Fixed vehicles export
This commit is contained in:
112
assets/blender/scripts/export_vehicles.py
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112
assets/blender/scripts/export_vehicles.py
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@@ -0,0 +1,112 @@
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#!/usr/bin/env python
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import os, sys, time
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import bpy
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from math import pi
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import glob
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import shutil
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from mathutils import Vector, Matrix
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from math import radians, pi
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argv = sys.argv
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argv = argv[argv.index("--") + 1:]
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incpath = os.path.dirname(__file__)
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sys.path.insert(0, incpath)
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sys.path.insert(1, incpath + "/blender2ogre")
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import io_ogre
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try:
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io_ogre.register()
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except:
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pass
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gltf_file = argv[0]
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print("Exporting to " + gltf_file)
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basepath = incpath
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# bpy.ops.export_scene.gltf(filepath="", check_existing=True,
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# export_import_convert_lighting_mode='SPEC', gltf_export_id="",
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# export_format='GLB', ui_tab='GENERAL', export_copyright="", export_image_format='AUTO',
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# export_texture_dir="", export_jpeg_quality=75, export_keep_originals=False,
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# export_texcoords=True, export_normals=True, export_draco_mesh_compression_enable=False,
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# export_draco_mesh_compression_level=6, export_draco_position_quantization=14,
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# export_draco_normal_quantization=10, export_draco_texcoord_quantization=12,
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# export_draco_color_quantization=10, export_draco_generic_quantization=12, export_tangents=False,
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# export_materials='EXPORT', export_original_specular=False, export_colors=True,
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# export_attributes=False, use_mesh_edges=False, use_mesh_vertices=False, export_cameras=False,
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# use_selection=False, use_visible=False, use_renderable=False,
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# use_active_collection_with_nested=True, use_active_collection=False, use_active_scene=False,
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# export_extras=False, export_yup=True, export_apply=False, export_animations=True,
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# export_frame_range=False, export_frame_step=1, export_force_sampling=True, export_animation_mode='ACTIONS',
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# export_nla_strips_merged_animation_name="Animation", export_def_bones=False,
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# export_hierarchy_flatten_bones=False, export_optimize_animation_size=True,
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# export_optimize_animation_keep_anim_armature=True, export_optimize_animation_keep_anim_object=False,
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# export_negative_frame='SLIDE', export_anim_slide_to_zero=False, export_bake_animation=False,
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# export_anim_single_armature=True, export_reset_pose_bones=True, export_current_frame=False,
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# export_rest_position_armature=True, export_anim_scene_split_object=True, export_skins=True,
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# export_all_influences=False, export_morph=True, export_morph_normal=True,
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# export_morph_tangent=False, export_morph_animation=True, export_morph_reset_sk_data=True,
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# export_lights=False, export_nla_strips=True, will_save_settings=False, filter_glob="*.glb")
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for obj in bpy.data.objects:
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if obj.name.endswith("-col"):
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bpy.data.objects.remove(obj)
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# Set the object as active and switch mode
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bpy.context.view_layer.objects.active = obj
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bpy.ops.object.mode_set(mode='OBJECT')
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#bpy.context.view_layer.objects.active = None
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scene_file = gltf_file.replace(".glb", "").replace(".gltf", "") + ".scene"
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bpy.ops.ogre.export(filepath=scene_file,
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EX_SWAP_AXIS='xz-y',
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EX_V2_MESH_TOOL_VERSION='v2',
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EX_EXPORT_XML_DELETE=True,
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EX_SCENE=True,
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EX_SELECTED_ONLY=False,
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EX_EXPORT_HIDDEN=False,
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EX_FORCE_CAMERA=False,
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EX_FORCE_LIGHTS=False,
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EX_NODE_ANIMATION=True,
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EX_MATERIALS=True,
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EX_SEPARATE_MATERIALS=True,
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EX_COPY_SHADER_PROGRAMS=True,
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EX_MESH=True,
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EX_LOD_LEVELS=3,
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EX_LOD_DISTANCE=100,
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EX_LOD_PERCENT=40
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)
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bpy.ops.export_scene.gltf(filepath=gltf_file,
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use_selection=False,
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check_existing=False,
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export_format='GLB',
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export_texture_dir='textures', export_texcoords=True,
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export_normals=True,
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export_tangents=True,
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export_materials='EXPORT',
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export_colors=True,
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use_mesh_edges=False,
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use_mesh_vertices=False,
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export_cameras=False,
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use_visible=False,
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use_renderable=False,
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export_yup=True,
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export_apply=True,
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export_animations=True,
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export_force_sampling=True,
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export_def_bones=False,
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export_current_frame=False,
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export_morph=True,
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export_morph_animation=False,
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export_morph_normal=True,
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export_morph_tangent=True,
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export_lights=False,
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export_skins=True)
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bpy.ops.wm.read_homefile(use_empty=True)
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time.sleep(2)
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bpy.ops.wm.quit_blender()
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25
assets/blender/vehicles/CMakeLists.txt
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25
assets/blender/vehicles/CMakeLists.txt
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@@ -0,0 +1,25 @@
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project(vehicles)
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set(VEHICLES_SRC boat-big.blend boat.blend
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boat-gobbot.blend boat-sails.blend
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raft.blend tiny-boat.blend)
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set(VEHICLE_OUTPUT_FILES)
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foreach(VEHICLE_FILE ${VEHICLES_SRC})
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get_filename_component(FILE_NAME ${VEHICLE_FILE} NAME_WE)
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set(VEHICLE_OUTPUT_FILE ${CMAKE_BINARY_DIR}/resources/vehicles/${FILE_NAME}.glb)
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add_custom_command(
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OUTPUT ${VEHICLE_OUTPUT_FILE} ${CMAKE_BINARY_DIR}/resources/vehicles/${FILE_NAME}.scene
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COMMAND ${CMAKE_COMMAND} -E make_directory ${CMAKE_BINARY_DIR}/resources/vehicles
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COMMAND ${BLENDER} ${CMAKE_CURRENT_SOURCE_DIR}/${VEHICLE_FILE}
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-b -Y -P
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${CMAKE_SOURCE_DIR}/assets/blender/scripts/export_vehicles.py
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-- ${VEHICLE_OUTPUT_FILE}
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COMMAND ${CMAKE_COMMAND} -D FILE=${CMAKE_BINARY_DIR}/resources/vehicles/${FILE_NAME}.glb -P ${CMAKE_CURRENT_SOURCE_DIR}/cmake/check_file_size.cmake
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COMMAND ${CMAKE_COMMAND} -D FILE=${CMAKE_BINARY_DIR}/resources/vehicles/${FILE_NAME}.scene -P ${CMAKE_CURRENT_SOURCE_DIR}/cmake/check_file_size.cmake
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COMMAND touch ${VEHICLE_OUTPUT_FILE}
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DEPENDS ${CMAKE_CURRENT_SOURCE_DIR}/${VEHICLE_FILE} ${CMAKE_SOURCE_DIR}/assets/blender/scripts/export_vehicles.py)
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list(APPEND VEHICLE_OUTPUT_FILES ${VEHICLE_OUTPUT_FILE} ${CMAKE_BINARY_DIR}/resources/vehicles/${FILE_NAME}.scene)
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endforeach()
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add_custom_target(import_vehicles ALL DEPENDS ${VEHICLE_OUTPUT_FILES})
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Binary file not shown.
11
assets/blender/vehicles/cmake/check_file_size.cmake
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11
assets/blender/vehicles/cmake/check_file_size.cmake
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@@ -0,0 +1,11 @@
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if(EXISTS "${FILE}")
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file(SIZE "${FILE}" FILE_SIZE)
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if(FILE_SIZE GREATER 0)
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message(STATUS "Build-time check: ${FILE} exists and is not empty.")
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else()
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message(FATAL_ERROR "Build-time check: ${FILE} exists but is empty!")
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endif()
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else()
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message(FATAL_ERROR "Build-time check: ${FILE} does not exist!")
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endif()
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