Sleepy's weight implementation swapped in
This commit is contained in:
commit
1bf6b6f9ab
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@ -27,18 +27,25 @@ class ModelTransform:
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translation: Vector = field(default_factory=Vector)
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rotation: Quaternion = field(default_factory=Quaternion)
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@dataclass
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class VertexWeight:
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""" Class representing a vertex weight in a .msh file. """
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weight: float = 1.0
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bone: int = 0
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@dataclass
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class GeometrySegment:
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""" Class representing a 'SEGM' section in a .msh file. """
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material_name: str = ""
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material_name: str = field(default_factory=str)
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positions: List[Vector] = field(default_factory=list)
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normals: List[Vector] = field(default_factory=list)
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colors: List[List[float]] = None
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texcoords: List[Vector] = field(default_factory=list)
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weights: List[Tuple[int, float]] = None
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weights: List[List[VertexWeight]] = None
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polygons: List[List[int]] = field(default_factory=list)
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triangles: List[List[int]] = field(default_factory=list)
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@ -64,11 +71,11 @@ class Model:
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transform: ModelTransform = field(default_factory=ModelTransform)
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bone_map: List[str] = None
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geometry: List[GeometrySegment] = None
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collisionprimitive: CollisionPrimitive = None
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vgroups_to_modelnames_map : Dict[int, str] = None
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@dataclass
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class Animation:
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""" Class representing 'CYCL' + 'KFR3' sections in a .msh file """
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@ -10,7 +10,7 @@ from .msh_model import *
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from .msh_model_utilities import *
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from .msh_utilities import *
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SKIPPED_OBJECT_TYPES = {"LATTICE", "CAMERA", "LIGHT", "SPEAKER", "LIGHT_PROBE", "ARMATURE"}
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SKIPPED_OBJECT_TYPES = {"LATTICE", "CAMERA", "LIGHT", "SPEAKER", "LIGHT_PROBE"}
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MESH_OBJECT_TYPES = {"MESH", "CURVE", "SURFACE", "META", "FONT", "GPENCIL"}
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MAX_MSH_VERTEX_COUNT = 32767
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@ -22,7 +22,6 @@ def gather_models(apply_modifiers: bool, export_target: str) -> List[Model]:
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parents = create_parents_set()
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models_list: List[Model] = []
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skeleton: bpy.types.Armature = None
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for uneval_obj in select_objects(export_target):
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if uneval_obj.type in SKIPPED_OBJECT_TYPES and uneval_obj.name not in parents:
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@ -31,13 +30,13 @@ def gather_models(apply_modifiers: bool, export_target: str) -> List[Model]:
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if apply_modifiers:
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obj = uneval_obj.evaluated_get(depsgraph)
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else:
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obj = uneval_obj
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if uneval_obj.type == "ARMATURE":
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continue
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obj = uneval_obj
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check_for_bad_lod_suffix(obj)
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if obj.type == "ARMATURE":
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models_list += expand_armature(obj)
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local_translation, local_rotation, _ = obj.matrix_local.decompose()
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model = Model()
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@ -47,30 +46,8 @@ def gather_models(apply_modifiers: bool, export_target: str) -> List[Model]:
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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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print("Adding model: " + model.name)
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if obj.parent is not None:
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if obj.parent.type == "ARMATURE":
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model.parent = "DummyRoot"
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skeleton = obj.parent
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parent_bone_name = obj.parent_bone
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if parent_bone_name == "":
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model.parent = obj.parent.parent
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else:
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model.parent = parent_bone_name
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if model.model_type == ModelType.SKIN:
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model.vgroups_to_modelnames_map = {}
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for i, vgroup in enumerate(obj.vertex_groups):
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vgroups_to_modelnames_map[i] = vgroup.name
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if obj.type in MESH_OBJECT_TYPES:
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mesh = obj.to_mesh()
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model.geometry = create_mesh_geometry(mesh, model.model_type == ModelType.SKIN)
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model.geometry = create_mesh_geometry(mesh, obj.vertex_groups)
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obj.to_mesh_clear()
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_, _, world_scale = obj.matrix_world.decompose()
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@ -86,38 +63,14 @@ def gather_models(apply_modifiers: bool, export_target: str) -> List[Model]:
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if get_is_collision_primitive(obj):
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model.collisionprimitive = get_collision_primitive(obj)
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models_list.append(model)
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for bone in skeleton.data.bones:
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model = Model()
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model.name = bone.name
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model.model_type = ModelType.BONE
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model.hidden = False
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local_translation, local_rotation, _ = bone.matrix_local.decompose()
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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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print("Adding bone: " + model.name)
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parent_name = bone.parent
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if parent_name is not None:
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model.parent = parent_name
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else:
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if skeleton.parent is not None:
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model.parent = skeleton.parent.name
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else:
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model.parent = None
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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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models_list.append(model)
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return models_list
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def create_parents_set() -> Set[str]:
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""" Creates a set with the names of the Blender objects from the current scene
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that have at least one child. """
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@ -130,7 +83,8 @@ def create_parents_set() -> Set[str]:
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return parents
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def create_mesh_geometry(mesh: bpy.types.Mesh, is_skinned : bool) -> List[GeometrySegment]:
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def create_mesh_geometry(mesh: bpy.types.Mesh, has_weights: bool) -> 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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@ -143,7 +97,7 @@ def create_mesh_geometry(mesh: bpy.types.Mesh, is_skinned : bool) -> List[Geomet
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material_count = max(len(mesh.materials), 1)
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segments: List[GeometrySegment] = [GeometrySegment() for i in range(material_count)]
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vertex_cache: List[Dict[Tuple[float], int]] = [dict() for i in range(material_count)]
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vertex_cache = [dict() for i in range(material_count)]
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vertex_remap: List[Dict[Tuple[int, int], int]] = [dict() for i in range(material_count)]
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polygons: List[Set[int]] = [set() for i in range(material_count)]
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@ -151,6 +105,10 @@ def create_mesh_geometry(mesh: bpy.types.Mesh, is_skinned : 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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for segment in segments:
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segment.weights = []
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for segment, material in zip(segments, mesh.materials):
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segment.material_name = material.name
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@ -189,6 +147,11 @@ def create_mesh_geometry(mesh: bpy.types.Mesh, is_skinned : bool) -> List[Geomet
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for v in mesh.vertex_colors.active.data[loop_index].color:
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yield v
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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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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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@ -204,16 +167,6 @@ def create_mesh_geometry(mesh: bpy.types.Mesh, is_skinned : bool) -> List[Geomet
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segment.positions.append(convert_vector_space(mesh.vertices[vertex_index].co))
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segment.normals.append(convert_vector_space(vertex_normal))
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if is_skinned:
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for i,grp_el in mesh.vertices[vertex_index].groups:
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segment.weights.append(tuple(grp_el.group, grp_el.weight))
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print("Adding weight to group {grp_el.group} of value {grp_el.weight}")
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if i > 3: #will have to look into aramture/skin settings for limiting envolopes to 4 weights...
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break
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while i < 3:
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segment.weights.append(tuple(0,0.0))
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i+=1
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if mesh.uv_layers.active is None:
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segment.texcoords.append(Vector((0.0, 0.0)))
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else:
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@ -222,6 +175,11 @@ def create_mesh_geometry(mesh: bpy.types.Mesh, is_skinned : bool) -> List[Geomet
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if segment.colors is not None:
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segment.colors.append(list(mesh.vertex_colors.active.data[loop_index].color))
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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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return new_index
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@ -242,11 +200,12 @@ def create_mesh_geometry(mesh: bpy.types.Mesh, is_skinned : bool) -> List[Geomet
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def get_model_type(obj: bpy.types.Object) -> ModelType:
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""" Get the ModelType for a Blender object. """
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if obj.parent_type == "ARMATURE":
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return ModelType.SKIN
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if obj.type in MESH_OBJECT_TYPES:
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return ModelType.STATIC
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if obj.vertex_groups:
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return ModelType.SKIN
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else:
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return ModelType.STATIC
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return ModelType.NULL
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@ -382,6 +341,31 @@ def select_objects(export_target: str) -> List[bpy.types.Object]:
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return objects + parents
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def expand_armature(obj: bpy.types.Object) -> List[Model]:
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bones: List[Model] = []
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for bone in obj.data.bones:
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model = Model()
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transform = bone.matrix_local
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if bone.parent:
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transform = bone.parent.matrix_local.inverted() @ transform
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model.parent = bone.parent.name
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else:
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model.parent = obj.name
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local_translation, local_rotation, _ = transform.decompose()
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model.model_type = ModelType.BONE
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model.name = bone.name
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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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bones.append(model)
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return bones
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def convert_vector_space(vec: Vector) -> Vector:
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return Vector((-vec.x, vec.z, vec.y))
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@ -71,21 +71,6 @@ def create_scene(generate_triangle_strips: bool, apply_modifiers: bool, export_t
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scene.models = reparent_model_roots(scene.models)
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#now that we've collected all models, we should remap WGHT indices...
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'''
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names_to_indices = {}
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for i,model in enumerate(scene.models):
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names_to_indices[model.name] = i;
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for model in scene.models:
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if model.model_type == ModelType.SKIN:
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for segment in model.geometry:
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for i in range(len(segment.weights)):
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vgroup_index = segment.weights[i][0]
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segment.weights[i][0] = names_to_indices[model.vgroups_to_modelnames_map[vgroup_index]]
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'''
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scene.materials = remove_unused_materials(scene.materials, scene.models)
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scene.anims = gather_animdata(bpy.context.scene.objects["Armature"])
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@ -19,6 +19,7 @@ def save_scene(output_file, scene: Scene):
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with msh2.create_child("SINF") as sinf:
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_write_sinf(sinf, scene)
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model_index: Dict[str, int] = {model.name:i for i, model in enumerate(scene.models)}
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material_index: Dict[str, int] = {}
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with msh2.create_child("MATL") as matl:
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@ -26,7 +27,7 @@ def save_scene(output_file, scene: Scene):
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for index, model in enumerate(scene.models):
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with msh2.create_child("MODL") as modl:
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_write_modl(modl, model, index, material_index, scene)
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_write_modl(modl, model, index, material_index, model_index)
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with hedr.create_child("ANM2") as anm2: #simple for now
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for anim in scene.anims:
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@ -103,7 +104,7 @@ def _write_matd(matd: Writer, material_name: str, material: Material):
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with matd.create_child("TX3D") as tx3d:
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tx3d.write_string(material.texture3)
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def _write_modl(modl: Writer, model: Model, index: int, material_index: Dict[str, int], scene: Scene):
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def _write_modl(modl: Writer, model: Model, index: int, material_index: Dict[str, int], model_index: Dict[str, int]):
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with modl.create_child("MTYP") as mtyp:
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mtyp.write_u32(model.model_type.value)
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@ -129,13 +130,10 @@ def _write_modl(modl: Writer, model: Model, index: int, material_index: Dict[str
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for segment in model.geometry:
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with geom.create_child("SEGM") as segm:
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_write_segm(segm, segment, material_index)
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'''
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if model.model_type == ModelType.SKIN:
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with modl.create_child("ENVL") as envl:
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envl.write_u32(len(scene.models))
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for i in range(len(scene.models)):
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envl.write_u32(i)
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'''
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if model.bone_map:
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with geom.create_child("ENVL") as envl:
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_write_envl(envl, model, model_index)
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if model.collisionprimitive is not None:
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with modl.create_child("SWCI") as swci:
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@ -160,21 +158,16 @@ def _write_segm(segm: Writer, segment: GeometrySegment, material_index: Dict[str
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for position in segment.positions:
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posl.write_f32(position.x, position.y, position.z)
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if segment.weights:
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with segm.create_child("WGHT") as wght:
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_write_wght(wght, segment.weights)
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with segm.create_child("NRML") as nrml:
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nrml.write_u32(len(segment.normals))
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for normal in segment.normals:
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nrml.write_f32(normal.x, normal.y, normal.z)
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'''
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if segment.weights is not None:
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with segm.create_child("WGHT") as wght:
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wght.write_u32(len(segment.weights) / 4)
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for weight in segment.weights:
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wght.write_u32(weight[0])
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wght.write_f32(weight[1])
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'''
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if segment.colors is not None:
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with segm.create_child("CLRL") as clrl:
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clrl.write_u32(len(segment.colors))
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@ -220,7 +213,7 @@ def _write_anm2(anm2: Writer, anim: Animation):
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cycl.write_u32(1)
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cycl.write_string(anim.name)
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for _ in range(64 - (len(anim.name) + 1)):
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for _ in range(63 - len(anim.name) ):
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cycl.write_u8(0)
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cycl.write_f32(10.0) #test framerate
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@ -247,10 +240,22 @@ def _write_anm2(anm2: Writer, anim: Animation):
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kfr3.write_f32(xform.rotation.x, xform.rotation.y, xform.rotation.z, xform.rotation.w)
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def _write_wght(wght: Writer, weights: List[List[VertexWeight]]):
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wght.write_u32(len(weights))
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for weight_list in weights:
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weight_list += [VertexWeight(0.0, 0)] * 4
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weight_list = sorted(weight_list, key=lambda w: w.weight, reverse=True)
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weight_list = weight_list[:4]
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total_weight = max(sum(map(lambda w: w.weight, weight_list)), 1e-5)
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for weight in weight_list:
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wght.write_i32(weight.bone)
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wght.write_f32(weight.weight / total_weight)
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def _write_envl(envl: Writer, model: Model, model_index: Dict[str, int]):
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envl.write_u32(len(model.bone_map))
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for bone_name in model.bone_map:
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envl.write_u32(model_index[bone_name])
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