1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
//! Blender files can have meshes such as circles, cubes, cylinders, a dragon or any other
//! 3D shape.
//!
//! A mesh can be represented as a group of vertices and data about those vertices, such as their
//! normals or UV coordinates.
//!
//! Meshes can also have metadata, such as the name of it's parent armature (useful for vertex
//! skinning).
//!
//! blender-mesh-to-json seeks to be a well tested, well documented exporter for blender mesh
//! metadata.
//!
//! You can write data to stdout or to a file. At the onset it will be geared towards @chinedufn's
//! needs - but if you have needs that aren't met feel very free to open an issue.
//!
//! @see https://docs.blender.org/manual/en/dev/modeling/meshes/introduction.html - Mesh Introduction
//! @see https://github.com/chinedufn/blender-actions-to-json - Exporting blender armatures / actions

#[macro_use]
extern crate failure;
#[macro_use]
extern crate serde_derive;

pub use self::combine_indices::CreateSingleIndexConfig;
pub use self::export::*;
pub use crate::bounding_box::BoundingBox;
use crate::custom_property::CustomProperty;
pub use crate::material::PrincipledBSDF;
use crate::serde::serialize_hashmap_deterministic;
pub use crate::vertex_attributes::{
    BoneInfluence, MultiIndexedVertexAttributes, SingleIndexedVertexAttributes, Vertex,
    VertexAttribute,
};
pub use material::{Channel, MaterialInput};
use std::collections::HashMap;

mod bone;
mod bounding_box;
mod combine_indices;
mod custom_property;
mod export;
mod face_tangents;
mod interleave;
mod material;
mod serde;
mod triangulate;
mod vertex_attributes;
mod y_up;

mod create_mesh;

#[cfg(test)]
mod test_utils;

/// Something went wrong in the Blender child process that was trying to parse your mesh data.
#[derive(Debug, Fail)]
pub enum BlenderError {
    /// Errors in Blender are written to stderr. We capture the stderr from the `blender` child
    /// process that we spawned when attempting to export meshes from a `.blend` file.
    #[fail(
        display = "There was an issue while exporting meshes: Blender stderr output: {}",
        _0
    )]
    Stderr(String),
}

/// All of the data about a mesh
///
/// TODO: Rename crate to `MeshIr`
#[derive(Debug, Clone, Serialize, Deserialize, PartialEq, Default)]
#[serde(deny_unknown_fields)]
pub struct BlenderMesh {
    name: String,
    armature_name: Option<String>,
    bounding_box: BoundingBox,
    #[serde(alias = "attribs")]
    multi_indexed_vertex_attributes: MultiIndexedVertexAttributes,
    #[serde(default, serialize_with = "serialize_hashmap_deterministic")]
    materials: HashMap<String, PrincipledBSDF>,
    #[serde(default, serialize_with = "serialize_hashmap_deterministic")]
    custom_properties: HashMap<String, CustomProperty>,
}

impl BlenderMesh {
    /// The name of this mesh's parent armature
    pub fn armature_name(&self) -> Option<&String> {
        self.armature_name.as_ref()
    }

    /// Set the name of this mesh's parent armature
    pub fn set_armature_name(&mut self, armature_name: Option<String>) {
        self.armature_name = armature_name;
    }

    /// A map of material name to the material's data
    pub fn materials(&self) -> &HashMap<String, PrincipledBSDF> {
        &self.materials
    }

    /// A mutable map of material name to the material's data
    pub fn materials_mut(&mut self) -> &mut HashMap<String, PrincipledBSDF> {
        &mut self.materials
    }

    /// Custom properties for this mesh
    ///
    /// i.e. in Blender this might be found with `bpy.context.view_layer.objects.active.keys()`
    pub fn custom_properties(&self) -> &HashMap<String, CustomProperty> {
        &self.custom_properties
    }

    /// The smallest box that contains the entire mesh
    pub fn bounding_box(&self) -> BoundingBox {
        self.bounding_box
    }

    /// Set the mesh's bounding box.
    pub fn set_bounding_box(&mut self, bounding_box: BoundingBox) {
        self.bounding_box = bounding_box;
    }

    /// The name of the mesh
    pub fn name(&self) -> &String {
        &self.name
    }

    /// Set the name of the mesh
    pub fn set_name(&mut self, name: String) {
        self.name = name;
    }
}

/// Concatenate a series of vectors into one vector.
///
/// Useful for generating fake vertex data for unit tests.
///
/// ```ignore
/// assert_eq!(
///     concat_vecs!(vec![1, 2, 3], vec![4,5]),
///     vec![1, 2, 3, 4, 5]
/// );
/// ```
#[cfg(test)]
#[macro_export]
#[cfg(test)]
macro_rules! concat_vecs {
    ( $( $vec:expr),* ) => {
        {
            let mut concatenated_vec = Vec::new();
            $(
                concatenated_vec.append(&mut $vec.clone());
            )*
            concatenated_vec
        }
    }
}

#[cfg(test)]
fn indexed(
    attribute: crate::vertex_attributes::VertexAttribute<f32>,
) -> crate::vertex_attributes::IndexedAttribute {
    crate::vertex_attributes::IndexedAttribute {
        indices: vec![],
        attribute,
    }
}