2022-09-19 18:39:02 +00:00
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""" Converts msh meshes to Blender counterparts """
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import bpy
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import bmesh
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import math
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from enum import Enum
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from typing import List, Set, Dict, Tuple
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from .msh_scene import Scene
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from .msh_material_to_blend import *
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from .msh_model import *
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from .msh_skeleton_utilities import *
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from .msh_model_gather import get_is_model_hidden
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from .crc import *
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import os
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def validate_segment_geometry(segment : GeometrySegment):
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if not segment.positions:
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return False
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if not segment.triangles and not segment.triangle_strips and not segment.polygons:
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return False
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if not segment.material_name:
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return False
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if not segment.normals:
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return False
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return True
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def model_to_mesh_object(model: Model, scene : Scene, materials_map : Dict[str, bpy.types.Material]) -> bpy.types.Object:
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blender_mesh = bpy.data.meshes.new(model.name)
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# Per vertex data which will eventually be remapped to loops
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vertex_positions = []
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vertex_uvs = []
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vertex_normals = []
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2022-09-27 11:56:25 +00:00
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# Keeps track of which vertices each group of weights affects
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# i.e. maps offset of vertices -> weights that affect them
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2022-09-19 18:39:02 +00:00
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vertex_weights_offsets = {}
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# Since polygons in a msh segment index into the segment's verts,
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# we must keep an offset to index them into the verts of the whole mesh
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polygon_index_offset = 0
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# List of tuples of face indices
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polygons = []
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# Each polygon has an index into the mesh's material list
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current_material_index = 0
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polygon_material_indices = []
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2022-09-22 23:31:30 +00:00
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if model.geometry:
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2022-09-19 18:39:02 +00:00
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for segment in model.geometry:
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2022-09-19 18:39:02 +00:00
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2022-09-22 23:31:30 +00:00
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if not validate_segment_geometry(segment):
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continue
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blender_mesh.materials.append(materials_map[segment.material_name])
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vertex_positions += [tuple(convert_vector_space(p)) for p in segment.positions]
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if segment.texcoords:
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vertex_uvs += [tuple(texcoord) for texcoord in segment.texcoords]
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else:
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vertex_uvs += [(0.0,0.0) for _ in range(len(segment.positions))]
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if segment.normals:
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vertex_normals += [tuple(convert_vector_space(n)) for n in segment.normals]
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if segment.weights:
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vertex_weights_offsets[polygon_index_offset] = segment.weights
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segment_polygons = []
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if segment.triangles:
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segment_polygons = [tuple([ind + polygon_index_offset for ind in tri]) for tri in segment.triangles]
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elif segment.triangle_strips:
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2022-09-28 18:05:37 +00:00
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winding = [0,1,2]
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rwinding = [1,0,2]
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2022-09-22 23:31:30 +00:00
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for strip in segment.triangle_strips:
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for i in range(len(strip) - 2):
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strip_tri = tuple([polygon_index_offset + strip[i+j] for j in (winding if i % 2 == 0 else rwinding)])
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segment_polygons.append(strip_tri)
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elif segment.polygons:
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segment_polygons = [tuple([ind + polygon_index_offset for ind in polygon]) for polygon in segment.polygons]
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polygon_index_offset += len(segment.positions)
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polygons += segment_polygons
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polygon_material_indices += [current_material_index for _ in segment_polygons]
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current_material_index += 1
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'''
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Start building the blender mesh
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'''
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# VERTICES
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# This is all we have to do for vertices, other attributes are done per-loop
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blender_mesh.vertices.add(len(vertex_positions))
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blender_mesh.vertices.foreach_set("co", [component for vertex_position in vertex_positions for component in vertex_position])
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# LOOPS
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flat_indices = [index for polygon in polygons for index in polygon]
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blender_mesh.loops.add(len(flat_indices))
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# Position indices
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blender_mesh.loops.foreach_set("vertex_index", flat_indices)
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# Normals
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blender_mesh.create_normals_split()
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blender_mesh.loops.foreach_set("normal", [component for i in flat_indices for component in vertex_normals[i]])
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# UVs
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blender_mesh.uv_layers.new(do_init=False)
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blender_mesh.uv_layers[0].data.foreach_set("uv", [component for i in flat_indices for component in vertex_uvs[i]])
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# POLYGONS/FACES
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blender_mesh.polygons.add(len(polygons))
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# Indices of starting loop for each polygon
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polygon_loop_start_indices = []
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current_polygon_start_index = 0
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# Number of loops in this polygon. Polygon i will use
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# loops from polygon_loop_start_indices[i] to
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# polygon_loop_start_indices[i] + polygon_loop_totals[i]
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polygon_loop_totals = []
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for polygon in polygons:
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polygon_loop_start_indices.append(current_polygon_start_index)
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current_polygon_length = len(polygon)
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current_polygon_start_index += current_polygon_length
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polygon_loop_totals.append(current_polygon_length)
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blender_mesh.polygons.foreach_set("loop_start", polygon_loop_start_indices)
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blender_mesh.polygons.foreach_set("loop_total", polygon_loop_totals)
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blender_mesh.polygons.foreach_set("material_index", polygon_material_indices)
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blender_mesh.polygons.foreach_set("use_smooth", [True for _ in polygons])
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blender_mesh.validate(clean_customdata=False)
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blender_mesh.update()
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# Reset custom normals after calling update/validate
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reset_normals = [0.0] * (len(blender_mesh.loops) * 3)
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blender_mesh.loops.foreach_get("normal", reset_normals)
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blender_mesh.normals_split_custom_set(tuple(zip(*(iter(reset_normals),) * 3)))
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blender_mesh.use_auto_smooth = True
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blender_mesh_object = bpy.data.objects.new(model.name, blender_mesh)
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# VERTEX GROUPS
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vertex_groups_indicies = {}
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for offset in vertex_weights_offsets:
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for i, weight_set in enumerate(vertex_weights_offsets[offset]):
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for weight in weight_set:
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index = weight.bone
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if index not in vertex_groups_indicies:
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model_name = scene.models[index].name
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vertex_groups_indicies[index] = blender_mesh_object.vertex_groups.new(name=model_name)
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vertex_groups_indicies[index].add([offset + i], weight.weight, 'ADD')
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return blender_mesh_object
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