blender.py: add polygon_edge_pairs and filter exports by render visibility
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6734f06d37
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62
blender.py
62
blender.py
@ -1,5 +1,17 @@
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import bpy
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from os import path
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from collections import defaultdict
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def sprint(*text):
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screen = bpy.data.screens['Scripting']
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for area in screen.areas:
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if area.type != "CONSOLE":
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continue
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override = {'screen': screen, 'area': area}
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with bpy.context.temp_override(**override):
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bpy.ops.console.scrollback_append(text=" ".join(map(str, text)))
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print = sprint
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def render_vec3(v):
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return f"{{{v.x:.6f}, {v.y:.6f}, {v.z:.6f}}}"
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@ -42,6 +54,23 @@ def render_polygons(f, name, polygons):
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f.write(f" {{0, 0, 0, 0, -1}}, // {{{s}}}\n")
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f.write("};\n\n")
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def render_polygon_edge_pairs(f, name, polygons):
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by_edge = defaultdict(list)
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for i, polygon in enumerate(polygons):
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for edge in polygon.edge_keys:
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by_edge[frozenset(edge)].append(i)
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f.write(f"const edge_polygon {name}_edge_polygons[] = {{\n")
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if all(len(p) == 2 for p in by_edge.values()):
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for edge, polygons in by_edge.items():
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edges = sorted(list(edge))
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assert len(edges) == 2, edges
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assert len(polygons) == 2, polygons
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f.write(f" {{{{{edges[0]}, {edges[1]}}}, {{{polygons[0]}, {polygons[1]}}}}},\n")
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else:
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f.write("// non-solid polygon\n")
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f.write("};\n\n")
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def render_uv_map(f, name, name2, uvm):
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f.write(f"const vec2 {name}_{name2}_uvmap[] = {{\n")
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for uv in uvm:
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@ -84,21 +113,29 @@ def render_mesh(f, name, mesh):
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f.write(f" .uv_layers_length = (sizeof ({name}_uv_layers)) / (sizeof ({name}_uv_layers[0])),\n")
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f.write(f" .materials = {name}_materials,\n")
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f.write(f" .materials_length = (sizeof ({name}_materials)) / (sizeof ({name}_materials[0])),\n")
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f.write(f" .edge_polygons = {name}_edge_polygons,\n");
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f.write(f" .edge_polygons_length = (sizeof ({name}_edge_polygons)) / (sizeof ({name}_edge_polygons[0])),\n")
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f.write( "};\n\n")
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def translate_name(name):
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return name.replace(".", "_").replace("-", "_")
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def mesh_objects(objects):
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for object in objects:
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if object.hide_get():
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def mesh_objects(collections):
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objects = set()
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for collection in collections:
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if collection.hide_render:
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continue
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for object in collection.objects:
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assert object.name not in objects, object.name
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objects.add(object.name)
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if object.hide_render:
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continue
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if object.type == "MESH":
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yield object
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def mesh_meshes(objects):
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def mesh_meshes(collections):
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mesh_names = set()
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for object in mesh_objects(objects):
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for object in mesh_objects(collections):
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mesh = object.data
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if mesh.name in mesh_names:
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continue
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@ -135,7 +172,7 @@ def render_mesh_materials(f, name, materials):
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f.write(f"const mesh_material {name}_materials[] = {{\n")
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for material in materials:
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image = get_texture(material)
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assert image is not None, material.name
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if image is not None:
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f.write(f" {{ // {material.name} {image.name}\n")
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width, height = image.size
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offset = get_texture_offset(image)
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@ -143,22 +180,23 @@ def render_mesh_materials(f, name, materials):
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f.write(f" .height = {height},\n")
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f.write(f" .offset = {offset},\n")
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f.write(" },\n")
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else:
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f.write(" {},\n")
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f.write("};\n")
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def render_materials(f):
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f.write("const material materials[] = {\n")
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for image_name, offset in texture_offsets.items():
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name = texture_data_name(image_name)
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print(image_name)
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f.write(" {\n")
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f.write(f" .start = (void *)&_binary_{name}_start,\n")
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f.write(f" .size = (int)&_binary_{name}_size,\n")
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f.write(f" .offset = {offset},\n")
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f.write(" },\n")
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f.write("};\n");
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f.write("};\n\n");
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def export_meshes(f):
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for mesh in mesh_meshes(bpy.context.scene.objects):
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for mesh in mesh_meshes(bpy.data.collections):
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#mesh.vertex_normals
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#mesh.vertex_colors
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#mesh.vertices
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@ -175,6 +213,7 @@ def export_meshes(f):
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render_vertex_normals(f, mesh_name, mesh.vertices)
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render_polygon_normals(f, mesh_name, mesh.polygon_normals)
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render_polygons(f, mesh_name, mesh.polygons)
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render_polygon_edge_pairs(f, mesh_name, mesh.polygons)
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render_mesh_materials(f, mesh_name, mesh.materials)
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render_mesh(f, mesh_name, mesh);
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@ -193,7 +232,7 @@ def mesh_objects_sorted(objects):
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def export_objects(f):
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f.write("const object objects[] = {\n")
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for object in mesh_objects_sorted(bpy.context.scene.objects):
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for object in mesh_objects_sorted(bpy.data.collections):
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#object.rotation_mode = 'AXIS_ANGLE'
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#object.name
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@ -226,6 +265,7 @@ def export_scene(f):
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export_objects(f)
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render_materials(f)
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with open("/home/bilbo/output.h", "w") as f:
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home = path.expanduser('~')
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with open(path.join(home, "output.h"), "w") as f:
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offset = 0
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export_scene(f)
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