2022-01-18 20:16:49 +00:00
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""" Contains Scene object for representing a .msh file and the function to create one
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from a Blender scene. """
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from dataclasses import dataclass, field
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from typing import List, Dict
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from copy import copy
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import bpy
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from mathutils import Vector
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from .msh_model import Model, Animation, ModelType
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from .msh_scene import Scene, SceneAABB
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from .msh_model_gather import gather_models
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2022-10-06 17:23:13 +00:00
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from .msh_model_utilities import make_null, validate_geometry_segment, sort_by_parent, has_multiple_root_models, reparent_model_roots, get_model_world_matrix, inject_dummy_data
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2022-01-18 20:16:49 +00:00
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from .msh_model_triangle_strips import create_models_triangle_strips
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from .msh_material import *
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from .msh_material_gather import gather_materials
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from .msh_material_utilities import remove_unused_materials
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from .msh_utilities import *
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from .msh_anim_gather import extract_anim
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2022-01-28 22:28:12 +00:00
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def set_scene_animation(scene : Scene, armature_obj : bpy.types.Object):
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if not scene or not armature_obj:
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return
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root = scene.models[0]
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scene.animation = extract_anim(armature_obj, root.name)
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def create_scene(generate_triangle_strips: bool, apply_modifiers: bool, export_target: str, skel_only: bool) -> Tuple[Scene, bpy.types.Object]:
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2022-01-18 20:16:49 +00:00
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""" Create a msh Scene from the active Blender scene. """
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scene = Scene()
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scene.name = bpy.context.scene.name
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scene.materials = gather_materials()
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scene.models, armature_obj = gather_models(apply_modifiers=apply_modifiers, export_target=export_target, skeleton_only=skel_only)
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scene.models = sort_by_parent(scene.models)
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if generate_triangle_strips:
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scene.models = create_models_triangle_strips(scene.models)
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else:
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for model in scene.models:
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if model.geometry:
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for segment in model.geometry:
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segment.triangle_strips = segment.triangles
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2022-10-06 17:23:13 +00:00
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# After generating triangle strips we must prune any segments that don't have
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# them, or else ZE and most versions of ZETools will crash.
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# We could also make models with no valid segments nulls, since they might as well be,
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# but that could have unforseeable consequences further down the modding pipeline
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# and is not necessary to avoid the aforementioned crashes...
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for model in scene.models:
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if model.geometry is not None:
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# Doing this in msh_model_gather would be messy and the presence/absence
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# of triangle strips is required for a validity check.
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model.geometry = [segment for segment in model.geometry if validate_geometry_segment(segment)]
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#if not model.geometry:
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# make_null(model)
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2022-01-18 20:16:49 +00:00
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if has_multiple_root_models(scene.models):
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scene.models = reparent_model_roots(scene.models)
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scene.materials = remove_unused_materials(scene.materials, scene.models)
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root = scene.models[0]
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2022-01-28 22:28:12 +00:00
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if skel_only and (root.model_type == ModelType.NULL or root.model_type == ModelType.BONE):
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2022-01-18 20:16:49 +00:00
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# For ZenAsset
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inject_dummy_data(root)
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2022-01-28 22:28:12 +00:00
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return scene, armature_obj
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2022-01-18 20:16:49 +00:00
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def create_scene_aabb(scene: Scene) -> SceneAABB:
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""" Create a SceneAABB for a Scene. """
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global_aabb = SceneAABB()
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for model in scene.models:
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if model.geometry is None or model.hidden:
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continue
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model_world_matrix = get_model_world_matrix(model, scene.models)
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model_aabb = SceneAABB()
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for segment in model.geometry:
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segment_aabb = SceneAABB()
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for pos in segment.positions:
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segment_aabb.integrate_position(model_world_matrix @ pos)
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model_aabb.integrate_aabb(segment_aabb)
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global_aabb.integrate_aabb(model_aabb)
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return global_aabb
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