')
        # if use_imposter:
        # func(' '*depth + '  <imposter range="10.0" tolerance="45.0"
        # camera_tolerance="45.0" shader="lighting_imposter"/>')
        for m, ob in self.allObjects():
            mat = ob.GetDefaultMaterial(notifications=False)
            if mat != None and mat.b2cs.priority != 'object':
                func(' ' * depth + '  <priority>%s</priority>' %
                     (mat.b2cs.priority))
            if mat != None and mat.b2cs.zbuf_mode != 'zuse':
                func(' ' * depth + '  <%s/>' % (mat.b2cs.zbuf_mode))
            if ob.data and ob.data.b2cs.no_shadow_receive:
                func(' ' * depth + '  <noshadowreceive />')
            if ob.data and ob.data.b2cs.no_shadow_cast:
                func(' ' * depth + '  <noshadowcast />')
            if ob.data and ob.data.b2cs.limited_shadow_cast:
                func(' ' * depth + '  <limitedshadowcast />')
            if ob.data.b2cs.lighter2_vertexlight:
                func(
                    ' ' * depth + '  <key name="lighter2" editoronly="yes" vertexlight="yes" />')
            if ob.data.b2cs.lighter2_selfshadow:
                func(
                    ' ' * depth + '  <key name="lighter2" editoronly="yes" noselfshadow="yes" />')
            if ob.data.b2cs.lighter2_lmscale > 0.0:
                func(' ' * depth + '  <key name="lighter2" editoronly="yes" lmscale="%f" />' %
                     (ob.data.b2cs.lighter2_lmscale))
        func(' ' * depth + '  <params>')

        def SubmeshesLackMaterial(subMeshess):
            for submeshes in subMeshess:
                for sub in submeshes:
                    if not sub.material:
                        return True
            return False

        # There is a submesh without a material
        if SubmeshesLackMaterial(subMeshess):
            mat = None
            for m, ob in self.allObjects():
                mat = ob.GetDefaultMaterial(notifications=False)
                if mat != None:
                    break
            if mat == None:
                print('WARNING: Factory "%s" has no material!' % (self.name))
            func(' ' * depth + '    <material>%s</material>' %
                 (mat.uname if mat != None else 'None'))

        # Export the render buffers of all objects composing the group
        args = {}
        args['meshData'] = meshData
        args['mappingBuffers'] = mappingBuffers
        args['mappingVertices'] = mappingVertices
        args['mappingNormals'] = mappingNormals
        for buf in GetRenderBuffers(**args):
            buf.AsCS(func, depth + 4)

        # Export the submeshes composing the group's objects
        for submeshes in subMeshess:
            for sub in submeshes:
                sub.AsCS(func, 6)

        func(' ' * depth + '  </params>')
        func(' ' * depth + '</meshfact>')

    if not dontClose:
        func("</library>")

    # Delete working copies of objects
    for obCpy in meshData:
        bpy.data.objects.remove(obCpy)
Esempio n. 26
0
 def avail_factories(self, context):
     items = [(str(i), f.name, f.vfs)
              for i, f in enumerate(GetPreferences().FactoryRefs)]
     items.append((str(-1), ' NONE', 'None'))
     return sorted(items, key=operator.itemgetter(1))
Esempio n. 27
0
    def execute(self, context):
        new_mat = GetPreferences().MaterialRefs.add()

        return {'FINISHED'}
Esempio n. 28
0
 def avail_materials(self, context):
     items = [(str(i), m.name, m.vfs)
              for i, m in enumerate(GetPreferences().MaterialRefs)]
     items.append((str(-1), ' NONE', 'None'))
     return sorted(items, key=operator.itemgetter(1))
Esempio n. 29
0
    def draw(self, context):
        layout = self.layout

        physics = False
        for object in bpy.data.objects:
            if object.hasSupportedPhysicsEnabled():
                physics = True
                break

        rd = context.scene.render
        row = layout.row(align=True)
        row.operator("io_scene_cs.export", text="Export", icon='SCENE_DATA')
        if not GetPreferences().library:
            if HasCrystalSpace():
                row.operator("io_scene_cs.export_run",
                             text="Play",
                             icon='GAME')
                if context.active_object and context.active_object.type in [
                        'MESH', 'ARMATURE'
                ] and context.active_object.parent is None:
                    row.operator("io_scene_cs.export_view",
                                 text="View",
                                 icon='RENDER_STILL')
                row = layout.row()
                row.prop(GetPreferences(), "console")
                row.prop(GetPreferences(), "verbose")
                row.prop(GetPreferences(), "silent")
                row.prop(GetPreferences(), "bugplug")
                if physics:
                    gs = context.scene.game_settings
                    layout.prop(gs, "physics_engine", text="Physics Engine")
            else:
                row.label(text="'walktest' isn't available!")

        row = layout.row(align=True)
        box = row.box()

        row = box.row()
        row.prop(GetPreferences(), "exportOnlyCurrentScene")

        row = box.row()
        row.prop(GetPreferences(), "library")
        row = box.row()
        if not GetPreferences().library:
            row.prop(GetPreferences(), "sharedMaterial")
        row = box.row()
        row.prop(GetPreferences(), "enableDoublesided")
        row = box.row()
        row.prop(GetPreferences(), "exportPath")