import math
import os
+import itertools
+import mathutils
class SceneExporter:
- def __init__(self):
- self.selected_only = False
- self.visible_collections = True
- self.resource_collection = True
- self.skip_existing = True
- self.show_progress = True
-
- def export_to_file(self, context, out_fn):
- if self.selected_only:
- objs = context.selected_objects
- else:
- objs = context.scene.objects
- if self.visible_collections:
- collections = [c.collection for c in context.view_layer.layer_collection.children if not (c.hide_viewport or c.collection.hide_viewport)]
- objs = [o for o in objs if any((o.name in c.all_objects) for c in collections)]
- objs = [o for o in objs if o.type=="MESH" and not o.lod_for_parent]
- objs = [o for o in objs if (not o.compound or o.parent not in objs)]
- objs.sort(key=lambda x:x.name)
+ def export_to_file(self, ctx, out_fn, *, selected_only=False, visible_only=True, collection=True, skip_existing=True):
+ from .scene import create_scene_from_current
+ task = ctx.task("Preparing scene", 0.1)
+ scene = create_scene_from_current(task, selected_only=selected_only, visible_only=visible_only)
+
+ resources = {}
+ task = ctx.task("Exporting resources", 0.9)
+ self.export_scene_resources(task, scene, resources)
+ task = ctx.task(scene, 1.0)
+ scene_res = self.export_scene(scene, resources)
path, base = os.path.split(out_fn)
base, ext = os.path.splitext(base)
- from .export_object import ObjectExporter
- object_export = ObjectExporter()
+ task = ctx.task("Writing files", 1.0)
+ if collection:
+ existing = None
+ if skip_existing:
+ existing = lambda r: not os.path.exists(os.path.join(path, r.name))
+ scene_res.write_collection(out_fn, filter=existing)
+ else:
+ scene_res.write_to_file(out_fn)
+ for r in scene_res.collect_references():
+ r.write_to_file(os.path.join(path, r.name))
+
+ def export_scene_resources(self, ctx, scene, resources):
+ from .export import DataExporter
+ data_exporter = DataExporter()
+
+ data_exporter.export_resources(ctx, [p.object for p in scene.prototypes], resources)
+
+ def export_scene(self, scene, resources):
+ from .datafile import Resource, Statement, Token
+ scene_res = Resource(scene.name+".scene", "scene")
+
+ if scene.background_set or (scene.instances and scene.blended_instances):
+ scene_res.statements.append(Statement("type", Token("ordered")))
+ if scene.background_set:
+ scene_res.statements.append(scene_res.create_reference_statement("scene", resources[scene.background_set.name+".scene"]))
+
+ if scene.instances:
+ st = Statement("scene")
+ st.sub.append(Statement("type", Token("simple")))
+ self.add_instances(scene_res, st.sub, scene.instances, resources)
+ scene_res.statements.append(st)
+
+ if scene.blended_instances:
+ st = Statement("scene")
+ st.sub.append(Statement("type", Token("zsorted")))
+ self.add_instances(scene_res, st.sub, scene.blended_instances, resources)
+ scene_res.statements.append(st)
+ else:
+ scene_type = "zsorted" if scene.blended_instances else "simple"
+ scene_res.statements.append(Statement("type", Token(scene_type)))
+
+ self.add_instances(scene_res, scene_res.statements, scene.instances, resources)
+ self.add_instances(scene_res, scene_res.statements, scene.blended_instances, resources)
+
+ return scene_res
+
+ def add_instances(self, scene_res, statements, instances, resources):
+ from .datafile import Statement
+
+ array_prototypes = []
- object_prototypes = {}
- unique_objects = []
- export_names = {}
- used_names = set()
- for o in objs:
- if o.name in object_prototypes:
+ for i in instances:
+ if i.prototype.use_array:
+ if i.prototype not in array_prototypes:
+ array_prototypes.append(i.prototype)
continue
- clones = [o]
- for u in objs:
- if u is o:
- continue
- if u.data.name!=o.data.name:
- continue
- if any(m1.name!=m2.name for m1, m2 in zip(o.material_slots, u.material_slots)):
- continue
-
- clones.append(u)
-
- prefix = o.name
- for c in clones:
- while not c.name.startswith(prefix):
- pos = max(prefix.rfind(' '), prefix.rfind('.'))
- if pos<0:
- break;
- prefix = prefix[:pos]
-
- if prefix:
- export_names[o.name+".object"] = prefix.strip(" .")
- else:
- used_names.add(o.name)
-
- unique_objects.append(o)
- for c in clones:
- object_prototypes[c.name] = o
-
- for n, e in export_names.items():
- if e in used_names:
- number = 1
- while "{}_{}".format(e, number) in used_names:
- number += 1
- e += "_{}".format(number)
- export_names[n] = e+".object"
- used_names.add(e)
-
- from .util import Progress
- progress = Progress(self.show_progress and context)
+ obj_res = resources[i.prototype.name+".object"]
+ st = scene_res.create_reference_statement("object", obj_res)
+ if i.name:
+ st.append(i.name)
- resources = {}
- self.export_scene_resources(context, unique_objects, resources, progress)
- for n, r in resources.items():
- if r.name in export_names:
- r.name = export_names[r.name]
-
- scene_res = self.export_scene(context, objs, progress, prototypes=object_prototypes, resources=resources)
- refs = scene_res.collect_references()
-
- if self.resource_collection:
- filter = None
- if self.skip_existing:
- filter = lambda r: not os.path.exists(os.path.join(path, r.name))
- scene_res.write_collection(os.path.join(path, base+"_resources.mdc"), exclude_self=True, filter=filter)
+ st.sub.append(self.create_transform_statement(i))
+ statements.append(st)
+
+ for p in array_prototypes:
+ obj_res = resources[p.name+".object"]
+ st = scene_res.create_reference_statement("array", obj_res)
+
+ for i in p.instances:
+ ss = Statement("instance")
+ ss.sub.append(self.create_transform_statement(i))
+ st.sub.append(ss)
+
+ statements.append(st)
+
+ def create_transform_statement(self, instance):
+ from .datafile import Statement
+
+ st = Statement("transform")
+
+ loc = instance.matrix_world.to_translation()
+ st.sub.append(Statement("position", *tuple(loc)))
+
+ quat = instance.matrix_world.to_quaternion()
+ if instance.rotation_mode in ('XYZ', 'XZY', 'YXZ', 'YZX', 'ZXY', 'ZYX'):
+ angles = [a*180/math.pi for a in quat.to_euler()]
+ st.sub.append(Statement("euler", *angles));
else:
- res_dir = os.path.join(path, base+"_resources")
- if not os.path.exists(res_dir):
- os.makedirs(res_dir)
- for r in refs:
- r.write_to_file(os.path.join(res_dir, r.name))
+ st.sub.append(Statement("rotation", quat.angle*180/math.pi, *tuple(quat.axis)))
- scene_res.write_to_file(out_fn)
+ scale = instance.matrix_world.to_scale()
+ st.sub.append(Statement("scale", *tuple(scale)))
- def export_scene_resources(self, context, objs, resources, progress):
- from .export_object import ObjectExporter
- object_export = ObjectExporter()
- object_export.single_file = False
+ return st
- material_atlases = {}
+ def export_sequence_resources(self, scene, resources):
+ from .datafile import Resource, Statement, Token
- for i, o in enumerate(objs):
- progress.push_task_slice(o.name, i, len(objs))
- object_export.export_object_resources(context, o, resources, progress, material_atlases=material_atlases)
- obj_name = o.name+".object"
- resources[obj_name] = object_export.export_object(context, o, progress, resources=resources)
- progress.pop_task()
+ lights = []
+ s = scene
+ while s:
+ lights += s.lights
+ s = s.background_set
- def export_scene(self, context, objs, progress, *, prototypes, resources):
- from .datafile import Resource, Statement
- scene_res = Resource("scene.scene", "scene")
+ from .util import make_unique
+ lights = make_unique(lights)
- for o in objs:
- obj_res = resources[prototypes[o.name].name+".object"]
- st = scene_res.create_reference_statement("object", obj_res, o.name)
+ from .export_light import LightExporter
+ light_exporter = LightExporter()
+ for l in lights:
+ light_name = l.name+".light"
+ if light_name not in resources:
+ resources[light_name] = light_exporter.export_light(l)
- ss = Statement("transform")
+ lighting_name = scene.name+".lightn"
+ if lighting_name not in resources:
+ lighting_res = Resource(lighting_name, "lighting")
+ lighting_res.statements.append(Statement("ambient", *tuple(scene.ambient_light)))
+ for l in lights:
+ lighting_res.statements.append(lighting_res.create_reference_statement("light", resources[l.name+".light"]))
- loc = o.matrix_world.to_translation()
- ss.sub.append(Statement("position", *tuple(loc)))
+ resources[lighting_name] = lighting_res
- quat = o.matrix_world.to_quaternion()
- if o.rotation_mode in ('XYZ', 'XZY', 'YXZ', 'YZX', 'ZXY', 'ZYX'):
- angles = [a*180/math.pi for a in quat.to_euler()]
- ss.sub.append(Statement("euler", *angles));
- else:
- ss.sub.append(Statement("rotation", quat.angle*180/math.pi, *tuple(quat.axis)))
+ def export_sequence(self, scene, resources):
+ from .datafile import Resource, Statement, Token
+ seq_res = Resource(scene.name+".seq", "sequence")
- scale = o.matrix_world.to_scale()
- ss.sub.append(Statement("scale", *tuple(scale)))
+ if scene.use_hdr:
+ seq_res.statements.append(Statement("hdr", True))
- st.sub.append(ss)
- scene_res.statements.append(st)
+ self.add_clear(seq_res.statements, (0.0, 0.0, 0.0, 0.0), 1.0)
- progress.set_progress(1.0)
+ scene_res = resources[scene.name+".scene"]
+ seq_res.statements.append(seq_res.create_reference_statement("renderable", "content", scene_res))
- return scene_res
+ lighting_res = resources[scene.name+".lightn"]
+
+ any_opaque = False
+ any_blended = False
+ use_ibl = False
+ use_shadow = False
+ shadowed_lights = []
+ shadow_casters = []
+ s = scene
+ while s:
+ if s.instances:
+ any_opaque = True
+ if s.blended_instances:
+ any_blended = True
+ if s.use_ibl:
+ use_ibl = True
+ if s.use_shadow:
+ use_shadow = True
+ shadowed_lights += [l.data for l in s.lights if l.data.use_shadow]
+ for i in itertools.chain(s.instances, s.blended_instances):
+ o = i.prototype.object
+ if o.material_slots and o.material_slots[0].material and o.material_slots[0].material.shadow_method!='NONE':
+ shadow_casters.append(i)
+ s = s.background_set
+
+ shadowed_lights.sort(key=lambda l:l.shadow_map_size, reverse=True)
+
+ main_tags = []
+ if any_opaque:
+ main_tags.append("")
+ if any_blended:
+ main_tags.append("blended")
+
+ content = "content"
+ if use_ibl and scene.use_sky:
+ self.add_auxiliary_sequence(seq_res, "environment", "sky", ((0.0, 0.0, 0.0, 0.0), 1.0), main_tags, lighting_res)
+
+ st = Statement("effect", "environment")
+ st.sub.append(Statement("type", Token("environment_map")))
+ st.sub.append(Statement("size", 32))
+ st.sub.append(Statement("roughness_levels", 2))
+ st.sub.append(Statement("fixed_position", 0.0, 0.0, 0.0))
+ st.sub.append(Statement("content", content))
+ st.sub.append(Statement("environment", "environment_sequence"))
+
+ seq_res.statements.append(st)
+ content = "environment"
+
+ if scene.use_sky:
+ st = Statement("effect", "sky")
+ st.sub.append(Statement("type", Token("sky")))
+ st.sub.append(seq_res.create_reference_statement("sun", resources[scene.sun_light.name+".light"]))
+ st.sub.append(Statement("content", content))
+
+ seq_res.statements.append(st)
+ content = "sky"
+
+ if use_shadow:
+ self.add_auxiliary_sequence(seq_res, "shadow", "content", (None, 1.0), ["shadow"], None)
+ self.add_auxiliary_sequence(seq_res, "thsm", "content", (None, 1.0), ["shadow_thsm"], None)
+
+ st = Statement("effect", "shadow_map")
+ st.sub.append(Statement("type", Token("shadow_map")))
+ st.sub.append(Statement("enable_for_method", "blended"))
+ st.sub.append(Statement("size", *self.compute_shadowmap_size(shadowed_lights)))
+ target, radius = self.compute_bounding_sphere(shadow_casters)
+ st.sub.append(Statement("target", *target))
+ st.sub.append(Statement("radius", radius))
+ st.sub.append(Statement("content", content))
+ st.sub.append(seq_res.create_reference_statement("lighting", lighting_res))
+ for l in shadowed_lights:
+ ss = seq_res.create_reference_statement("light", resources[l.name+".light"])
+ ss.sub.append(Statement("size", int(l.shadow_map_size)))
+ shadow_caster = "thsm_sequence" if l.type=='POINT' else "shadow_sequence"
+ ss.sub.append(Statement("shadow_caster", shadow_caster))
+ st.sub.append(ss)
+
+ seq_res.statements.append(st)
+ content = "shadow_map"
+
+ self.add_content_steps(seq_res, content, lighting_res, main_tags)
+
+ if scene.use_ao:
+ ss = Statement("postprocessor")
+ ss.sub.append(Statement("type", Token("ambient_occlusion")))
+ ss.sub.append(Statement("occlusion_radius", scene.ao_distance))
+ ss.sub.append(Statement("samples", scene.ao_samples))
+ seq_res.statements.append(ss)
+
+ if scene.use_hdr:
+ ss = Statement("postprocessor")
+ ss.sub.append(Statement("type", Token("bloom")))
+ seq_res.statements.append(ss)
+
+ ss = Statement("postprocessor")
+ ss.sub.append(Statement("type", Token("colorcurve")))
+ ss.sub.append(Statement("exposure_adjust", scene.exposure))
+ ss.sub.append(Statement("srgb"))
+ seq_res.statements.append(ss)
+ else:
+ # Add a colorcurve with linear response to convert into sRGB color space
+ ss = Statement("postprocessor")
+ ss.sub.append(Statement("type", Token("colorcurve")))
+ ss.sub.append(Statement("brightness_response", 1.0))
+ ss.sub.append(Statement("srgb"))
+ seq_res.statements.append(ss)
+
+ return seq_res
+
+ def add_clear(self, statements, color, depth):
+ from .datafile import Statement
+
+ st = Statement("clear")
+ if color is not None:
+ st.sub.append(Statement("color", *color))
+ if depth is not None:
+ st.sub.append(Statement("depth", depth))
+ statements.append(st)
+
+ def add_content_steps(self, seq_res, renderable, lighting, tags):
+ from .datafile import Statement, Token
+
+ for t in tags:
+ st = Statement("step", t, renderable)
+ st.sub.append(Statement("depth_test", Token("LEQUAL")))
+ if lighting:
+ st.sub.append(seq_res.create_reference_statement("lighting", lighting))
+ seq_res.statements.append(st)
+
+ def add_auxiliary_sequence(self, seq_res, aux_name, content, clear_values, step_tags, lighting):
+ seq_name = os.path.splitext(seq_res.name)[0]
+
+ from .datafile import Resource, Statement
+ aux_seq_res = Resource("{}_{}.seq".format(seq_name, aux_name), "sequence")
+ self.add_clear(aux_seq_res.statements, *clear_values)
+ aux_seq_res.statements.append(Statement("renderable", "content"))
+ self.add_content_steps(aux_seq_res, "content", lighting, step_tags)
+
+ st = seq_res.create_reference_statement("sequence", aux_name+"_sequence", aux_seq_res)
+ st.sub.append(Statement("renderable", "content", content))
+ seq_res.statements.append(st)
+
+ def compute_shadowmap_size(self, lights):
+ total_area = 0
+ for l in lights:
+ s = int(l.shadow_map_size)
+ total_area += s*s
+
+ size = 1
+ while size*size<total_area:
+ size *= 2
+ if size*size>total_area*2:
+ return (size, size//2)
+ else:
+ return (size, size)
+
+ def compute_bounding_sphere(self, instances):
+ points = []
+ for i in instances:
+ points += [i.matrix_world@mathutils.Vector(c) for c in i.prototype.object.bound_box]
+
+ from .util import compute_bounding_sphere
+ return compute_bounding_sphere(points)