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

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""" Utilities for operating on msh_model objects. """
from typing import List
from .msh_model import *
from .msh_utilities import *
import mathutils
import math
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from mathutils import Vector, Matrix
# Convert model with geometry to null.
# Currently not used, but could be necessary in the future.
def make_null(model : Model):
model.model_type = ModelType.NULL
bone_map = None
geometry = None
# I think this is all we need to check for to avoid
# common ZE/ZETools crashes...
def validate_geometry_segment(segment : GeometrySegment) -> bool:
if not segment.positions or not segment.triangle_strips:
return False
else:
return True
def inject_dummy_data(model : Model):
""" Adds a triangle and material to the model (scene root). Needed to export zenasst-compatible skeletons. """
model.hidden = True
dummy_seg = GeometrySegment()
dummy_seg.material_name = ""
dummy_seg.positions = [Vector((0.0,0.1,0.0)), Vector((0.1,0.0,0.0)), Vector((0.0,0.0,0.1))]
dummy_seg.normals = [Vector((0.0,1.0,0.0)), Vector((1.0,0.0,0.0)), Vector((0.0,0.0,1.0))]
dummy_seg.texcoords = [Vector((0.1,0.1)), Vector((0.2,0.2)), Vector((0.3,0.3))]
tri = [[0,1,2]]
dummy_seg.triangles = tri
dummy_seg.polygons = tri
dummy_seg.triangle_strips = tri
model.geometry = [dummy_seg]
model.model_type = ModelType.STATIC
def convert_vector_space(vec: Vector) -> Vector:
return Vector((-vec.x, vec.z, vec.y))
def convert_scale_space(vec: Vector) -> Vector:
return Vector(vec.xzy)
def convert_rotation_space(quat: Quaternion) -> Quaternion:
return Quaternion((-quat.w, quat.x, -quat.z, -quat.y))
def model_transform_to_matrix(transform: ModelTransform):
return Matrix.Translation(convert_vector_space(transform.translation)) @ convert_rotation_space(transform.rotation).to_matrix().to_4x4()
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def scale_segments(scale: Vector, segments: List[GeometrySegment]):
""" Scales are positions in the GeometrySegment list. """
for segment in segments:
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segment.positions = [mul_vec(pos, scale) for pos in segment.positions]
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def get_model_world_matrix(model: Model, models: List[Model]) -> Matrix:
""" Gets a Blender Matrix for transforming the model into world space. """
transform_stack: List[ModelTransform] = [model.transform]
transform_stack.extend((parent.transform for parent in get_model_ancestors(model, models)))
world_matrix: Matrix = Matrix()
for transform in reversed(transform_stack):
translation_matrix = Matrix.Translation(transform.translation)
rotation_matrix = transform.rotation.to_matrix().to_4x4()
world_matrix = world_matrix @ (translation_matrix @ rotation_matrix)
return world_matrix
def sort_by_parent(models: List[Model]) -> List[Model]:
""" Sorts a Model list so that models are ordered by their parent.
Required for some tools to be able to load .msh files. """
sorted_models: List[Model] = []
for root in get_root_models(models):
def add_children(model: Model):
nonlocal sorted_models
for child in get_model_children(model, models):
sorted_models.append(child)
add_children(child)
sorted_models.append(root)
add_children(root)
return sorted_models
def reparent_model_roots(models: List[Model]) -> List[Model]:
""" Reparents all root models in a list to a new empty node. """
new_root: Model = Model()
new_root.name = get_unique_scene_root_name(models)
for model in models:
if not model.parent:
model.parent = new_root.name
models.insert(0, new_root)
return models
def has_multiple_root_models(models: List[Model]) -> bool:
""" Checks if a list of Model objects has multiple roots. """
return sum(1 for root in get_root_models(models)) > 1
def get_root_models(models: List[Model]) -> Model:
""" Generator. Returns all Model objects in a list with no parent. """
for model in models:
if model.parent == "":
yield model
def get_model_children(parent: Model, models: List[Model]) -> Model:
""" Generator. Returns all Model objects in a list whose parent is
the supplied model. """
for model in models:
if parent.name == model.parent:
yield model
def get_model_ancestors(child: Model, models: List[Model]) -> Model:
""" Generator. Yields the parent for a model, then yields the parent's parent,
repeating until at the root model. """
for model in models:
if child.parent == model.name:
child = model
yield model
def get_unique_scene_root_name(models: List[Model]) -> Model:
""" Returns a unique model name of the form of either "SceneRoot" or
"SceneRoot{i}". """
name: str = "SceneRoot"
if is_model_name_unused(name, models):
return name
for i in range(len(models) + 1):
name = f"SceneRoot{i}"
if is_model_name_unused(name, models):
return name
return name
def is_model_name_unused(name: str, models: List[Model]) -> bool:
""" Checks if there is no Model using a name in a list of models. """
for model in models:
if model.name == name:
return False
return True
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