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| 1 | +from unreal_engine.classes import PyFactory, StaticMesh, Object, Class |
| 2 | + |
| 3 | +import unreal_engine as ue |
| 4 | + |
| 5 | +from collada import Collada |
| 6 | + |
| 7 | +from unreal_engine.structs import StaticMeshSourceModel, MeshBuildSettings |
| 8 | +from unreal_engine import FRawMesh |
| 9 | +import numpy |
| 10 | + |
| 11 | +from unreal_engine import FVector, FRotator |
| 12 | +from unreal_engine import SWindow, SVerticalBox, SHorizontalBox, SButton, SRotatorInputBox |
| 13 | +from unreal_engine.enums import EHorizontalAlignment |
| 14 | + |
| 15 | +from unreal_engine.classes import Material |
| 16 | +from unreal_engine.structs import Rotator, StaticMaterial |
| 17 | + |
| 18 | +class ColladaImportOptions(Object): |
| 19 | + |
| 20 | + DefaultRotation = Rotator |
| 21 | + DefaultMaterial = Material |
| 22 | + |
| 23 | +class ColladaFactory(PyFactory): |
| 24 | + |
| 25 | + ImportOptions = ColladaImportOptions() |
| 26 | + |
| 27 | + def __init__(self): |
| 28 | + # inform the editor that this class is able to import assets |
| 29 | + self.bEditorImport = True |
| 30 | + # register the .dae extension as supported |
| 31 | + self.Formats = ['dae;Collada'] |
| 32 | + # set the UClass this UFactory will generate |
| 33 | + self.SupportedClass = StaticMesh |
| 34 | + ue.log(dir(self)) |
| 35 | + |
| 36 | + |
| 37 | + def open_collada_wizard(self): |
| 38 | + |
| 39 | + def cancel_import(): |
| 40 | + self.wizard.request_destroy() |
| 41 | + |
| 42 | + def confirm_import(): |
| 43 | + self.do_import = True |
| 44 | + self.wizard.request_destroy() |
| 45 | + |
| 46 | + self.wizard = SWindow(title='Collada Import Options', modal=True, sizing_rule=1)( |
| 47 | + SVerticalBox() |
| 48 | + ( |
| 49 | + ue.create_detail_view(self.ImportOptions), |
| 50 | + auto_height=True, |
| 51 | + padding = 10 |
| 52 | + ) |
| 53 | + ( |
| 54 | + SHorizontalBox() |
| 55 | + ( |
| 56 | + SButton(text='Cancel', on_clicked=cancel_import, h_align = EHorizontalAlignment.HAlign_Center) |
| 57 | + ) |
| 58 | + ( |
| 59 | + SButton(text='Import', on_clicked=confirm_import, h_align = EHorizontalAlignment.HAlign_Center) |
| 60 | + ), |
| 61 | + auto_height=True, |
| 62 | + padding = 4, |
| 63 | + ), |
| 64 | + |
| 65 | + ) |
| 66 | + self.wizard.add_modal() |
| 67 | + |
| 68 | + |
| 69 | + # this functions starts with an uppercase letter, so it will be visible to the UE system |
| 70 | + # not required obviously, but it will be a good example |
| 71 | + def FixMeshData(self): |
| 72 | + # move from collada system (y on top) to ue4 one (z on top, forward decreases over viewer) |
| 73 | + for i in range(0, len(self.vertices), 3): |
| 74 | + xv, yv, zv = self.vertices[i], self.vertices[i+1], self.vertices[i+2] |
| 75 | + # invert forward |
| 76 | + vec = FVector(zv * -1, xv, yv) * self.ImportOptions.DefaultRotation |
| 77 | + self.vertices[i] = vec.x |
| 78 | + self.vertices[i+1] = vec.y |
| 79 | + self.vertices[i+2] = vec.z |
| 80 | + xn, yn, zn = self.normals[i], self.normals[i+1], self.normals[i+2] |
| 81 | + nor = FVector(zn * -1, xn, yn) * self.ImportOptions.DefaultRotation |
| 82 | + # invert forward |
| 83 | + self.normals[i] = nor.x |
| 84 | + self.normals[i+1] = nor.y |
| 85 | + self.normals[i+2] = nor.z |
| 86 | + |
| 87 | + # fix uvs from 0 on bottom to 0 on top |
| 88 | + for i, uv in enumerate(self.uvs): |
| 89 | + if i % 2 != 0: |
| 90 | + self.uvs[i] = 1 - uv |
| 91 | + |
| 92 | + def PyFactoryCreateFile(self, uclass: Class, parent: Object, name: str, filename: str) -> Object: |
| 93 | + # load the collada file |
| 94 | + dae = Collada(filename) |
| 95 | + ue.log_warning(dae) |
| 96 | + |
| 97 | + self.do_import = False |
| 98 | + self.open_collada_wizard() |
| 99 | + |
| 100 | + if not self.do_import: |
| 101 | + return None |
| 102 | + |
| 103 | + |
| 104 | + # create a new UStaticMesh with the specified name and parent |
| 105 | + static_mesh = StaticMesh(name, parent) |
| 106 | + |
| 107 | + # prepare a new model with the specified build settings |
| 108 | + source_model = StaticMeshSourceModel(BuildSettings=MeshBuildSettings(bRecomputeNormals=False, bRecomputeTangents=True, bUseMikkTSpace=True, bBuildAdjacencyBuffer=True, bRemoveDegenerates=True)) |
| 109 | + |
| 110 | + # extract vertices, uvs and normals from the da file (numpy.ravel will flatten the arrays to simple array of floats) |
| 111 | + triset = dae.geometries[0].primitives[0] |
| 112 | + self.vertices = numpy.ravel(triset.vertex[triset.vertex_index]) |
| 113 | + # take the first uv channel (there could be multiple channels, like the one for lightmapping) |
| 114 | + self.uvs = numpy.ravel(triset.texcoordset[0][triset.texcoord_indexset[0]]) |
| 115 | + self.normals = numpy.ravel(triset.normal[triset.normal_index]) |
| 116 | + |
| 117 | + # fix mesh data |
| 118 | + self.FixMeshData() |
| 119 | + |
| 120 | + # create a new mesh, FRawMesh is an ptopmized wrapper exposed by the python plugin. read: no reflection involved |
| 121 | + mesh = FRawMesh() |
| 122 | + # assign vertices |
| 123 | + mesh.set_vertex_positions(self.vertices) |
| 124 | + # uvs are required |
| 125 | + mesh.set_wedge_tex_coords(self.uvs) |
| 126 | + # normals are optionals |
| 127 | + mesh.set_wedge_tangent_z(self.normals) |
| 128 | + |
| 129 | + # assign indices (not optimized, just return the list of triangles * 3...) |
| 130 | + mesh.set_wedge_indices(numpy.arange(0, len(triset) * 3)) |
| 131 | + |
| 132 | + # assign the FRawMesh to the LOD0 (the model we created before) |
| 133 | + mesh.save_to_static_mesh_source_model(source_model) |
| 134 | + |
| 135 | + # assign LOD0 to the SataticMesh and build it |
| 136 | + static_mesh.SourceModels = [source_model] |
| 137 | + static_mesh.static_mesh_build() |
| 138 | + static_mesh.static_mesh_create_body_setup() |
| 139 | + |
| 140 | + static_mesh.StaticMaterials = [StaticMaterial(MaterialInterface=self.ImportOptions.DefaultMaterial, MaterialSlotName='Main')] |
| 141 | + |
| 142 | + return static_mesh |
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