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37
.editorconfig
Normal file
37
.editorconfig
Normal file
@@ -0,0 +1,37 @@
|
||||
# EditorConfig is awesome: https://EditorConfig.org
|
||||
|
||||
# top-most EditorConfig file
|
||||
root = true
|
||||
|
||||
# Unix-style newlines with a newline ending every file
|
||||
[*]
|
||||
end_of_line = lf
|
||||
insert_final_newline = true
|
||||
|
||||
# Matches multiple files with brace expansion notation
|
||||
# Set default charset
|
||||
[*.{js,py}]
|
||||
charset = utf-8
|
||||
|
||||
# 4 space indentation
|
||||
[*.py]
|
||||
indent_style = space
|
||||
indent_size = 4
|
||||
|
||||
[{*.jinja2,*.html.j2}]
|
||||
indent_style = space
|
||||
indent_size = 2
|
||||
|
||||
# Tab indentation (no size specified)
|
||||
[Makefile]
|
||||
indent_style = tab
|
||||
|
||||
# Indentation override for all JS under lib directory
|
||||
[lib/**.js]
|
||||
indent_style = space
|
||||
indent_size = 2
|
||||
|
||||
# Matches the exact files either package.json or .travis.yml
|
||||
[{package.json,.travis.yml}]
|
||||
indent_style = space
|
||||
indent_size = 2
|
||||
674
LICENSE
Normal file
674
LICENSE
Normal file
@@ -0,0 +1,674 @@
|
||||
GNU GENERAL PUBLIC LICENSE
|
||||
Version 3, 29 June 2007
|
||||
|
||||
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
|
||||
Everyone is permitted to copy and distribute verbatim copies
|
||||
of this license document, but changing it is not allowed.
|
||||
|
||||
Preamble
|
||||
|
||||
The GNU General Public License is a free, copyleft license for
|
||||
software and other kinds of works.
|
||||
|
||||
The licenses for most software and other practical works are designed
|
||||
to take away your freedom to share and change the works. By contrast,
|
||||
the GNU General Public License is intended to guarantee your freedom to
|
||||
share and change all versions of a program--to make sure it remains free
|
||||
software for all its users. We, the Free Software Foundation, use the
|
||||
GNU General Public License for most of our software; it applies also to
|
||||
any other work released this way by its authors. You can apply it to
|
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your programs, too.
|
||||
|
||||
When we speak of free software, we are referring to freedom, not
|
||||
price. Our General Public Licenses are designed to make sure that you
|
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have the freedom to distribute copies of free software (and charge for
|
||||
them if you wish), that you receive source code or can get it if you
|
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want it, that you can change the software or use pieces of it in new
|
||||
free programs, and that you know you can do these things.
|
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|
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To protect your rights, we need to prevent others from denying you
|
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these rights or asking you to surrender the rights. Therefore, you have
|
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certain responsibilities if you distribute copies of the software, or if
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|
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For example, if you distribute copies of such a program, whether
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gratis or for a fee, you must pass on to the recipients the same
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freedoms that you received. You must make sure that they, too, receive
|
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or can get the source code. And you must show them these terms so they
|
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Developers that use the GNU GPL protect your rights with two steps:
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|
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giving you legal permission to copy, distribute and/or modify it.
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For the developers' and authors' protection, the GPL clearly explains
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|
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Some devices are designed to deny users access to install or run
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|
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||||
The precise terms and conditions for copying, distribution and
|
||||
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|
||||
|
||||
TERMS AND CONDITIONS
|
||||
|
||||
0. Definitions.
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||||
|
||||
"This License" refers to version 3 of the GNU General Public License.
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"Copyright" also means copyright-like laws that apply to other kinds of
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A "covered work" means either the unmodified Program or a work based
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To "propagate" a work means to do anything with it that, without
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To "convey" a work means any kind of propagation that enables other
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An interactive user interface displays "Appropriate Legal Notices"
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The "Corresponding Source" for a work in object code form means all
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|
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|
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The Corresponding Source for a work in source code form is that
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All rights granted under this License are granted for the term of
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You may make, run and propagate covered works that you do not
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Conveying under any other circumstances is permitted solely under
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|
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|
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No covered work shall be deemed part of an effective technological
|
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When you convey a covered work, you waive any legal power to forbid
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|
||||
You may convey verbatim copies of the Program's source code as you
|
||||
receive it, in any medium, provided that you conspicuously and
|
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|
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keep intact all notices stating that this License and any
|
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|
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keep intact all notices of the absence of any warranty; and give all
|
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|
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|
||||
You may charge any price or no price for each copy that you convey,
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and you may offer support or warranty protection for a fee.
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|
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You may convey a work based on the Program, or the modifications to
|
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|
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|
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|
||||
a) The work must carry prominent notices stating that you modified
|
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|
||||
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|
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|
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|
||||
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||||
|
||||
c) You must license the entire work, as a whole, under this
|
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|
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|
||||
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|
||||
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||||
|
||||
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A compilation of a covered work with other separate and independent
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||||
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|
||||
You may convey a covered work in object code form under the terms
|
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|
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|
||||
alternative is allowed only occasionally and noncommercially, and
|
||||
only if you received the object code with such an offer, in accord
|
||||
with subsection 6b.
|
||||
|
||||
d) Convey the object code by offering access from a designated
|
||||
place (gratis or for a charge), and offer equivalent access to the
|
||||
Corresponding Source in the same way through the same place at no
|
||||
further charge. You need not require recipients to copy the
|
||||
Corresponding Source along with the object code. If the place to
|
||||
copy the object code is a network server, the Corresponding Source
|
||||
may be on a different server (operated by you or a third party)
|
||||
that supports equivalent copying facilities, provided you maintain
|
||||
clear directions next to the object code saying where to find the
|
||||
Corresponding Source. Regardless of what server hosts the
|
||||
Corresponding Source, you remain obligated to ensure that it is
|
||||
available for as long as needed to satisfy these requirements.
|
||||
|
||||
e) Convey the object code using peer-to-peer transmission, provided
|
||||
you inform other peers where the object code and Corresponding
|
||||
Source of the work are being offered to the general public at no
|
||||
charge under subsection 6d.
|
||||
|
||||
A separable portion of the object code, whose source code is excluded
|
||||
from the Corresponding Source as a System Library, need not be
|
||||
included in conveying the object code work.
|
||||
|
||||
A "User Product" is either (1) a "consumer product", which means any
|
||||
tangible personal property which is normally used for personal, family,
|
||||
or household purposes, or (2) anything designed or sold for incorporation
|
||||
into a dwelling. In determining whether a product is a consumer product,
|
||||
doubtful cases shall be resolved in favor of coverage. For a particular
|
||||
product received by a particular user, "normally used" refers to a
|
||||
typical or common use of that class of product, regardless of the status
|
||||
of the particular user or of the way in which the particular user
|
||||
actually uses, or expects or is expected to use, the product. A product
|
||||
is a consumer product regardless of whether the product has substantial
|
||||
commercial, industrial or non-consumer uses, unless such uses represent
|
||||
the only significant mode of use of the product.
|
||||
|
||||
"Installation Information" for a User Product means any methods,
|
||||
procedures, authorization keys, or other information required to install
|
||||
and execute modified versions of a covered work in that User Product from
|
||||
a modified version of its Corresponding Source. The information must
|
||||
suffice to ensure that the continued functioning of the modified object
|
||||
code is in no case prevented or interfered with solely because
|
||||
modification has been made.
|
||||
|
||||
If you convey an object code work under this section in, or with, or
|
||||
specifically for use in, a User Product, and the conveying occurs as
|
||||
part of a transaction in which the right of possession and use of the
|
||||
User Product is transferred to the recipient in perpetuity or for a
|
||||
fixed term (regardless of how the transaction is characterized), the
|
||||
Corresponding Source conveyed under this section must be accompanied
|
||||
by the Installation Information. But this requirement does not apply
|
||||
if neither you nor any third party retains the ability to install
|
||||
modified object code on the User Product (for example, the work has
|
||||
been installed in ROM).
|
||||
|
||||
The requirement to provide Installation Information does not include a
|
||||
requirement to continue to provide support service, warranty, or updates
|
||||
for a work that has been modified or installed by the recipient, or for
|
||||
the User Product in which it has been modified or installed. Access to a
|
||||
network may be denied when the modification itself materially and
|
||||
adversely affects the operation of the network or violates the rules and
|
||||
protocols for communication across the network.
|
||||
|
||||
Corresponding Source conveyed, and Installation Information provided,
|
||||
in accord with this section must be in a format that is publicly
|
||||
documented (and with an implementation available to the public in
|
||||
source code form), and must require no special password or key for
|
||||
unpacking, reading or copying.
|
||||
|
||||
7. Additional Terms.
|
||||
|
||||
"Additional permissions" are terms that supplement the terms of this
|
||||
License by making exceptions from one or more of its conditions.
|
||||
Additional permissions that are applicable to the entire Program shall
|
||||
be treated as though they were included in this License, to the extent
|
||||
that they are valid under applicable law. If additional permissions
|
||||
apply only to part of the Program, that part may be used separately
|
||||
under those permissions, but the entire Program remains governed by
|
||||
this License without regard to the additional permissions.
|
||||
|
||||
When you convey a copy of a covered work, you may at your option
|
||||
remove any additional permissions from that copy, or from any part of
|
||||
it. (Additional permissions may be written to require their own
|
||||
removal in certain cases when you modify the work.) You may place
|
||||
additional permissions on material, added by you to a covered work,
|
||||
for which you have or can give appropriate copyright permission.
|
||||
|
||||
Notwithstanding any other provision of this License, for material you
|
||||
add to a covered work, you may (if authorized by the copyright holders of
|
||||
that material) supplement the terms of this License with terms:
|
||||
|
||||
a) Disclaiming warranty or limiting liability differently from the
|
||||
terms of sections 15 and 16 of this License; or
|
||||
|
||||
b) Requiring preservation of specified reasonable legal notices or
|
||||
author attributions in that material or in the Appropriate Legal
|
||||
Notices displayed by works containing it; or
|
||||
|
||||
c) Prohibiting misrepresentation of the origin of that material, or
|
||||
requiring that modified versions of such material be marked in
|
||||
reasonable ways as different from the original version; or
|
||||
|
||||
d) Limiting the use for publicity purposes of names of licensors or
|
||||
authors of the material; or
|
||||
|
||||
e) Declining to grant rights under trademark law for use of some
|
||||
trade names, trademarks, or service marks; or
|
||||
|
||||
f) Requiring indemnification of licensors and authors of that
|
||||
material by anyone who conveys the material (or modified versions of
|
||||
it) with contractual assumptions of liability to the recipient, for
|
||||
any liability that these contractual assumptions directly impose on
|
||||
those licensors and authors.
|
||||
|
||||
All other non-permissive additional terms are considered "further
|
||||
restrictions" within the meaning of section 10. If the Program as you
|
||||
received it, or any part of it, contains a notice stating that it is
|
||||
governed by this License along with a term that is a further
|
||||
restriction, you may remove that term. If a license document contains
|
||||
a further restriction but permits relicensing or conveying under this
|
||||
License, you may add to a covered work material governed by the terms
|
||||
of that license document, provided that the further restriction does
|
||||
not survive such relicensing or conveying.
|
||||
|
||||
If you add terms to a covered work in accord with this section, you
|
||||
must place, in the relevant source files, a statement of the
|
||||
additional terms that apply to those files, or a notice indicating
|
||||
where to find the applicable terms.
|
||||
|
||||
Additional terms, permissive or non-permissive, may be stated in the
|
||||
form of a separately written license, or stated as exceptions;
|
||||
the above requirements apply either way.
|
||||
|
||||
8. Termination.
|
||||
|
||||
You may not propagate or modify a covered work except as expressly
|
||||
provided under this License. Any attempt otherwise to propagate or
|
||||
modify it is void, and will automatically terminate your rights under
|
||||
this License (including any patent licenses granted under the third
|
||||
paragraph of section 11).
|
||||
|
||||
However, if you cease all violation of this License, then your
|
||||
license from a particular copyright holder is reinstated (a)
|
||||
provisionally, unless and until the copyright holder explicitly and
|
||||
finally terminates your license, and (b) permanently, if the copyright
|
||||
holder fails to notify you of the violation by some reasonable means
|
||||
prior to 60 days after the cessation.
|
||||
|
||||
Moreover, your license from a particular copyright holder is
|
||||
reinstated permanently if the copyright holder notifies you of the
|
||||
violation by some reasonable means, this is the first time you have
|
||||
received notice of violation of this License (for any work) from that
|
||||
copyright holder, and you cure the violation prior to 30 days after
|
||||
your receipt of the notice.
|
||||
|
||||
Termination of your rights under this section does not terminate the
|
||||
licenses of parties who have received copies or rights from you under
|
||||
this License. If your rights have been terminated and not permanently
|
||||
reinstated, you do not qualify to receive new licenses for the same
|
||||
material under section 10.
|
||||
|
||||
9. Acceptance Not Required for Having Copies.
|
||||
|
||||
You are not required to accept this License in order to receive or
|
||||
run a copy of the Program. Ancillary propagation of a covered work
|
||||
occurring solely as a consequence of using peer-to-peer transmission
|
||||
to receive a copy likewise does not require acceptance. However,
|
||||
nothing other than this License grants you permission to propagate or
|
||||
modify any covered work. These actions infringe copyright if you do
|
||||
not accept this License. Therefore, by modifying or propagating a
|
||||
covered work, you indicate your acceptance of this License to do so.
|
||||
|
||||
10. Automatic Licensing of Downstream Recipients.
|
||||
|
||||
Each time you convey a covered work, the recipient automatically
|
||||
receives a license from the original licensors, to run, modify and
|
||||
propagate that work, subject to this License. You are not responsible
|
||||
for enforcing compliance by third parties with this License.
|
||||
|
||||
An "entity transaction" is a transaction transferring control of an
|
||||
organization, or substantially all assets of one, or subdividing an
|
||||
organization, or merging organizations. If propagation of a covered
|
||||
work results from an entity transaction, each party to that
|
||||
transaction who receives a copy of the work also receives whatever
|
||||
licenses to the work the party's predecessor in interest had or could
|
||||
give under the previous paragraph, plus a right to possession of the
|
||||
Corresponding Source of the work from the predecessor in interest, if
|
||||
the predecessor has it or can get it with reasonable efforts.
|
||||
|
||||
You may not impose any further restrictions on the exercise of the
|
||||
rights granted or affirmed under this License. For example, you may
|
||||
not impose a license fee, royalty, or other charge for exercise of
|
||||
rights granted under this License, and you may not initiate litigation
|
||||
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
||||
any patent claim is infringed by making, using, selling, offering for
|
||||
sale, or importing the Program or any portion of it.
|
||||
|
||||
11. Patents.
|
||||
|
||||
A "contributor" is a copyright holder who authorizes use under this
|
||||
License of the Program or a work on which the Program is based. The
|
||||
work thus licensed is called the contributor's "contributor version".
|
||||
|
||||
A contributor's "essential patent claims" are all patent claims
|
||||
owned or controlled by the contributor, whether already acquired or
|
||||
hereafter acquired, that would be infringed by some manner, permitted
|
||||
by this License, of making, using, or selling its contributor version,
|
||||
but do not include claims that would be infringed only as a
|
||||
consequence of further modification of the contributor version. For
|
||||
purposes of this definition, "control" includes the right to grant
|
||||
patent sublicenses in a manner consistent with the requirements of
|
||||
this License.
|
||||
|
||||
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
||||
patent license under the contributor's essential patent claims, to
|
||||
make, use, sell, offer for sale, import and otherwise run, modify and
|
||||
propagate the contents of its contributor version.
|
||||
|
||||
In the following three paragraphs, a "patent license" is any express
|
||||
agreement or commitment, however denominated, not to enforce a patent
|
||||
(such as an express permission to practice a patent or covenant not to
|
||||
sue for patent infringement). To "grant" such a patent license to a
|
||||
party means to make such an agreement or commitment not to enforce a
|
||||
patent against the party.
|
||||
|
||||
If you convey a covered work, knowingly relying on a patent license,
|
||||
and the Corresponding Source of the work is not available for anyone
|
||||
to copy, free of charge and under the terms of this License, through a
|
||||
publicly available network server or other readily accessible means,
|
||||
then you must either (1) cause the Corresponding Source to be so
|
||||
available, or (2) arrange to deprive yourself of the benefit of the
|
||||
patent license for this particular work, or (3) arrange, in a manner
|
||||
consistent with the requirements of this License, to extend the patent
|
||||
license to downstream recipients. "Knowingly relying" means you have
|
||||
actual knowledge that, but for the patent license, your conveying the
|
||||
covered work in a country, or your recipient's use of the covered work
|
||||
in a country, would infringe one or more identifiable patents in that
|
||||
country that you have reason to believe are valid.
|
||||
|
||||
If, pursuant to or in connection with a single transaction or
|
||||
arrangement, you convey, or propagate by procuring conveyance of, a
|
||||
covered work, and grant a patent license to some of the parties
|
||||
receiving the covered work authorizing them to use, propagate, modify
|
||||
or convey a specific copy of the covered work, then the patent license
|
||||
you grant is automatically extended to all recipients of the covered
|
||||
work and works based on it.
|
||||
|
||||
A patent license is "discriminatory" if it does not include within
|
||||
the scope of its coverage, prohibits the exercise of, or is
|
||||
conditioned on the non-exercise of one or more of the rights that are
|
||||
specifically granted under this License. You may not convey a covered
|
||||
work if you are a party to an arrangement with a third party that is
|
||||
in the business of distributing software, under which you make payment
|
||||
to the third party based on the extent of your activity of conveying
|
||||
the work, and under which the third party grants, to any of the
|
||||
parties who would receive the covered work from you, a discriminatory
|
||||
patent license (a) in connection with copies of the covered work
|
||||
conveyed by you (or copies made from those copies), or (b) primarily
|
||||
for and in connection with specific products or compilations that
|
||||
contain the covered work, unless you entered into that arrangement,
|
||||
or that patent license was granted, prior to 28 March 2007.
|
||||
|
||||
Nothing in this License shall be construed as excluding or limiting
|
||||
any implied license or other defenses to infringement that may
|
||||
otherwise be available to you under applicable patent law.
|
||||
|
||||
12. No Surrender of Others' Freedom.
|
||||
|
||||
If conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot convey a
|
||||
covered work so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you may
|
||||
not convey it at all. For example, if you agree to terms that obligate you
|
||||
to collect a royalty for further conveying from those to whom you convey
|
||||
the Program, the only way you could satisfy both those terms and this
|
||||
License would be to refrain entirely from conveying the Program.
|
||||
|
||||
13. Use with the GNU Affero General Public License.
|
||||
|
||||
Notwithstanding any other provision of this License, you have
|
||||
permission to link or combine any covered work with a work licensed
|
||||
under version 3 of the GNU Affero General Public License into a single
|
||||
combined work, and to convey the resulting work. The terms of this
|
||||
License will continue to apply to the part which is the covered work,
|
||||
but the special requirements of the GNU Affero General Public License,
|
||||
section 13, concerning interaction through a network will apply to the
|
||||
combination as such.
|
||||
|
||||
14. Revised Versions of this License.
|
||||
|
||||
The Free Software Foundation may publish revised and/or new versions of
|
||||
the GNU General Public License from time to time. Such new versions will
|
||||
be similar in spirit to the present version, but may differ in detail to
|
||||
address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the
|
||||
Program specifies that a certain numbered version of the GNU General
|
||||
Public License "or any later version" applies to it, you have the
|
||||
option of following the terms and conditions either of that numbered
|
||||
version or of any later version published by the Free Software
|
||||
Foundation. If the Program does not specify a version number of the
|
||||
GNU General Public License, you may choose any version ever published
|
||||
by the Free Software Foundation.
|
||||
|
||||
If the Program specifies that a proxy can decide which future
|
||||
versions of the GNU General Public License can be used, that proxy's
|
||||
public statement of acceptance of a version permanently authorizes you
|
||||
to choose that version for the Program.
|
||||
|
||||
Later license versions may give you additional or different
|
||||
permissions. However, no additional obligations are imposed on any
|
||||
author or copyright holder as a result of your choosing to follow a
|
||||
later version.
|
||||
|
||||
15. Disclaimer of Warranty.
|
||||
|
||||
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
|
||||
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
|
||||
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
|
||||
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
|
||||
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
|
||||
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
|
||||
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||
|
||||
16. Limitation of Liability.
|
||||
|
||||
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
|
||||
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
|
||||
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
|
||||
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
|
||||
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
|
||||
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
|
||||
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
|
||||
SUCH DAMAGES.
|
||||
|
||||
17. Interpretation of Sections 15 and 16.
|
||||
|
||||
If the disclaimer of warranty and limitation of liability provided
|
||||
above cannot be given local legal effect according to their terms,
|
||||
reviewing courts shall apply local law that most closely approximates
|
||||
an absolute waiver of all civil liability in connection with the
|
||||
Program, unless a warranty or assumption of liability accompanies a
|
||||
copy of the Program in return for a fee.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
How to Apply These Terms to Your New Programs
|
||||
|
||||
If you develop a new program, and you want it to be of the greatest
|
||||
possible use to the public, the best way to achieve this is to make it
|
||||
free software which everyone can redistribute and change under these terms.
|
||||
|
||||
To do so, attach the following notices to the program. It is safest
|
||||
to attach them to the start of each source file to most effectively
|
||||
state the exclusion of warranty; and each file should have at least
|
||||
the "copyright" line and a pointer to where the full notice is found.
|
||||
|
||||
<one line to give the program's name and a brief idea of what it does.>
|
||||
Copyright (C) <year> <name of author>
|
||||
|
||||
This program is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
Also add information on how to contact you by electronic and paper mail.
|
||||
|
||||
If the program does terminal interaction, make it output a short
|
||||
notice like this when it starts in an interactive mode:
|
||||
|
||||
<program> Copyright (C) <year> <name of author>
|
||||
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
|
||||
This is free software, and you are welcome to redistribute it
|
||||
under certain conditions; type `show c' for details.
|
||||
|
||||
The hypothetical commands `show w' and `show c' should show the appropriate
|
||||
parts of the General Public License. Of course, your program's commands
|
||||
might be different; for a GUI interface, you would use an "about box".
|
||||
|
||||
You should also get your employer (if you work as a programmer) or school,
|
||||
if any, to sign a "copyright disclaimer" for the program, if necessary.
|
||||
For more information on this, and how to apply and follow the GNU GPL, see
|
||||
<https://www.gnu.org/licenses/>.
|
||||
|
||||
The GNU General Public License does not permit incorporating your program
|
||||
into proprietary programs. If your program is a subroutine library, you
|
||||
may consider it more useful to permit linking proprietary applications with
|
||||
the library. If this is what you want to do, use the GNU Lesser General
|
||||
Public License instead of this License. But first, please read
|
||||
<https://www.gnu.org/licenses/why-not-lgpl.html>.
|
||||
64
README.md
Normal file
64
README.md
Normal file
@@ -0,0 +1,64 @@
|
||||
[](https://download.blender.org/release/Blender3.1/)
|
||||
[](https://github.com/30350n/lu-toolbox/blob/master/LICENSE)
|
||||
# LEGO Universe Toolbox
|
||||
A Blender Add-on which adds a bunch of useful tools to prepare models for use in LEGO Universe.
|
||||
|
||||
## Features
|
||||
|
||||
* Custom LEGO Exchange Format (.lxf/.lxfml) Importer.
|
||||
* Automatic model preparation with many useful processes.
|
||||
* Custom workflow for baking materials, lighting, ambient occlusion, alpha, and more to vertex colors.
|
||||
* Automatic pathtraced hidden surface removal to clean out model interiors of unseen geometry.
|
||||
* Many options and toggles to fit a variety of artist workflows.
|
||||
|
||||
<hr>
|
||||
|
||||

|
||||
|
||||
## Installation
|
||||
|
||||
1. Download the latest release from [here](https://github.com/Squareville/lu-toolbox/releases/latest).
|
||||
2. Start Blender and navigate to "Edit -> Preferences -> Add-ons"
|
||||
3. (optional) If you already have an older version of the add-on installed, disable it, remove it and restart blender.
|
||||
4. Hit "Install" and select the zip archive you downloaded.
|
||||
5. In the Add-on's preferences, set `Brick DB` to your LU client res folder or extracted Brick DB
|
||||
|
||||
After installation you can find the add-on in the right sidepanel (N-panel) of the 3D Viewport.
|
||||
|
||||
#### Blender Version
|
||||
|
||||
The minimum compatible Blender version for LU Toolbox v2.0 is Blender 3.1.
|
||||
|
||||
## Documentation
|
||||
|
||||
- [DLU - Asset Creation Guide](https://docs.google.com/document/d/15YDtHg3-i3Pn6HTEFkpAjKsvUF6u49ZsQam5b614YRw) by [cdmpants](https://github.com/cdmpants)
|
||||
|
||||
### LEGO Exchange Format Importer (.lxf/.lxfml)
|
||||
|
||||
This importer is derived from [sttng's ImportLDD Add-on](https://github.com/sttng/ImportLDD) with a few changes:
|
||||
|
||||
* Support for importing one or multiple LODs at a time
|
||||
* Enchanced Brick DB handling:
|
||||
* Support for defining a path to any Brick DB via Add-on Preferences
|
||||
* Direct support for using LU's brick db without needing to extract it manually
|
||||
* You can use the `client/res/` folder directly as a Brick DB source
|
||||
* the `brickdb.zip` will automatically be unzipped for you if it's not already
|
||||
* Dropped support for using LDD's `db.lif` directly since it doesn't provide LODs
|
||||
* Consolidated color support for LU's color palette:
|
||||
* Colors outside of LU's supported palette will be coerced to the closest color
|
||||
* Please report any instances of missing colors so that they can be added
|
||||
* Missing data handling:
|
||||
* Bricks missing from brick database will be skipped
|
||||
* Completely missing colors will be set to black (Color ID 26)
|
||||
* Color missing from secondary brick geo is handled correctly
|
||||
* Overwrite Scene Option:
|
||||
* Delete all objects and collections from Blender scene before importing.
|
||||
|
||||
## Screenshots
|
||||
|
||||
<div float="left">
|
||||
<img src="images/blender.PNG" width="52.5%" />
|
||||
<img src="images/windmill.png" width="35%" />
|
||||
<img src="images/castle.png" width="35%" />
|
||||
<img src="images/mech.png" width="23.33%" />
|
||||
</div>
|
||||
BIN
images/banner.png
Normal file
BIN
images/banner.png
Normal file
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|
After Width: | Height: | Size: 3.2 MiB |
BIN
images/blender.PNG
Normal file
BIN
images/blender.PNG
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 342 KiB |
BIN
images/castle.png
Normal file
BIN
images/castle.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 2.5 MiB |
BIN
images/mech.png
Normal file
BIN
images/mech.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 706 KiB |
BIN
images/windmill.png
Normal file
BIN
images/windmill.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 1.9 MiB |
@@ -1,29 +0,0 @@
|
||||
bl_info = {
|
||||
"name": "LU Toolbox",
|
||||
"author": "Bobbe",
|
||||
"version": (1, 7, 0),
|
||||
"blender": (2, 92, 0),
|
||||
"location": "3D View -> Sidebar -> LU Toolbox",
|
||||
"category": "Import-Export",
|
||||
"support": "COMMUNITY",
|
||||
}
|
||||
|
||||
import bpy
|
||||
import importlib
|
||||
|
||||
module_names = ("process_model", "bake_lighting", "lods", "remove_hidden_faces")
|
||||
modules = []
|
||||
|
||||
for module_name in module_names:
|
||||
if module_name in locals():
|
||||
modules.append(importlib.reload(locals()[module_name]))
|
||||
else:
|
||||
modules.append(importlib.import_module("." + module_name, package=__package__))
|
||||
|
||||
def register():
|
||||
for module in modules:
|
||||
module.register()
|
||||
|
||||
def unregister():
|
||||
for module in modules:
|
||||
module.unregister()
|
||||
@@ -1,85 +0,0 @@
|
||||
import bpy
|
||||
from bpy.props import BoolProperty, IntProperty
|
||||
|
||||
class LUTB_PT_bake_lighting(bpy.types.Panel):
|
||||
bl_space_type = "VIEW_3D"
|
||||
bl_region_type = "UI"
|
||||
bl_category = "LU Toolbox"
|
||||
bl_label = "Bake Lighting"
|
||||
|
||||
def draw(self, context):
|
||||
layout = self.layout
|
||||
scene = context.scene
|
||||
|
||||
layout.prop(scene, "lutb_bake_use_gpu")
|
||||
layout.prop(scene, "lutb_smooth_lit")
|
||||
layout.prop(scene, "lutb_bake_samples")
|
||||
layout.operator("lutb.bake_lighting")
|
||||
|
||||
class LUTB_OT_bake_lighting(bpy.types.Operator):
|
||||
"""Bake lighting"""
|
||||
bl_idname = "lutb.bake_lighting"
|
||||
bl_label = "Bake Lighting"
|
||||
|
||||
@classmethod
|
||||
def poll(cls, context):
|
||||
return context.mode == "OBJECT"
|
||||
|
||||
def execute(self, context):
|
||||
scene = context.scene
|
||||
|
||||
scene.render.engine = "CYCLES"
|
||||
scene.cycles.bake_type = "COMBINED"
|
||||
scene.render.bake.use_pass_direct = True
|
||||
scene.render.bake.use_pass_indirect = True
|
||||
scene.render.bake.use_pass_diffuse = True
|
||||
scene.render.bake.use_pass_glossy = False
|
||||
scene.render.bake.use_pass_transmission = True
|
||||
scene.render.bake.use_pass_ambient_occlusion = True
|
||||
scene.render.bake.use_pass_emit = True
|
||||
scene.render.bake.target = "VERTEX_COLORS"
|
||||
|
||||
|
||||
scene.cycles.device = "GPU" if scene.lutb_process_use_gpu else "CPU"
|
||||
|
||||
previous_samples = scene.cycles.samples
|
||||
scene.cycles.samples = scene.lutb_bake_samples
|
||||
|
||||
for obj in context.selected_objects:
|
||||
if obj.type == "MESH":
|
||||
mesh = obj.data
|
||||
vc_lit = mesh.vertex_colors.get("Lit")
|
||||
if vc_lit:
|
||||
mesh.vertex_colors.active = vc_lit
|
||||
|
||||
context.view_layer.objects.active = obj
|
||||
bpy.ops.object.select_all(action="DESELECT")
|
||||
obj.select_set(True)
|
||||
|
||||
bpy.ops.object.bake()
|
||||
|
||||
if scene.lutb_smooth_lit:
|
||||
bpy.ops.object.mode_set(mode="VERTEX_PAINT")
|
||||
bpy.ops.paint.vertex_color_smooth()
|
||||
bpy.ops.object.mode_set(mode="OBJECT")
|
||||
|
||||
scene.cycles.samples = previous_samples
|
||||
|
||||
return {"FINISHED"}
|
||||
|
||||
|
||||
def register():
|
||||
bpy.utils.register_class(LUTB_OT_bake_lighting)
|
||||
bpy.utils.register_class(LUTB_PT_bake_lighting)
|
||||
|
||||
bpy.types.Scene.lutb_bake_use_gpu = BoolProperty(name="Use GPU", default=True)
|
||||
bpy.types.Scene.lutb_smooth_lit = BoolProperty(name="Smooth Vertex Colors", default=True)
|
||||
bpy.types.Scene.lutb_bake_samples = IntProperty(name="Samples", default=256)
|
||||
|
||||
def unregister():
|
||||
del bpy.types.Scene.lutb_bake_use_gpu
|
||||
del bpy.types.Scene.lutb_smooth_lit
|
||||
del bpy.types.Scene.lutb_bake_samples
|
||||
|
||||
bpy.utils.unregister_class(LUTB_PT_bake_lighting)
|
||||
bpy.utils.unregister_class(LUTB_OT_bake_lighting)
|
||||
@@ -1,227 +0,0 @@
|
||||
import bpy
|
||||
from bpy.props import BoolProperty, FloatProperty
|
||||
from math import radians
|
||||
|
||||
class LUTB_PT_lods(bpy.types.Panel):
|
||||
bl_space_type = "VIEW_3D"
|
||||
bl_region_type = "UI"
|
||||
bl_category = "LU Toolbox"
|
||||
bl_label = "LODs"
|
||||
|
||||
def draw(self, context):
|
||||
layout = self.layout
|
||||
scene = context.scene
|
||||
|
||||
layout.prop(scene, "lutb_decimate")
|
||||
layout.prop(scene, "lutb_use_lod2")
|
||||
layout.operator("lutb.create_sort_lods")
|
||||
|
||||
layout.separator()
|
||||
|
||||
layout.label(text="Distances")
|
||||
layout.prop(scene, "lutb_lod0")
|
||||
layout.prop(scene, "lutb_lod1")
|
||||
layout.prop(scene, "lutb_lod2")
|
||||
layout.prop(scene, "lutb_cull")
|
||||
|
||||
layout.operator("lutb.setup_lod_data")
|
||||
|
||||
class LUTB_OT_create_sort_lods(bpy.types.Operator):
|
||||
"""Sort objects into LOD collections"""
|
||||
bl_idname = "lutb.create_sort_lods"
|
||||
bl_label = "Create and Sort LODs"
|
||||
|
||||
@classmethod
|
||||
def poll(cls, context):
|
||||
return context.mode == "OBJECT"
|
||||
|
||||
def execute(self, context):
|
||||
scene = context.scene
|
||||
|
||||
collections = []
|
||||
objects = list(sorted(filter(lambda obj: obj.name[-6:-1] == "_LOD_", context.selected_objects), key=lambda obj: obj.name[-1]))
|
||||
|
||||
for i in range(3 if scene.lutb_use_lod2 else 2):
|
||||
name = f"LOD_{i}"
|
||||
collection = bpy.data.collections.get(name)
|
||||
if not collection:
|
||||
collection = bpy.data.collections.new(name)
|
||||
if not name in scene.collection.children:
|
||||
scene.collection.children.link(collection)
|
||||
|
||||
collections.append(collection)
|
||||
|
||||
lod_memory = {}
|
||||
|
||||
for obj in objects:
|
||||
previous_users_collection = obj.users_collection
|
||||
name, lod = obj.name.split("_LOD_")
|
||||
|
||||
if lod == "0":
|
||||
collections[0].objects.link(obj)
|
||||
lod_memory[name] = [obj, None, None]
|
||||
|
||||
elif lod == "1":
|
||||
if name in lod_memory:
|
||||
collections[1].objects.link(obj)
|
||||
lod_memory[name][1] = obj
|
||||
else:
|
||||
self.report({"WARNING"}, f"Failed sorting \"{obj.name}\", \"{name}_LOD_0\" is not selected.")
|
||||
continue
|
||||
|
||||
elif scene.lutb_use_lod2 and obj.name.endswith("LOD_2"):
|
||||
if name in lod_memory:
|
||||
collections[2].objects.link(obj)
|
||||
lod_memory[name][2] = obj
|
||||
else:
|
||||
self.report({"WARNING"}, f"Failed sorting \"{obj.name}\", \"{name}_LOD_0\" is not selected.")
|
||||
continue
|
||||
|
||||
else:
|
||||
continue
|
||||
|
||||
for collection in previous_users_collection:
|
||||
collection.objects.unlink(obj)
|
||||
|
||||
selection = []
|
||||
|
||||
for name, (lod_0, lod_1, lod_2) in lod_memory.items():
|
||||
if not lod_1:
|
||||
lod_1 = lod_0.copy()
|
||||
lod_1.data = lod_0.data.copy()
|
||||
lod_1.name = f"{lod_0.name[:-6]}_LOD_1"
|
||||
lod_1.data.name = f"{lod_0.name[:-6]}_LOD_1"
|
||||
|
||||
collections[1].objects.link(lod_1)
|
||||
|
||||
if scene.lutb_decimate:
|
||||
context.view_layer.objects.active = lod_1
|
||||
bpy.ops.object.select_all(action="DESELECT")
|
||||
lod_1.select_set(True)
|
||||
|
||||
bpy.ops.object.mode_set(mode="EDIT")
|
||||
bpy.ops.mesh.select_all(action="SELECT")
|
||||
bpy.ops.mesh.remove_doubles()
|
||||
bpy.ops.mesh.tris_convert_to_quads()
|
||||
bpy.ops.object.mode_set(mode="OBJECT")
|
||||
|
||||
decimate = lod_1.modifiers.new("Decimate", "DECIMATE")
|
||||
decimate.decimate_type = "COLLAPSE"
|
||||
decimate.ratio = 0.6
|
||||
edge_split = lod_1.modifiers.new("EdgeSplit", "EDGE_SPLIT")
|
||||
edge_split.split_angle = radians(48)
|
||||
|
||||
if scene.lutb_use_lod2 and not lod_2:
|
||||
lod_2 = lod_0.copy()
|
||||
lod_2.data = lod_0.data.copy()
|
||||
lod_2.name = f"{lod_0.name[:-6]}_LOD_2"
|
||||
lod_2.data.name = f"{lod_0.name[:-6]}_LOD_2"
|
||||
|
||||
collections[2].objects.link(lod_2)
|
||||
|
||||
if scene.lutb_decimate:
|
||||
context.view_layer.objects.active = lod_2
|
||||
bpy.ops.object.select_all(action="DESELECT")
|
||||
lod_2.select_set(True)
|
||||
|
||||
bpy.ops.object.mode_set(mode="EDIT")
|
||||
bpy.ops.mesh.select_all(action="SELECT")
|
||||
bpy.ops.mesh.remove_doubles()
|
||||
bpy.ops.mesh.tris_convert_to_quads()
|
||||
bpy.ops.object.mode_set(mode="OBJECT")
|
||||
|
||||
decimate = lod_2.modifiers.new("Decimate", "DECIMATE")
|
||||
decimate.decimate_type = "COLLAPSE"
|
||||
decimate.ratio = 0.4
|
||||
edge_split = lod_2.modifiers.new("EdgeSplit", "EDGE_SPLIT")
|
||||
edge_split.split_angle = radians(55)
|
||||
|
||||
selection.append(lod_0)
|
||||
selection.append(lod_1)
|
||||
if scene.lutb_use_lod2:
|
||||
selection.append(lod_2)
|
||||
|
||||
bpy.ops.object.select_all(action="DESELECT")
|
||||
for obj in selection:
|
||||
obj.select_set(True)
|
||||
|
||||
return {"FINISHED"}
|
||||
|
||||
class LUTB_OT_setup_lod_data(bpy.types.Operator):
|
||||
"""Group LODs into \"SceneNode\"s and assign custom props"""
|
||||
bl_idname = "lutb.setup_lod_data"
|
||||
bl_label = "Setup LOD Data"
|
||||
|
||||
@classmethod
|
||||
def poll(cls, context):
|
||||
return context.mode == "OBJECT"
|
||||
|
||||
def execute(self, context):
|
||||
scene = context.scene
|
||||
|
||||
lod_memory = {}
|
||||
|
||||
for obj in filter(lambda obj: obj.name[-6:-1] == "_LOD_" and obj.name[-1] in ("0", "1", "2"), context.selected_objects):
|
||||
name = obj.name[:-6]
|
||||
if not name in lod_memory:
|
||||
lod_memory[name] = [obj]
|
||||
else:
|
||||
lod_memory[name].append(obj)
|
||||
|
||||
for name, lod_objects in lod_memory.items():
|
||||
parents = set(map(lambda obj: obj.parent, lod_objects)) - {None}
|
||||
|
||||
if len(parents) == 0:
|
||||
parent = bpy.data.objects.new("SceneNode", None)
|
||||
scene.collection.objects.link(parent)
|
||||
|
||||
elif len(parents) == 1:
|
||||
parent = parents.pop()
|
||||
if not parent.name.startswith("SceneNode"):
|
||||
self.report({"ERROR"}, f"Fatal: LOD for \"{name}\" is parented to non \"SceneNode\" object.")
|
||||
return {"CANCELLED"}
|
||||
|
||||
else:
|
||||
self.report({"ERROR"}, f"Fatal: LODs for \"{name}\" have multiple different parents.")
|
||||
return {"CANCELLED"}
|
||||
|
||||
parent["type"] = "NiLODNode"
|
||||
for obj in lod_objects:
|
||||
obj.parent = parent
|
||||
|
||||
if obj.name.endswith("_LOD_0"):
|
||||
obj["near_extent"] = scene.lutb_lod0
|
||||
obj["far_extent"] = scene.lutb_lod1
|
||||
elif obj.name.endswith("_LOD_1"):
|
||||
obj["near_extent"] = scene.lutb_lod1
|
||||
obj["far_extent"] = scene.lutb_lod2
|
||||
elif obj.name.endswith("_LOD_2"):
|
||||
obj["near_extent"] = scene.lutb_lod2
|
||||
obj["far_extent"] = scene.lutb_cull
|
||||
|
||||
return {"FINISHED"}
|
||||
|
||||
|
||||
def register():
|
||||
bpy.utils.register_class(LUTB_OT_create_sort_lods)
|
||||
bpy.utils.register_class(LUTB_OT_setup_lod_data)
|
||||
bpy.utils.register_class(LUTB_PT_lods)
|
||||
|
||||
bpy.types.Scene.lutb_decimate = BoolProperty(name="Decimate", default=True)
|
||||
bpy.types.Scene.lutb_use_lod2 = BoolProperty(name="Use LOD 2", default=True)
|
||||
bpy.types.Scene.lutb_lod0 = FloatProperty(name="LOD 0", soft_min=0.0, default=0.0, soft_max=25.0)
|
||||
bpy.types.Scene.lutb_lod1 = FloatProperty(name="LOD 1", soft_min=0.0, default=25.0, soft_max=50.0)
|
||||
bpy.types.Scene.lutb_lod2 = FloatProperty(name="LOD 2", soft_min=0.0, default=50.0, soft_max=500.0)
|
||||
bpy.types.Scene.lutb_cull = FloatProperty(name="Cull", soft_min=1000.0, default=10000.0, soft_max=50000.0)
|
||||
|
||||
def unregister():
|
||||
del bpy.types.Scene.lutb_decimate
|
||||
del bpy.types.Scene.lutb_use_lod2
|
||||
del bpy.types.Scene.lutb_lod0
|
||||
del bpy.types.Scene.lutb_lod1
|
||||
del bpy.types.Scene.lutb_lod2
|
||||
del bpy.types.Scene.lutb_cull
|
||||
|
||||
bpy.utils.unregister_class(LUTB_PT_lods)
|
||||
bpy.utils.unregister_class(LUTB_OT_setup_lod_data)
|
||||
bpy.utils.unregister_class(LUTB_OT_create_sort_lods)
|
||||
@@ -1,273 +0,0 @@
|
||||
import bpy
|
||||
from bpy.props import BoolProperty, FloatProperty, PointerProperty, IntProperty
|
||||
from mathutils import Color
|
||||
import random
|
||||
|
||||
color_correction = {
|
||||
"26": (0.006, 0.006, 0.006, 1.0),
|
||||
"199": (0.072272, 0.082283, 0.093059, 1.0),
|
||||
"194": (0.332452, 0.283149, 0.283149, 1.0),
|
||||
"208": (0.768151, 0.768151, 0.693872, 1.0),
|
||||
"1": (0.904661, 0.904661, 0.904661, 1.0),
|
||||
"154": (0.215861, 0.002428, 0.01096, 1.0),
|
||||
"21": (0.730461, 0.0, 0.004025, 1.0),
|
||||
"308": (0.03434, 0.015209, 0.0, 1.0),
|
||||
"192": (0.104617, 0.011612, 0.003677, 1.0),
|
||||
"138": (0.262251, 0.177888, 0.084376, 1.0),
|
||||
"5": (0.693872, 0.491021, 0.194618, 1.0),
|
||||
"38": (0.391572, 0.046665, 0.007499, 1.0),
|
||||
"18": (0.672443, 0.168269, 0.051269, 1.0),
|
||||
"106": (0.799103, 0.124772, 0.009134, 1.0),
|
||||
"191": (0.887923, 0.318547, 0.0, 1.0),
|
||||
"283": (0.913099, 0.533276, 0.250158, 1.0),
|
||||
"24": (0.991102, 0.552011, 0.0, 1.0),
|
||||
"226": (1.0, 0.768151, 0.141263, 1.0),
|
||||
"329": (0.913099, 0.896269, 0.679542, 1.0),
|
||||
"141": (0.0, 0.03434, 0.008023, 1.0),
|
||||
"151": (0.114435, 0.223228, 0.130137, 1.0),
|
||||
"28": (0.0, 0.198069, 0.021219, 1.0),
|
||||
"37": (0.0, 0.304987, 0.017642, 1.0),
|
||||
"119": (0.296138, 0.47932, 0.003035, 1.0),
|
||||
"326": (0.760525, 0.947307, 0.323143, 1.0),
|
||||
"140": (0.0, 0.0185, 0.052861, 1.0),
|
||||
"23": (0.0, 0.095307, 0.391572, 1.0),
|
||||
"102": (0.06301, 0.262251, 0.564712, 1.0),
|
||||
"135": (0.111932, 0.174647, 0.262251, 1.0),
|
||||
"212": (0.242281, 0.520996, 0.83077, 1.0),
|
||||
"268": (0.025187, 0.007499, 0.184475, 1.0),
|
||||
"124": (0.332452, 0.0, 0.147027, 1.0),
|
||||
"221": (0.730461, 0.038204, 0.258183, 1.0),
|
||||
"222": (0.846873, 0.341914, 0.53948, 1.0),
|
||||
}
|
||||
|
||||
class LUTB_PT_process_model(bpy.types.Panel):
|
||||
bl_space_type = "VIEW_3D"
|
||||
bl_region_type = "UI"
|
||||
bl_category = "LU Toolbox"
|
||||
bl_label = "Process Model"
|
||||
|
||||
def draw(self, context):
|
||||
layout = self.layout
|
||||
scene = context.scene
|
||||
|
||||
layout.prop(scene, "lutb_process_use_gpu")
|
||||
layout.prop(scene, "lutb_combine_objects")
|
||||
layout.prop(scene, "lutb_correct_colors")
|
||||
|
||||
layout.prop(scene, "lutb_use_color_variation")
|
||||
col = layout.column()
|
||||
col.prop(scene, "lutb_color_variation")
|
||||
col.enabled = scene.lutb_use_color_variation
|
||||
|
||||
layout.prop(scene, "lutb_apply_vertex_colors")
|
||||
|
||||
layout.prop(scene, "lutb_setup_bake_mats")
|
||||
col = layout.column()
|
||||
col.prop(scene, "lutb_bake_mat", text="")
|
||||
col.enabled = scene.lutb_setup_bake_mats
|
||||
|
||||
layout.prop(scene, "lutb_setup_bake_env")
|
||||
col = layout.column()
|
||||
col.prop(scene, "lutb_bake_env", text="")
|
||||
col.enabled = scene.lutb_setup_bake_env
|
||||
|
||||
layout.prop(scene, "lutb_remove_hidden_faces")
|
||||
col = layout.column()
|
||||
col.prop(scene, "lutb_autoremove_hidden_faces", toggle=1)
|
||||
col.prop(scene, "lutb_hidden_surfaces_tris_to_quads", toggle=1)
|
||||
col.prop(scene, "lutb_pixels_between_verts", slider=True)
|
||||
col.prop(scene, "lutb_hidden_surfaces_samples", slider=True)
|
||||
col.enabled = scene.lutb_remove_hidden_faces
|
||||
|
||||
layout.operator("lutb.process_model")
|
||||
|
||||
class LUTB_OT_process_model(bpy.types.Operator):
|
||||
"""Process LU model"""
|
||||
bl_idname = "lutb.process_model"
|
||||
bl_label = "Process Model"
|
||||
|
||||
@classmethod
|
||||
def poll(cls, context):
|
||||
return context.mode == "OBJECT"
|
||||
|
||||
def execute(self, context):
|
||||
scene = context.scene
|
||||
|
||||
if not scene.lutb_bake_mat:
|
||||
scene.lutb_bake_mat = bpy.data.materials.get("VertexColor")
|
||||
if not scene.lutb_bake_env:
|
||||
world = bpy.data.worlds.new(name="AmbientOcclusion")
|
||||
world.use_nodes = True
|
||||
world.node_tree.nodes["Background"].inputs["Color"].default_value = (1.0, 1.0, 1.0, 1.0)
|
||||
scene.lutb_bake_env = world
|
||||
|
||||
scene.render.engine = "CYCLES"
|
||||
scene.cycles.device = "GPU" if scene.lutb_process_use_gpu else "CPU"
|
||||
|
||||
if scene.lutb_combine_objects:
|
||||
for collection in scene.collection.children:
|
||||
if len(collection.all_objects) > 1:
|
||||
bpy.ops.object.select_all(action="DESELECT")
|
||||
for obj in collection.all_objects:
|
||||
if obj.type == "MESH":
|
||||
obj.select_set(True)
|
||||
|
||||
context.view_layer.objects.active = obj
|
||||
|
||||
bpy.ops.object.join()
|
||||
|
||||
matrix_world = context.object.matrix_world.copy()
|
||||
context.object.parent = None
|
||||
context.object.matrix_world = matrix_world
|
||||
bpy.ops.object.transform_apply()
|
||||
|
||||
for obj in collection.all_objects:
|
||||
if obj.type == "EMPTY":
|
||||
bpy.data.objects.remove(obj)
|
||||
|
||||
if len(collection.objects) > 0:
|
||||
obj = collection.objects[0]
|
||||
obj.name = f"{collection.name}_LOD_0"
|
||||
obj.data.name = obj.name
|
||||
else:
|
||||
self.report({"WARNING"}, f"Collection \"{collection.name}\" is empty.")
|
||||
|
||||
context.view_layer.update()
|
||||
objects = list(filter(lambda obj: obj.type == "MESH", scene.collection.all_objects))
|
||||
|
||||
for obj in objects:
|
||||
for material in obj.data.materials:
|
||||
if scene.lutb_correct_colors:
|
||||
name = material.name if not "." in material.name else material.name.split(".")[0]
|
||||
if name in color_correction:
|
||||
material.diffuse_color = color_correction[name]
|
||||
|
||||
if scene.lutb_use_color_variation:
|
||||
color = Color(material.diffuse_color[:3])
|
||||
gamma = color.v ** (1 / 2.224)
|
||||
gamma += random.uniform(-scene.lutb_color_variation / 200, scene.lutb_color_variation / 200)
|
||||
color.v = min(max(0, gamma), 1) ** 2.224
|
||||
material.diffuse_color = (*color, 1.0)
|
||||
|
||||
if scene.lutb_apply_vertex_colors:
|
||||
scene.render.engine = "CYCLES"
|
||||
scene.cycles.bake_type = "DIFFUSE"
|
||||
scene.render.bake.use_pass_direct = False
|
||||
scene.render.bake.use_pass_indirect = False
|
||||
scene.render.bake.use_pass_color = True
|
||||
scene.render.bake.target = "VERTEX_COLORS"
|
||||
|
||||
for obj in objects:
|
||||
mesh = obj.data
|
||||
|
||||
vc_lit = mesh.vertex_colors.get("Lit")
|
||||
if not vc_lit:
|
||||
vc_lit = mesh.vertex_colors.new(name="Lit")
|
||||
vc_col = mesh.vertex_colors.get("Col")
|
||||
if not vc_col:
|
||||
vc_col = mesh.vertex_colors.new(name="Col")
|
||||
|
||||
mesh.vertex_colors.active = vc_col
|
||||
|
||||
context.view_layer.objects.active = obj
|
||||
bpy.ops.object.select_all(action="DESELECT")
|
||||
obj.select_set(True)
|
||||
|
||||
bpy.ops.object.bake(type="DIFFUSE")
|
||||
|
||||
context.area.spaces[0].shading.type = "SOLID"
|
||||
context.area.spaces[0].shading.light = "FLAT"
|
||||
context.area.spaces[0].shading.color_type = "VERTEX"
|
||||
|
||||
if scene.lutb_setup_bake_mats:
|
||||
for obj in objects:
|
||||
mesh = obj.data
|
||||
mesh.materials.clear()
|
||||
|
||||
if scene.lutb_bake_mat:
|
||||
mesh.materials.append(scene.lutb_bake_mat)
|
||||
|
||||
if scene.lutb_setup_bake_env:
|
||||
if scene.lutb_bake_env:
|
||||
scene.world = scene.lutb_bake_env
|
||||
|
||||
scene.render.engine = "CYCLES"
|
||||
scene.cycles.bake_type = "COMBINED"
|
||||
scene.render.bake.use_pass_direct = True
|
||||
scene.render.bake.use_pass_indirect = True
|
||||
scene.render.bake.use_pass_diffuse = True
|
||||
scene.render.bake.use_pass_glossy = False
|
||||
scene.render.bake.use_pass_transmission = True
|
||||
scene.render.bake.use_pass_ambient_occlusion = True
|
||||
scene.render.bake.use_pass_emit = True
|
||||
scene.render.bake.target = "VERTEX_COLORS"
|
||||
|
||||
if scene.lutb_remove_hidden_faces:
|
||||
for obj in objects:
|
||||
context.view_layer.objects.active = obj
|
||||
bpy.ops.object.select_all(action="DESELECT")
|
||||
obj.select_set(True)
|
||||
|
||||
bpy.ops.lutb.remove_hidden_faces(
|
||||
autoremove=scene.lutb_autoremove_hidden_faces,
|
||||
tris_to_quads=scene.lutb_hidden_surfaces_tris_to_quads,
|
||||
pixels_between_verts=scene.lutb_pixels_between_verts,
|
||||
samples=scene.lutb_hidden_surfaces_samples,
|
||||
)
|
||||
|
||||
bpy.ops.object.select_all(action="DESELECT")
|
||||
for obj in objects:
|
||||
obj.select_set(True)
|
||||
|
||||
return {"FINISHED"}
|
||||
|
||||
|
||||
def register():
|
||||
bpy.utils.register_class(LUTB_OT_process_model)
|
||||
bpy.utils.register_class(LUTB_PT_process_model)
|
||||
|
||||
bpy.types.Scene.lutb_process_use_gpu = BoolProperty(name="Use GPU", default=True)
|
||||
bpy.types.Scene.lutb_combine_objects = BoolProperty(name="Combine Objects", default=True)
|
||||
bpy.types.Scene.lutb_correct_colors = BoolProperty(name="Correct Colors", default=True)
|
||||
|
||||
bpy.types.Scene.lutb_use_color_variation = BoolProperty(name="Apply Color Variation", default=True)
|
||||
bpy.types.Scene.lutb_color_variation = FloatProperty(name="Color Variation", subtype="PERCENTAGE", min=0.0, soft_max=15.0, max=100.0, default=5.0)
|
||||
|
||||
bpy.types.Scene.lutb_apply_vertex_colors = BoolProperty(name="Apply Vertex Colors", default=True)
|
||||
|
||||
bpy.types.Scene.lutb_setup_bake_mats = BoolProperty(name="Setup Bake Materials", default=True)
|
||||
bpy.types.Scene.lutb_bake_mat= PointerProperty(name="Bake Material", type=bpy.types.Material)
|
||||
|
||||
bpy.types.Scene.lutb_remove_hidden_faces = BoolProperty(name="Remove Hidden Faces", default=True)
|
||||
bpy.types.Scene.lutb_autoremove_hidden_faces = BoolProperty(name="Autoremove", default=True)
|
||||
bpy.types.Scene.lutb_hidden_surfaces_tris_to_quads = BoolProperty(name="Tris to Quads", default=True)
|
||||
bpy.types.Scene.lutb_pixels_between_verts = IntProperty(name="Pixels Between Vertices", min=0, default=5, soft_max=15)
|
||||
bpy.types.Scene.lutb_hidden_surfaces_samples = IntProperty(name="Samples", min=0, default=8, soft_max=32)
|
||||
|
||||
bpy.types.Scene.lutb_setup_bake_env = BoolProperty(name="Setup Bake Environment", default=True)
|
||||
bpy.types.Scene.lutb_bake_env = PointerProperty(name="Bake Environment", type=bpy.types.World)
|
||||
|
||||
def unregister():
|
||||
del bpy.types.Scene.lutb_process_use_gpu
|
||||
del bpy.types.Scene.lutb_combine_objects
|
||||
del bpy.types.Scene.lutb_correct_colors
|
||||
|
||||
del bpy.types.Scene.lutb_use_color_variation
|
||||
del bpy.types.Scene.lutb_color_variation
|
||||
|
||||
del bpy.types.Scene.lutb_apply_vertex_colors
|
||||
|
||||
del bpy.types.Scene.lutb_setup_bake_mats
|
||||
del bpy.types.Scene.lutb_bake_mat
|
||||
|
||||
del bpy.types.Scene.lutb_remove_hidden_faces
|
||||
del bpy.types.Scene.lutb_autoremove_hidden_faces
|
||||
del bpy.types.Scene.lutb_hidden_surfaces_tris_to_quads
|
||||
del bpy.types.Scene.lutb_pixels_between_verts
|
||||
del bpy.types.Scene.lutb_hidden_surfaces_samples
|
||||
|
||||
del bpy.types.Scene.lutb_setup_bake_env
|
||||
del bpy.types.Scene.lutb_bake_env
|
||||
|
||||
bpy.utils.unregister_class(LUTB_PT_process_model)
|
||||
bpy.utils.unregister_class(LUTB_OT_process_model)
|
||||
@@ -1,203 +0,0 @@
|
||||
import bpy, bmesh
|
||||
from mathutils import Vector
|
||||
from bpy.props import IntProperty, FloatProperty, BoolProperty
|
||||
import math
|
||||
import numpy as np
|
||||
|
||||
class LUTB_OT_remove_hidden_faces(bpy.types.Operator):
|
||||
bl_idname = "lutb.remove_hidden_faces"
|
||||
bl_label = "Remove Hidden Faces"
|
||||
|
||||
autoremove : BoolProperty(default=True)
|
||||
tris_to_quads : BoolProperty(default=True)
|
||||
pixels_between_verts : IntProperty(min=0, default=5)
|
||||
samples : IntProperty(min=0, default=8)
|
||||
threshold : FloatProperty(min=0, default=0.01, max=1)
|
||||
|
||||
@classmethod
|
||||
def poll(cls, context):
|
||||
return context.object and context.object.type == "MESH" and context.mode == "OBJECT" and context.scene.render.engine == "CYCLES"
|
||||
|
||||
def execute(self, context):
|
||||
scene = context.scene
|
||||
obj = context.object
|
||||
mesh = obj.data
|
||||
|
||||
if self.tris_to_quads:
|
||||
bpy.ops.object.mode_set(mode="EDIT")
|
||||
bpy.ops.mesh.tris_convert_to_quads()
|
||||
bpy.ops.object.mode_set(mode="OBJECT")
|
||||
|
||||
bm = bmesh.new(use_operators=False)
|
||||
bm.from_mesh(mesh)
|
||||
|
||||
faceCount = len(bm.faces)
|
||||
|
||||
for face in bm.faces:
|
||||
if len(face.verts) > 4:
|
||||
self.report({"ERROR"}, "Mesh needs to consist of tris or quads only!")
|
||||
return {"CANCELLED"}
|
||||
|
||||
size = math.ceil(math.sqrt(faceCount))
|
||||
quadrant_size = 2 + self.pixels_between_verts
|
||||
size_pixels = size * quadrant_size
|
||||
|
||||
imageName = "LUTB_OVEREXPOSED_TARGET"
|
||||
image = bpy.data.images.get(imageName)
|
||||
if not image:
|
||||
image = bpy.data.images.new(imageName, size_pixels, size_pixels, alpha=False, float_buffer=False)
|
||||
|
||||
elif image.size[0] != size_pixels or image.size[1] != size_pixels:
|
||||
bpy.data.images.remove(image)
|
||||
image = bpy.data.images.new(imageName, size_pixels, size_pixels, alpha=False, float_buffer=False)
|
||||
|
||||
uvlayer = bm.loops.layers.uv.active
|
||||
if not uvlayer:
|
||||
uvlayer = bm.loops.layers.uv.new()
|
||||
|
||||
pixelSize = 1 / size_pixels
|
||||
pbv_p_1 = self.pixels_between_verts + 1
|
||||
offsets = (
|
||||
pixelSize * Vector((0 - 0.01 * pbv_p_1, 0 + 0.00 * pbv_p_1)),
|
||||
pixelSize * Vector((1 + 1.00 * pbv_p_1, 0 + 0.00 * pbv_p_1)),
|
||||
pixelSize * Vector((1 + 1.00 * pbv_p_1, 1 + 1.01 * pbv_p_1)),
|
||||
pixelSize * Vector((0 - 0.01 * pbv_p_1, 1 + 1.01 * pbv_p_1)),
|
||||
)
|
||||
|
||||
bm.faces.ensure_lookup_table()
|
||||
for i, face in enumerate(bm.faces):
|
||||
target = Vector((i % size, i // size)) * quadrant_size / size_pixels
|
||||
for j, loop in enumerate(face.loops):
|
||||
loop[uvlayer].uv = target + offsets[j]
|
||||
|
||||
bm.to_mesh(mesh)
|
||||
|
||||
# baking
|
||||
|
||||
originalMaterials = []
|
||||
for i, material_slot in enumerate(obj.material_slots):
|
||||
originalMaterials.append(material_slot.material)
|
||||
obj.material_slots[i].material = getOverexposedMaterial(obj, image)
|
||||
|
||||
originalWorld = scene.world
|
||||
scene.world = getOverexposedWorld()
|
||||
|
||||
originalSamples = scene.cycles.samples
|
||||
scene.cycles.samples = self.samples
|
||||
|
||||
originalTarget = scene.render.bake.target
|
||||
scene.render.bake.target = "IMAGE_TEXTURES"
|
||||
|
||||
passes = ("use_pass_direct", "use_pass_indirect", "use_pass_diffuse")
|
||||
originalPasses = []
|
||||
for p in passes:
|
||||
originalPasses.append(getattr(scene.render.bake, p))
|
||||
setattr(scene.render.bake, p, True)
|
||||
|
||||
context.view_layer.update()
|
||||
bpy.ops.object.bake(type="DIFFUSE", margin=0, use_clear=True)
|
||||
|
||||
for i, material in enumerate(originalMaterials):
|
||||
obj.material_slots[i].material = material
|
||||
|
||||
scene.world = originalWorld
|
||||
scene.cycles.samples = originalSamples
|
||||
scene.render.bake.target = originalTarget
|
||||
|
||||
for p, originalValue in zip(passes, originalPasses):
|
||||
setattr(scene.render.bake, p, originalValue)
|
||||
|
||||
bm = bmesh.new(use_operators=False)
|
||||
bm.from_mesh(mesh)
|
||||
|
||||
pixels = np.array(image.pixels)
|
||||
|
||||
size_sq = size ** 2
|
||||
size_pixels_sq = size_pixels ** 2
|
||||
|
||||
sum_per_face = pixels.copy()
|
||||
sum_per_face = np.reshape(sum_per_face, (size_pixels_sq, 4))
|
||||
sum_per_face = np.delete(sum_per_face, 3, 1)
|
||||
sum_per_face = np.reshape(sum_per_face, (size_pixels_sq // quadrant_size, quadrant_size * 3))
|
||||
sum_per_face = np.sum(sum_per_face, axis=1)
|
||||
sum_per_face = np.reshape(sum_per_face, (size_pixels, size))
|
||||
sum_per_face = np.swapaxes(sum_per_face, 0, 1)
|
||||
sum_per_face = np.reshape(sum_per_face, (size_sq, quadrant_size))
|
||||
sum_per_face = np.sum(sum_per_face, axis=1)
|
||||
sum_per_face = np.reshape(sum_per_face, (size, size))
|
||||
sum_per_face = np.swapaxes(sum_per_face, 0, 1)
|
||||
sum_per_face = np.reshape(sum_per_face, (1, size_sq))[0][:len(bm.faces)]
|
||||
|
||||
pixels_per_quad = quadrant_size ** 2
|
||||
pixels_per_tri = (pixels_per_quad + quadrant_size) / 2
|
||||
|
||||
average_per_face = np.zeros(sum_per_face.shape)
|
||||
for i, face in enumerate(bm.faces):
|
||||
if len(face.verts) == 4:
|
||||
average_per_face[i] = sum_per_face[i] / pixels_per_quad
|
||||
else:
|
||||
average_per_face[i] = sum_per_face[i] / pixels_per_tri
|
||||
|
||||
average_per_face = average_per_face / 3
|
||||
|
||||
if self.autoremove:
|
||||
for face, value in reversed(list(zip(bm.faces, average_per_face))):
|
||||
if value < self.threshold:
|
||||
bm.faces.remove(face)
|
||||
|
||||
bm.to_mesh(mesh)
|
||||
bm.free()
|
||||
|
||||
bpy.ops.object.mode_set(mode="EDIT")
|
||||
bpy.ops.mesh.delete_loose(use_verts=True, use_edges=True, use_faces=False)
|
||||
bpy.ops.object.mode_set(mode="OBJECT")
|
||||
|
||||
else:
|
||||
bpy.ops.object.mode_set(mode="EDIT")
|
||||
context.tool_settings.mesh_select_mode = (False, False, True)
|
||||
bpy.ops.mesh.select_all(action="DESELECT")
|
||||
bpy.ops.object.mode_set(mode="OBJECT")
|
||||
|
||||
for polygon, value in zip(mesh.polygons, average_per_face):
|
||||
polygon.select = value < self.threshold
|
||||
|
||||
return {"FINISHED"}
|
||||
|
||||
def getOverexposedMaterial(obj, image):
|
||||
name = "LUTB_overexposed"
|
||||
|
||||
material = bpy.data.materials.get(name)
|
||||
if not material:
|
||||
material = bpy.data.materials.new(name)
|
||||
material.use_nodes = True
|
||||
nodes = material.node_tree.nodes
|
||||
|
||||
node_texture = nodes.new("ShaderNodeTexImage")
|
||||
node_texture.name = "LUTB_TARGET"
|
||||
|
||||
nodes = material.node_tree.nodes
|
||||
node_texture = nodes["LUTB_TARGET"]
|
||||
node_texture.image = image
|
||||
|
||||
return material
|
||||
|
||||
def getOverexposedWorld():
|
||||
name = "LUTB_overexposed"
|
||||
|
||||
world = bpy.data.worlds.get(name)
|
||||
if not world:
|
||||
world = bpy.data.worlds.new(name)
|
||||
world.use_nodes = True
|
||||
nodes = world.node_tree.nodes
|
||||
|
||||
node_background = nodes["Background"]
|
||||
node_background.inputs["Color"].default_value = (1, 1, 1, 1)
|
||||
node_background.inputs["Strength"].default_value = 100000
|
||||
|
||||
return world
|
||||
|
||||
def register():
|
||||
bpy.utils.register_class(LUTB_OT_remove_hidden_faces)
|
||||
|
||||
def unregister():
|
||||
bpy.utils.unregister_class(LUTB_OT_remove_hidden_faces)
|
||||
35
lu_toolbox/__init__.py
Normal file
35
lu_toolbox/__init__.py
Normal file
@@ -0,0 +1,35 @@
|
||||
bl_info = {
|
||||
"name": "LU Toolbox",
|
||||
"author": "Bobbe",
|
||||
"version": (2, 4, 0),
|
||||
"blender": (2, 93, 0),
|
||||
"location": "3D View -> Sidebar -> LU Toolbox",
|
||||
"category": "Import-Export",
|
||||
"support": "COMMUNITY",
|
||||
}
|
||||
|
||||
import importlib
|
||||
|
||||
module_names = (
|
||||
"process_model",
|
||||
"icon_render",
|
||||
"bake_lighting",
|
||||
"remove_hidden_faces",
|
||||
"importldd"
|
||||
)
|
||||
|
||||
modules = []
|
||||
for module_name in module_names:
|
||||
if module_name in locals():
|
||||
modules.append(importlib.reload(locals()[module_name]))
|
||||
else:
|
||||
modules.append(importlib.import_module("." + module_name, package=__package__))
|
||||
|
||||
def register():
|
||||
for module in modules:
|
||||
module.register()
|
||||
|
||||
|
||||
def unregister():
|
||||
for module in modules:
|
||||
module.unregister()
|
||||
300
lu_toolbox/bake_lighting.py
Normal file
300
lu_toolbox/bake_lighting.py
Normal file
@@ -0,0 +1,300 @@
|
||||
import bpy
|
||||
from bpy.props import *
|
||||
import numpy as np
|
||||
from timeit import default_timer as timer
|
||||
|
||||
from .process_model import IS_TRANSPARENT
|
||||
from .materials import get_lutb_force_white_mat
|
||||
|
||||
WHITE_AMBIENT = "LUTB_WHITE_AMBIENT"
|
||||
|
||||
class LUTB_PT_bake_lighting(bpy.types.Panel):
|
||||
bl_space_type = "VIEW_3D"
|
||||
bl_region_type = "UI"
|
||||
bl_category = "LU Toolbox"
|
||||
bl_label = "Bake Lighting"
|
||||
|
||||
def draw(self, context):
|
||||
scene = context.scene
|
||||
|
||||
layout = self.layout
|
||||
layout.use_property_split = True
|
||||
layout.use_property_decorate = False
|
||||
|
||||
layout.operator("lutb.bake_lighting")
|
||||
|
||||
layout.separator()
|
||||
|
||||
layout.prop(scene, "lutb_bake_use_gpu")
|
||||
layout.prop(scene, "lutb_bake_selected_only")
|
||||
col = layout.column()
|
||||
col.prop(scene, "lutb_bake_use_white_ambient")
|
||||
col.active = not scene.lutb_bake_ao_only
|
||||
layout.prop(scene, "lutb_bake_smooth_lit")
|
||||
col = layout.column()
|
||||
col.prop(scene, "lutb_bake_force_to_white")
|
||||
col.active = not scene.lutb_bake_use_mat_override
|
||||
|
||||
layout.prop(scene, "lutb_bake_samples")
|
||||
layout.prop(scene, "lutb_bake_fast_gi_bounces")
|
||||
layout.prop(scene, "lutb_bake_glow_strength")
|
||||
|
||||
class LUTB_PT_bake_ao_only(bpy.types.Panel):
|
||||
bl_space_type = "VIEW_3D"
|
||||
bl_region_type = "UI"
|
||||
bl_category = "LU Toolbox"
|
||||
bl_label = "AO Only"
|
||||
bl_parent_id = "LUTB_PT_bake_lighting"
|
||||
bl_options = {"DEFAULT_CLOSED"}
|
||||
|
||||
def draw_header(self, context):
|
||||
self.layout.prop(context.scene, "lutb_bake_ao_only", text="")
|
||||
|
||||
def draw(self, context):
|
||||
scene = context.scene
|
||||
|
||||
layout = self.layout
|
||||
layout.use_property_split = True
|
||||
layout.use_property_decorate = False
|
||||
layout.active = scene.lutb_bake_ao_only
|
||||
|
||||
layout.prop(scene, "lutb_bake_glow_multiplier")
|
||||
layout.prop(scene, "lutb_bake_ao_samples")
|
||||
|
||||
class LUTB_PT_bake_mat_override(bpy.types.Panel):
|
||||
bl_space_type = "VIEW_3D"
|
||||
bl_region_type = "UI"
|
||||
bl_category = "LU Toolbox"
|
||||
bl_label = "Material Override"
|
||||
bl_parent_id = "LUTB_PT_bake_lighting"
|
||||
bl_options = {"DEFAULT_CLOSED"}
|
||||
|
||||
def draw_header(self, context):
|
||||
self.layout.prop(context.scene, "lutb_bake_use_mat_override", text="")
|
||||
|
||||
def draw(self, context):
|
||||
scene = context.scene
|
||||
|
||||
layout = self.layout
|
||||
layout.use_property_split = True
|
||||
layout.use_property_decorate = False
|
||||
layout.active = scene.lutb_bake_use_mat_override
|
||||
|
||||
layout.prop(scene, "lutb_bake_mat_override", text="")
|
||||
|
||||
class LUTB_OT_bake_lighting(bpy.types.Operator):
|
||||
"""Bake scene lighting to vertex color layer named \"Lit\" on all selected objects"""
|
||||
bl_idname = "lutb.bake_lighting"
|
||||
bl_label = "Bake Lighting"
|
||||
|
||||
@classmethod
|
||||
def poll(cls, context):
|
||||
return context.mode == "OBJECT"
|
||||
|
||||
def execute(self, context):
|
||||
start = timer()
|
||||
|
||||
scene = context.scene
|
||||
scene_override = scene.copy()
|
||||
|
||||
render = scene_override.render
|
||||
cycles = scene_override.cycles
|
||||
render.engine = "CYCLES"
|
||||
cycles.use_denoising = False
|
||||
cycles.bake_type = "COMBINED"
|
||||
cycles.caustics_reflective = False
|
||||
cycles.caustics_refractive = False
|
||||
render.bake.use_pass_direct = True
|
||||
render.bake.use_pass_indirect = True
|
||||
render.bake.use_pass_diffuse = True
|
||||
render.bake.use_pass_glossy = False
|
||||
render.bake.use_pass_transmission = True
|
||||
render.bake.use_pass_emit = True
|
||||
render.bake.target = "VERTEX_COLORS"
|
||||
|
||||
cycles.use_fast_gi = True
|
||||
cycles.ao_bounces_render = scene.lutb_bake_fast_gi_bounces
|
||||
|
||||
cycles.device = "GPU" if scene.lutb_process_use_gpu else "CPU"
|
||||
cycles.samples = scene.lutb_bake_samples
|
||||
|
||||
if scene.lutb_bake_use_white_ambient:
|
||||
if not (world := bpy.data.worlds.get(WHITE_AMBIENT)):
|
||||
world = bpy.data.worlds.new(WHITE_AMBIENT)
|
||||
world.color = (1.0, 1.0, 1.0)
|
||||
scene_override.world = world
|
||||
|
||||
emission_strength = scene.lutb_bake_glow_strength
|
||||
|
||||
ao_only_world_override = None
|
||||
if scene.lutb_bake_ao_only:
|
||||
cycles.max_bounces = 0
|
||||
cycles.fast_gi_method = "ADD"
|
||||
cycles.samples = scene.lutb_bake_ao_samples
|
||||
|
||||
ao_only_world_override = bpy.data.worlds.new("AO_ONLY")
|
||||
ao_only_world_override.color = (0.0, 0.0, 0.0)
|
||||
ao_only_world_override.light_settings.ao_factor = 1.0
|
||||
ao_only_world_override.light_settings.distance = 5.0
|
||||
scene_override.world = ao_only_world_override
|
||||
|
||||
emission_strength *= scene.lutb_bake_glow_multiplier
|
||||
|
||||
hidden_objects = []
|
||||
for obj in list(scene.collection.all_objects):
|
||||
if obj.type == "MESH" and obj.get(IS_TRANSPARENT) and not obj.hide_render:
|
||||
obj.hide_render = True
|
||||
hidden_objects.append(obj)
|
||||
|
||||
target_objects = scene.collection.all_objects
|
||||
if scene.lutb_bake_selected_only:
|
||||
target_objects = context.selected_objects
|
||||
|
||||
old_active_obj = context.object
|
||||
old_selected_objects = context.selected_objects
|
||||
for obj in list(target_objects):
|
||||
if obj.type != "MESH" or obj.get(IS_TRANSPARENT):
|
||||
continue
|
||||
if not obj.name in context.view_layer.objects:
|
||||
self.report({"WARNING"}, f"Skipping \"{obj.name}\". (not in viewlayer)")
|
||||
continue
|
||||
|
||||
mesh = obj.data
|
||||
|
||||
if not mesh.materials:
|
||||
self.report({"WARNING"}, f"Skipping \"{obj.name}\". (has no materials)")
|
||||
continue
|
||||
|
||||
triangulate_mods = [mod for mod in obj.modifiers if mod.type == "TRIANGULATE"]
|
||||
for modifier in triangulate_mods:
|
||||
modifier.show_render = False
|
||||
if not triangulate_mods or not obj.modifiers[-1] in triangulate_mods:
|
||||
modifier = obj.modifiers.new("Triangulate", "TRIANGULATE")
|
||||
modifier.show_render = False
|
||||
|
||||
if vc_lit := mesh.vertex_colors.get("Lit"):
|
||||
mesh.vertex_colors.active_index = mesh.vertex_colors.keys().index(vc_lit.name)
|
||||
|
||||
other_lod_colls = set()
|
||||
for lod_collection in obj.users_collection:
|
||||
for collection in bpy.data.collections:
|
||||
if lod_collection.name in collection.children:
|
||||
other_lod_colls |= set(collection.children) - {lod_collection,}
|
||||
|
||||
for other_lod_coll in list(other_lod_colls):
|
||||
if other_lod_coll.hide_render:
|
||||
other_lod_colls.remove(other_lod_coll)
|
||||
else:
|
||||
other_lod_coll.hide_render = True
|
||||
|
||||
old_material = mesh.materials[0]
|
||||
if scene.lutb_bake_use_mat_override:
|
||||
mesh.materials[0] = scene.lutb_bake_mat_override
|
||||
elif scene.lutb_bake_force_to_white:
|
||||
if material := get_lutb_force_white_mat(self):
|
||||
mesh.materials[0] = material
|
||||
|
||||
if mesh.materials[0].use_nodes:
|
||||
for node in mesh.materials[0].node_tree.nodes:
|
||||
if node.type == "BSDF_PRINCIPLED":
|
||||
node.inputs['Emission Strength'].default_value = emission_strength
|
||||
|
||||
bpy.ops.object.select_all(action="DESELECT")
|
||||
obj.select_set(True)
|
||||
context.view_layer.objects.active = obj
|
||||
|
||||
context_override = context.copy()
|
||||
context_override["scene"] = scene_override
|
||||
try:
|
||||
bpy.ops.object.bake(context_override)
|
||||
except RuntimeError as e:
|
||||
if "is not enabled for rendering" in str(e):
|
||||
self.report({"WARNING"}, f"Skipping \"{obj.name}\". (not enabled for rendering)")
|
||||
continue
|
||||
else:
|
||||
raise
|
||||
finally:
|
||||
mesh.materials[0] = old_material
|
||||
|
||||
for other_lod_coll in other_lod_colls:
|
||||
other_lod_coll.hide_render = False
|
||||
|
||||
has_edge_split_modifier = "EDGE_SPLIT" in {mod.type for mod in obj.modifiers}
|
||||
if scene.lutb_bake_smooth_lit and not has_edge_split_modifier:
|
||||
bpy.ops.object.mode_set(mode="VERTEX_PAINT")
|
||||
if mesh.use_paint_mask or mesh.use_paint_mask_vertex:
|
||||
bpy.ops.paint.vert_select_all(action="SELECT")
|
||||
bpy.ops.paint.vertex_color_smooth()
|
||||
bpy.ops.object.mode_set(mode="OBJECT")
|
||||
|
||||
if vc_lit and (vc_alpha := mesh.vertex_colors.get("Alpha")):
|
||||
n_loops = len(mesh.loops)
|
||||
|
||||
lit_data = np.empty(n_loops * 4)
|
||||
alpha_data = np.empty(n_loops * 4)
|
||||
|
||||
vc_lit.data.foreach_get("color", lit_data)
|
||||
vc_alpha.data.foreach_get("color", alpha_data)
|
||||
lit_data = lit_data.reshape((n_loops, 4))
|
||||
lit_data[:, 3] = alpha_data.reshape((n_loops, 4))[:, 0]
|
||||
vc_lit.data.foreach_set("color", lit_data.flatten())
|
||||
|
||||
bpy.data.scenes.remove(scene_override)
|
||||
|
||||
if ao_only_world_override:
|
||||
bpy.data.worlds.remove(ao_only_world_override)
|
||||
|
||||
for obj in hidden_objects:
|
||||
obj.hide_render = False
|
||||
|
||||
bpy.ops.object.select_all(action="DESELECT")
|
||||
for obj in old_selected_objects:
|
||||
obj.select_set(True)
|
||||
context.view_layer.objects.active = old_active_obj
|
||||
|
||||
end = timer()
|
||||
print(f"finished bake lighting in {end - start:.2f}s")
|
||||
|
||||
return {"FINISHED"}
|
||||
|
||||
def register():
|
||||
bpy.utils.register_class(LUTB_OT_bake_lighting)
|
||||
bpy.utils.register_class(LUTB_PT_bake_lighting)
|
||||
bpy.utils.register_class(LUTB_PT_bake_ao_only)
|
||||
bpy.utils.register_class(LUTB_PT_bake_mat_override)
|
||||
|
||||
bpy.types.Scene.lutb_bake_use_gpu = BoolProperty(name="Use GPU", default=True)
|
||||
bpy.types.Scene.lutb_bake_selected_only = BoolProperty(name="Selected Only")
|
||||
bpy.types.Scene.lutb_bake_smooth_lit = BoolProperty(name="Smooth Vertex Colors", default=True)
|
||||
bpy.types.Scene.lutb_bake_samples = IntProperty(name="Samples", default=256, min=1, description=""\
|
||||
"Number of samples to render for each vertex")
|
||||
bpy.types.Scene.lutb_bake_fast_gi_bounces = IntProperty(name="Fast GI Bounces", default=3, min=0)
|
||||
bpy.types.Scene.lutb_bake_glow_strength = FloatProperty(name="Glow Strength Global", default=3.0, min=0, soft_min=0.5, soft_max=5.0)
|
||||
bpy.types.Scene.lutb_bake_use_white_ambient = BoolProperty(name="White Ambient", default=True, description=""\
|
||||
"Sets ambient light to pure white while baking")
|
||||
bpy.types.Scene.lutb_bake_ao_only = BoolProperty(name="AO Only", default=True)
|
||||
bpy.types.Scene.lutb_bake_glow_multiplier = FloatProperty(name="Glow Multiplier Global", default=2.0, min=0, soft_min=0.5, soft_max=5.0)
|
||||
bpy.types.Scene.lutb_bake_ao_samples = IntProperty(name="AO Samples", default=64, min=1)
|
||||
bpy.types.Scene.lutb_bake_use_mat_override = BoolProperty(name="Material Override")
|
||||
bpy.types.Scene.lutb_bake_force_to_white = BoolProperty(name="Force to White")
|
||||
bpy.types.Scene.lutb_bake_mat_override = PointerProperty(name="Override Material", type=bpy.types.Material)
|
||||
|
||||
def unregister():
|
||||
del bpy.types.Scene.lutb_bake_use_gpu
|
||||
del bpy.types.Scene.lutb_bake_selected_only
|
||||
del bpy.types.Scene.lutb_bake_smooth_lit
|
||||
del bpy.types.Scene.lutb_bake_samples
|
||||
del bpy.types.Scene.lutb_bake_fast_gi_bounces
|
||||
del bpy.types.Scene.lutb_bake_glow_strength
|
||||
del bpy.types.Scene.lutb_bake_use_white_ambient
|
||||
del bpy.types.Scene.lutb_bake_ao_only
|
||||
del bpy.types.Scene.lutb_bake_force_to_white
|
||||
del bpy.types.Scene.lutb_bake_glow_multiplier
|
||||
del bpy.types.Scene.lutb_bake_ao_samples
|
||||
del bpy.types.Scene.lutb_bake_use_mat_override
|
||||
del bpy.types.Scene.lutb_bake_mat_override
|
||||
|
||||
bpy.utils.unregister_class(LUTB_PT_bake_mat_override)
|
||||
bpy.utils.unregister_class(LUTB_PT_bake_ao_only)
|
||||
bpy.utils.unregister_class(LUTB_PT_bake_lighting)
|
||||
bpy.utils.unregister_class(LUTB_OT_bake_lighting)
|
||||
51
lu_toolbox/divide_mesh.py
Normal file
51
lu_toolbox/divide_mesh.py
Normal file
@@ -0,0 +1,51 @@
|
||||
import bpy, bmesh
|
||||
import numpy as np
|
||||
|
||||
def divide_mesh(context, mesh_obj, max_verts=65536, min_div_rate=0.1):
|
||||
def divide_rec(obj):
|
||||
mesh = obj.data
|
||||
n_verts = len(mesh.vertices)
|
||||
|
||||
if n_verts < max_verts:
|
||||
return []
|
||||
|
||||
buffer_co = np.empty(n_verts * 3)
|
||||
mesh.vertices.foreach_get("co", buffer_co)
|
||||
vecs = buffer_co.reshape((n_verts, 3))
|
||||
mean = np.sum(vecs, axis=0) / n_verts
|
||||
|
||||
bound_box = np.array(obj.bound_box)
|
||||
target_axis = np.argmax((bound_box[0] - bound_box[6]) ** 2)
|
||||
select = vecs[:,target_axis] < mean[target_axis]
|
||||
|
||||
bpy.ops.object.select_all(action="DESELECT")
|
||||
obj.select_set(True)
|
||||
context.view_layer.objects.active = obj
|
||||
|
||||
bpy.ops.object.mode_set(mode="EDIT")
|
||||
bpy.ops.mesh.select_all(action="DESELECT")
|
||||
|
||||
bm = bmesh.from_edit_mesh(mesh)
|
||||
for vert, v_select in zip(bm.verts, select):
|
||||
vert.select = v_select
|
||||
bm.select_mode = {"VERT"}
|
||||
bm.select_flush_mode()
|
||||
bmesh.update_edit_mesh(mesh)
|
||||
bm.free()
|
||||
|
||||
bpy.ops.mesh.select_linked()
|
||||
bpy.ops.mesh.separate()
|
||||
bpy.ops.object.mode_set(mode="OBJECT")
|
||||
|
||||
new_obj = (set(context.selected_objects) - set((obj,))).pop()
|
||||
|
||||
div_rate = len(new_obj.data.vertices) / n_verts
|
||||
div_rate = min(div_rate, 1 - div_rate)
|
||||
|
||||
if div_rate < min_div_rate:
|
||||
raise Exception(f"fatal: failed to divide mesh: {div_rate} < {min_div_rate} (div_rate < min_div_rate)")
|
||||
|
||||
return divide_rec(obj) + divide_rec(new_obj) + [new_obj]
|
||||
|
||||
new_objects = divide_rec(mesh_obj)
|
||||
return new_objects
|
||||
209
lu_toolbox/icon_render.py
Normal file
209
lu_toolbox/icon_render.py
Normal file
@@ -0,0 +1,209 @@
|
||||
import bpy, bmesh
|
||||
from bpy.props import BoolProperty
|
||||
from mathutils import Vector, Matrix
|
||||
|
||||
from math import radians
|
||||
import numpy as np
|
||||
|
||||
from .process_model import LOD_SUFFIXES
|
||||
from .materials import *
|
||||
|
||||
class LUTB_OT_setup_icon_render(bpy.types.Operator):
|
||||
"""Setup Icon Render for LU Model"""
|
||||
bl_idname = "lutb.setup_icon_render"
|
||||
bl_label = "Setup Icon Render"
|
||||
|
||||
@classmethod
|
||||
def poll(cls, context):
|
||||
return context.mode == "OBJECT"
|
||||
|
||||
def execute(self, context):
|
||||
# we will only increase the sample count for rendering if we need to (currently only if there are any transparent pieces) - jamie
|
||||
increase_samples = False
|
||||
|
||||
scene = context.scene
|
||||
|
||||
for collection in scene.collection.children:
|
||||
for lod_collection in collection.children[:]:
|
||||
if lod_collection.name[-5:] in LOD_SUFFIXES[1:]:
|
||||
collection.children.unlink(lod_collection)
|
||||
|
||||
combine_objects_before = scene.lutb_combine_objects
|
||||
scene.lutb_combine_objects = False
|
||||
|
||||
apply_vertex_colors_before = scene.lutb_apply_vertex_colors
|
||||
scene.lutb_apply_vertex_colors = True
|
||||
|
||||
correct_colors_before = scene.lutb_correct_colors
|
||||
scene.lutb_correct_colors = scene.lutb_ir_correct_colors
|
||||
|
||||
color_variation_before = scene.lutb_color_variation
|
||||
scene.lutb_color_variation = scene.lutb_ir_color_variation
|
||||
|
||||
setup_bake_mat_before = scene.lutb_setup_bake_mat
|
||||
scene.lutb_setup_bake_mat = False
|
||||
|
||||
remove_hidden_faces_before = scene.lutb_remove_hidden_faces
|
||||
scene.lutb_remove_hidden_faces = False
|
||||
|
||||
# hacky way to inject modified color corrections
|
||||
if scene.lutb_ir_correct_colors:
|
||||
color_corrections = (
|
||||
[MATERIALS_OPAQUE, ICON_MATERIALS_OPAQUE, None],
|
||||
[MATERIALS_TRANSPARENT, ICON_MATERIALS_TRANSPARENT, None],
|
||||
[MATERIALS_GLOW, ICON_MATERIALS_GLOW, None],
|
||||
[MATERIALS_METALLIC, ICON_MATERIALS_METALLIC, None],
|
||||
)
|
||||
for color_correction in color_corrections:
|
||||
target, updates, _ = color_correction
|
||||
color_correction[2] = target.copy()
|
||||
target.update(updates)
|
||||
|
||||
bpy.ops.lutb.process_model()
|
||||
|
||||
if scene.lutb_ir_correct_colors:
|
||||
for target, _, original in color_corrections:
|
||||
target.update(original)
|
||||
|
||||
scene.lutb_combine_objects = combine_objects_before
|
||||
scene.lutb_apply_vertex_colors = apply_vertex_colors_before
|
||||
scene.lutb_correct_colors = correct_colors_before
|
||||
scene.lutb_color_variation = color_variation_before
|
||||
scene.lutb_setup_bake_mat = setup_bake_mat_before
|
||||
scene.lutb_remove_hidden_faces = remove_hidden_faces_before
|
||||
|
||||
bpy.ops.object.mode_set(mode="EDIT")
|
||||
bpy.ops.mesh.select_all(action="SELECT")
|
||||
bpy.ops.mesh.tris_convert_to_quads(shape_threshold=radians(50))
|
||||
|
||||
for obj in context.selected_objects:
|
||||
if obj.type != "MESH":
|
||||
continue
|
||||
bm = bmesh.from_edit_mesh(obj.data)
|
||||
bevel_weight = bm.edges.layers.bevel_weight.new("Bevel Weight")
|
||||
for edge in bm.edges:
|
||||
if len(edge.link_faces) == 1:
|
||||
edge[bevel_weight] = 1.0
|
||||
bmesh.update_edit_mesh(obj.data, loop_triangles=False, destructive=False)
|
||||
|
||||
bpy.ops.mesh.select_all(action="SELECT")
|
||||
bpy.ops.mesh.remove_doubles()
|
||||
bpy.ops.object.mode_set(mode="OBJECT")
|
||||
|
||||
for obj in context.selected_objects:
|
||||
if obj.type != "MESH":
|
||||
continue
|
||||
if scene.lutb_ir_bevel_edges:
|
||||
bevel_mod = obj.modifiers.new("Bevel", "BEVEL")
|
||||
bevel_mod.width = 0.02
|
||||
bevel_mod.segments = 4
|
||||
bevel_mod.limit_method = "WEIGHT"
|
||||
bevel_mod.harden_normals = True
|
||||
|
||||
if scene.lutb_ir_subdivide:
|
||||
brick_id = obj.name.split("brick_")[-1].split("_")[1]
|
||||
if not brick_id in ICON_RENDER_DISABLE_SUBDIV:
|
||||
subdiv_mod = obj.modifiers.new("Subdivision", "SUBSURF")
|
||||
subdiv_mod.levels = 1
|
||||
subdiv_mod.render_levels = 2
|
||||
|
||||
mesh = obj.data
|
||||
obj.data.use_auto_smooth = True
|
||||
obj.data.auto_smooth_angle = radians(180)
|
||||
|
||||
for i, material in enumerate(mesh.materials):
|
||||
name = material.name.rsplit(".", 1)[0]
|
||||
if name in MATERIALS_OPAQUE:
|
||||
mesh.materials[i] = get_lutb_ir_opaque_mat(self)
|
||||
# another hack to change a material setting, for the same reasons as the comment below...
|
||||
# anyway, it was deemed that having this enabled was making the plastic look too soft and washed-out in many scenarios - jamie
|
||||
if mesh.materials[i].node_tree:
|
||||
for node in mesh.materials[i].node_tree.nodes:
|
||||
if node.type == "BSDF_PRINCIPLED":
|
||||
node.inputs["Subsurface"].default_value = 0
|
||||
elif name in MATERIALS_TRANSPARENT:
|
||||
mesh.materials[i] = get_lutb_ir_transparent_mat(self)
|
||||
# next two lines are a silly hacky fix cause i dont wanna mess with the magical mystery box that is resources.blend, and hollis didnt know why it was broken anyway - jamie
|
||||
mesh.materials[i].blend_method = "HASHED"
|
||||
mesh.materials[i].shadow_method = "HASHED"
|
||||
increase_samples = True
|
||||
elif name in MATERIALS_METALLIC:
|
||||
mesh.materials[i] = get_lutb_ir_metal_mat(self)
|
||||
|
||||
ir_scene = get_lutb_ir_scene(self)
|
||||
|
||||
for collection in scene.collection.children[:]:
|
||||
for obj in collection.objects:
|
||||
if obj.type == "EMPTY" and obj.name.startswith("SceneNode_"):
|
||||
break
|
||||
else:
|
||||
continue
|
||||
|
||||
lod_collection = collection.children[0]
|
||||
obj_bounds = np.empty((len(lod_collection.objects) * 2, 3))
|
||||
for i, obj in enumerate(lod_collection.objects):
|
||||
obj_bounds[i * 2 + 0] = obj.matrix_world @ Vector(obj.bound_box[0])
|
||||
obj_bounds[i * 2 + 1] = obj.matrix_world @ Vector(obj.bound_box[6])
|
||||
|
||||
dimensions = obj_bounds.max(0) - obj_bounds.min(0)
|
||||
offset = Matrix.Translation(-(obj_bounds.min(0) + dimensions * 0.5))
|
||||
scale = Matrix.Scale(1 / np.abs(dimensions).max(), 4)
|
||||
for obj in lod_collection.objects:
|
||||
obj.matrix_world = scale @ offset @ obj.matrix_world
|
||||
|
||||
scene.collection.children.unlink(collection)
|
||||
ir_scene.collection.children.link(collection)
|
||||
|
||||
context.window.scene = ir_scene
|
||||
|
||||
for area in context.screen.areas:
|
||||
if area.type == "VIEW_3D":
|
||||
area.spaces[0].shading.type = "RENDERED"
|
||||
|
||||
if increase_samples:
|
||||
bpy.context.scene.eevee.taa_render_samples = 1024
|
||||
|
||||
return {"FINISHED"}
|
||||
|
||||
class LUTB_PT_icon_render(bpy.types.Panel):
|
||||
bl_space_type = "VIEW_3D"
|
||||
bl_region_type = "UI"
|
||||
bl_category = "LU Icon Render"
|
||||
bl_label = "Icon Render"
|
||||
|
||||
def draw(self, context):
|
||||
scene = context.scene
|
||||
|
||||
layout = self.layout
|
||||
layout.use_property_split = True
|
||||
layout.use_property_decorate = False
|
||||
|
||||
layout.operator(LUTB_OT_setup_icon_render.bl_idname)
|
||||
|
||||
layout.separator(factor=0.5)
|
||||
|
||||
layout.prop(scene, "lutb_ir_correct_colors")
|
||||
layout.prop(scene, "lutb_ir_color_variation")
|
||||
layout.prop(scene, "lutb_ir_bevel_edges")
|
||||
layout.prop(scene, "lutb_ir_subdivide")
|
||||
|
||||
def register():
|
||||
bpy.utils.register_class(LUTB_OT_setup_icon_render)
|
||||
bpy.utils.register_class(LUTB_PT_icon_render)
|
||||
|
||||
bpy.types.Scene.lutb_ir_correct_colors = BoolProperty(name="Correct Colors", default=True,
|
||||
description=bpy.types.Scene.lutb_correct_colors.keywords["description"])
|
||||
bpy.types.Scene.lutb_ir_color_variation = BoolProperty(name="Apply Color Variation", default=False,
|
||||
description=bpy.types.Scene.lutb_use_color_variation.keywords["description"])
|
||||
bpy.types.Scene.lutb_ir_bevel_edges = BoolProperty(name="Bevel Edges", default=True)
|
||||
bpy.types.Scene.lutb_ir_subdivide = BoolProperty(name="Subdivide", default=True)
|
||||
|
||||
|
||||
def unregister():
|
||||
del bpy.types.Scene.lutb_ir_correct_colors
|
||||
del bpy.types.Scene.lutb_ir_color_variation
|
||||
del bpy.types.Scene.lutb_ir_bevel_edges
|
||||
del bpy.types.Scene.lutb_ir_subdivide
|
||||
|
||||
bpy.utils.unregister_class(LUTB_PT_icon_render)
|
||||
bpy.utils.unregister_class(LUTB_OT_setup_icon_render)
|
||||
1182
lu_toolbox/importldd.py
Normal file
1182
lu_toolbox/importldd.py
Normal file
File diff suppressed because it is too large
Load Diff
300
lu_toolbox/materials/__init__.py
Normal file
300
lu_toolbox/materials/__init__.py
Normal file
@@ -0,0 +1,300 @@
|
||||
from pathlib import Path
|
||||
import bpy
|
||||
|
||||
from .color_conversions import *
|
||||
|
||||
LUTB_BAKE_MAT = "VertexColor"
|
||||
LUTB_TRANSPARENT_MAT = "VertexColorTransparent"
|
||||
LUTB_FORCE_WHITE_MAT = "ForceWhite"
|
||||
LUTB_OTHER_MATS = ["VertexColorAO"]
|
||||
LUTB_BAKE_MATS = (LUTB_BAKE_MAT, LUTB_TRANSPARENT_MAT, LUTB_FORCE_WHITE_MAT, *LUTB_OTHER_MATS)
|
||||
|
||||
LUTB_IR_OPAQUE_MAT = "ItemRender_Opaque"
|
||||
LUTB_IR_TRANSPARENT_MAT = "ItemRender_Transparent"
|
||||
LUTB_IR_METAL_MAT = "ItemRender_Metal"
|
||||
LUTB_IR_MATS = (LUTB_IR_OPAQUE_MAT, LUTB_IR_TRANSPARENT_MAT, LUTB_IR_METAL_MAT)
|
||||
|
||||
LUTB_IR_SCENE = "ItemRender"
|
||||
|
||||
# COLORS HERE ARE EXPECTED TO BE IN LINEAR COLOR SPACE
|
||||
# IF YOU INPUT AN SRGB COLOR LIKE LU/LDD USE IT MUST BE CONVERTED TO LINEAR EITHER MANUALLY OR BY CALLING SRGB2LIN AS YOU WILL OCCASIONALLY SEE BELOW
|
||||
# SIGNED, JAMIE (WHO WAS A SMIDGE ANNOYED AT THIS BUT ULTIMATELY PASSES NO JUDGEMENT ON THE AUTHORS OF THIS TOOL)
|
||||
|
||||
# Solid/Opaque
|
||||
MATERIALS_OPAQUE = {
|
||||
"1" : (0.904661, 0.904661, 0.904661, 1.0),
|
||||
"5" : (0.693872, 0.491021, 0.194618, 1.0),
|
||||
"18" : (0.672443, 0.168269, 0.051269, 1.0),
|
||||
"21" : (0.730461, 0.0, 0.004025, 1.0),
|
||||
"23" : (0.0, 0.095307, 0.391572, 1.0),
|
||||
"24" : (0.991102, 0.552011, 0.0, 1.0),
|
||||
"26" : (0.006, 0.006, 0.006, 1.0),
|
||||
"28" : (0.0, 0.198069, 0.021219, 1.0),
|
||||
"37" : (0.0, 0.304987, 0.017642, 1.0),
|
||||
"38" : (0.391572, 0.046665, 0.007499, 1.0),
|
||||
"50" : (0.7399, 0.7399, 0.7399, 1.0),
|
||||
"102" : (0.06301, 0.262251, 0.564712, 1.0),
|
||||
"106" : (0.799103, 0.124772, 0.009134, 1.0),
|
||||
"107" : (0.002732, 0.462077, 0.462077, 1.0),
|
||||
"119" : (0.296138, 0.47932, 0.003035, 1.0),
|
||||
"120" : (0.672444, 0.768151, 0.262251, 1.0),
|
||||
"124" : (0.332452, 0.0, 0.147027, 1.0),
|
||||
"135" : (0.111932, 0.174647, 0.262251, 1.0),
|
||||
"138" : (0.262251, 0.177888, 0.084376, 1.0),
|
||||
"140" : (0.0, 0.0185, 0.052861, 1.0),
|
||||
"141" : (0.0, 0.03434, 0.008023, 1.0),
|
||||
"151" : (0.114435, 0.223228, 0.130137, 1.0),
|
||||
"154" : (0.215861, 0.002428, 0.01096, 1.0),
|
||||
"191" : (0.887923, 0.318547, 0.0, 1.0),
|
||||
"192" : (0.104617, 0.011612, 0.003677, 1.0),
|
||||
"194" : (0.332452, 0.283149, 0.283149, 1.0),
|
||||
"199" : (0.072272, 0.082283, 0.093059, 1.0),
|
||||
"208" : (0.768151, 0.768151, 0.693872, 1.0),
|
||||
"212" : (0.242281, 0.520996, 0.83077, 1.0),
|
||||
"221" : (0.730461, 0.038204, 0.258183, 1.0),
|
||||
"222" : (0.846873, 0.341914, 0.53948, 1.0),
|
||||
"226" : (1.0, 0.768151, 0.141263, 1.0),
|
||||
"268" : (0.066626, 0.011612, 0.341914, 1.0),
|
||||
"283" : (0.913099, 0.533276, 0.250158, 1.0),
|
||||
"294" : (0.991102, 0.973445, 0.665388, 1.0),
|
||||
"308" : (0.03434, 0.015209, 0.0, 1.0),
|
||||
"329" : (1.0, 1.0, 1.0, 1.0),
|
||||
"330" : (0.184475, 0.184475, 0.076185, 1.0),
|
||||
"9013" : (1.0, 0.009721, 0.020289, 1.0),
|
||||
"9014" : (0.799103, 0.088655, 0.0, 1.0),
|
||||
"9015" : (1.0, 0.630757, 0.033105, 1.0),
|
||||
"9016" : (0.012983, 1.0, 0.090842, 1.0),
|
||||
"9017" : (0.059511, 0.768152, 0.913099, 1.0),
|
||||
"9018" : (0.0, 0.226966, 1.0, 1.0),
|
||||
"9019" : (0.40724, 0.012983, 1.0, 1.0),
|
||||
"9020" : (0.686686, 0.000303, 1.0, 1.0),
|
||||
}
|
||||
|
||||
# Duplicate Solid/Opaque
|
||||
MATERIALS_OPAQUE["0"] = MATERIALS_OPAQUE["26"]
|
||||
MATERIALS_OPAQUE["2"] = MATERIALS_OPAQUE["194"]
|
||||
MATERIALS_OPAQUE["3"] = MATERIALS_OPAQUE["5"]
|
||||
MATERIALS_OPAQUE["4"] = MATERIALS_OPAQUE["106"]
|
||||
MATERIALS_OPAQUE["6"] = MATERIALS_OPAQUE["119"]
|
||||
MATERIALS_OPAQUE["9"] = MATERIALS_OPAQUE["222"]
|
||||
MATERIALS_OPAQUE["11"] = MATERIALS_OPAQUE["212"]
|
||||
MATERIALS_OPAQUE["12"] = MATERIALS_OPAQUE["106"]
|
||||
MATERIALS_OPAQUE["13"] = MATERIALS_OPAQUE["191"]
|
||||
MATERIALS_OPAQUE["19"] = MATERIALS_OPAQUE["191"]
|
||||
MATERIALS_OPAQUE["22"] = MATERIALS_OPAQUE["221"]
|
||||
MATERIALS_OPAQUE["25"] = MATERIALS_OPAQUE["192"]
|
||||
MATERIALS_OPAQUE["27"] = MATERIALS_OPAQUE["199"]
|
||||
MATERIALS_OPAQUE["29"] = MATERIALS_OPAQUE["151"]
|
||||
MATERIALS_OPAQUE["36"] = MATERIALS_OPAQUE["283"]
|
||||
MATERIALS_OPAQUE["39"] = MATERIALS_OPAQUE["194"]
|
||||
MATERIALS_OPAQUE["45"] = MATERIALS_OPAQUE["212"]
|
||||
MATERIALS_OPAQUE["100"] = MATERIALS_OPAQUE["283"]
|
||||
MATERIALS_OPAQUE["101"] = MATERIALS_OPAQUE["106"]
|
||||
MATERIALS_OPAQUE["103"] = MATERIALS_OPAQUE["194"]
|
||||
MATERIALS_OPAQUE["104"] = MATERIALS_OPAQUE["268"]
|
||||
MATERIALS_OPAQUE["105"] = MATERIALS_OPAQUE["191"]
|
||||
MATERIALS_OPAQUE["110"] = MATERIALS_OPAQUE["23"]
|
||||
MATERIALS_OPAQUE["112"] = MATERIALS_OPAQUE["23"]
|
||||
MATERIALS_OPAQUE["115"] = MATERIALS_OPAQUE["119"]
|
||||
MATERIALS_OPAQUE["116"] = MATERIALS_OPAQUE["107"]
|
||||
MATERIALS_OPAQUE["118"] = MATERIALS_OPAQUE["212"]
|
||||
MATERIALS_OPAQUE["326"] = MATERIALS_OPAQUE["120"]
|
||||
MATERIALS_OPAQUE["125"] = MATERIALS_OPAQUE["283"]
|
||||
MATERIALS_OPAQUE["128"] = MATERIALS_OPAQUE["38"]
|
||||
MATERIALS_OPAQUE["133"] = MATERIALS_OPAQUE["106"]
|
||||
MATERIALS_OPAQUE["134"] = MATERIALS_OPAQUE["119"]
|
||||
MATERIALS_OPAQUE["136"] = MATERIALS_OPAQUE["135"]
|
||||
MATERIALS_OPAQUE["153"] = MATERIALS_OPAQUE["138"]
|
||||
MATERIALS_OPAQUE["180"] = MATERIALS_OPAQUE["191"]
|
||||
MATERIALS_OPAQUE["195"] = MATERIALS_OPAQUE["23"]
|
||||
MATERIALS_OPAQUE["196"] = MATERIALS_OPAQUE["23"]
|
||||
MATERIALS_OPAQUE["198"] = MATERIALS_OPAQUE["124"]
|
||||
MATERIALS_OPAQUE["216"] = MATERIALS_OPAQUE["154"]
|
||||
MATERIALS_OPAQUE["217"] = MATERIALS_OPAQUE["138"]
|
||||
MATERIALS_OPAQUE["218"] = MATERIALS_OPAQUE["124"]
|
||||
MATERIALS_OPAQUE["219"] = MATERIALS_OPAQUE["268"]
|
||||
MATERIALS_OPAQUE["223"] = MATERIALS_OPAQUE["222"]
|
||||
MATERIALS_OPAQUE["232"] = MATERIALS_OPAQUE["212"]
|
||||
MATERIALS_OPAQUE["233"] = MATERIALS_OPAQUE["37"]
|
||||
MATERIALS_OPAQUE["295"] = MATERIALS_OPAQUE["222"]
|
||||
MATERIALS_OPAQUE["312"] = MATERIALS_OPAQUE["138"]
|
||||
MATERIALS_OPAQUE["321"] = MATERIALS_OPAQUE["102"]
|
||||
MATERIALS_OPAQUE["322"] = MATERIALS_OPAQUE["212"]
|
||||
MATERIALS_OPAQUE["323"] = MATERIALS_OPAQUE["208"]
|
||||
MATERIALS_OPAQUE["324"] = MATERIALS_OPAQUE["124"]
|
||||
MATERIALS_OPAQUE["325"] = MATERIALS_OPAQUE["222"]
|
||||
|
||||
# Transparent
|
||||
MATERIALS_TRANSPARENT = {
|
||||
"20" : (0.930111, 0.672443, 0.250158, 1.0),
|
||||
"40" : (0.854993, 0.854993, 0.854993, 1.0),
|
||||
"41" : srgb2lin((0.674509, 0.0, 0.0, 1.0)),
|
||||
"42" : srgb2lin((0.244106, 0.720966, 0.772058, 1.0)),
|
||||
"43" : srgb2lin((0.031372, 0.285668, 0.643137, 1.0)),
|
||||
"44" : srgb2lin((0.858, 0.771375, 0.0, 1.0)),
|
||||
"47" : srgb2lin((0.986, 0.336526, 0.120035, 1.0)),
|
||||
"48" : srgb2lin((0.0, 0.391, 0.0, 1.0)),
|
||||
"49" : srgb2lin((0.697, 1.0, 0.0, 1.0)),
|
||||
"111" : srgb2lin((0.741177, 0.670588, 0.639216, 1.0)),
|
||||
"113" : srgb2lin((0.754717, 0.060520, 0.541647, 1.0)),
|
||||
"126" : srgb2lin((0.267974, 0.196078, 0.627451, 1.0)),
|
||||
"143" : srgb2lin((0.325985, 0.551358, 0.821, 1.0)),
|
||||
"182" : srgb2lin((0.913726, 0.524575, 0.0156863, 1.0)),
|
||||
"311" : srgb2lin((0.454640, 0.788235, 0.0980392, 1.0)),
|
||||
}
|
||||
|
||||
# Duplicate Transparent
|
||||
MATERIALS_TRANSPARENT["157"] = MATERIALS_TRANSPARENT["44"]
|
||||
MATERIALS_TRANSPARENT["230"] = MATERIALS_TRANSPARENT["113"]
|
||||
MATERIALS_TRANSPARENT["231"] = MATERIALS_TRANSPARENT["182"]
|
||||
MATERIALS_TRANSPARENT["234"] = MATERIALS_TRANSPARENT["44"]
|
||||
MATERIALS_TRANSPARENT["284"] = MATERIALS_TRANSPARENT["126"]
|
||||
MATERIALS_TRANSPARENT["285"] = MATERIALS_TRANSPARENT["111"]
|
||||
MATERIALS_TRANSPARENT["293"] = MATERIALS_TRANSPARENT["43"]
|
||||
|
||||
# Glow
|
||||
MATERIALS_GLOW = {
|
||||
"50" : (0.401978, 0.401978, 0.401978, 1.0),
|
||||
"329" : MATERIALS_OPAQUE["329"],
|
||||
"294" : MATERIALS_OPAQUE["294"],
|
||||
"9013" : MATERIALS_OPAQUE["9013"],
|
||||
"9014" : MATERIALS_OPAQUE["9014"],
|
||||
"9015" : MATERIALS_OPAQUE["9015"],
|
||||
"9016" : MATERIALS_OPAQUE["9016"],
|
||||
"9017" : MATERIALS_OPAQUE["9017"],
|
||||
"9018" : MATERIALS_OPAQUE["9018"],
|
||||
"9019" : MATERIALS_OPAQUE["9019"],
|
||||
"9020" : MATERIALS_OPAQUE["9020"],
|
||||
}
|
||||
|
||||
# Duplicate Glow
|
||||
MATERIALS_GLOW["9000"] = MATERIALS_GLOW["9020"]
|
||||
MATERIALS_GLOW["9002"] = MATERIALS_GLOW["9016"]
|
||||
MATERIALS_GLOW["9004"] = MATERIALS_GLOW["9018"]
|
||||
MATERIALS_GLOW["9008"] = MATERIALS_GLOW["9013"]
|
||||
MATERIALS_GLOW["9009"] = MATERIALS_GLOW["9014"]
|
||||
MATERIALS_GLOW["9010"] = MATERIALS_GLOW["9016"]
|
||||
MATERIALS_GLOW["9011"] = MATERIALS_GLOW["9017"]
|
||||
MATERIALS_GLOW["9012"] = MATERIALS_GLOW["9019"]
|
||||
MATERIALS_GLOW["9021"] = MATERIALS_GLOW["329"]
|
||||
MATERIALS_GLOW["9022"] = MATERIALS_GLOW["50"]
|
||||
MATERIALS_GLOW["9023"] = MATERIALS_GLOW["9013"]
|
||||
MATERIALS_GLOW["9024"] = MATERIALS_GLOW["9014"]
|
||||
MATERIALS_GLOW["9025"] = MATERIALS_GLOW["9016"]
|
||||
MATERIALS_GLOW["9026"] = MATERIALS_GLOW["9018"]
|
||||
MATERIALS_GLOW["9027"] = MATERIALS_GLOW["329"]
|
||||
|
||||
# Metallic
|
||||
MATERIALS_METALLIC = {
|
||||
("131", "150", "179", "298", "315") : (0.262251, 0.296138, 0.296138, 1.0),
|
||||
("139", "187", "300") : (0.174648, 0.066626, 0.029557, 1.0),
|
||||
"148" : (0.06301, 0.051269, 0.043735, 1.0),
|
||||
"149" : (0.006, 0.006, 0.006, 1.0),
|
||||
"184" : (0.238095, 0.00907, 0.00907, 1.0),
|
||||
("186", "200") : (0.081104, 0.252379, 0.045668, 1.0),
|
||||
("145", "185") : (0.104617, 0.177888, 0.278894, 1.0),
|
||||
("309", "183") : (0.617207, 0.617207, 0.617207, 1.0),
|
||||
("297", "147", "189") : (0.401978, 0.212231, 0.027321, 1.0),
|
||||
("310", "127", ) : (0.737911, 0.533276, 0.181164, 1.0),
|
||||
}
|
||||
|
||||
CUSTOM_VARIATION = {
|
||||
"1" : 1.3,
|
||||
"21" : 1.4,
|
||||
"23" : 1.25,
|
||||
"24" : 1.5,
|
||||
"26" : 0.4,
|
||||
"28" : 0.8,
|
||||
"37" : 0.8,
|
||||
"135" : 0.85,
|
||||
"141" : 0.7,
|
||||
"199" : 0.7,
|
||||
"192" : 0.75,
|
||||
"212" : 1.25,
|
||||
"222" : 1.05,
|
||||
"226" : 1.75,
|
||||
"283" : 1.15,
|
||||
"308" : 0.85,
|
||||
"323" : 1.4,
|
||||
"326" : 1.75,
|
||||
}
|
||||
|
||||
ICON_MATERIALS_OPAQUE = {
|
||||
"1" : srgb2lin((0.7, 0.7, 0.7, 1.0)),
|
||||
"26" : srgb2lin((0.01, 0.01, 0.01, 1.0)),
|
||||
}
|
||||
|
||||
ICON_MATERIALS_TRANSPARENT = {
|
||||
|
||||
}
|
||||
|
||||
ICON_MATERIALS_GLOW = {
|
||||
|
||||
}
|
||||
|
||||
ICON_MATERIALS_METALLIC = {
|
||||
|
||||
}
|
||||
|
||||
ICON_RENDER_DISABLE_SUBDIV = {
|
||||
|
||||
}
|
||||
|
||||
dicts = (
|
||||
MATERIALS_OPAQUE, MATERIALS_TRANSPARENT, MATERIALS_GLOW, MATERIALS_METALLIC,
|
||||
ICON_MATERIALS_OPAQUE, ICON_MATERIALS_TRANSPARENT, ICON_MATERIALS_GLOW,
|
||||
ICON_MATERIALS_METALLIC, CUSTOM_VARIATION,
|
||||
)
|
||||
for dictionary in dicts:
|
||||
for keys, value in list(dictionary.items()):
|
||||
if not type(keys) == str:
|
||||
dictionary.pop(keys)
|
||||
for key in keys:
|
||||
dictionary[key] = value
|
||||
|
||||
def get_lutb_bake_mat(parent_op=None):
|
||||
append_resources(parent_op)
|
||||
return bpy.data.materials.get(LUTB_BAKE_MAT)
|
||||
|
||||
def get_lutb_transparent_mat(parent_op=None):
|
||||
append_resources(parent_op)
|
||||
return bpy.data.materials.get(LUTB_TRANSPARENT_MAT)
|
||||
|
||||
def get_lutb_force_white_mat(parent_op=None):
|
||||
append_resources(parent_op)
|
||||
return bpy.data.materials.get(LUTB_FORCE_WHITE_MAT)
|
||||
|
||||
def get_lutb_ir_opaque_mat(parent_op=None):
|
||||
append_resources(parent_op)
|
||||
return bpy.data.materials.get(LUTB_IR_OPAQUE_MAT)
|
||||
|
||||
def get_lutb_ir_transparent_mat(parent_op=None):
|
||||
append_resources(parent_op)
|
||||
return bpy.data.materials.get(LUTB_IR_TRANSPARENT_MAT)
|
||||
|
||||
def get_lutb_ir_metal_mat(parent_op=None):
|
||||
append_resources(parent_op)
|
||||
return bpy.data.materials.get(LUTB_IR_METAL_MAT)
|
||||
|
||||
def get_lutb_ir_scene(parent_op=None, copy=True):
|
||||
append_resources(parent_op)
|
||||
return bpy.data.scenes.get(LUTB_IR_SCENE).copy()
|
||||
|
||||
def append_resources(parent_op=None):
|
||||
blend_file = Path(__file__).parent / "resources.blend"
|
||||
|
||||
for mat_name in (*LUTB_BAKE_MATS, *LUTB_IR_MATS):
|
||||
if not mat_name in bpy.data.materials:
|
||||
bpy.ops.wm.append(directory=str(blend_file / "Material"), filename=mat_name)
|
||||
if not mat_name in bpy.data.materials and parent_op:
|
||||
parent_op.report({"WARNING"},
|
||||
f"Failed to append \"{mat_name}\" from \"{blend_file}\"."
|
||||
)
|
||||
|
||||
scene_name = LUTB_IR_SCENE
|
||||
if not scene_name in bpy.data.scenes:
|
||||
bpy.ops.wm.append(directory=str(blend_file / "Scene"), filename=scene_name)
|
||||
if not scene_name in bpy.data.scenes and parent_op:
|
||||
parent_op.report({"WARNING"},
|
||||
f"Failed to append \"{scene_name}\" from \"{blend_file}\"."
|
||||
)
|
||||
19
lu_toolbox/materials/color_conversions.py
Normal file
19
lu_toolbox/materials/color_conversions.py
Normal file
@@ -0,0 +1,19 @@
|
||||
def srgb2lin(color):
|
||||
result = []
|
||||
for srgb in color:
|
||||
if srgb <= 0.0404482362771082:
|
||||
lin = srgb / 12.92
|
||||
else:
|
||||
lin = pow(((srgb + 0.055) / 1.055), 2.4)
|
||||
result.append(lin)
|
||||
return result
|
||||
|
||||
def lin2srgb(color):
|
||||
result = []
|
||||
for lin in color:
|
||||
if lin > 0.0031308:
|
||||
srgb = 1.055 * (pow(lin, (1.0 / 2.4))) - 0.055
|
||||
else:
|
||||
srgb = 12.92 * lin
|
||||
result.append(srgb)
|
||||
return result
|
||||
BIN
lu_toolbox/materials/resources.blend
Normal file
BIN
lu_toolbox/materials/resources.blend
Normal file
Binary file not shown.
688
lu_toolbox/process_model.py
Normal file
688
lu_toolbox/process_model.py
Normal file
@@ -0,0 +1,688 @@
|
||||
import bpy, bmesh
|
||||
from bpy.props import *
|
||||
from mathutils import Color, Matrix
|
||||
from math import radians
|
||||
import random
|
||||
import numpy as np
|
||||
from timeit import default_timer as timer
|
||||
|
||||
from .remove_hidden_faces import LUTB_OT_remove_hidden_faces
|
||||
from .materials import *
|
||||
from .divide_mesh import divide_mesh
|
||||
|
||||
IS_TRANSPARENT = "lu_toolbox_is_transparent"
|
||||
|
||||
LOD_SUFFIXES = ("LOD_0", "LOD_1", "LOD_2", "LOD_3")
|
||||
|
||||
class LUTB_OT_process_model(bpy.types.Operator):
|
||||
"""Process LU model"""
|
||||
bl_idname = "lutb.process_model"
|
||||
bl_label = "Process Model"
|
||||
|
||||
@classmethod
|
||||
def poll(cls, context):
|
||||
return context.mode == "OBJECT"
|
||||
|
||||
def execute(self, context):
|
||||
start = timer()
|
||||
|
||||
scene = context.scene
|
||||
|
||||
scene.render.engine = "CYCLES"
|
||||
scene.cycles.device = "GPU" if scene.lutb_process_use_gpu else "CPU"
|
||||
|
||||
for obj in scene.collection.all_objects:
|
||||
if not obj.type == "MESH":
|
||||
continue
|
||||
|
||||
mat_names = {material.name.rsplit(".", 1)[0] for material in obj.data.materials}
|
||||
if mat_names.issubset(MATERIALS_TRANSPARENT):
|
||||
obj[IS_TRANSPARENT] = True
|
||||
|
||||
if scene.lutb_combine_objects:
|
||||
self.combine_objects(context, scene.collection.children)
|
||||
|
||||
context.view_layer.update()
|
||||
|
||||
opaque_objects = []
|
||||
transparent_objects = []
|
||||
for collection in scene.collection.children:
|
||||
if not collection.children:
|
||||
self.report({"WARNING"},
|
||||
f"Ignoring \"{collection.name}\": doesn't have any LOD collections"
|
||||
)
|
||||
continue
|
||||
|
||||
for lod_collection in collection.children:
|
||||
if not lod_collection.name[-5:] in LOD_SUFFIXES:
|
||||
self.report({"WARNING"},
|
||||
f"Ignoring \"{lod_collection.name}\": not a LOD collection ({LOD_SUFFIXES})"
|
||||
)
|
||||
continue
|
||||
|
||||
for obj in lod_collection.all_objects:
|
||||
if obj.type == "MESH":
|
||||
if not obj.get(IS_TRANSPARENT):
|
||||
opaque_objects.append(obj)
|
||||
else:
|
||||
transparent_objects.append(obj)
|
||||
|
||||
all_objects = opaque_objects + transparent_objects
|
||||
|
||||
if not all_objects:
|
||||
return {"FINISHED"}
|
||||
|
||||
if not scene.lutb_keep_uvs:
|
||||
self.clear_uvs(all_objects)
|
||||
|
||||
if scene.lutb_reset_orientation:
|
||||
self.reset_orientation(all_objects)
|
||||
|
||||
if scene.lutb_apply_vertex_colors:
|
||||
if scene.lutb_correct_colors:
|
||||
self.correct_colors(context, all_objects)
|
||||
|
||||
if scene.lutb_use_color_variation:
|
||||
self.apply_color_variation(context, scene.collection.children)
|
||||
|
||||
self.apply_vertex_colors(context, all_objects)
|
||||
|
||||
if scene.lutb_setup_bake_mat:
|
||||
self.setup_bake_mat(context, all_objects)
|
||||
|
||||
if scene.lutb_remove_hidden_faces:
|
||||
for obj in transparent_objects:
|
||||
obj.hide_render = True
|
||||
|
||||
self.remove_hidden_faces(context, opaque_objects)
|
||||
|
||||
for obj in transparent_objects:
|
||||
obj.hide_render = False
|
||||
|
||||
new_objects = self.split_objects(context, scene.collection.children)
|
||||
all_objects += new_objects
|
||||
|
||||
if scene.lutb_setup_lod_data:
|
||||
self.setup_lod_data(context, scene.collection.children)
|
||||
|
||||
bpy.ops.object.select_all(action="DESELECT")
|
||||
for obj in all_objects:
|
||||
obj.select_set(True)
|
||||
context.view_layer.objects.active = all_objects[0]
|
||||
|
||||
end = timer()
|
||||
print(f"finished process model in {end - start:.2f}s")
|
||||
|
||||
return {"FINISHED"}
|
||||
|
||||
def clear_uvs(self, objects):
|
||||
for obj in objects:
|
||||
for uv_layer in reversed(obj.data.uv_layers):
|
||||
obj.data.uv_layers.remove(uv_layer)
|
||||
|
||||
def reset_orientation(self, objects):
|
||||
for obj in objects:
|
||||
obj.select_set(True)
|
||||
bpy.ops.object.transform_apply()
|
||||
obj.rotation_euler = (radians(-90), 0, 0)
|
||||
bpy.ops.object.transform_apply()
|
||||
obj.rotation_euler = (radians(90), 0, 0)
|
||||
obj.select_set(False)
|
||||
|
||||
def combine_objects(self, context, collections):
|
||||
scene = context.scene
|
||||
|
||||
for collection in collections:
|
||||
if not collection.children:
|
||||
continue
|
||||
|
||||
for lod_collection in collection.children:
|
||||
if not lod_collection.name[-5:] in LOD_SUFFIXES:
|
||||
continue
|
||||
|
||||
objs_opaque = []
|
||||
for obj in lod_collection.all_objects:
|
||||
if obj.type == "MESH" and not obj.get(IS_TRANSPARENT):
|
||||
objs_opaque.append(obj)
|
||||
|
||||
if objs_opaque:
|
||||
joined_opaque = self.join_objects(context, objs_opaque)
|
||||
joined_opaque.name = lod_collection.name[:-6]
|
||||
|
||||
objs_transparent = []
|
||||
for obj in lod_collection.all_objects:
|
||||
if obj.type == "MESH" and obj.get(IS_TRANSPARENT):
|
||||
objs_transparent.append(obj)
|
||||
|
||||
if scene.lutb_combine_transparent:
|
||||
if objs_transparent:
|
||||
joined_transparent = self.join_objects(context, objs_transparent)
|
||||
joined_transparent.name = lod_collection.name[:-6]
|
||||
joined_transparent[IS_TRANSPARENT] = True
|
||||
|
||||
def join_objects(self, context, objects):
|
||||
bpy.ops.object.select_all(action="DESELECT")
|
||||
for obj in objects:
|
||||
obj.select_set(True)
|
||||
|
||||
joined = objects[0]
|
||||
context.view_layer.objects.active = joined
|
||||
bpy.ops.object.join()
|
||||
bpy.ops.object.transform_apply()
|
||||
return joined
|
||||
|
||||
def correct_colors(self, context, objects):
|
||||
for obj in objects:
|
||||
for material in obj.data.materials:
|
||||
name = material.name.rsplit(".", 1)[0]
|
||||
if color := MATERIALS_OPAQUE.get(name):
|
||||
material.diffuse_color = color
|
||||
elif color := MATERIALS_TRANSPARENT.get(name):
|
||||
material.diffuse_color = color
|
||||
|
||||
def apply_color_variation(self, context, collections):
|
||||
initial_state = random.getstate()
|
||||
variation = context.scene.lutb_color_variation
|
||||
|
||||
for collection in collections:
|
||||
for lod_collection in collection.children:
|
||||
random.setstate(initial_state)
|
||||
for obj in list(lod_collection.objects):
|
||||
if obj.type == "MESH":
|
||||
for material in obj.data.materials:
|
||||
color = Color(material.diffuse_color[:3])
|
||||
gamma = color.v ** (1 / 2.224)
|
||||
|
||||
custom_variation = CUSTOM_VARIATION.get(material.name.rsplit(".", 1)[0])
|
||||
var = variation if custom_variation is None else variation * custom_variation
|
||||
gamma += random.uniform(-var / 200, var / 200)
|
||||
|
||||
color.v = min(max(0, gamma), 1) ** 2.224
|
||||
material.diffuse_color = (*color, 1.0)
|
||||
|
||||
def apply_vertex_colors(self, context, objects):
|
||||
scene = context.scene
|
||||
|
||||
for obj in objects:
|
||||
is_transparent = obj.get(IS_TRANSPARENT)
|
||||
mesh = obj.data
|
||||
n_loops = len(mesh.loops)
|
||||
|
||||
if not is_transparent:
|
||||
if not (vc_lit := mesh.vertex_colors.get("Lit")):
|
||||
vc_lit = mesh.vertex_colors.new(name="Lit")
|
||||
lit_data = np.tile((0.0, 0.0, 0.0, 1.0), n_loops)
|
||||
vc_lit.data.foreach_set("color", lit_data)
|
||||
|
||||
if not (vc_col := mesh.vertex_colors.get("Col")):
|
||||
vc_col = mesh.vertex_colors.new(name="Col")
|
||||
|
||||
if len(mesh.materials) < 2:
|
||||
if mesh.materials:
|
||||
color = lin2srgb(mesh.materials[0].diffuse_color)
|
||||
else:
|
||||
color = (0.8, 0.8, 0.8, 1.0)
|
||||
|
||||
if is_transparent:
|
||||
color[3] = scene.lutb_transparent_opacity / 100.0
|
||||
|
||||
color_data = np.tile(color, n_loops)
|
||||
|
||||
else:
|
||||
colors = np.empty((len(mesh.materials), 4))
|
||||
for i, material in enumerate(mesh.materials):
|
||||
colors[i] = lin2srgb(material.diffuse_color)
|
||||
|
||||
if is_transparent:
|
||||
colors[:, 3] = scene.lutb_transparent_opacity / 100.0
|
||||
|
||||
color_indices = np.zeros(len(mesh.loops), dtype=int)
|
||||
for poly in mesh.polygons:
|
||||
poly_loop_end = poly.loop_start + poly.loop_total
|
||||
color_indices[poly.loop_start:poly_loop_end] = poly.material_index
|
||||
|
||||
color_data = colors[color_indices].flatten()
|
||||
|
||||
vc_col.data.foreach_set("color", color_data)
|
||||
|
||||
if not is_transparent:
|
||||
if not (vc_alpha := mesh.vertex_colors.get("Alpha")):
|
||||
vc_alpha = mesh.vertex_colors.new(name="Alpha")
|
||||
alpha_data = np.tile((1.0, 1.0, 1.0, 1.0), n_loops)
|
||||
vc_alpha.data.foreach_set("color", alpha_data)
|
||||
|
||||
if not (vc_glow := mesh.vertex_colors.get("Glow")):
|
||||
vc_glow = mesh.vertex_colors.new(name="Glow")
|
||||
|
||||
mat_names = [mat.name.rsplit(".", 1)[0] for mat in mesh.materials]
|
||||
if set(mat_names) & set(MATERIALS_GLOW):
|
||||
colors = np.empty((len(mesh.materials), 4))
|
||||
for i, (name, material) in enumerate(zip(mat_names, mesh.materials)):
|
||||
color = MATERIALS_GLOW.get(name)
|
||||
colors[i] = lin2srgb(color) if color else (0.0, 0.0, 0.0, 1.0)
|
||||
|
||||
color_indices = np.zeros(len(mesh.loops), dtype=int)
|
||||
for poly in mesh.polygons:
|
||||
poly_loop_end = poly.loop_start + poly.loop_total
|
||||
color_indices[poly.loop_start:poly_loop_end] = poly.material_index
|
||||
|
||||
glow_data = colors[color_indices].flatten()
|
||||
else:
|
||||
glow_data = np.tile((0.0, 0.0, 0.0, 1.0), n_loops)
|
||||
|
||||
vc_glow.data.foreach_set("color", glow_data)
|
||||
|
||||
# no clue why setting .active doesn't work ...
|
||||
mesh.vertex_colors.active_index = mesh.vertex_colors.keys().index("Col")
|
||||
|
||||
shading = context.area.spaces[0].shading
|
||||
shading.type = "SOLID"
|
||||
shading.light = "FLAT"
|
||||
shading.color_type = "VERTEX"
|
||||
shading.show_backface_culling = True
|
||||
|
||||
def setup_bake_mat(self, context, objects):
|
||||
if not (bake_mat := context.scene.lutb_bake_mat):
|
||||
bake_mat = context.scene.lutb_bake_mat = get_lutb_bake_mat(self)
|
||||
|
||||
mat_transparent = get_lutb_transparent_mat(self)
|
||||
|
||||
for obj in objects:
|
||||
mesh = obj.data
|
||||
mesh.materials.clear()
|
||||
if obj.get(IS_TRANSPARENT):
|
||||
mesh.materials.append(mat_transparent)
|
||||
else:
|
||||
mesh.materials.append(bake_mat)
|
||||
|
||||
def remove_hidden_faces(self, context, objects):
|
||||
scene = context.scene
|
||||
|
||||
for obj in objects:
|
||||
if obj.get(IS_TRANSPARENT):
|
||||
continue
|
||||
|
||||
context.view_layer.objects.active = obj
|
||||
bpy.ops.object.select_all(action="DESELECT")
|
||||
obj.select_set(True)
|
||||
|
||||
bpy.ops.lutb.remove_hidden_faces(
|
||||
autoremove=scene.lutb_hsr_autoremove,
|
||||
vc_pre_pass=scene.lutb_hsr_vc_pre_pass,
|
||||
vc_pre_pass_samples=scene.lutb_hsr_vc_pre_pass_samples,
|
||||
ignore_lights=scene.lutb_hsr_ignore_lights,
|
||||
tris_to_quads=scene.lutb_hsr_tris_to_quads,
|
||||
pixels_between_verts=scene.lutb_hsr_pixels_between_verts,
|
||||
samples=scene.lutb_hsr_samples,
|
||||
use_ground_plane=scene.lutb_hsr_use_ground_plane,
|
||||
)
|
||||
|
||||
def split_objects(self, context, collections):
|
||||
new_objects = []
|
||||
for collection in collections:
|
||||
for lod_collection in collection.children:
|
||||
for obj in list(lod_collection.objects):
|
||||
if obj.type == "MESH":
|
||||
new_objects += divide_mesh(context, obj)
|
||||
return new_objects
|
||||
|
||||
def setup_lod_data(self, context, collections):
|
||||
scene = context.scene
|
||||
|
||||
for collection in collections:
|
||||
if not collection.children:
|
||||
continue
|
||||
|
||||
scene_node = bpy.data.objects.new(f"SceneNode_{collection.name}", None)
|
||||
collection.objects.link(scene_node)
|
||||
|
||||
if scene.lutb_correct_orientation:
|
||||
rotation = Matrix.Rotation(radians(90), 4, "X")
|
||||
scene_node.matrix_world = rotation @ scene_node.matrix_world
|
||||
|
||||
ni_nodes = {}
|
||||
|
||||
used_lods = set()
|
||||
for lod_collection in collection.children:
|
||||
if (suffix := lod_collection.name[-5:]) in LOD_SUFFIXES:
|
||||
used_lods.add(suffix)
|
||||
|
||||
for lod_collection in list(collection.children):
|
||||
suffix = lod_collection.name[-5:]
|
||||
if not suffix in LOD_SUFFIXES:
|
||||
continue
|
||||
|
||||
for obj in list(lod_collection.all_objects):
|
||||
is_transparent = bool(obj.get(IS_TRANSPARENT))
|
||||
|
||||
shader_prefix = "01" if is_transparent else scene.lutb_shader_opaque
|
||||
type_prefix = "Alpha" if is_transparent else "Opaque"
|
||||
obj_name = obj.name.rsplit(".", 1)[0]
|
||||
name = f"S{shader_prefix}_{type_prefix}_{obj_name}"[:60]
|
||||
obj.name = name
|
||||
|
||||
if (node := ni_nodes.get(name)):
|
||||
node_obj, node_lods = node
|
||||
else:
|
||||
node_obj = bpy.data.objects.new(name, None)
|
||||
node_obj["type"] = "NiLODNode"
|
||||
matrix_before = node_obj.matrix_world.copy()
|
||||
node_obj.parent = scene_node
|
||||
node_obj.matrix_world = matrix_before
|
||||
collection.objects.link(node_obj)
|
||||
|
||||
node_lods = {}
|
||||
node = (node_obj, node_lods)
|
||||
ni_nodes[name] = node
|
||||
|
||||
if not (lod_obj := node_lods.get(suffix)):
|
||||
lod_obj = bpy.data.objects.new(suffix, None)
|
||||
lod_obj.parent = node_obj
|
||||
collection.objects.link(lod_obj)
|
||||
|
||||
# DYNAMIC LOD HELL
|
||||
if len(used_lods) == 1:
|
||||
lod_obj["near_extent"] = scene.lutb_lod0
|
||||
lod_obj["far_extent"] = scene.lutb_cull
|
||||
|
||||
elif suffix == LOD_SUFFIXES[0]:
|
||||
lod_obj["near_extent"] = scene.lutb_lod0
|
||||
if used_lods in [
|
||||
{suffix, LOD_SUFFIXES[2]},
|
||||
{suffix, LOD_SUFFIXES[2], LOD_SUFFIXES[3]}]:
|
||||
lod_obj["far_extent"] = scene.lutb_lod2
|
||||
elif used_lods == {suffix, LOD_SUFFIXES[3]}:
|
||||
lod_obj["far_extent"] = scene.lutb_lod3
|
||||
else:
|
||||
lod_obj["far_extent"] = scene.lutb_lod1
|
||||
|
||||
elif suffix == LOD_SUFFIXES[1]:
|
||||
if used_lods == {LOD_SUFFIXES[0], suffix}:
|
||||
lod_obj["near_extent"] = scene.lutb_lod1
|
||||
lod_obj["far_extent"] = scene.lutb_cull
|
||||
elif used_lods in [
|
||||
{suffix, LOD_SUFFIXES[2]},
|
||||
{suffix, LOD_SUFFIXES[2], LOD_SUFFIXES[3]}]:
|
||||
lod_obj["near_extent"] = scene.lutb_lod0
|
||||
lod_obj["far_extent"] = scene.lutb_lod2
|
||||
elif used_lods == {LOD_SUFFIXES[0], suffix, LOD_SUFFIXES[3]}:
|
||||
lod_obj["near_extent"] = scene.lutb_lod1
|
||||
lod_obj["far_extent"] = scene.lutb_lod3
|
||||
elif used_lods == {suffix, LOD_SUFFIXES[3]}:
|
||||
lod_obj["near_extent"] = scene.lutb_lod0
|
||||
lod_obj["far_extent"] = scene.lutb_lod3
|
||||
elif used_lods in [
|
||||
{LOD_SUFFIXES[0], suffix, LOD_SUFFIXES[2]},
|
||||
{LOD_SUFFIXES[0], suffix, LOD_SUFFIXES[2], LOD_SUFFIXES[3]}]:
|
||||
lod_obj["near_extent"] = scene.lutb_lod1
|
||||
lod_obj["far_extent"] = scene.lutb_lod2
|
||||
|
||||
elif suffix == LOD_SUFFIXES[2]:
|
||||
if used_lods in [
|
||||
{LOD_SUFFIXES[0], suffix},
|
||||
{LOD_SUFFIXES[1], suffix},
|
||||
{LOD_SUFFIXES[0], LOD_SUFFIXES[1], suffix}]:
|
||||
lod_obj["near_extent"] = scene.lutb_lod2
|
||||
lod_obj["far_extent"] = scene.lutb_cull
|
||||
elif used_lods == {suffix, LOD_SUFFIXES[3]}:
|
||||
lod_obj["near_extent"] = scene.lutb_lod0
|
||||
lod_obj["far_extent"] = scene.lutb_lod3
|
||||
elif used_lods in [
|
||||
{LOD_SUFFIXES[0], suffix, LOD_SUFFIXES[3]},
|
||||
{LOD_SUFFIXES[1], suffix, LOD_SUFFIXES[3]},
|
||||
{LOD_SUFFIXES[0], LOD_SUFFIXES[1], suffix, LOD_SUFFIXES[3]}]:
|
||||
lod_obj["near_extent"] = scene.lutb_lod2
|
||||
lod_obj["far_extent"] = scene.lutb_lod3
|
||||
|
||||
elif suffix == LOD_SUFFIXES[3]:
|
||||
lod_obj["near_extent"] = scene.lutb_lod3
|
||||
lod_obj["far_extent"] = scene.lutb_cull
|
||||
|
||||
node_lods[suffix] = lod_obj
|
||||
|
||||
obj.parent = lod_obj
|
||||
|
||||
|
||||
class LUToolboxPanel:
|
||||
bl_space_type = "VIEW_3D"
|
||||
bl_region_type = "UI"
|
||||
bl_category = "LU Toolbox"
|
||||
|
||||
class LUTB_PT_process_model(LUToolboxPanel, bpy.types.Panel):
|
||||
bl_label = "Process Model"
|
||||
|
||||
def draw(self, context):
|
||||
scene = context.scene
|
||||
|
||||
layout = self.layout
|
||||
layout.use_property_split = True
|
||||
layout.use_property_decorate = False
|
||||
|
||||
layout.operator("lutb.process_model")
|
||||
|
||||
layout.separator(factor=0.5)
|
||||
|
||||
layout.prop(scene, "lutb_process_use_gpu")
|
||||
|
||||
layout.prop(scene, "lutb_combine_objects")
|
||||
col = layout.column()
|
||||
col.prop(scene, "lutb_combine_transparent")
|
||||
col.enabled = scene.lutb_combine_objects
|
||||
|
||||
layout.prop(scene, "lutb_keep_uvs")
|
||||
|
||||
layout.prop(scene, "lutb_reset_orientation")
|
||||
|
||||
class LUTB_PT_apply_vertex_colors(LUToolboxPanel, bpy.types.Panel):
|
||||
bl_label = "Apply Vertex Colors"
|
||||
bl_parent_id = "LUTB_PT_process_model"
|
||||
bl_options = {"DEFAULT_CLOSED"}
|
||||
|
||||
def draw_header(self, context):
|
||||
self.layout.prop(context.scene, "lutb_apply_vertex_colors", text="")
|
||||
|
||||
def draw(self, context):
|
||||
scene = context.scene
|
||||
|
||||
layout = self.layout
|
||||
layout.use_property_split = True
|
||||
layout.use_property_decorate = False
|
||||
layout.active = scene.lutb_apply_vertex_colors
|
||||
|
||||
layout.prop(scene, "lutb_correct_colors")
|
||||
|
||||
layout.prop(scene, "lutb_use_color_variation")
|
||||
col = layout.column()
|
||||
col.prop(scene, "lutb_color_variation")
|
||||
col.enabled = scene.lutb_use_color_variation
|
||||
|
||||
layout.prop(scene, "lutb_transparent_opacity")
|
||||
|
||||
class LUTB_PT_setup_bake_mat(LUToolboxPanel, bpy.types.Panel):
|
||||
bl_label = "Setup Bake Material"
|
||||
bl_parent_id = "LUTB_PT_process_model"
|
||||
bl_options = {"DEFAULT_CLOSED"}
|
||||
|
||||
def draw_header(self, context):
|
||||
self.layout.prop(context.scene, "lutb_setup_bake_mat", text="")
|
||||
|
||||
def draw(self, context):
|
||||
scene = context.scene
|
||||
|
||||
layout = self.layout
|
||||
layout.use_property_split = True
|
||||
layout.use_property_decorate = False
|
||||
layout.active = scene.lutb_setup_bake_mat
|
||||
|
||||
layout.prop(scene, "lutb_bake_mat", text="")
|
||||
|
||||
class LUTB_PT_remove_hidden_faces(LUToolboxPanel, bpy.types.Panel):
|
||||
bl_label = "Remove Hidden Faces"
|
||||
bl_parent_id = "LUTB_PT_process_model"
|
||||
bl_options = {"DEFAULT_CLOSED"}
|
||||
|
||||
def draw_header(self, context):
|
||||
self.layout.prop(context.scene, "lutb_remove_hidden_faces", text="")
|
||||
|
||||
def draw(self, context):
|
||||
scene = context.scene
|
||||
|
||||
layout = self.layout
|
||||
layout.use_property_split = True
|
||||
layout.use_property_decorate = False
|
||||
layout.active = scene.lutb_remove_hidden_faces
|
||||
|
||||
layout.prop(scene, "lutb_hsr_autoremove")
|
||||
|
||||
layout.prop(scene, "lutb_hsr_vc_pre_pass")
|
||||
row = layout.row()
|
||||
row.prop(scene, "lutb_hsr_vc_pre_pass_samples", slider=True)
|
||||
row.enabled = scene.lutb_hsr_vc_pre_pass
|
||||
|
||||
layout.prop(scene, "lutb_hsr_ignore_lights")
|
||||
layout.prop(scene, "lutb_hsr_tris_to_quads")
|
||||
layout.prop(scene, "lutb_hsr_use_ground_plane")
|
||||
layout.prop(scene, "lutb_hsr_pixels_between_verts", slider=True)
|
||||
layout.prop(scene, "lutb_hsr_samples", slider=True)
|
||||
|
||||
class LUTB_PT_setup_metadata(LUToolboxPanel, bpy.types.Panel):
|
||||
bl_label = "Setup Metadata"
|
||||
bl_parent_id = "LUTB_PT_process_model"
|
||||
bl_options = {"DEFAULT_CLOSED"}
|
||||
|
||||
def draw_header(self, context):
|
||||
self.layout.prop(context.scene, "lutb_setup_lod_data", text="")
|
||||
|
||||
def draw(self, context):
|
||||
scene = context.scene
|
||||
|
||||
layout = self.layout
|
||||
layout.use_property_split = True
|
||||
layout.use_property_decorate = False
|
||||
layout.active = scene.lutb_setup_lod_data
|
||||
|
||||
layout.prop(scene, "lutb_correct_orientation")
|
||||
layout.prop(scene, "lutb_shader_opaque")
|
||||
layout.prop(scene, "lutb_shader_glow")
|
||||
layout.prop(scene, "lutb_shader_metal")
|
||||
layout.prop(scene, "lutb_shader_superemissive")
|
||||
layout.prop(scene, "lutb_lod0")
|
||||
layout.prop(scene, "lutb_lod1")
|
||||
layout.prop(scene, "lutb_lod2")
|
||||
layout.prop(scene, "lutb_lod3")
|
||||
layout.prop(scene, "lutb_cull")
|
||||
|
||||
def register():
|
||||
bpy.utils.register_class(LUTB_OT_process_model)
|
||||
bpy.utils.register_class(LUTB_PT_process_model)
|
||||
bpy.utils.register_class(LUTB_PT_apply_vertex_colors)
|
||||
bpy.utils.register_class(LUTB_PT_setup_bake_mat)
|
||||
bpy.utils.register_class(LUTB_PT_remove_hidden_faces)
|
||||
bpy.utils.register_class(LUTB_PT_setup_metadata)
|
||||
|
||||
bpy.types.Scene.lutb_process_use_gpu = BoolProperty(name="Use GPU", default=True)
|
||||
bpy.types.Scene.lutb_combine_objects = BoolProperty(name="Combine Objects", default=True, description=""\
|
||||
"Combine opaque bricks")
|
||||
bpy.types.Scene.lutb_combine_transparent = BoolProperty(name="Combine Transparent", default=False, description=""\
|
||||
"Combine transparent bricks")
|
||||
bpy.types.Scene.lutb_keep_uvs = BoolProperty(name="Keep UVs", default=False, description=""\
|
||||
"Keep the original mesh UVs. Disabling this results in a model with no UVs")
|
||||
bpy.types.Scene.lutb_reset_orientation = BoolProperty(name="Reset Orientation", default=True, description=""\
|
||||
"Reset the orientation so the model is properly upright for visual effects.")
|
||||
|
||||
bpy.types.Scene.lutb_correct_colors = BoolProperty(name="Correct Colors", default=False, description=""\
|
||||
"Remap model colors to LU color palette. "\
|
||||
"Note: Models imported with Toolbox import with the LU color palette natively")
|
||||
bpy.types.Scene.lutb_use_color_variation = BoolProperty(name="Apply Color Variation", default=True, description=""\
|
||||
"Randomly shift the brightness value of each brick")
|
||||
bpy.types.Scene.lutb_color_variation = FloatProperty(name="Color Variation", subtype="PERCENTAGE", min=0.0, soft_max=15.0, max=100.0, default=5.0, description=""\
|
||||
"Percentage of brightness value shift. Higher values result in more variation")
|
||||
|
||||
bpy.types.Scene.lutb_transparent_opacity = FloatProperty(name="Transparent Opacity", subtype="PERCENTAGE", min=0.0, max=100.0, default=58.82, description=""\
|
||||
"Percentage of transparent brick opacity. "\
|
||||
"This controls how see-through the models transparent bricks appear in LU. "\
|
||||
"Lower values result in more transparency")
|
||||
bpy.types.Scene.lutb_apply_vertex_colors = BoolProperty(name="Apply Vertex Colors", default=True, description=""\
|
||||
"Apply vertex colors to the model")
|
||||
|
||||
bpy.types.Scene.lutb_setup_bake_mat = BoolProperty(name="Setup Bake Material", default=True, description=""\
|
||||
"Apply new material to opaque bricks")
|
||||
bpy.types.Scene.lutb_bake_mat = PointerProperty(name="Bake Material", type=bpy.types.Material, description=""\
|
||||
"Choose the material that gets added to opaque bricks. "\
|
||||
"If left blank, defaults to VertexColor material")
|
||||
|
||||
bpy.types.Scene.lutb_remove_hidden_faces = BoolProperty(name="Remove Hidden Faces", default=True,
|
||||
description=LUTB_OT_remove_hidden_faces.__doc__)
|
||||
bpy.types.Scene.lutb_hsr_autoremove = BoolProperty(name="Autoremove", default=True,
|
||||
description=LUTB_OT_remove_hidden_faces.__annotations__["autoremove"].keywords["description"])
|
||||
bpy.types.Scene.lutb_hsr_vc_pre_pass = BoolProperty(name="Vertex Color Pre-Pass", default=True,
|
||||
description=LUTB_OT_remove_hidden_faces.__annotations__["vc_pre_pass"].keywords["description"])
|
||||
bpy.types.Scene.lutb_hsr_vc_pre_pass_samples = IntProperty(name="Pre-Pass Samples", min=0, default=32, soft_max=64,
|
||||
description=LUTB_OT_remove_hidden_faces.__annotations__["vc_pre_pass_samples"].keywords["description"])
|
||||
bpy.types.Scene.lutb_hsr_ignore_lights = BoolProperty(name="Ignore Lights", default=True,
|
||||
description=LUTB_OT_remove_hidden_faces.__annotations__["ignore_lights"].keywords["description"])
|
||||
bpy.types.Scene.lutb_hsr_tris_to_quads = BoolProperty(name="Tris to Quads", default=True,
|
||||
description=LUTB_OT_remove_hidden_faces.__annotations__["tris_to_quads"].keywords["description"])
|
||||
bpy.types.Scene.lutb_hsr_pixels_between_verts = IntProperty(name="Pixels Between Vertices", min=0, default=5, soft_max=15,
|
||||
description=LUTB_OT_remove_hidden_faces.__annotations__["pixels_between_verts"].keywords["description"])
|
||||
bpy.types.Scene.lutb_hsr_samples = IntProperty(name="Samples", min=0, default=8, soft_max=32,
|
||||
description=LUTB_OT_remove_hidden_faces.__annotations__["samples"].keywords["description"])
|
||||
bpy.types.Scene.lutb_hsr_use_ground_plane = BoolProperty(name="Use Ground Plane", default=False,
|
||||
description=LUTB_OT_remove_hidden_faces.__annotations__["use_ground_plane"].keywords["description"])
|
||||
|
||||
bpy.types.Scene.lutb_setup_lod_data = BoolProperty(name="Setup LOD Data", default=True)
|
||||
bpy.types.Scene.lutb_correct_orientation = BoolProperty(name="Correct Orientation", default=True)
|
||||
bpy.types.Scene.lutb_shader_opaque = StringProperty(name="Opaque Shader", default="01")
|
||||
bpy.types.Scene.lutb_shader_glow = StringProperty(name="Glow Shader", default="72")
|
||||
bpy.types.Scene.lutb_shader_metal = StringProperty(name="Metal Shader", default="88")
|
||||
bpy.types.Scene.lutb_shader_superemissive = StringProperty(name="SuperEmissive Shader", default="19")
|
||||
bpy.types.Scene.lutb_lod0 = FloatProperty(name="LOD 0", soft_min=0.0, default=0.0, soft_max=25.0)
|
||||
bpy.types.Scene.lutb_lod1 = FloatProperty(name="LOD 1", soft_min=0.0, default=50.0, soft_max=100.0)
|
||||
bpy.types.Scene.lutb_lod2 = FloatProperty(name="LOD 2", soft_min=0.0, default=100.0, soft_max=280.0)
|
||||
bpy.types.Scene.lutb_lod3 = FloatProperty(name="LOD 3", soft_min=0.0, default=280.0, soft_max=500.0)
|
||||
bpy.types.Scene.lutb_cull = FloatProperty(name="Cull", soft_min=1000.0, default=10000.0, soft_max=50000.0)
|
||||
|
||||
def unregister():
|
||||
del bpy.types.Scene.lutb_process_use_gpu
|
||||
del bpy.types.Scene.lutb_combine_objects
|
||||
del bpy.types.Scene.lutb_combine_transparent
|
||||
del bpy.types.Scene.lutb_keep_uvs
|
||||
del bpy.types.Scene.lutb_reset_orientation
|
||||
|
||||
del bpy.types.Scene.lutb_correct_colors
|
||||
del bpy.types.Scene.lutb_use_color_variation
|
||||
del bpy.types.Scene.lutb_color_variation
|
||||
|
||||
del bpy.types.Scene.lutb_transparent_opacity
|
||||
del bpy.types.Scene.lutb_apply_vertex_colors
|
||||
|
||||
del bpy.types.Scene.lutb_setup_bake_mat
|
||||
del bpy.types.Scene.lutb_bake_mat
|
||||
|
||||
del bpy.types.Scene.lutb_remove_hidden_faces
|
||||
del bpy.types.Scene.lutb_hsr_autoremove
|
||||
del bpy.types.Scene.lutb_hsr_vc_pre_pass
|
||||
del bpy.types.Scene.lutb_hsr_vc_pre_pass_samples
|
||||
del bpy.types.Scene.lutb_hsr_ignore_lights
|
||||
del bpy.types.Scene.lutb_hsr_tris_to_quads
|
||||
del bpy.types.Scene.lutb_hsr_pixels_between_verts
|
||||
del bpy.types.Scene.lutb_hsr_samples
|
||||
del bpy.types.Scene.lutb_hsr_use_ground_plane
|
||||
|
||||
del bpy.types.Scene.lutb_setup_lod_data
|
||||
del bpy.types.Scene.lutb_correct_orientation
|
||||
del bpy.types.Scene.lutb_shader_opaque
|
||||
del bpy.types.Scene.lutb_shader_glow
|
||||
del bpy.types.Scene.lutb_shader_metal
|
||||
del bpy.types.Scene.lutb_shader_superemissive
|
||||
del bpy.types.Scene.lutb_lod0
|
||||
del bpy.types.Scene.lutb_lod1
|
||||
del bpy.types.Scene.lutb_lod2
|
||||
del bpy.types.Scene.lutb_cull
|
||||
|
||||
bpy.utils.unregister_class(LUTB_PT_setup_metadata)
|
||||
bpy.utils.unregister_class(LUTB_PT_remove_hidden_faces)
|
||||
bpy.utils.unregister_class(LUTB_PT_setup_bake_mat)
|
||||
bpy.utils.unregister_class(LUTB_PT_apply_vertex_colors)
|
||||
bpy.utils.unregister_class(LUTB_PT_process_model)
|
||||
bpy.utils.unregister_class(LUTB_OT_process_model)
|
||||
385
lu_toolbox/remove_hidden_faces.py
Normal file
385
lu_toolbox/remove_hidden_faces.py
Normal file
@@ -0,0 +1,385 @@
|
||||
import bpy, bmesh
|
||||
from mathutils import Vector, Matrix
|
||||
from bpy.props import IntProperty, FloatProperty, BoolProperty
|
||||
import math
|
||||
import numpy as np
|
||||
|
||||
from timeit import default_timer as timer
|
||||
|
||||
LUTB_HSR_ID = "LUTB_HSR"
|
||||
|
||||
class LUTB_OT_remove_hidden_faces(bpy.types.Operator):
|
||||
"""Remove hidden interior geometry from the model."""
|
||||
bl_idname = "lutb.remove_hidden_faces"
|
||||
bl_label = "Remove Hidden Faces"
|
||||
|
||||
autoremove : BoolProperty(default=True, description=""\
|
||||
"Automatically remove hidden polygons. "\
|
||||
"Disabling this results in hidden polygons being assigned to the objects Face Maps"
|
||||
)
|
||||
vc_pre_pass : BoolProperty(default=True, description=""\
|
||||
"Use vertex color baking based pre-pass to quickly sort out faces that are"\
|
||||
"definitely visible.")
|
||||
vc_pre_pass_samples : IntProperty(min=1, default=32, description=""\
|
||||
"Number of samples to render for vertex color pre-pass")
|
||||
ignore_lights : BoolProperty(default=True, description=""\
|
||||
"Hide all custom lights while processing."\
|
||||
"Disable this if you want to manually affect the lighting.")
|
||||
tris_to_quads : BoolProperty(default=True, description=""\
|
||||
"Convert models triangles to quads for faster, more efficient HSR. "\
|
||||
"Quads are then converted back to tris afterwards. "\
|
||||
"Disabling this may result in slower HSR processing")
|
||||
pixels_between_verts : IntProperty(min=0, default=5, description="")
|
||||
samples : IntProperty(min=1, default=8, description=""\
|
||||
"Number of samples to render for HSR")
|
||||
threshold : FloatProperty(min=0, default=0.01, max=1)
|
||||
use_ground_plane : BoolProperty(default=False, description=""\
|
||||
"Add a ground plane that contributes occlusion to the model during HSR so that "\
|
||||
"the underside of the model gets removed. Before enabling this option, make "\
|
||||
"sure your model does not extend below the default ground plane in LDD")
|
||||
|
||||
@classmethod
|
||||
def poll(cls, context):
|
||||
return (
|
||||
context.object
|
||||
and context.object.type == "MESH"
|
||||
and context.mode == "OBJECT"
|
||||
and context.scene.render.engine == "CYCLES"
|
||||
)
|
||||
|
||||
def execute(self, context):
|
||||
start = timer()
|
||||
|
||||
scene = context.scene
|
||||
target_obj = context.object
|
||||
mesh = target_obj.data
|
||||
|
||||
loop_counts = np.empty(len(mesh.polygons), dtype=int)
|
||||
mesh.polygons.foreach_get("loop_total", loop_counts)
|
||||
if loop_counts.max() > 4:
|
||||
self.report({"ERROR"}, "Mesh needs to consist of tris or quads only!")
|
||||
return {"CANCELLED"}
|
||||
|
||||
ground_plane = None
|
||||
if self.use_ground_plane:
|
||||
ground_plane = self.add_ground_plane(context)
|
||||
|
||||
hidden_objects = []
|
||||
for obj in list(scene.collection.all_objects):
|
||||
if obj.hide_render:
|
||||
continue
|
||||
if obj in {target_obj, ground_plane}:
|
||||
continue
|
||||
if not self.ignore_lights and obj.type == "LIGHT":
|
||||
continue
|
||||
|
||||
obj.hide_render = True
|
||||
hidden_objects.append(obj)
|
||||
|
||||
scene_override = self.setup_scene_override(context)
|
||||
|
||||
if self.vc_pre_pass:
|
||||
visible = self.compute_vc_pre_pass(context, scene_override)
|
||||
bpy.ops.object.mode_set(mode="EDIT")
|
||||
bpy.ops.mesh.select_all(action="DESELECT")
|
||||
bpy.ops.object.mode_set(mode="OBJECT")
|
||||
mesh.polygons.foreach_set("select", ~visible)
|
||||
else:
|
||||
bpy.ops.object.mode_set(mode="EDIT")
|
||||
bpy.ops.mesh.select_all(action="SELECT")
|
||||
bpy.ops.object.mode_set(mode="OBJECT")
|
||||
|
||||
if self.tris_to_quads:
|
||||
bpy.ops.object.mode_set(mode="EDIT")
|
||||
bpy.ops.mesh.tris_convert_to_quads()
|
||||
bpy.ops.object.mode_set(mode="OBJECT")
|
||||
|
||||
select = np.empty(len(mesh.polygons), dtype=bool)
|
||||
mesh.polygons.foreach_get("select", select)
|
||||
face_indices = np.where(select)[0]
|
||||
|
||||
if len(face_indices) > 0:
|
||||
image = self.bake_to_image(context, scene_override, mesh, face_indices)
|
||||
hidden_indices = self.get_hidden_from_image(image, mesh, face_indices)
|
||||
|
||||
bpy.ops.object.mode_set(mode="EDIT")
|
||||
context.tool_settings.mesh_select_mode = (False, False, True)
|
||||
bpy.ops.mesh.select_all(action="DESELECT")
|
||||
bpy.ops.object.mode_set(mode="OBJECT")
|
||||
|
||||
select = np.zeros(len(mesh.polygons), dtype=bool)
|
||||
select[hidden_indices] = True
|
||||
mesh.polygons.foreach_set("select", select)
|
||||
|
||||
if self.autoremove:
|
||||
bpy.ops.object.mode_set(mode="EDIT")
|
||||
bpy.ops.mesh.delete(type="FACE")
|
||||
bpy.ops.mesh.select_all(action="SELECT")
|
||||
bpy.ops.mesh.quads_convert_to_tris(quad_method="FIXED")
|
||||
bpy.ops.object.mode_set(mode="OBJECT")
|
||||
|
||||
end = timer()
|
||||
n = len(hidden_indices)
|
||||
total = len(select)
|
||||
operation = "removed" if self.autoremove else "found"
|
||||
print(
|
||||
f"hsr info: {operation} {n}/{total} hidden faces ({n / total:.2%}) "\
|
||||
f"in {end - start:.2f}s"
|
||||
)
|
||||
|
||||
else:
|
||||
print("hsr info: found no hidden faces")
|
||||
|
||||
bpy.data.scenes.remove(scene_override)
|
||||
|
||||
for obj in hidden_objects:
|
||||
obj.hide_render = False
|
||||
|
||||
if ground_plane:
|
||||
bpy.data.objects.remove(ground_plane)
|
||||
|
||||
return {"FINISHED"}
|
||||
|
||||
def add_ground_plane(self, context):
|
||||
bm = bmesh.new()
|
||||
matrix = Matrix.Diagonal((1000, 1000, 100, 1)) @ Matrix.Translation((0, 0, -0.5))
|
||||
bmesh.ops.create_cube(bm, size=1.0, matrix=matrix)
|
||||
mesh = bpy.data.meshes.new(LUTB_HSR_ID)
|
||||
obj = bpy.data.objects.new(LUTB_HSR_ID, mesh)
|
||||
context.scene.collection.objects.link(obj)
|
||||
bm.to_mesh(mesh)
|
||||
|
||||
if not (material := bpy.data.materials.get(LUTB_HSR_ID + "_GP")):
|
||||
material = bpy.data.materials.new(LUTB_HSR_ID + "_GP")
|
||||
material.use_nodes = True
|
||||
nodes = material.node_tree.nodes
|
||||
nodes.clear()
|
||||
node_diffuse = nodes.new("ShaderNodeBsdfDiffuse")
|
||||
node_diffuse.inputs["Color"].default_value = (0, 0, 0, 1)
|
||||
node_output = nodes.new("ShaderNodeOutputMaterial")
|
||||
material.node_tree.links.new(node_diffuse.outputs[0], node_output.inputs[0])
|
||||
|
||||
mesh.materials.append(material)
|
||||
|
||||
return obj
|
||||
|
||||
def setup_scene_override(self, context):
|
||||
scene_override = context.scene.copy()
|
||||
|
||||
scene_override.world = get_overexposed_world()
|
||||
cycles = scene_override.cycles
|
||||
cycles.bake_type = "DIFFUSE"
|
||||
cycles.use_denoising = False
|
||||
cycles.use_fast_gi = False
|
||||
cycles.sample_clamp_direct = 0.0
|
||||
cycles.sample_clamp_indirect = 0.0
|
||||
|
||||
bake_settings = scene_override.render.bake
|
||||
bake_settings.use_pass_direct = True
|
||||
bake_settings.use_pass_indirect = True
|
||||
bake_settings.use_pass_diffuse = True
|
||||
bake_settings.margin = 0
|
||||
bake_settings.use_clear = True
|
||||
|
||||
return scene_override
|
||||
|
||||
def compute_vc_pre_pass(self, context, scene):
|
||||
start = timer()
|
||||
|
||||
obj = context.object
|
||||
mesh = obj.data
|
||||
|
||||
material = bpy.data.materials.new(LUTB_HSR_ID)
|
||||
original_materials = []
|
||||
for i, material_slot in enumerate(obj.material_slots):
|
||||
original_materials.append(material_slot.material)
|
||||
obj.material_slots[i].material = material
|
||||
|
||||
vc = mesh.vertex_colors.new(name=LUTB_HSR_ID)
|
||||
old_active_index = mesh.vertex_colors.active_index
|
||||
mesh.vertex_colors.active_index = mesh.vertex_colors.keys().index(vc.name)
|
||||
|
||||
cycles = scene.cycles
|
||||
cycles.samples = self.vc_pre_pass_samples
|
||||
cycles.max_bounces = 12
|
||||
cycles.diffuse_bounces = 12
|
||||
scene.render.bake.target = "VERTEX_COLORS"
|
||||
|
||||
context_override = context.copy()
|
||||
context_override["scene"] = scene
|
||||
bpy.ops.object.bake(context_override)
|
||||
|
||||
for i, material in enumerate(original_materials):
|
||||
obj.material_slots[i].material = material
|
||||
|
||||
vc_data = np.empty(len(mesh.loops) * 4)
|
||||
vc.data.foreach_get("color", vc_data)
|
||||
|
||||
mesh.vertex_colors.remove(vc)
|
||||
mesh.vertex_colors.active_index = old_active_index
|
||||
|
||||
loop_values = (vc_data.reshape(len(mesh.loops), 4)[:,:3].sum(1) / 3) > self.threshold
|
||||
loop_starts = np.empty(len(mesh.polygons), dtype=int)
|
||||
mesh.polygons.foreach_get("loop_start", loop_starts)
|
||||
loop_totals = np.empty(len(mesh.polygons), dtype=int)
|
||||
mesh.polygons.foreach_get("loop_total", loop_totals)
|
||||
|
||||
face_loop_values = np.zeros((len(mesh.polygons), 4), dtype=bool)
|
||||
for i, (loop_start, loop_total) in enumerate(zip(loop_starts, loop_totals)):
|
||||
face_loop_values[i,:loop_total] = loop_values[loop_start:loop_start + loop_total]
|
||||
visible = face_loop_values.max(axis=1)
|
||||
|
||||
end = timer()
|
||||
n = visible.sum()
|
||||
total = len(mesh.polygons)
|
||||
print(
|
||||
f"hsr info: vc pre-pass sorted out {n}/{total} faces ({n / total:.2%}) "\
|
||||
f"in {end - start:.2f}s"
|
||||
)
|
||||
|
||||
return visible
|
||||
|
||||
def setup_uv_layer(self, context, mesh, face_indices, size, size_pixels):
|
||||
uv_layer = mesh.uv_layers.new(name=LUTB_HSR_ID)
|
||||
uv_layer.active = True
|
||||
|
||||
pbv_p_1 = self.pixels_between_verts + 1
|
||||
offsets = np.array((
|
||||
np.array((0, 0)) + np.array((-0.01, 0.00)) * pbv_p_1,
|
||||
np.array((1, 0)) + np.array(( 1.00, 0.00)) * pbv_p_1,
|
||||
np.array((1, 1)) + np.array(( 1.00, 1.01)) * pbv_p_1,
|
||||
np.array((0, 1)) + np.array((-0.01, 1.01)) * pbv_p_1,
|
||||
)) / size_pixels
|
||||
|
||||
size_inv = 1 / size
|
||||
uv_data = np.zeros((len(mesh.loops), 2))
|
||||
loop_starts = np.empty(len(mesh.polygons), dtype=int)
|
||||
mesh.polygons.foreach_get("loop_start", loop_starts)
|
||||
loop_starts = loop_starts[face_indices]
|
||||
loop_totals = np.empty(len(mesh.polygons), dtype=int)
|
||||
mesh.polygons.foreach_get("loop_total", loop_totals)
|
||||
loop_totals = loop_totals[face_indices]
|
||||
|
||||
for i, (loop_start, loop_total) in enumerate(zip(loop_starts, loop_totals)):
|
||||
target = np.array((i % size, i // size)) * size_inv
|
||||
uv_data[loop_start:loop_start+loop_total] = target + offsets[:loop_total]
|
||||
uv_layer.data.foreach_set("uv", uv_data.flatten())
|
||||
|
||||
return uv_layer
|
||||
|
||||
def bake_to_image(self, context, scene, mesh, face_indices):
|
||||
obj = context.object
|
||||
mesh = context.object.data
|
||||
|
||||
size = math.ceil(math.sqrt(len(face_indices)))
|
||||
quadrant_size = 2 + self.pixels_between_verts
|
||||
size_pixels = size * quadrant_size
|
||||
|
||||
uv_layer = self.setup_uv_layer(context, mesh, face_indices, size, size_pixels)
|
||||
|
||||
image = bpy.data.images.get(LUTB_HSR_ID)
|
||||
if image and tuple(image.size) != (size_pixels, size_pixels):
|
||||
bpy.data.images.remove(image)
|
||||
image = None
|
||||
if not image:
|
||||
image = bpy.data.images.new(LUTB_HSR_ID, size_pixels, size_pixels)
|
||||
|
||||
material = get_overexposed_material(image)
|
||||
original_materials = []
|
||||
for i, material_slot in enumerate(obj.material_slots):
|
||||
original_materials.append(material_slot.material)
|
||||
obj.material_slots[i].material = material
|
||||
|
||||
cycles = scene.cycles
|
||||
cycles.samples = self.samples
|
||||
cycles.max_bounces = 8
|
||||
cycles.diffuse_bounces = 8
|
||||
scene.render.bake.target = "IMAGE_TEXTURES"
|
||||
|
||||
context_override = context.copy()
|
||||
context_override["scene"] = scene
|
||||
bpy.ops.object.bake(context_override)
|
||||
|
||||
for i, material in enumerate(original_materials):
|
||||
obj.material_slots[i].material = material
|
||||
|
||||
mesh.uv_layers.remove(uv_layer)
|
||||
|
||||
return image
|
||||
|
||||
def get_hidden_from_image(self, image, mesh, face_indices):
|
||||
face_count = len(face_indices)
|
||||
|
||||
size = math.ceil(math.sqrt(face_count))
|
||||
quadrant_size = 2 + self.pixels_between_verts
|
||||
size_pixels = size * quadrant_size
|
||||
size_sq = size ** 2
|
||||
size_pixels_sq = size_pixels ** 2
|
||||
|
||||
pixels = np.empty(size_pixels_sq * 4, dtype=np.float32)
|
||||
image.pixels.foreach_get(pixels)
|
||||
|
||||
sum_per_face = pixels.copy()
|
||||
sum_per_face = np.reshape(sum_per_face, (size_pixels_sq, 4))
|
||||
sum_per_face = np.delete(sum_per_face, 3, 1)
|
||||
sum_per_face = np.reshape(sum_per_face, (size_pixels_sq // quadrant_size, quadrant_size * 3))
|
||||
sum_per_face = np.sum(sum_per_face, axis=1)
|
||||
sum_per_face = np.reshape(sum_per_face, (size_pixels, size))
|
||||
sum_per_face = np.swapaxes(sum_per_face, 0, 1)
|
||||
sum_per_face = np.reshape(sum_per_face, (size_sq, quadrant_size))
|
||||
sum_per_face = np.sum(sum_per_face, axis=1)
|
||||
sum_per_face = np.reshape(sum_per_face, (size, size))
|
||||
sum_per_face = np.swapaxes(sum_per_face, 0, 1)
|
||||
sum_per_face = np.reshape(sum_per_face, (1, size_sq))[0][:face_count]
|
||||
|
||||
pixels_per_quad = quadrant_size ** 2
|
||||
pixels_per_tri = (pixels_per_quad + quadrant_size) / 2
|
||||
loop_totals = np.empty(len(mesh.polygons), dtype=int)
|
||||
mesh.polygons.foreach_get("loop_total", loop_totals)
|
||||
loops_per_face = loop_totals[face_indices]
|
||||
pixels_per_face = np.array((pixels_per_tri, pixels_per_quad))[loops_per_face - 3]
|
||||
|
||||
average_per_face = sum_per_face / pixels_per_face / 3
|
||||
|
||||
indices = face_indices[np.where(average_per_face < self.threshold)[0]]
|
||||
|
||||
return indices
|
||||
|
||||
def get_overexposed_material(image):
|
||||
material = bpy.data.materials.get(LUTB_HSR_ID)
|
||||
if material and (not material.use_nodes or not "LUTB_TARGET" in material.node_tree.nodes):
|
||||
bpy.data.materials.remove(material)
|
||||
material = None
|
||||
|
||||
if not material:
|
||||
material = bpy.data.materials.new(LUTB_HSR_ID)
|
||||
material.use_nodes = True
|
||||
nodes = material.node_tree.nodes
|
||||
|
||||
node_texture = nodes.new("ShaderNodeTexImage")
|
||||
node_texture.name = "LUTB_TARGET"
|
||||
|
||||
nodes = material.node_tree.nodes
|
||||
node_texture = nodes["LUTB_TARGET"]
|
||||
node_texture.image = image
|
||||
|
||||
return material
|
||||
|
||||
def get_overexposed_world():
|
||||
world = bpy.data.worlds.get(LUTB_HSR_ID)
|
||||
if not world:
|
||||
world = bpy.data.worlds.new(LUTB_HSR_ID)
|
||||
world.use_nodes = True
|
||||
nodes = world.node_tree.nodes
|
||||
|
||||
node_background = nodes["Background"]
|
||||
node_background.inputs["Color"].default_value = (1, 1, 1, 1)
|
||||
node_background.inputs["Strength"].default_value = 100000
|
||||
|
||||
return world
|
||||
|
||||
def register():
|
||||
bpy.utils.register_class(LUTB_OT_remove_hidden_faces)
|
||||
|
||||
def unregister():
|
||||
bpy.utils.unregister_class(LUTB_OT_remove_hidden_faces)
|
||||
Reference in New Issue
Block a user