import os
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)
-
- path, base = os.path.split(out_fn)
- base, ext = os.path.splitext(base)
-
- from .export_object import ObjectExporter
- object_export = ObjectExporter()
-
- object_prototypes = {}
- unique_objects = []
- export_names = {}
- for o in objs:
- if o.name in object_prototypes:
- continue
-
- clones = [o]
- if not any(s.link=="OBJECT" for s in o.material_slots):
- for u in objs:
- if u is o:
- continue
- if u.data.name!=o.data.name:
- continue
- if any(s.link=="OBJECT" for s in 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(" .")+".object"
-
- unique_objects.append(o)
- for c in clones:
- object_prototypes[c.name] = o
-
+ def export_to_file(self, context, out_fn, *, selected_only=False, visible_only=True, collection=True, skip_existing=True):
from .util import Progress
- progress = Progress(self.show_progress and context)
+ progress = Progress(context)
+
+ from .scene import create_scene_from_current
+ scene = create_scene_from_current(context, selected_only=selected_only, visible_only=visible_only)
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)
- 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))
+ self.export_scene_resources(context, scene, resources, progress)
+ scene_res = self.export_scene(scene, resources)
+ progress.set_progress(1.0)
- scene_res.write_to_file(out_fn)
+ path, base = os.path.split(out_fn)
+ base, ext = os.path.splitext(base)
- def export_scene_resources(self, context, objs, resources, progress):
- from .export_object import ObjectExporter
- object_export = ObjectExporter()
- object_export.single_file = False
+ 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, context, scene, resources, progress):
+ from .export import DataExporter
+ data_exporter = DataExporter()
+
+ data_exporter.export_resources(context, scene.prototypes, resources, None, progress)
+
+ 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)))
- material_atlass = {}
+ self.add_instances(scene_res, scene_res.statements, scene.instances, resources)
+ self.add_instances(scene_res, scene_res.statements, scene.blended_instances, resources)
- 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_atlass=material_atlass)
- obj_name = o.name+".object"
- resources[obj_name] = object_export.export_object(context, o, progress, resources=resources)
- progress.pop_task()
+ return scene_res
- def export_scene(self, context, objs, progress, *, prototypes, resources):
- from .datafile import Resource, Statement
- scene_res = Resource("scene.scene", "scene")
+ def add_instances(self, scene_res, statements, instances, resources):
+ from .datafile import Statement
- for o in objs:
- obj_res = resources[prototypes[o.name].name+".object"]
- st = scene_res.create_reference_statement("object", obj_res, o.name)
+ for i in instances:
+ obj_res = resources[i.prototype+".object"]
+ st = scene_res.create_reference_statement("object", obj_res, i.name)
ss = Statement("transform")
- loc = o.matrix_world.to_translation()
+ loc = i.matrix_world.to_translation()
ss.sub.append(Statement("position", *tuple(loc)))
- quat = o.matrix_world.to_quaternion()
- if o.rotation_mode in ('XYZ', 'XZY', 'YXZ', 'YZX', 'ZXY', 'ZYX'):
+ quat = i.matrix_world.to_quaternion()
+ if i.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)))
- scale = o.matrix_world.to_scale()
+ scale = i.matrix_world.to_scale()
ss.sub.append(Statement("scale", *tuple(scale)))
st.sub.append(ss)
- scene_res.statements.append(st)
-
- progress.set_progress(1.0)
-
- return scene_res
+ statements.append(st)
+
+ def export_sequence_resources(self, scene, resources):
+ from .datafile import Resource, Statement, Token
+
+ lights = []
+ s = scene
+ while s:
+ lights += s.lights
+ s = s.background_set
+
+ from .util import make_unique
+ lights = make_unique(lights)
+
+ 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)
+
+ 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"]))
+
+ resources[lighting_name] = lighting_res
+
+ def export_sequence(self, scene, resources):
+ from .datafile import Resource, Statement, Token
+ seq_res = Resource(scene.name+".seq", "sequence")
+
+ if scene.use_hdr:
+ seq_res.statements.append(Statement("hdr", True))
+
+ ss = Statement("clear")
+ ss.sub.append(Statement("color", 0.0, 0.0, 0.0, 0.0))
+ ss.sub.append(Statement("depth", 1.0))
+ seq_res.statements.append(ss)
+
+ scene_res = resources[scene.name+".scene"]
+ seq_res.statements.append(seq_res.create_reference_statement("renderable", "content", scene_res))
+
+ lighting_res = resources[scene.name+".lightn"]
+
+ any_opaque = False
+ any_blended = False
+ s = scene
+ while s:
+ if s.instances:
+ any_opaque = True
+ if s.blended_instances:
+ any_blended = True
+ s = s.background_set
+
+ if any_opaque:
+ ss = Statement("step", "", "content")
+ ss.sub.append(Statement("depth_test", Token("LEQUAL")))
+ ss.sub.append(seq_res.create_reference_statement("lighting", lighting_res))
+ seq_res.statements.append(ss)
+
+ if any_blended:
+ ss = Statement("step", "blended", "content")
+ ss.sub.append(Statement("depth_test", Token("LEQUAL")))
+ ss.sub.append(seq_res.create_reference_statement("lighting", lighting_res))
+ seq_res.statements.append(ss)
+
+ 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