import math
import os
+import itertools
+import mathutils
class SceneExporter:
- 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(context)
-
+ 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
- scene = create_scene_from_current(context, selected_only=selected_only, visible_only=visible_only)
+ task = ctx.task("Preparing scene", 0.1)
+ scene = create_scene_from_current(task, selected_only=selected_only, visible_only=visible_only)
resources = {}
- self.export_scene_resources(context, scene, resources, progress)
+ 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)
- progress.set_progress(1.0)
path, base = os.path.split(out_fn)
base, ext = os.path.splitext(base)
+ task = ctx.task("Writing files", 1.0)
if collection:
existing = None
if skip_existing:
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):
+ def export_scene_resources(self, ctx, scene, resources):
from .export import DataExporter
data_exporter = DataExporter()
- data_exporter.export_resources(context, scene.prototypes, resources, None, progress)
+ 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
for i in instances:
obj_res = resources[i.prototype.name+".object"]
- st = scene_res.create_reference_statement("object", obj_res, i.name)
+ st = scene_res.create_reference_statement("object", obj_res)
+ if i.name:
+ st.append(i.name)
- ss = Statement("transform")
+ st.sub.append(self.create_transform_statement(i))
+ statements.append(st)
- loc = i.matrix_world.to_translation()
- ss.sub.append(Statement("position", *tuple(loc)))
+ def create_transform_statement(self, instance):
+ from .datafile import Statement
- 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)))
+ st = Statement("transform")
- scale = i.matrix_world.to_scale()
- ss.sub.append(Statement("scale", *tuple(scale)))
+ loc = instance.matrix_world.to_translation()
+ st.sub.append(Statement("position", *tuple(loc)))
- st.sub.append(ss)
- statements.append(st)
+ 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:
+ st.sub.append(Statement("rotation", quat.angle*180/math.pi, *tuple(quat.axis)))
+
+ scale = instance.matrix_world.to_scale()
+ st.sub.append(Statement("scale", *tuple(scale)))
+
+ return st
def export_sequence_resources(self, scene, resources):
from .datafile import Resource, Statement, Token
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")
- self.add_content_steps(seq_res, "content", lighting_res, main_tags)
+ 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")
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)