SWBF-msh-Blender-IO/addons/io_scene_swbf_msh/msh_to_blend.py

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""" Gathers the Blender objects from the current scene and returns them as a list of
Model objects. """
import bpy
import bmesh
import math
from enum import Enum
from typing import List, Set, Dict, Tuple
from itertools import zip_longest
from .msh_scene import Scene
from .msh_model import *
from .msh_model_utilities import *
from .msh_utilities import *
from .msh_model_gather import *
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from .msh_skeleton_properties import *
from .crc import *
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import os
# Extracts and applies anims in the scene to the currently selected armature
def extract_and_apply_anim(filename : str, scene : Scene):
arma = bpy.context.view_layer.objects.active
if arma.type != 'ARMATURE':
raise Exception("Select an armature to attach the imported animation to!")
if scene.animation is None:
raise Exception("No animation found in msh file!")
else:
head, tail = os.path.split(filename)
anim_name = tail.split(".")[0]
action = bpy.data.actions.new(anim_name)
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action.use_fake_user = True
if not arma.animation_data:
arma.animation_data_create()
# Record the starting transforms of each bone. Pose space is relative
# to bones starting transforms. Starting = in edit mode
bone_bind_poses = {}
bpy.context.view_layer.objects.active = arma
bpy.ops.object.mode_set(mode='EDIT')
for edit_bone in arma.data.edit_bones:
if edit_bone.parent:
bone_local = edit_bone.parent.matrix.inverted() @ edit_bone.matrix
else:
bone_local = arma.matrix_local @ edit_bone.matrix
bone_bind_poses[edit_bone.name] = bone_local.inverted()
bpy.ops.object.mode_set(mode='OBJECT')
for bone in arma.pose.bones:
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if to_crc(bone.name) in scene.animation.bone_frames:
bind_mat = bone_bind_poses[bone.name]
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translation_frames, rotation_frames = scene.animation.bone_frames[to_crc(bone.name)]
loc_data_path = "pose.bones[\"{}\"].location".format(bone.name)
rot_data_path = "pose.bones[\"{}\"].rotation_quaternion".format(bone.name)
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fcurve_rot_w = action.fcurves.new(rot_data_path, index=0, action_group=bone.name)
fcurve_rot_x = action.fcurves.new(rot_data_path, index=1, action_group=bone.name)
fcurve_rot_y = action.fcurves.new(rot_data_path, index=2, action_group=bone.name)
fcurve_rot_z = action.fcurves.new(rot_data_path, index=3, action_group=bone.name)
for frame in rotation_frames:
i = frame.index
q = (bind_mat @ convert_rotation_space(frame.rotation).to_matrix().to_4x4()).to_quaternion()
fcurve_rot_w.keyframe_points.insert(i,q.w)
fcurve_rot_x.keyframe_points.insert(i,q.x)
fcurve_rot_y.keyframe_points.insert(i,q.y)
fcurve_rot_z.keyframe_points.insert(i,q.z)
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fcurve_loc_x = action.fcurves.new(loc_data_path, index=0, action_group=bone.name)
fcurve_loc_y = action.fcurves.new(loc_data_path, index=1, action_group=bone.name)
fcurve_loc_z = action.fcurves.new(loc_data_path, index=2, action_group=bone.name)
for frame in translation_frames:
i = frame.index
t = (bind_mat @ Matrix.Translation(convert_vector_space(frame.translation))).translation
fcurve_loc_x.keyframe_points.insert(i,t.x)
fcurve_loc_y.keyframe_points.insert(i,t.y)
fcurve_loc_z.keyframe_points.insert(i,t.z)
arma.animation_data.action = action
'''
Creates armature from the required nodes.
Assumes the required_skeleton is already sorted by parent.
Uses model_map to get the world matrix of each bone (hacky, see NOTE)
'''
def required_skeleton_to_armature(required_skeleton : List[Model], model_map : Dict[str, bpy.types.Object], msh_scene : Scene) -> bpy.types.Object:
armature = bpy.data.armatures.new("skeleton")
armature_obj = bpy.data.objects.new("skeleton", armature)
bpy.context.view_layer.active_layer_collection.collection.objects.link(armature_obj)
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preserved = armature_obj.data.swbf_msh_skel
for model in required_skeleton:
if to_crc(model.name) in msh_scene.skeleton:
entry = preserved.add()
entry.name = model.name
#loc,rot,_ = model_map[model.name].matrix_world.decompose()
#entry.loc = loc
#entry.rot = rot
#entry.parent = model.parent
bones_set = set([model.name for model in required_skeleton])
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armature_obj.select_set(True)
bpy.context.view_layer.objects.active = armature_obj
bpy.ops.object.mode_set(mode='EDIT')
for bone in required_skeleton:
edit_bone = armature.edit_bones.new(bone.name)
if bone.parent and bone.parent in bones_set:
edit_bone.parent = armature.edit_bones[bone.parent]
'''
NOTE: I recall there being some rare issue with the get_world_matrix utility func.
Never bothered to figure it out and referencing the bone object's world mat always works.
Bone objects will be deleted later.
'''
bone_obj = model_map[bone.name]
edit_bone.matrix = bone_obj.matrix_world
edit_bone.tail = bone_obj.matrix_world @ Vector((0.0,1.0,0.0))
bone_children = [b for b in get_model_children(bone, required_skeleton)]
'''
Perhaps we'll add an option for importing bones tip-to-tail, but that would
require preserving their original transforms as changing the tail position
changes the bones' transform...
'''
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tail_pos = Vector()
if bone_children:
for bone_child in bone_children:
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tail_pos += bone_obj.matrix_world.translation
tail_pos = tail_pos / len(bone_children)
edit_bone.length = .5 #(tail_pos - edit_bone.head).magnitude
else:
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bone_length = .5# edit_bone.parent.length if edit_bone.parent is not None else .5
edit_bone.tail = bone_obj.matrix_world @ Vector((0.0,bone_length,0.0))
bpy.ops.object.mode_set(mode='OBJECT')
armature_obj.select_set(True)
bpy.context.view_layer.update()
return armature_obj
'''
Ok, so this method is crucial. What this does is:
1) Find all nodes that are weighted to by skinned segments.
2) A node must be included in the armature if:
- It is in SKL2 and is not the scene root
- It is weighted to
- It has a parent and child that must be in the armature
'''
def extract_required_skeleton(scene: Scene) -> List[Model]:
# Will map Model names to Models in scene, for convenience
model_dict : Dict[str, Model] = {}
# Will contain hashes of all models that definitely need to be in the skeleton/armature.
# We initialize it with the contents of SKL2 i.e. the nodes that are animated.
# For now this includes the scene root, but that'll be excluded later.
skeleton_hashes = set(scene.skeleton)
# We also need to add all nodes that are weighted to. These are not necessarily in
# SKL2, as SKL2 seems to only reference nodes that are keyframed.
for model in scene.models:
model_dict[model.name] = model
if model.geometry:
for seg in model.geometry:
if seg.weights:
for weight_set in seg.weights:
for weight in weight_set:
model_weighted_to = scene.models[weight.bone]
if to_crc(model_weighted_to.name) not in skeleton_hashes:
skeleton_hashes.add(to_crc(model_weighted_to.name))
# The result of this function (to be sorted by parent)
required_skeleton_models = []
# Set of nodes to be included in required skeleton/were visited
visited_nodes = set()
'''
Here we add all skeleton nodes (except root) and any necessary ancestors to the armature.
- e.g. in bone_x/eff_x/eff_y, the effectors do not have to be in armature, as they are not ancestors of a bone
- but in bone_x/eff_x/eff_y/bone_y, they do.
'''
for bone in sort_by_parent(scene.models):
# make sure we exclude the scene root and any nodes irrelevant to the armature
if not bone.parent or to_crc(bone.name) not in skeleton_hashes:
continue
potential_bones = [bone]
visited_nodes.add(bone.name)
# Stacked transform will be needed if we decide to include an option for excluding effectors/roots
#stacked_transform = model_transform_to_matrix(bone.transform)
curr_ancestor = model_dict[bone.parent]
while True:
# If we hit a non-skin scene root, that means we just add the bone we started with, no ancestors.
if not curr_ancestor.parent and curr_ancestor.model_type != ModelType.SKIN:
required_skeleton_models.append(bone)
visited_nodes.add(bone.name)
break
# If we encounter another bone, a skin, or a previously visited object, we need to add the bone and its
# ancestors.
elif to_crc(curr_ancestor.name) in scene.skeleton or curr_ancestor.model_type == ModelType.SKIN or curr_ancestor.name in visited_nodes:
for potential_bone in potential_bones:
required_skeleton_models.append(potential_bone)
visited_nodes.add(potential_bone.name)
break
# Add ancestor to potential bones, update next ancestor
else:
if curr_ancestor.name not in visited_nodes:
potential_bones.insert(0, curr_ancestor)
curr_ancestor = model_dict[curr_ancestor.parent]
#stacked_transform = model_transform_to_matrix(curr_ancestor.transform) @ stacked_transform
return required_skeleton_models
# Create the msh hierachy. Armatures are not created here.
def extract_models(scene: Scene, materials_map : Dict[str, bpy.types.Material]) -> Dict[str, bpy.types.Object]:
# This will be filled with model names -> Blender objects and returned
model_map : Dict[str, bpy.types.Object] = {}
sorted_models : List[Model] = sort_by_parent(scene.models)
for model in sorted_models:
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new_obj = None
if model.model_type == ModelType.STATIC or model.model_type == ModelType.SKIN:
new_mesh = bpy.data.meshes.new(model.name)
verts = []
faces = []
offset = 0
mat_name = ""
full_texcoords = []
weights_offsets = {}
if model.geometry:
for i,seg in enumerate(model.geometry):
if i == 0:
mat_name = seg.material_name
verts += [tuple(convert_vector_space(v)) for v in seg.positions]
if seg.weights:
weights_offsets[offset] = seg.weights
if seg.texcoords is not None:
full_texcoords += seg.texcoords
else:
full_texcoords += [(0.0,0.0) for _ in range(len(seg.positions))]
if seg.triangles:
faces += [tuple([ind + offset for ind in tri]) for tri in seg.triangles]
else:
for strip in seg.triangle_strips:
for i in range(len(strip) - 2):
face = tuple([offset + strip[j] for j in range(i,i+3)])
faces.append(face)
offset += len(seg.positions)
new_mesh.from_pydata(verts, [], faces)
new_mesh.update()
new_mesh.validate()
if full_texcoords:
edit_mesh = bmesh.new()
edit_mesh.from_mesh(new_mesh)
uvlayer = edit_mesh.loops.layers.uv.verify()
for edit_mesh_face in edit_mesh.faces:
mesh_face = faces[edit_mesh_face.index]
for i,loop in enumerate(edit_mesh_face.loops):
texcoord = full_texcoords[mesh_face[i]]
loop[uvlayer].uv = tuple([texcoord.x, texcoord.y])
edit_mesh.to_mesh(new_mesh)
edit_mesh.free()
new_obj = bpy.data.objects.new(new_mesh.name, new_mesh)
vertex_groups_indicies = {}
for offset in weights_offsets:
for i, weight_set in enumerate(weights_offsets[offset]):
for weight in weight_set:
index = weight.bone
if index not in vertex_groups_indicies:
model_name = scene.models[index].name
vertex_groups_indicies[index] = new_obj.vertex_groups.new(name=model_name)
vertex_groups_indicies[index].add([offset + i], weight.weight, 'ADD')
'''
Assign Materials - will do per segment later...
'''
if mat_name:
material = materials_map[mat_name]
if new_obj.data.materials:
new_obj.data.materials[0] = material
else:
new_obj.data.materials.append(material)
else:
new_obj = bpy.data.objects.new(model.name, None)
new_obj.empty_display_size = 1
new_obj.empty_display_type = 'PLAIN_AXES'
model_map[model.name] = new_obj
if model.parent:
new_obj.parent = model_map[model.parent]
new_obj.location = convert_vector_space(model.transform.translation)
new_obj.rotation_mode = "QUATERNION"
new_obj.rotation_quaternion = convert_rotation_space(model.transform.rotation)
bpy.context.collection.objects.link(new_obj)
return model_map
# TODO: Add to custom material info struct, maybe some material conversion/import?
def extract_materials(folder_path: str, scene: Scene) -> Dict[str, bpy.types.Material]:
extracted_materials : Dict[str, bpy.types.Material] = {}
for material_name, material in scene.materials.items():
new_mat = bpy.data.materials.new(name=material_name)
new_mat.use_nodes = True
bsdf = new_mat.node_tree.nodes["Principled BSDF"]
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tex_path_def = os.path.join(folder_path, material.texture0)
tex_path_alt = os.path.join(folder_path, "PC", material.texture0)
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tex_path = tex_path_def if os.path.exists(tex_path_def) else tex_path_alt
if os.path.exists(tex_path):
texImage = new_mat.node_tree.nodes.new('ShaderNodeTexImage')
texImage.image = bpy.data.images.load(tex_path)
new_mat.node_tree.links.new(bsdf.inputs['Base Color'], texImage.outputs['Color'])
# Fill MaterialProperties datablock
'''
material_properties = new_mat.swbf_msh
material_properties.specular_color = material.specular_color.copy()
material_properties.diffuse_map = material.texture0
result.rendertype = _read_material_props_rendertype(props)
result.flags = _read_material_props_flags(props)
result.data = _read_material_props_data(props)
result.texture1 = _read_normal_map_or_distortion_map_texture(props)
result.texture2 = _read_detail_texture(props)
result.texture3 = _read_envmap_texture(props)
'''
extracted_materials[material_name] = new_mat
return extracted_materials
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def extract_scene(filepath: str, scene: Scene):
folder = os.path.join(os.path.dirname(filepath),"")
# material_map mapes Material names to Blender materials
material_map = extract_materials(folder, scene)
# model_map maps Model names to Blender objects.
model_map = extract_models(scene, material_map)
# skel contains all models needed in an armature
skel = extract_required_skeleton(scene)
# Create the armature if skel is non-empty
armature = None if not skel else required_skeleton_to_armature(skel, model_map, scene)
'''
If an armature was created, we need to do a few extra
things to ensure the import makes sense in Blender. It can
get a bit messy, as XSI + SWBF have very loose requirements
when it comes to skin-skeleton parentage.
If not, we're good.
'''
if armature is not None:
has_skin = False
# Handle armature related parenting
for curr_model in scene.models:
curr_obj = model_map[curr_model.name]
# Parent all skins to armature
if curr_model.model_type == ModelType.SKIN:
has_skin = True
curr_obj.select_set(True)
armature.select_set(True)
bpy.context.view_layer.objects.active = armature
bpy.ops.object.parent_clear(type='CLEAR')
bpy.ops.object.parent_set(type='ARMATURE')
curr_obj.select_set(False)
armature.select_set(False)
bpy.context.view_layer.objects.active = None
# Parent the object to a bone if necessary
else:
if curr_model.parent in armature.data.bones and curr_model.name not in armature.data.bones:
# Some of this is redundant, but necessary...
worldmat = curr_obj.matrix_world
# ''
curr_obj.parent = None
curr_obj.parent = armature
curr_obj.parent_type = 'BONE'
curr_obj.parent_bone = curr_model.parent
# ''
curr_obj.matrix_basis = Matrix()
curr_obj.matrix_parent_inverse = Matrix()
curr_obj.matrix_world = worldmat
'''
Sometimes skins are parented to other skins. We need to find the skin highest in the hierarchy and
parent all skins to its parent (armature_reparent_obj).
If not skin exists, we just reparent the armature to the parent of the highest node in the skeleton
'''
armature_reparent_obj = None
if has_skin:
for model in sort_by_parent(scene.models):
if model.model_type == ModelType.SKIN:
armature_reparent_obj = None if not model.parent else model_map[model.parent]
else:
skeleton_parent_name = skel[0].parent
for model in scene.models:
if model.name == skeleton_parent_name:
armature_reparent_obj = None if not skeleton_parent_name else model_map[skeleton_parent_name]
# Now we reparent the armature to the node (armature_reparent_obj) we just found
if armature_reparent_obj is not None and armature.name != armature_reparent_obj.name:
armature.select_set(True)
armature_reparent_obj.select_set(True)
bpy.context.view_layer.objects.active = armature_reparent_obj
bpy.ops.object.parent_set(type='OBJECT')
armature.select_set(False)
armature_reparent_obj.select_set(False)
bpy.context.view_layer.objects.active = None
# If an bone exists in the armature, delete its
# object counterpart (as created in extract_models)
for bone in skel:
model_to_remove = model_map[bone.name]
if model_to_remove:
bpy.data.objects.remove(model_to_remove, do_unlink=True)
model_map.pop(bone.name)
# Lastly, hide all that is hidden in the msh scene
for model in scene.models:
if model.name in model_map:
obj = model_map[model.name]
if get_is_model_hidden(obj) and len(obj.children) == 0:
obj.hide_set(True)