Only include vertex groups used for skinning purposes. More robust requirements for object to be exported as a skin. Misc cleanup and minor refactoring in msh_model_gather.
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@ -32,32 +32,54 @@ def gather_models(apply_modifiers: bool, export_target: str, skeleton_only: bool
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pure_bones_from_armature = {}
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armature_found = None
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objects_to_export = select_objects(export_target)
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# Non-bone objects that will be exported
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blender_objects_to_export = []
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for uneval_obj in objects_to_export:
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if uneval_obj.type == "ARMATURE":
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# This must be seperate from the list above,
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# since exported objects will contain Blender objects as well as bones
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# Here we just keep track of all names, regardless of origin
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exported_object_names: Set[str] = set()
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# Armature must be processed before everything else!
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# In this loop we also build a set of names of all objects
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# that will be exported. This is necessary so we can prune vertex
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# groups that do not reference exported objects in the main
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# model building loop below this one.
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for uneval_obj in select_objects(export_target):
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if uneval_obj.type == "ARMATURE" and not armature_found:
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# Keep track of the armature, we don't want to process > 1!
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armature_found = uneval_obj.evaluated_get(depsgraph) if apply_modifiers else uneval_obj
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# Get all bones in a separate list. While we iterate through
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# objects we removed bones with geometry from this dict. After iteration
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# is done, we add the remaining bones to the models from exported
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# scene objects.
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pure_bones_from_armature = expand_armature(armature_found)
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break
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# All bones to set
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exported_object_names.update(pure_bones_from_armature.keys())
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elif not (uneval_obj.type in SKIPPED_OBJECT_TYPES and uneval_obj.name not in parents):
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exported_object_names.add(uneval_obj.name)
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blender_objects_to_export.append(uneval_obj)
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else:
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pass
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for uneval_obj in objects_to_export:
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if uneval_obj.type == "ARMATURE" or (uneval_obj.type in SKIPPED_OBJECT_TYPES and uneval_obj.name not in parents):
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continue
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for uneval_obj in blender_objects_to_export:
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obj = uneval_obj.evaluated_get(depsgraph) if apply_modifiers else uneval_obj
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check_for_bad_lod_suffix(obj)
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# Test for a mesh object that is actually a BONE (shares name with bone_parent)
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# Test for a mesh object that should be a BONE on export.
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# If so, we inject geometry into the BONE while not modifying it's transform/name
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if obj.parent_bone and obj.parent_bone in pure_bones_from_armature:
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model = pure_bones_from_armature[obj.parent_bone]
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# Since we found a composite bone, removed it from the dict of pure bones
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pure_bones_from_armature.pop(obj.parent_bone)
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# and remove it from the set of BONES without geometry (pure).
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if obj.name in pure_bones_from_armature:
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model = pure_bones_from_armature.pop(obj.name)
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else:
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model = Model()
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model.name = obj.name
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model.model_type = get_model_type(obj, skeleton_only)
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model.model_type = ModelType.NULL if skeleton_only else get_model_type(obj, armature_found)
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model.hidden = get_is_model_hidden(obj)
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transform = obj.matrix_local
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@ -82,10 +104,19 @@ def gather_models(apply_modifiers: bool, export_target: str, skeleton_only: bool
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model.transform.rotation = convert_rotation_space(local_rotation)
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model.transform.translation = convert_vector_space(local_translation)
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if obj.type in MESH_OBJECT_TYPES:
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if obj.type in MESH_OBJECT_TYPES and not skeleton_only:
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# Vertex groups are often used for purposes other than skinning.
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# Here we gather all vgroups and select the ones that reference
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# objects included in the export.
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valid_vgroup_indices : Set[int] = set()
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if model.model_type == ModelType.SKIN:
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valid_vgroups = [group for group in obj.vertex_groups if group.name in exported_object_names]
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valid_vgroup_indices = { group.index for group in valid_vgroups }
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model.bone_map = [ group.name for group in valid_vgroups ]
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mesh = obj.to_mesh()
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model.geometry = create_mesh_geometry(mesh, obj.vertex_groups)
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model.geometry = create_mesh_geometry(mesh, valid_vgroup_indices)
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obj.to_mesh_clear()
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@ -98,9 +129,6 @@ def gather_models(apply_modifiers: bool, export_target: str, skeleton_only: bool
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raise RuntimeError(f"Object '{obj.name}' has resulted in a .msh geometry segment that has "
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f"more than {MAX_MSH_VERTEX_COUNT} vertices! Split the object's mesh up "
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f"and try again!")
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if obj.vertex_groups:
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model.bone_map = [group.name for group in obj.vertex_groups]
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if get_is_collision_primitive(obj):
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model.collisionprimitive = get_collision_primitive(obj)
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@ -109,9 +137,7 @@ def gather_models(apply_modifiers: bool, export_target: str, skeleton_only: bool
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# We removed all composite bones after looking through the objects,
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# so the bones left are all pure and we add them all here.
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models_list += pure_bones_from_armature.values()
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return (models_list, armature_found)
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return (models_list + list(pure_bones_from_armature.values()), armature_found)
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@ -127,7 +153,7 @@ def create_parents_set() -> Set[str]:
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return parents
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def create_mesh_geometry(mesh: bpy.types.Mesh, has_weights: bool) -> List[GeometrySegment]:
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def create_mesh_geometry(mesh: bpy.types.Mesh, valid_vgroup_indices: Set[int]) -> List[GeometrySegment]:
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""" Creates a list of GeometrySegment objects from a Blender mesh.
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Does NOT create triangle strips in the GeometrySegment however. """
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@ -148,7 +174,7 @@ def create_mesh_geometry(mesh: bpy.types.Mesh, has_weights: bool) -> List[Geomet
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for segment in segments:
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segment.colors = []
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if has_weights:
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if valid_vgroup_indices:
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for segment in segments:
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segment.weights = []
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@ -185,8 +211,9 @@ def create_mesh_geometry(mesh: bpy.types.Mesh, has_weights: bool) -> List[Geomet
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if segment.weights is not None:
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for v in mesh.vertices[vertex_index].groups:
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yield v.group
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yield v.weight
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if v.group in valid_vgroup_indices:
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yield v.group
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yield v.weight
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vertex_cache_entry = tuple(get_cache_vertex())
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cached_vertex_index = cache.get(vertex_cache_entry, vertex_cache_miss_index)
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@ -213,8 +240,7 @@ def create_mesh_geometry(mesh: bpy.types.Mesh, has_weights: bool) -> List[Geomet
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if segment.weights is not None:
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groups = mesh.vertices[vertex_index].groups
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segment.weights.append([VertexWeight(v.weight, v.group) for v in groups])
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segment.weights.append([VertexWeight(v.weight, v.group) for v in groups if v.group in valid_vgroup_indices])
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return new_index
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@ -233,12 +259,29 @@ def create_mesh_geometry(mesh: bpy.types.Mesh, has_weights: bool) -> List[Geomet
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return segments
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def get_model_type(obj: bpy.types.Object, skel_only: bool) -> ModelType:
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def get_model_type(obj: bpy.types.Object, armature_found: bpy.types.Object) -> ModelType:
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""" Get the ModelType for a Blender object. """
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if obj.type in MESH_OBJECT_TYPES and not skel_only:
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if obj.vertex_groups:
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return ModelType.SKIN
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if obj.type in MESH_OBJECT_TYPES:
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# Objects can have vgroups for non-skinning purposes.
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# If we can find one vgroup that shares a name with a bone in the
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# armature, we know the vgroup is for weighting purposes and thus
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# the object is a skin. Otherwise, interpret it as a static mesh.
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# We must also check that an armature included in the export
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# and that it is the same one this potential skin is weighting to.
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# If we failed to do this, a user could export a selected object
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# that is a skin, but the weight data in the export would reference
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# nonexistent models!
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if (obj.vertex_groups and armature_found and
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obj.parent and obj.parent.name == armature_found.name):
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for vgroup in obj.vertex_groups:
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if vgroup.name in armature_found.data.bones:
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return ModelType.SKIN
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return ModelType.STATIC
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else:
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return ModelType.STATIC
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