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Blender Script for Cleaning-up a Live Home 3D FBX for UE4
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## | |
# This script can be run in Blender to re-arrange and clean-up an FBX model from | |
# Live Home 3D Pro so that it's more suitable for use in Unreal Engine 4/5. | |
# | |
# All objects in Live Home 3D should follow a naming convention similar to UE4 | |
# naming conventions: | |
# | |
# SM_<Room Name>_<Element Type> | |
# | |
# For example: | |
# SM_BackPorch_Ceiling | |
# SM_BackPorch_Floor | |
# SM_BackPorch_Wall_01 | |
# SM_BackPorch_Wall_01_Moulding_Base_Left | |
# SM_BackPorch_Wall_01_Moulding_Crown_Left | |
# SM_BackPorch_Wall_01_Window_01 | |
# SM_BackPorch_Wall_01_Window_01_Opening | |
# SM_BackPorch_Wall_01_Window_02 | |
# SM_BackPorch_Wall_01_Window_02_Opening | |
# SM_BackStairwell_Roof | |
# SM_BackStairwell_Roof_Gable_01 | |
# SM_BackStairwell_Roof_Hole_01 | |
# SM_BackStairwell_Roof_SegmentedSide_01 | |
# SM_House_Roof_Main_Gable_01 | |
# SM_House_Roof_Main_Side_01 | |
# SM_House_Roof_Main_Side_02 | |
# | |
# Live Home 3D adds a variable-length, random string of characters to the end of | |
# every object during export. So, the raw export from Live Home 3D will contain | |
# objects with names like the following (and the random string changes during | |
# each export): | |
# | |
# SM_BackPorch_Ceiling_0c_n7s8x13_eOFCzcBLIak | |
# SM_BackPorch_Floor_3oXO8swYvCdvboc6Q8Uv7T | |
# SM_BackPorch_Wall_01_0o68zbOCH29OnTp2cQRU9r | |
# SM_BackPorch_Wall_01_Moulding_Base_Left_1J28pxPYP5IxjbvlKfy$8j | |
# SM_BackPorch_Wall_01_Moulding_Crown_Left_3h55DlIhL1MPxJBXH7QEhi | |
# SM_BackPorch_Wall_01_Window_01_3baVCV2oL6ZR8S5RsEs8e3 | |
# SM_BackPorch_Wall_01_Window_01_Opening_3NNYrtBLj4IuQQHSklD4i3 | |
# SM_BackPorch_Wall_01_Window_02_0yhmf4cwv2Du5PP8UdTVLr | |
# SM_BackPorch_Wall_01_Window_02_Opening_2OKoaY1vbFC8lyUCdFFxML | |
# SM_BackStairwell_Roof_0eGH9cb21EEA36BeUuc3Gk | |
# SM_BackStairwell_Roof_Gable_01_0QTot$NVLAt9loQGf4NnNS | |
# SM_BackStairwell_Roof_Hole_01_1qfzoO5oP0TP7rkivGdnv5 | |
# SM_BackStairwell_Roof_SegmentedSide_01_3aeIOLKYL9fOZSqIxV$Mkl | |
# SM_House_Roof_Main_Gable_01_3pBdtTXyfB0OJ19mch3Bj3 | |
# SM_House_Roof_Main_Side_01_0ej0KfnaD95PJR96NuIZFJ | |
# SM_House_Roof_Main_Side_02_3CiZR4Rqj8z9PvTm60swBL | |
# | |
# This script will strip off those random characters and organize all the | |
# pieces of the house into collections by room and element. For example, the | |
# following collections would be created from the objects listed in the example | |
# above: | |
# - SM_BackPorch_Ceiling | |
# - SM_BackPorch_Floor | |
# - SM_BackPorch_Wall_01 | |
# - SM_BackStairwell_Roof | |
# - SM_House_Roof_Main | |
# | |
# This script will perform the following steps: | |
# 1. Remove all objects that are not meshes (including parent objects). | |
# 2. Fix-up the naming of "Slab" objects that Live Home 3D generates itself, | |
# since these objects cannot be renamed inside Live Home 3D itself. | |
# 3. Organize objects into collections by room and element. | |
# 4. Adjusts the position of the house model so that its center on the X and | |
# Y axes matches the origin of the world. | |
# 5. Converts triangles to quads and eliminates split normals (in case there | |
# are any; generally this doesn't seem to be the case with LH3D exports). | |
# 6. Generates a secondary UV map for UE4 lighting, so that UE does not | |
# encounter overlapping UVs during lightmap generation. | |
# 7. Re-generates the primary UV map using cube projection so that the UVs are | |
# more reasonable and applying materials to walls in UE doesn't end up | |
# looking like a ransom note or hodgepodge of text pieces. | |
# 8. (Optionally) Applies Blender's UV checkboard test pattern texture to all | |
# meshes so that it's easy to spot problems with the mesh UVs while in | |
# Blender. | |
# 9. Generates basic convex hull collision for all posts, walls, and stairs. | |
# 10. Generates complex collision for slabs (ceilings/floors) using remesh and | |
# a convex hull decomposition algorithm. | |
# 11. Exports each collection of meshes as separate FBX files in the same | |
# folder where the Blender project file has been saved. | |
# | |
# Dependencies: | |
# - Blender 4.0. | |
# - Object: Bool Tool plug-in enabled. | |
# | |
# @author Guy Elsmore-Paddock <guy.paddock@gmail.com> | |
# @author Aaron Powell <aaron@lunadigital.tv> | |
# | |
import bmesh | |
import bpy | |
import math | |
import operator | |
import re | |
import sys | |
import time | |
from collections import OrderedDict | |
from itertools import combinations, count | |
from math import atan2, pi, radians, degrees | |
from mathutils import Vector | |
from pathlib import Path | |
fbx_path = r"C:\PATH\TO\SWEET_HOME\Export.fbx" | |
element_regex_str = \ | |
r"^SM_(?P<Room>(?:[^_]+))_(?P<Element>(?:(?:(?:Conduit(?:_\d{2})?_)?" \ | |
r"(?:Closet_)?)(?:CeilingTrim" \ | |
r"|Ceiling" \ | |
r"|Floor(?:_\d{2}(?:_Slab)?)?" \ | |
r"|(?:Stair)?Wall_\d{2}(?:_(?:(?:Moulding_(?:Base|Crown)_(?:Left|Right))" \ | |
r"|(?:Garden)?Window(?:_\d{2})?(?:_Opening)?" \ | |
r"|Door_\d{2}(?:_Opening)?" \ | |
r"|Opening(?:_\d{2})?))?" \ | |
r"|WallPanel(?:_\d{2})?|Roof((?:_\d{2})|_Main)?" \ | |
r"(?:_(?:Gable|Hole|Side|SegmentedSide|Vent)(?:_\d{2})?)?" \ | |
r"(?:_Window_\d{2}(?:_Opening)?)?" \ | |
r"|Post(?:_\d{2})?" \ | |
r"|Stairs(?:_Opening)?" \ | |
r"|Conduit" \ | |
r"|Tub_Shelf)))?(?P<Garbage>.*)$" | |
prefix_regex_str = \ | |
r"^(?P<Prefix>(?:Closet_)?(?:Conduit(?:_\d{2})?_)?" \ | |
r"(?:CeilingTrim|Ceiling|Floor|Post|Roof|Slab|StairWall|Stairs|Tub_Shelf" \ | |
r"|WallPanel|Wall)(?:_\d{2})?)" | |
basic_collision_regex_str = r"^.+_(?:(?:Wall|Post|StairWall|.*PorchCeiling)(?:_\d{2})?)$" | |
slab_collision_regex_str = r"^House_Floor_\d{2}_Slab$" | |
wall_opening_regex_str = r"^$NAME$_(?:(Door|Window)_[0-9]{2}_)?Opening(?:_[0-9]{2})?$" | |
floor_opening_regex_str = r"^.+_Stairs_Opening$" | |
element_regex = re.compile(element_regex_str) | |
prefix_regex = re.compile(prefix_regex_str) | |
basic_collision_regex = re.compile(basic_collision_regex_str) | |
slab_collision_regex = re.compile(slab_collision_regex_str) | |
floor_opening_regex = re.compile(floor_opening_regex_str) | |
def import_fbx(path): | |
bpy.ops.import_scene.fbx(filepath=path) | |
def cleanup_scene(): | |
print("") | |
print("=== Cleaning up the scene ===") | |
remove_unwanted_objects() | |
assign_slab_names() | |
group_objects_by_room_and_type() | |
place_objects_on_origin() | |
simplify_geometry() | |
def setup_uvs(): | |
# NOTE: If Blender crashes when running this, make sure you are running | |
# Blender 2.91.2 or later; it fixes https://developer.blender.org/T85253. | |
generate_lightmap_uvs() | |
generate_diffuse_uvs() | |
def generate_collision(): | |
print("") | |
print("=== Generating collision ===") | |
generate_basic_collision() | |
generate_slab_collision() | |
def export_all_collections_to_fbx(): | |
print("") | |
print("=== Exporting scene to FBX ===") | |
for coll in bpy.data.collections: | |
status_print(" - Exporting collection '" + coll.name + "' to FBX...") | |
try: | |
bpy.ops.export_scene.fbx( | |
{ | |
'object': None, | |
'active_object': None, | |
'selected_objects': coll.all_objects | |
}, | |
filepath=str( | |
Path(bpy.data.filepath).parent / f"{coll.name}.fbx" | |
), | |
use_selection=True, | |
mesh_smooth_type='FACE', | |
use_tspace=True, | |
bake_space_transform=True, | |
) | |
except RuntimeError: | |
print("FBX export error:", sys.exc_info()[0]) | |
# Pause to catch user's attention | |
time.sleep(2) | |
print("") | |
def remove_unwanted_objects(): | |
print("Removing unwanted, non-mesh objects...") | |
meshes = [o for o in bpy.data.objects if o.type == 'MESH'] | |
non_meshes = [o for o in bpy.data.objects if o.type != 'MESH'] | |
for ob in meshes: | |
print(" - Keeping '" + ob.name + "' (type '" + ob.type + "').") | |
for ob in non_meshes: | |
print(" - Deleting '" + ob.name + "' (type '" + ob.type + "').") | |
# Remove the link between the meshes and their parents before we remove the | |
# unwanted parent objects. | |
with bpy.context.temp_override(selected_objects=meshes): | |
bpy.ops.object.parent_clear(type='CLEAR_KEEP_TRANSFORM') | |
with bpy.context.temp_override(selected_objects=non_meshes): | |
bpy.ops.object.delete() | |
def assign_slab_names(): | |
print("Assigning slabs names based on their position in Z Dimension...") | |
slabs = {} | |
slabs_min_z = {} | |
for ob in bpy.data.objects: | |
if ob.name.startswith('Slab'): | |
slabs[ob.name] = ob | |
for slab_ob in slabs.values(): | |
slab_min_z = 999999.0 | |
for vertex in slab_ob.data.vertices: | |
v_world = slab_ob.matrix_world @ Vector( | |
(vertex.co[0], vertex.co[1], vertex.co[2]) | |
) | |
slab_min_z = min(slab_min_z, v_world[2]) | |
slabs_min_z[slab_ob.name] = slab_min_z | |
sorted_slabs = OrderedDict( | |
sorted( | |
slabs_min_z.items(), | |
key=lambda kv: kv[1] | |
) | |
) | |
for slab_index, slab_name in enumerate(sorted_slabs.keys(), start=1): | |
slabs[slab_name].name = "SM_House_Floor_%02d_Slab" % slab_index | |
def group_objects_by_room_and_type(): | |
print("Grouping meshes by room and type...") | |
prefixes = [] | |
for ob in bpy.data.objects: | |
ob.name = apply_model_specific_name_fixups(ob.name) | |
element_match = element_regex.match(ob.name) | |
if element_match is not None: | |
room = element_match.group('Room') | |
element = element_match.group('Element') | |
garbage = element_match.group('Garbage') | |
if element is not None: | |
prefix_match = prefix_regex.match(element) | |
if prefix_match is not None: | |
element_prefix = "_".join([ | |
'SM', | |
room, | |
prefix_match.group('Prefix'), | |
]) | |
if element_prefix not in prefixes: | |
print( | |
f" - Creating collection prefix '{element_prefix}'." | |
) | |
prefixes.append(element_prefix) | |
if garbage is not None: | |
ob.name = ob.name.replace(garbage, '') | |
for ob in [o for o in bpy.data.objects if o.type == 'MESH']: | |
for prefix in prefixes: | |
if ob.name.startswith(prefix): | |
print( | |
f" - Adding '{ob.name}' to collection prefix '{prefix}'." | |
) | |
# Remove static mesh prefix since it moved up to the collection | |
# and filename. | |
ob.name = ob.name.replace('SM_', '') | |
set_parent_collection(ob, prefix) | |
def apply_model_specific_name_fixups(name): | |
if name.startswith('SM_ScottBathroom_Conduit_01_Wall_02_Moulding_Crown_Righ_'): | |
name = name.replace( | |
'SM_ScottBathroom_Conduit_01_Wall_02_Moulding_Crown_Righ_', | |
'SM_ScottBathroom_Conduit_01_Wall_02_Moulding_Crown_Right_' | |
) | |
return name | |
def place_objects_on_origin(): | |
print("Centering and resetting floor plan origin around world origin...") | |
bpy.ops.object.select_by_type(type='MESH') | |
# Center cursor to objects | |
obs = bpy.context.selected_objects | |
n = len(obs) | |
assert n | |
cursor = bpy.context.scene.cursor | |
cursor.location = sum([o.matrix_world.translation for o in obs], Vector()) / n | |
cursor.location.z = 0 | |
# Move objects back to origin of scene | |
for ob in bpy.data.objects: | |
if bpy.data.objects.get(ob.name): | |
status_print(" - Adjusting origin of '" + ob.name + "'...") | |
bpy.context.view_layer.objects.active = ob | |
# Instances must be baked for us to shift origin properly. | |
bpy.ops.object.make_single_user( | |
object=True, | |
obdata=True, | |
material=False, | |
animation=False | |
) | |
ob.location = ob.location - cursor.location | |
print("") | |
# This doesn't properly snap instances but that might be ok for now | |
cursor.location = (0, 0, 0) | |
for ob in bpy.data.objects: | |
bpy.context.view_layer.objects.active = ob | |
bpy.ops.object.origin_set(type='ORIGIN_CURSOR', center='MEDIAN') | |
def simplify_geometry(): | |
print("Simplifying model geometry...") | |
for ob in [o for o in bpy.data.objects if o.type == 'MESH']: | |
status_print(" - Simplifying '" + ob.name + "'...") | |
deselect_all_objects() | |
bpy.context.view_layer.objects.active = ob | |
bpy.ops.object.mode_set(mode='EDIT') | |
bpy.ops.mesh.select_all(action='SELECT') | |
bpy.ops.mesh.tris_convert_to_quads() | |
bpy.ops.mesh.remove_doubles() | |
bpy.ops.mesh.customdata_custom_splitnormals_clear() | |
print("") | |
deselect_all_objects() | |
def generate_diffuse_uvs(): | |
print("Cube-projecting new UVs on each mesh...") | |
uv_map_name = 'DiffuseUV' | |
# deselect all to make sure select one at a time | |
deselect_all_objects() | |
apply_uv_func(uv_map_name, box_uv_project) | |
def generate_lightmap_uvs(): | |
print("Generating secondary UV for UE4 lightmaps on each mesh...") | |
uv_map_name = 'Lightmap' | |
# deselect all to make sure select one at a time | |
deselect_all_objects() | |
apply_uv_func(uv_map_name, smart_uv_project) | |
def box_uv_project(): | |
bpy.ops.uv.cube_project(cube_size=0.5) | |
def smart_uv_project(): | |
bpy.ops.uv.smart_project(angle_limit=66, island_margin=0.02) | |
def apply_uv_func(uv_map_name, func): | |
for ob in [o for o in bpy.data.objects if o.type == 'MESH']: | |
status_print(f" - Projecting {uv_map_name} for '{ob.name}'...") | |
# From https://blender.stackexchange.com/a/120807 | |
bpy.context.view_layer.objects.active = ob | |
ob.select_set(True) | |
uv_map = ob.data.uv_layers.get(uv_map_name) | |
if not uv_map: | |
uv_map = ob.data.uv_layers.new(name=uv_map_name) | |
uv_map.active = True | |
bpy.ops.object.mode_set(mode='EDIT') | |
bpy.ops.mesh.select_all(action='SELECT') | |
func() | |
bpy.ops.object.mode_set(mode='OBJECT') | |
ob.select_set(False) | |
print("") | |
def apply_uv_grid(): | |
print("Applying UV grid test pattern to each mesh...") | |
image_name = "UV Grid" | |
# Call the operator | |
bpy.ops.image.new( | |
name=image_name, | |
width=1024, | |
height=1024, | |
color=(0.0, 0.0, 0.0, 1.0), | |
alpha=True, | |
generated_type='UV_GRID', # BLANK, COLOR_GRID | |
float=False, | |
use_stereo_3d=False, | |
tiled=False | |
) | |
image = bpy.data.images.get(image_name) | |
if image: | |
mat = bpy.data.materials.new(name="UV Grid") | |
mat.use_nodes = True | |
bsdf = mat.node_tree.nodes["Principled BSDF"] | |
tex_image = mat.node_tree.nodes.new('ShaderNodeTexImage') | |
tex_image.image = image | |
mat.node_tree.links.new( | |
bsdf.inputs['Base Color'], | |
tex_image.outputs['Color'] | |
) | |
for ob in [o for o in bpy.data.objects if o.type == 'MESH']: | |
status_print(" - Applying UV grid to '" + ob.name + "'...") | |
if len(ob.data.materials) != 0: | |
ob.data.materials[0] = mat | |
else: | |
ob.data.materials.append(mat) | |
deselect_all_objects() | |
ob.select_set(True) | |
bpy.context.view_layer.objects.active = ob | |
bpy.ops.object.mode_set(mode='EDIT') | |
bpy.context.tool_settings.mesh_select_mode = [False, False, True] | |
bpy.ops.mesh.select_all(action='SELECT') | |
ob.active_material_index = 0 | |
bpy.ops.object.material_slot_assign() | |
print("") | |
def generate_basic_collision(): | |
print("") | |
print("Generating collision for simple objects...") | |
collision_obs = [ | |
o for o in bpy.data.objects | |
if o.type == 'MESH' and basic_collision_regex.match(o.name) | |
] | |
for src_ob in collision_obs: | |
status_print(" - Generating collision for '" + src_ob.name + "'...") | |
deselect_all_objects() | |
collision_ob = create_collision_mesh_from(src_ob) | |
make_convex_hull(collision_ob) | |
carve_openings_in_collision_mesh( | |
collision_ob, | |
openings=wall_openings_of(src_ob) | |
) | |
split_into_convex_pieces( | |
collision_ob, | |
create_closed_objects=False, | |
matchup_degenerates=False | |
) | |
# Uncomment this line if you don't want collision meshes to have any | |
# faces so that the model looks "neater" in Blender. It has no impact on | |
# collision calculation in UE4, but removing the faces makes it harder | |
# to customize the collision mesh before export. | |
# bpy.ops.mesh.delete(type="ONLY_FACE") | |
print("") | |
deselect_all_objects() | |
def carve_openings_in_collision_mesh(collision_ob, openings): | |
deselect_all_objects() | |
for opening in openings: | |
subtraction_mesh = create_inplace_copy_of(opening) | |
# Make a solid object out of the opening. | |
make_convex_hull(subtraction_mesh) | |
bpy.context.view_layer.objects.active = subtraction_mesh | |
subtraction_mesh.select_set(True) | |
bpy.ops.object.mode_set(mode='OBJECT') | |
bpy.ops.object.modifier_add(type='SOLIDIFY') | |
bpy.context.object.modifiers["Solidify"].thickness = 0.1 | |
bpy.context.object.modifiers["Solidify"].offset = 0 | |
bpy.ops.object.modifier_apply(modifier="Solidify") | |
# Make the hollow center of the object solid. | |
make_convex_hull(subtraction_mesh) | |
deselect_all_objects() | |
bpy.context.view_layer.objects.active = collision_ob | |
subtraction_mesh.select_set(True) | |
collision_ob.select_set(True) | |
bpy.ops.object.modifier_apply(modifier="Auto Boolean") | |
bpy.ops.object.booltool_auto_difference() | |
deselect_all_objects() | |
def generate_slab_collision(): | |
print("") | |
print("Generating collision for slabs...") | |
slab_obs = [ | |
o for o in bpy.data.objects | |
if o.type == 'MESH' and slab_collision_regex.match(o.name) | |
] | |
for src_ob in slab_obs: | |
print(f" - Generating slab collision for '{src_ob.name}':") | |
deselect_all_objects() | |
collision_ob = create_collision_mesh_from(src_ob) | |
bpy.context.view_layer.objects.active = collision_ob | |
bpy.ops.object.mode_set(mode='OBJECT') | |
print(" - Filling in open faces (top and bottom) of collision mesh...") | |
bpy.ops.object.mode_set(mode='EDIT') | |
bpy.ops.mesh.decimate(ratio=0.4, vertex_group_factor=1) | |
bpy.context.tool_settings.mesh_select_mode = [True, False, False] | |
bpy.ops.mesh.select_all(action='SELECT') | |
try: | |
# One or both of these can fail depending on the geometry. | |
print(" - Filling in collision mesh (pass 1 of 2)...") | |
bpy.ops.mesh.edge_face_add() | |
print(" - Filling in collision mesh (pass 2 of 2); this may fail without penalty...") | |
bpy.ops.mesh.edge_face_add() | |
except: | |
pass | |
bpy.ops.object.mode_set(mode='OBJECT') | |
print(" - Rebuilding collision mesh geometry (pass 1 of 2)...") | |
# Rebuild the slab with the Remesh modifier to eliminate | |
# artifacts/errors in the mesh from Live Home | |
bpy.ops.object.modifier_add(type='REMESH') | |
bpy.context.object.modifiers["Remesh"].mode = 'SHARP' | |
bpy.context.object.modifiers["Remesh"].octree_depth = 8 | |
bpy.context.object.modifiers["Remesh"].scale = 0.785 | |
bpy.context.object.modifiers["Remesh"].sharpness = 1 | |
bpy.context.object.modifiers["Remesh"].threshold = 1 | |
bpy.context.object.modifiers["Remesh"].use_smooth_shade = True | |
bpy.ops.object.modifier_apply(modifier="Remesh") | |
print(" - Rebuilding collision mesh geometry (pass 2 of 2)...") | |
# Use a second Remesh pass to eliminate artifacts introduced or | |
# exacerbated by the prior pass. | |
bpy.ops.object.modifier_add(type='REMESH') | |
bpy.context.object.modifiers["Remesh"].mode = 'SHARP' | |
bpy.context.object.modifiers["Remesh"].octree_depth = 8 | |
bpy.context.object.modifiers["Remesh"].scale = 0.990 | |
bpy.context.object.modifiers["Remesh"].sharpness = 1 | |
bpy.context.object.modifiers["Remesh"].threshold = 1 | |
bpy.context.object.modifiers["Remesh"].use_smooth_shade = True | |
bpy.ops.object.modifier_apply(modifier="Remesh") | |
print(" - Simplifying faces of collision mesh geometry...") | |
# Simplify the slab collision; this typically can reduce the mesh from | |
# more than 70,000 faces to fewer than 64 faces. | |
bpy.ops.object.modifier_add(type='DECIMATE') | |
bpy.context.object.modifiers["Decimate"].decimate_type = 'DISSOLVE' | |
bpy.ops.object.modifier_apply(modifier="Decimate") | |
# Make collision mesh height match height of original mesh; it might | |
# end up being shorter | |
collision_ob.dimensions[2] = src_ob.dimensions[2] | |
carve_openings_in_collision_mesh( | |
collision_ob, | |
openings=floor_openings() | |
) | |
print(" - Splitting collision mesh into convex pieces...") | |
split_into_convex_pieces( | |
collision_ob, | |
create_closed_objects=False, | |
matchup_degenerates=False | |
) | |
# Uncomment this line if you don't want collision meshes to have any | |
# faces so that the model looks "neater" in Blender. It has no impact on | |
# collision calculation in UE4, but removing the faces makes it harder | |
# to customize the collision mesh before export. | |
# bpy.ops.mesh.delete(type="ONLY_FACE") | |
print("") | |
deselect_all_objects() | |
def create_collision_mesh_from(src_ob): | |
collision_ob = create_inplace_copy_of(src_ob) | |
collision_ob.name = 'UCX_' + src_ob.name + "_01" | |
remove_all_materials(collision_ob) | |
remove_all_uv_maps(collision_ob) | |
return collision_ob | |
def create_inplace_copy_of(src_ob): | |
collision_ob = src_ob.copy() | |
collision_ob.data = src_ob.data.copy() | |
collision_ob.show_wire = True | |
collision_ob.parent = src_ob | |
# Shift coordinate system of child so it doesn't get offset by parent | |
collision_ob.matrix_parent_inverse = src_ob.matrix_world.inverted() | |
parent_collection = src_ob.users_collection[0] | |
set_parent_collection(collision_ob, parent_collection.name) | |
return collision_ob | |
def wall_openings_of(parent_ob): | |
ob_specific_regex_str = \ | |
wall_opening_regex_str.replace('$NAME$', parent_ob.name) | |
ob_specific_regex = \ | |
re.compile(ob_specific_regex_str) | |
for opening_ob in [o for o in bpy.data.objects if ob_specific_regex.match(o.name)]: | |
yield opening_ob | |
def floor_openings(): | |
for opening_ob in [o for o in bpy.data.objects if floor_opening_regex.match(o.name)]: | |
yield opening_ob | |
def split_into_convex_pieces(ob, create_closed_objects=True, | |
matchup_degenerates=True): | |
object_name = ob.name | |
deselect_all_objects() | |
make_all_faces_convex(ob) | |
eliminated_piece_names = \ | |
split_on_convex_boundaries( | |
ob, | |
create_closed_objects, | |
matchup_degenerates | |
) | |
rename_pieces(object_name, eliminated_piece_names) | |
# Deselect everything, for the convenience of the user. | |
deselect_all_objects() | |
def make_all_faces_convex(ob): | |
bpy.context.view_layer.objects.active = ob | |
bpy.ops.object.mode_set(mode='EDIT') | |
# This is what actually defines the new geometry -- Blender creates the | |
# convex shapes we need to split by. | |
bpy.ops.mesh.select_all(action='SELECT') | |
bpy.ops.mesh.vert_connect_concave() | |
bpy.ops.mesh.select_all(action='DESELECT') | |
## | |
# Splits an object into smaller pieces by its convex, planar edges. | |
# | |
# In an ideal world, we could just split the object by all the edges that are | |
# attached to -- and are co-planar with -- the faces of the object, since those | |
# edges are most likely to represent the convex boundaries of the object. But, | |
# Blender does not provide an easy way to find such edges. | |
# | |
# Instead, we use several heuristics to simulate this type of selection: | |
# 1. First, we select all the sharp edges of the object, since sharp edges are | |
# only co-planar with one of the faces they connect with and are therefore | |
# unlikely to represent convex boundary edges. | |
# 2. Second, we select all edges that are similar in angle to the sharp edges, | |
# to catch any edges that are almost steep enough to be sharp edges. | |
# 3. Third, we invert the selection, which should (hopefully) cause all the | |
# convex boundary edges we want to be selected. | |
# 4. Fourth, we seek out any sharp edges that connect with the convex boundary | |
# edges, since we will need to split on these edges as well so that our | |
# "cuts" go all the way around the object (e.g. if the convex boundary | |
# edges lay on the top and bottom faces of an object, we need to select | |
# sharp edges to connect the top and bottom edges on the left and right | |
# sides so that each split piece is a complete shape instead of just | |
# disconnected, detached planes). | |
# 4. Next, we split the object by all selected edges, which should result in | |
# creation of each convex piece we seek. | |
# | |
def split_on_convex_boundaries(ob, create_closed_objects=True, | |
matchup_degenerates=True): | |
bpy.ops.object.mode_set(mode='EDIT') | |
select_convex_boundary_edges(ob) | |
# Now perform an vertex + edge split along each selected edge, which should | |
# result in the object being broken-up along each planar edge and connected | |
# sharp edges (e.g. on corners). | |
bpy.ops.mesh.edge_split(type='VERT') | |
# Now, just break each loose part off into a separate object. | |
bpy.ops.mesh.select_all(action='SELECT') | |
bpy.ops.mesh.separate(type='LOOSE') | |
if create_closed_objects: | |
# And then make each piece fully enclosed. | |
return create_closed_shapes_from_pieces(ob, matchup_degenerates) | |
else: | |
return [] | |
## | |
# Selects all edges that denote the boundaries of convex pieces. | |
# | |
# This is a multistep process driven by heuristics: | |
# 1. First, we select all the sharp edges of the object, since sharp edges are | |
# only co-planar with one of the faces they connect with and are therefore | |
# unlikely to represent convex boundary edges. | |
# 2. Second, we select all edges that are similar in length to the sharp | |
# edges, to catch any edges that are almost steep enough to be sharp edges. | |
# 3. Third, we invert the selection, which should (hopefully) cause all the | |
# convex boundary edges we want to be selected. | |
# | |
def select_convex_boundary_edges(ob, max_edge_length_proportion=0.1): | |
bpy.ops.object.mode_set(mode='EDIT') | |
mesh = ob.data | |
bm = bmesh.from_edit_mesh(mesh) | |
# Enter "Edge" select mode | |
bpy.context.tool_settings.mesh_select_mode = [False, True, False] | |
# Find all sharp edges and edges of similar length | |
bpy.ops.mesh.select_all(action='DESELECT') | |
bpy.ops.mesh.edges_select_sharp() | |
bpy.ops.mesh.select_similar(type='EDGE_LENGTH', threshold=0.01) | |
# Invert the selection to find the convex boundary edges. | |
bpy.ops.mesh.select_all(action='INVERT') | |
bm.faces.ensure_lookup_table() | |
bm.edges.ensure_lookup_table() | |
edges_to_select = [] | |
max_edge_length = max(ob.dimensions) * max_edge_length_proportion | |
for selected_edge in [e for e in bm.edges if e.select]: | |
edge_bridges = \ | |
find_shortest_edge_bridges( | |
selected_edge, | |
max_edge_length=max_edge_length | |
) | |
for path in edge_bridges.values(): | |
for edge in path: | |
edges_to_select.append(edge) | |
# Select the edges after we pick which edges we *want* to select, to ensure | |
# that we only base our decisions on the initial convex boundary edges. | |
for edge in edges_to_select: | |
edge.select = True | |
## | |
# Locate the shortest path of edges to connect already-selected edges. | |
# | |
# This is used to find the additional edges that must be selected for a cut | |
# along a convex boundary to create a complete, closed object shape. | |
# | |
# The max edge length argument can be provided to avoid trying to find | |
# connections between convex boundaries that are very far apart in the same | |
# object. | |
# | |
def find_shortest_edge_bridges(starting_edge, max_edge_length=None): | |
edge_bridges = find_bridge_edges(starting_edge, max_edge_length) | |
sorted_edge_bridges = sorted(edge_bridges, key=lambda eb: eb[0]) | |
edge_solutions = {} | |
for edge_bridge in sorted_edge_bridges: | |
path_distance, final_edge, path = edge_bridge | |
# Skip edges we've already found a min-length path to | |
if final_edge not in edge_solutions.keys(): | |
edge_solutions[final_edge] = path | |
print(f"Shortest edge bridges for starting edge '{str(starting_edge.index)}':") | |
if len(edge_solutions) > 0: | |
print( | |
" - " + | |
"\n - ".join(map( | |
lambda i: str( | |
(i[0].index, str(list(map(lambda e: e.index, i[1])))) | |
), | |
edge_solutions.items() | |
))) | |
print("") | |
print("") | |
return edge_solutions | |
## | |
# Performs a recursive, depth-first search from a selected edge to other edges. | |
# | |
# This returns all possible paths -- and distances of those paths -- to traverse | |
# the mesh from the starting, selected edge to another selected edge. To avoid | |
# a lengthy search, the max_depth parameter controls how many levels of edges | |
# are searched. | |
# | |
# The result is an array of tuples, where each tuple contains the total distance | |
# of the path, the already-selected edge that the path was able to reach, and | |
# the list of edges that would need to be selected in order to reach that | |
# destination edge. | |
# | |
def find_bridge_edges(edge, max_edge_length=None, max_depth=3, current_depth=0, | |
path_distance=0, edge_path=None, seen_verts=None): | |
if edge_path is None: | |
edge_path = [] | |
if seen_verts is None: | |
seen_verts = [] | |
# Don't bother searching edges we've seen | |
if edge in edge_path: | |
return [] | |
if (current_depth > 0): | |
first_edge = edge_path[0] | |
edge_length = edge.calc_length() | |
# Don't bother searching edges along the same normal as the first edge. | |
# We want our cuts to be along convex boundaries that are perpendicular. | |
if have_common_face(first_edge, edge): | |
return [] | |
if edge.select: | |
return [(path_distance, edge, edge_path)] | |
# Disqualify edges that are too long. | |
if max_edge_length is not None and edge_length > max_edge_length: | |
print( | |
f"Disqualifying edge {edge.index} because length [{edge_length}] > [{max_edge_length}" | |
) | |
return [] | |
if current_depth == max_depth: | |
return [] | |
new_edge_path = edge_path + [edge] | |
bridges = [] | |
for edge_vert in edge.verts: | |
# Don't bother searching vertices we've already seen (no backtracking). | |
if edge_vert in seen_verts: | |
continue | |
new_seen_verts = seen_verts + [edge_vert] | |
for linked_edge in edge_vert.link_edges: | |
# Don't bother searching selected edges connected to the starting | |
# edge, since that gets us nowhere. | |
if linked_edge.select and current_depth == 0: | |
continue | |
edge_length = linked_edge.calc_length() | |
found_bridge_edges = find_bridge_edges( | |
edge=linked_edge, | |
max_edge_length=max_edge_length, | |
max_depth=max_depth, | |
current_depth=current_depth + 1, | |
path_distance=path_distance + edge_length, | |
edge_path=new_edge_path, | |
seen_verts=new_seen_verts | |
) | |
bridges.extend(found_bridge_edges) | |
return bridges | |
def create_closed_shapes_from_pieces(ob, matchup_degenerates=True, | |
min_volume=0.1): | |
print("Converting each piece into a closed object...") | |
degenerate_piece_names = [] | |
for piece in name_duplicates_of(ob): | |
if not make_piece_convex(piece): | |
degenerate_piece_names.append(piece.name) | |
degenerate_count = len(degenerate_piece_names) | |
print("") | |
print(f"Total degenerate (flat) pieces: {degenerate_count}") | |
print("") | |
eliminated_piece_names = [] | |
if matchup_degenerates: | |
if degenerate_count > 10: | |
# TODO: Hopefully, some day, find a good deterministic way to | |
# automatically match up any number of degenerate pieces using a | |
# heuristic that generates sane geometry. | |
print( | |
"There are too many degenerates for reliable auto-matching, so " | |
"it will not be performed. You will need to manually combine " | |
"degenerate pieces.") | |
print("") | |
else: | |
eliminated_piece_names.extend( | |
matchup_degenerate_pieces(degenerate_piece_names, min_volume) | |
) | |
eliminated_piece_names.extend( | |
eliminate_tiny_pieces(degenerate_piece_names, min_volume) | |
) | |
return eliminated_piece_names | |
def matchup_degenerate_pieces(degenerate_piece_names, min_volume=0.1): | |
pieces_eliminated = [] | |
degenerate_volumes = find_degenerate_combos(degenerate_piece_names) | |
print("Searching for a way to match-up degenerates into volumes...") | |
for piece1_name, piece1_volumes in degenerate_volumes.items(): | |
# Skip pieces already joined with degenerate pieces we've processed | |
if piece1_name not in degenerate_piece_names: | |
continue | |
piece1 = bpy.data.objects[piece1_name] | |
piece1_volumes_asc = dict( | |
sorted( | |
piece1_volumes.items(), | |
key=operator.itemgetter(1) | |
) | |
) | |
piece2 = None | |
for piece2_name, combo_volume in piece1_volumes_asc.items(): | |
# Skip pieces that would make a volume that's too small, or that | |
# have been joined with degenerate pieces we've processed | |
if combo_volume < min_volume or piece2_name not in degenerate_piece_names: | |
continue | |
else: | |
piece2 = bpy.data.objects[piece2_name] | |
break | |
if piece2 is not None: | |
degenerate_piece_names.remove(piece2.name) | |
pieces_eliminated.append(piece2.name) | |
print( | |
f" - Combining parallel degenerate '{piece1.name}' with " | |
f"'{piece2.name}' to form complete mesh '{piece1.name}'." | |
) | |
deselect_all_objects() | |
bpy.context.view_layer.objects.active = piece1 | |
piece1.select_set(True) | |
piece2.select_set(True) | |
bpy.ops.object.join() | |
make_piece_convex(piece1) | |
return pieces_eliminated | |
def find_degenerate_combos(degenerate_piece_names): | |
volumes = {} | |
for piece_combo in combinations(degenerate_piece_names, 2): | |
piece1_name, piece2_name = piece_combo | |
piece1 = bpy.data.objects[piece1_name] | |
piece2 = bpy.data.objects[piece2_name] | |
if not volumes.get(piece1_name): | |
volumes[piece1_name] = {} | |
piece1_mesh = piece1.data | |
piece1_bm = bmesh.new() | |
piece1_bm.from_mesh(piece1_mesh) | |
piece2_mesh = piece2.data | |
piece2_bm = bmesh.new() | |
piece2_bm.from_mesh(piece2_mesh) | |
piece1_bm.faces.ensure_lookup_table() | |
piece2_bm.faces.ensure_lookup_table() | |
if (len(piece1_bm.faces) == 0) or (len(piece2_bm.faces) == 0): | |
continue | |
piece1_face = piece1_bm.faces[0] | |
piece2_face = piece2_bm.faces[0] | |
combo_angle_radians = piece1_face.normal.angle(piece2_face.normal) | |
combo_angle_degrees = int(round(degrees(combo_angle_radians))) | |
# We only combine faces that are parallel to each other | |
if combo_angle_degrees in [0, 180]: | |
combo_volume = convex_volume(piece1, piece2) | |
volumes[piece1.name][piece2.name] = combo_volume | |
return volumes | |
def eliminate_tiny_pieces(degenerate_piece_names, min_volume=0.1): | |
eliminated_piece_names = [] | |
tiny_piece_names = [ | |
n for n in degenerate_piece_names | |
if n not in eliminated_piece_names | |
and convex_volume(bpy.data.objects.get(n)) < min_volume | |
] | |
print("") | |
print(f"Total remaining tiny pieces: {len(tiny_piece_names)}") | |
# Delete tiny pieces that are too small to be useful | |
for tiny_piece_name in tiny_piece_names: | |
print(f" - Eliminating tiny piece '{tiny_piece_name}'...") | |
tiny_piece = bpy.data.objects[tiny_piece_name] | |
bpy.data.objects.remove(tiny_piece, do_unlink=True) | |
eliminated_piece_names.append(tiny_piece_name) | |
print("") | |
return eliminated_piece_names | |
def make_piece_convex(ob, min_volume=0.1): | |
print( | |
f" - Attempting to make '{ob.name}' into a closed, convex " | |
f"shape." | |
) | |
volume_before = convex_volume(ob) | |
make_convex_hull(ob) | |
volume_after = convex_volume(ob) | |
volume_delta = abs(volume_after - volume_before) | |
# If the volume of the piece is very small when we tried making it convex, | |
# then it's degenerate -- it's a plane or something flat that we need to | |
# remove. | |
is_degenerate = (volume_after < min_volume) | |
print(f" - Volume before: {volume_before}") | |
print(f" - Volume after: {volume_after}") | |
print(f" - Volume delta: {volume_delta}") | |
print(f" - Is degenerate: {is_degenerate}") | |
return not is_degenerate | |
def make_convex_hull(ob): | |
deselect_all_objects() | |
bpy.context.view_layer.objects.active = ob | |
ob.select_set(True) | |
bpy.ops.object.mode_set(mode='EDIT') | |
bpy.ops.mesh.select_all(action='SELECT') | |
bpy.ops.mesh.convex_hull() | |
mesh = ob.data | |
bm = bmesh.from_edit_mesh(mesh) | |
# Clean-up unnecessary edges | |
bmesh.ops.dissolve_limit( | |
bm, | |
angle_limit=radians(5), | |
verts=bm.verts, | |
edges=bm.edges, | |
) | |
deselect_all_objects() | |
def have_common_normal(e1, e2): | |
e1_normals = map(lambda f: f.normal, e1.link_faces) | |
e2_normals = map(lambda f: f.normal, e2.link_faces) | |
common_normals = [n for n in e1_normals if n in e2_normals] | |
return len(common_normals) > 0 | |
def have_common_face(e1, e2): | |
common_faces = [f for f in e1.link_faces if f in e2.link_faces] | |
return len(common_faces) > 0 | |
# From https://blenderartists.org/t/finding-the-angle-between-edges-in-a-mesh-using-python/510618/2 | |
def calc_edge_angle2(e1, e2): | |
e1_vector = Vector(e1.verts[0].co) - Vector(e1.verts[1].co) | |
e2_vector = Vector(e2.verts[0].co) - Vector(e2.verts[1].co) | |
angle_in_radians = e1_vector.angle(e2_vector) | |
return int(round(degrees(angle_in_radians))) | |
# From https://blender.stackexchange.com/a/203355/115505 | |
def calc_edge_angle(e1, e2, face_normal): | |
# project into XY plane, | |
up = Vector((0, 0, 1)) | |
b = set(e1.verts).intersection(e2.verts).pop() | |
a = e1.other_vert(b).co - b.co | |
c = e2.other_vert(b).co - b.co | |
a.negate() | |
axis = a.cross(c).normalized() | |
if axis.length < 1e-5: | |
angle_in_radians = pi # inline vert | |
else: | |
if axis.dot(face_normal) < 0: | |
axis.negate() | |
M = axis.rotation_difference(up).to_matrix().to_4x4() | |
a = (M @ a).xy.normalized() | |
c = (M @ c).xy.normalized() | |
angle_in_radians = pi - atan2(a.cross(c), a.dot(c)) | |
return int(round(degrees(angle_in_radians))) | |
def convex_volume(*obs): | |
meshes = [] | |
verts = [] | |
for ob in obs: | |
mesh = ob.data | |
bm = bmesh.new() | |
bm.from_mesh(mesh) | |
bm.verts.ensure_lookup_table() | |
bm.edges.ensure_lookup_table() | |
bm.faces.ensure_lookup_table() | |
# Prevent early garbage collection. | |
meshes.append(bm) | |
geom = list(bm.verts) + list(bm.edges) + list(bm.faces) | |
for g in geom: | |
if hasattr(g, "verts"): | |
verts.extend(v.co for v in g.verts) | |
else: | |
verts.append(g.co) | |
return build_volume_from_verts(verts) | |
def build_volume_from_verts(verts): | |
# Based on code from: | |
# https://blender.stackexchange.com/questions/107357/how-to-find-if-geometry-linked-to-an-edge-is-coplanar | |
origin = sum(verts, Vector((0, 0, 0))) / len(verts) | |
bm = bmesh.new() | |
for v in verts: | |
bm.verts.new(v - origin) | |
bmesh.ops.convex_hull(bm, input=bm.verts) | |
return bm.calc_volume() | |
def get_global_origin(ob): | |
local_bbox_center = 0.125 * sum((Vector(b) for b in ob.bound_box), Vector()) | |
return ob.matrix_world @ local_bbox_center | |
def deselect_all_objects(): | |
ensure_object_mode() | |
bpy.ops.object.select_all(action='DESELECT') | |
def clear_file(): | |
# Clear all objects from the scene | |
bpy.ops.object.select_all(action='SELECT') | |
bpy.ops.object.delete() | |
# Clear all collections from the scene | |
for collection in bpy.data.collections: | |
bpy.data.collections.remove(collection) | |
bpy.ops.outliner.orphans_purge() | |
def remove_collection_by_name_if_empty(collection_name): | |
if (collection_name in bpy.data.collections and | |
len(bpy.data.collections[collection_name].children) == 0): | |
remove_collection_by_name(collection_name) | |
def remove_collection_by_name(collection_name): | |
collections = bpy.data.collections | |
collections.remove(collections[collection_name]) | |
def create_collection_if_not_exist(collection_name): | |
if collection_name not in bpy.data.collections: | |
print("Creating collection: " + collection_name) | |
bpy.data.collections.new(collection_name) | |
bpy.context.scene.collection.children.link(bpy.data.collections[collection_name]) | |
def remove_from_all_collections(ob): | |
for collection in ob.users_collection: | |
remove_from_collection(ob, collection) | |
def remove_from_collection(ob, collection): | |
if ob.name in collection.objects: | |
collection.objects.unlink(ob) | |
def set_parent_collection(ob, collection_name): | |
remove_from_all_collections(ob) | |
create_collection_if_not_exist(collection_name) | |
bpy.data.collections[collection_name].objects.link(ob) | |
def remove_all_materials(ob): | |
for i in range(len(ob.material_slots)): | |
ob.active_material_index = i | |
bpy.ops.object.material_slot_remove() | |
def remove_all_uv_maps(ob): | |
uv_layers = ob.data.uv_layers | |
uv_layers_to_remove = uv_layers[:] | |
while uv_layers_to_remove: | |
uv_layers.remove(uv_layers_to_remove.pop()) | |
def rename_pieces(object_name, name_skiplist=None): | |
if name_skiplist is None: | |
name_skiplist = [] | |
for duplicate_name, old_index_str, new_index in dupe_name_sequence(object_name, name_skiplist): | |
piece = bpy.data.objects.get(duplicate_name) | |
if not piece: | |
break | |
old_name = piece.name | |
new_name = re.sub(fr"(?:01)?\.{old_index_str}$", f"{new_index:02d}", piece.name) | |
if old_name != new_name: | |
print(f"Renaming piece '{old_name}' to '{new_name}'.") | |
piece.name = new_name | |
def name_duplicates_of(ob): | |
duplicates = [] | |
for duplicate_name, _, _ in dupe_name_sequence(ob.name): | |
piece = bpy.data.objects.get(duplicate_name) | |
if not piece: | |
break | |
else: | |
duplicates.append(piece) | |
return duplicates | |
def dupe_name_sequence(base_name, skiplist=None): | |
if skiplist is None: | |
skiplist = [] | |
yield base_name, "", 1 | |
new_index = 1 | |
for old_name_index in count(start=1): | |
old_index_str = f"{old_name_index:03d}" | |
duplicate_name = f"{base_name}.{old_index_str}" | |
if duplicate_name in skiplist: | |
continue | |
else: | |
new_index = new_index + 1 | |
yield duplicate_name, old_index_str, new_index | |
def ensure_object_mode(): | |
if bpy.context.active_object is not None and bpy.context.active_object.mode != 'OBJECT': | |
bpy.ops.object.mode_set(mode='OBJECT') | |
def status_print(msg): | |
formatted_msg = "%-120s" % msg | |
sys.stdout.write(formatted_msg + (chr(8) * len(formatted_msg))) | |
sys.stdout.flush() | |
clear_file() | |
import_fbx(fbx_path) | |
cleanup_scene() | |
setup_uvs() | |
# apply_uv_grid() | |
generate_collision() | |
export_all_collections_to_fbx() | |
print("Done!") |
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how exactly do i install this to blender tried to but couldnt figure it out is it a addon or do i have to add it a different way im using blender 3