示例#1
0
def build_collection(data):
    name_full, index = common.decode_string(data, 0)

    # This message is not emitted by VRtist, only by Blender, so it is used only for Blender/Blender sync.
    # In generic mode, it conflicts with generic messages, so drop it
    if share_data.use_experimental_sync():
        logger.warning("build_collection %s, ignored in experimental mode",
                       name_full)
        return

    # Blender/Blender in VRtist (non generic) mode
    visible, index = common.decode_bool(data, index)
    hide_viewport = not visible
    offset, index = common.decode_vector3(data, index)
    temporary_visibility, index = common.decode_bool(data, index)

    logger.info("build_collection %s", name_full)
    collection = share_data.blender_collections.get(name_full)
    if collection is None:
        collection = bpy.data.collections.new(name_full)
        share_data.blender_collections[name_full] = collection

    collection.hide_viewport = hide_viewport
    collection.instance_offset = offset

    layer_collection = share_data.blender_layer_collections.get(name_full)
    if layer_collection:
        layer_collection.hide_viewport = not temporary_visibility
    else:
        # if the layer collection does not exists, store its state for later
        share_data.blender_collection_temporary_visibility[
            name_full] = temporary_visibility
示例#2
0
def build_collection(data):
    name_full, index = common.decode_string(data, 0)
    visible, index = common.decode_bool(data, index)
    hide_viewport = not visible
    offset, index = common.decode_vector3(data, index)
    temporary_visibility, index = common.decode_bool(data, index)

    logger.info("build_collection %s", name_full)
    collection = share_data.blender_collections.get(name_full)
    if collection is None:
        collection = bpy.data.collections.new(name_full)
        share_data.blender_collections[name_full] = collection

    collection.hide_viewport = hide_viewport
    collection.instance_offset = offset

    layer_collection = share_data.blender_layer_collections.get(name_full)
    if layer_collection:
        layer_collection.hide_viewport = not temporary_visibility
    else:
        # if the layer collection does not exists, store its state for later
        share_data.blender_collection_temporary_visibility[name_full] = temporary_visibility
示例#3
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文件: mesh.py 项目: tscrypter/mixer
def decode_base_mesh(client, obj, data, index):
    bm = bmesh.new()

    position_count, index = common.decode_int(data, index)
    logger.debug("Reading %d vertices", position_count)

    for _pos_idx in range(position_count):
        co, index = common.decode_vector3(data, index)
        bm.verts.new(co)

    bm.verts.ensure_lookup_table()

    index = decode_bmesh_layer(data, index, bm.verts.layers.bevel_weight,
                               bm.verts, decode_layer_float)

    edge_count, index = common.decode_int(data, index)
    logger.debug("Reading %d edges", edge_count)

    edges_data = struct.unpack(f"{edge_count * 4}I",
                               data[index:index + edge_count * 4 * 4])
    index += edge_count * 4 * 4

    for edge_idx in range(edge_count):
        v1 = edges_data[edge_idx * 4]
        v2 = edges_data[edge_idx * 4 + 1]
        edge = bm.edges.new((bm.verts[v1], bm.verts[v2]))
        edge.smooth = bool(edges_data[edge_idx * 4 + 2])
        edge.seam = bool(edges_data[edge_idx * 4 + 3])

    index = decode_bmesh_layer(data, index, bm.edges.layers.bevel_weight,
                               bm.edges, decode_layer_float)
    index = decode_bmesh_layer(data, index, bm.edges.layers.crease, bm.edges,
                               decode_layer_float)

    face_count, index = common.decode_int(data, index)
    logger.debug("Reading %d faces", face_count)

    for _face_idx in range(face_count):
        material_idx, index = common.decode_int(data, index)
        smooth, index = common.decode_bool(data, index)
        vert_count, index = common.decode_int(data, index)
        face_vertices = struct.unpack(f"{vert_count}I",
                                      data[index:index + vert_count * 4])
        index += vert_count * 4
        verts = [bm.verts[i] for i in face_vertices]
        face = bm.faces.new(verts)
        face.material_index = material_idx
        face.smooth = smooth

    index = decode_bmesh_layer(data, index, bm.faces.layers.face_map, bm.faces,
                               decode_layer_int)

    index = decode_bmesh_layer(data, index, bm.loops.layers.uv,
                               loops_iterator(bm), decode_layer_uv)
    index = decode_bmesh_layer(data, index, bm.loops.layers.color,
                               loops_iterator(bm), decode_layer_color)

    bm.normal_update()
    bm.to_mesh(obj.data)
    bm.free()

    # Load shape keys
    shape_keys_count, index = common.decode_int(data, index)
    obj.shape_key_clear()
    if shape_keys_count > 0:
        logger.debug("Loading %d shape keys", shape_keys_count)
        shapes_keys_list = []
        for _i in range(shape_keys_count):
            shape_key_name, index = common.decode_string(data, index)
            shapes_keys_list.append(obj.shape_key_add(name=shape_key_name))
        for i in range(shape_keys_count):
            shapes_keys_list[i].vertex_group, index = common.decode_string(
                data, index)
        for i in range(shape_keys_count):
            relative_key_name, index = common.decode_string(data, index)
            shapes_keys_list[i].relative_key = obj.data.shape_keys.key_blocks[
                relative_key_name]

        for i in range(shape_keys_count):
            shape_key = shapes_keys_list[i]
            shape_key.mute, index = common.decode_bool(data, index)
            shape_key.value, index = common.decode_float(data, index)
            shape_key.slider_min, index = common.decode_float(data, index)
            shape_key.slider_max, index = common.decode_float(data, index)
            shape_key_data_size, index = common.decode_int(data, index)
            for i in range(shape_key_data_size):
                shape_key.data[i].co = Vector(
                    struct.unpack("3f", data[index:index + 3 * 4]))
                index += 3 * 4
        obj.data.shape_keys.use_relative, index = common.decode_bool(
            data, index)

    # Vertex Groups
    vg_count, index = common.decode_int(data, index)
    obj.vertex_groups.clear()
    for _i in range(vg_count):
        vg_name, index = common.decode_string(data, index)
        vertex_group = obj.vertex_groups.new(name=vg_name)
        vertex_group.lock_weight, index = common.decode_bool(data, index)
        vg_size, index = common.decode_int(data, index)
        for _elmt_idx in range(vg_size):
            vert_idx, index = common.decode_int(data, index)
            weight, index = common.decode_float(data, index)
            vertex_group.add([vert_idx], weight, "REPLACE")

    # Normals
    obj.data.use_auto_smooth, index = common.decode_bool(data, index)
    obj.data.auto_smooth_angle, index = common.decode_float(data, index)

    has_custom_normal, index = common.decode_bool(data, index)

    if has_custom_normal:
        normals = []
        for _loop in obj.data.loops:
            normal, index = common.decode_vector3(data, index)
            normals.append(normal)
        obj.data.normals_split_custom_set(normals)

    # UV Maps and Vertex Colors are added automatically based on layers in the bmesh
    # We just need to update their name and active_render state:

    # UV Maps
    for uv_layer in obj.data.uv_layers:
        uv_layer.name, index = common.decode_string(data, index)
        uv_layer.active_render, index = common.decode_bool(data, index)

    # Vertex Colors
    for vertex_colors in obj.data.vertex_colors:
        vertex_colors.name, index = common.decode_string(data, index)
        vertex_colors.active_render, index = common.decode_bool(data, index)

    return index
示例#4
0
文件: mesh.py 项目: tscrypter/mixer
def decode_layer_vector(elmt, layer, data, index):
    elmt[layer], index = common.decode_vector3(data, index)
    return index