Created
February 13, 2021 14:22
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Helper for exporting blender meshes
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import bmesh | |
import bpy | |
import json | |
def debug_print(data): | |
for window in bpy.context.window_manager.windows: | |
screen = window.screen | |
for area in screen.areas: | |
if area.type == 'CONSOLE': | |
override = {'window': window, 'screen': screen, 'area': area} | |
bpy.ops.console.scrollback_append(override, text=str(data), type="OUTPUT") | |
def collect_meshes(collection): | |
meshes = [] | |
depsgraph = bpy.context.evaluated_depsgraph_get() | |
for object in collection: | |
if object.type == 'MESH': | |
object_eval = object.evaluated_get(depsgraph) | |
tmp = object.copy() | |
tmp.data = object_eval.data.copy() | |
meshes.append(tmp) | |
return meshes | |
def join_meshes(mesh_array): | |
if len(mesh_array) > 1: | |
context = bpy.context.copy() | |
context['active_object'] = mesh_array[0] | |
context['selected_editable_objects'] = mesh_array | |
bpy.ops.object.join(context) | |
return context['active_object'] | |
else: | |
return mesh_array[0] | |
def triangulate(mesh): | |
bm = bmesh.new() | |
bm.from_mesh(mesh) | |
bmesh.ops.triangulate(bm, faces = bm.faces[:]) | |
bm.to_mesh(mesh) | |
def get_verts(mesh): | |
verts = [] | |
for v in mesh.vertices: | |
verts.extend([v.co.x, v.co.y, v.co.z, 1.0]) | |
return verts | |
def get_normals(mesh): | |
normals = [] | |
for v in mesh.vertices: | |
normals.extend([v.normal.x, v.normal.y, v.normal.z, 0.0]) | |
return normals | |
def get_faces(mesh): | |
faces = [] | |
for f in mesh.polygons: | |
if len(f.vertices) > 3: | |
raise(Exception('Mesh must be triangulated')) | |
for v in f.vertices: | |
faces.append(v) | |
faces.append(f.material_index) | |
return faces | |
def get_uvs(mesh): | |
if mesh.uv_layers.active is None: | |
raise(Exception('No acttive uv layer')) | |
uvs = [] | |
uvs_dict = dict() | |
for f in mesh.polygons: | |
if not f.use_smooth: | |
raise(Exception('At least one face use non-smooth shadig')) | |
for vert, loop in zip(f.vertices, f.loop_indices): | |
uvs_dict[vert] = mesh.uv_layers.active.data[loop].uv | |
for key, value in sorted(uvs_dict.items()): | |
uvs.extend([value.x, value.y]) | |
return uvs | |
def get_materials(obj): | |
materials = [] | |
for material in obj.material_slots: | |
if material is None: | |
raise(Exception('Empty material slot')) | |
materials.append(material.name) | |
return materials | |
def make_data_arrays(obj): | |
arrays = dict(); | |
arrays['verts'] = get_verts(obj.data) | |
arrays['uvs'] = get_uvs(obj.data) | |
arrays['normals'] = get_normals(obj.data) | |
arrays['faces'] = get_faces(obj.data) | |
arrays['materials'] = get_materials(obj) | |
if len(arrays['verts']) % 4 != 0: | |
raise(Exception('Length of verts should be divisible by 4')) | |
if len(arrays['uvs']) % 2 != 0: | |
raise(Exception('Length of verts should be divisible by 2')) | |
if len(arrays['verts'])/4 != len(arrays['uvs'])/2: | |
raise(Exception('uv/vertex count mismatch %d vs %d'%(len(arrays['uvs'])/2, len(arrays['verts'])/4))) | |
return arrays | |
class MeshCopy: | |
def __init__(self, mesh): | |
self.__mesh = mesh | |
def __enter__(self): | |
return self | |
def __exit__(self, exc_type, exc_value, traceback): | |
self.__mesh.user_clear() | |
bpy.data.objects.remove(self.__mesh) | |
def get(self): | |
return self.__mesh | |
meshes = collect_meshes(bpy.context.collection.objects) | |
with MeshCopy(join_meshes(meshes)) as obj: | |
triangulate(obj.get().data) | |
arrays = make_data_arrays(obj.get()) | |
print(json.dumps(arrays)) |
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