Sleepy's weight implementation swapped in
This commit is contained in:
commit
1bf6b6f9ab
|
@ -27,18 +27,25 @@ class ModelTransform:
|
|||
translation: Vector = field(default_factory=Vector)
|
||||
rotation: Quaternion = field(default_factory=Quaternion)
|
||||
|
||||
@dataclass
|
||||
class VertexWeight:
|
||||
""" Class representing a vertex weight in a .msh file. """
|
||||
|
||||
weight: float = 1.0
|
||||
bone: int = 0
|
||||
|
||||
@dataclass
|
||||
class GeometrySegment:
|
||||
""" Class representing a 'SEGM' section in a .msh file. """
|
||||
|
||||
material_name: str = ""
|
||||
material_name: str = field(default_factory=str)
|
||||
|
||||
positions: List[Vector] = field(default_factory=list)
|
||||
normals: List[Vector] = field(default_factory=list)
|
||||
colors: List[List[float]] = None
|
||||
texcoords: List[Vector] = field(default_factory=list)
|
||||
|
||||
weights: List[Tuple[int, float]] = None
|
||||
weights: List[List[VertexWeight]] = None
|
||||
|
||||
polygons: List[List[int]] = field(default_factory=list)
|
||||
triangles: List[List[int]] = field(default_factory=list)
|
||||
|
@ -64,11 +71,11 @@ class Model:
|
|||
|
||||
transform: ModelTransform = field(default_factory=ModelTransform)
|
||||
|
||||
bone_map: List[str] = None
|
||||
|
||||
geometry: List[GeometrySegment] = None
|
||||
collisionprimitive: CollisionPrimitive = None
|
||||
|
||||
vgroups_to_modelnames_map : Dict[int, str] = None
|
||||
|
||||
@dataclass
|
||||
class Animation:
|
||||
""" Class representing 'CYCL' + 'KFR3' sections in a .msh file """
|
||||
|
|
|
@ -10,7 +10,7 @@ from .msh_model import *
|
|||
from .msh_model_utilities import *
|
||||
from .msh_utilities import *
|
||||
|
||||
SKIPPED_OBJECT_TYPES = {"LATTICE", "CAMERA", "LIGHT", "SPEAKER", "LIGHT_PROBE", "ARMATURE"}
|
||||
SKIPPED_OBJECT_TYPES = {"LATTICE", "CAMERA", "LIGHT", "SPEAKER", "LIGHT_PROBE"}
|
||||
MESH_OBJECT_TYPES = {"MESH", "CURVE", "SURFACE", "META", "FONT", "GPENCIL"}
|
||||
MAX_MSH_VERTEX_COUNT = 32767
|
||||
|
||||
|
@ -22,7 +22,6 @@ def gather_models(apply_modifiers: bool, export_target: str) -> List[Model]:
|
|||
parents = create_parents_set()
|
||||
|
||||
models_list: List[Model] = []
|
||||
skeleton: bpy.types.Armature = None
|
||||
|
||||
for uneval_obj in select_objects(export_target):
|
||||
if uneval_obj.type in SKIPPED_OBJECT_TYPES and uneval_obj.name not in parents:
|
||||
|
@ -33,11 +32,11 @@ def gather_models(apply_modifiers: bool, export_target: str) -> List[Model]:
|
|||
else:
|
||||
obj = uneval_obj
|
||||
|
||||
if uneval_obj.type == "ARMATURE":
|
||||
continue
|
||||
|
||||
check_for_bad_lod_suffix(obj)
|
||||
|
||||
if obj.type == "ARMATURE":
|
||||
models_list += expand_armature(obj)
|
||||
|
||||
local_translation, local_rotation, _ = obj.matrix_local.decompose()
|
||||
|
||||
model = Model()
|
||||
|
@ -47,30 +46,8 @@ def gather_models(apply_modifiers: bool, export_target: str) -> List[Model]:
|
|||
model.transform.rotation = convert_rotation_space(local_rotation)
|
||||
model.transform.translation = convert_vector_space(local_translation)
|
||||
|
||||
print("Adding model: " + model.name)
|
||||
|
||||
if obj.parent is not None:
|
||||
if obj.parent.type == "ARMATURE":
|
||||
|
||||
model.parent = "DummyRoot"
|
||||
|
||||
skeleton = obj.parent
|
||||
|
||||
parent_bone_name = obj.parent_bone
|
||||
if parent_bone_name == "":
|
||||
model.parent = obj.parent.parent
|
||||
else:
|
||||
model.parent = parent_bone_name
|
||||
|
||||
if model.model_type == ModelType.SKIN:
|
||||
model.vgroups_to_modelnames_map = {}
|
||||
for i, vgroup in enumerate(obj.vertex_groups):
|
||||
vgroups_to_modelnames_map[i] = vgroup.name
|
||||
|
||||
|
||||
if obj.type in MESH_OBJECT_TYPES:
|
||||
mesh = obj.to_mesh()
|
||||
model.geometry = create_mesh_geometry(mesh, model.model_type == ModelType.SKIN)
|
||||
model.geometry = create_mesh_geometry(mesh, obj.vertex_groups)
|
||||
obj.to_mesh_clear()
|
||||
|
||||
_, _, world_scale = obj.matrix_world.decompose()
|
||||
|
@ -86,38 +63,14 @@ def gather_models(apply_modifiers: bool, export_target: str) -> List[Model]:
|
|||
if get_is_collision_primitive(obj):
|
||||
model.collisionprimitive = get_collision_primitive(obj)
|
||||
|
||||
models_list.append(model)
|
||||
|
||||
|
||||
for bone in skeleton.data.bones:
|
||||
|
||||
model = Model()
|
||||
model.name = bone.name
|
||||
model.model_type = ModelType.BONE
|
||||
model.hidden = False
|
||||
|
||||
local_translation, local_rotation, _ = bone.matrix_local.decompose()
|
||||
model.transform.rotation = convert_rotation_space(local_rotation)
|
||||
model.transform.translation = convert_vector_space(local_translation)
|
||||
|
||||
print("Adding bone: " + model.name)
|
||||
|
||||
parent_name = bone.parent
|
||||
if parent_name is not None:
|
||||
model.parent = parent_name
|
||||
else:
|
||||
if skeleton.parent is not None:
|
||||
model.parent = skeleton.parent.name
|
||||
else:
|
||||
model.parent = None
|
||||
if obj.vertex_groups:
|
||||
model.bone_map = [group.name for group in obj.vertex_groups]
|
||||
|
||||
models_list.append(model)
|
||||
|
||||
|
||||
|
||||
|
||||
return models_list
|
||||
|
||||
|
||||
def create_parents_set() -> Set[str]:
|
||||
""" Creates a set with the names of the Blender objects from the current scene
|
||||
that have at least one child. """
|
||||
|
@ -130,7 +83,8 @@ def create_parents_set() -> Set[str]:
|
|||
|
||||
return parents
|
||||
|
||||
def create_mesh_geometry(mesh: bpy.types.Mesh, is_skinned : bool) -> List[GeometrySegment]:
|
||||
|
||||
def create_mesh_geometry(mesh: bpy.types.Mesh, has_weights: bool) -> List[GeometrySegment]:
|
||||
""" Creates a list of GeometrySegment objects from a Blender mesh.
|
||||
Does NOT create triangle strips in the GeometrySegment however. """
|
||||
|
||||
|
@ -143,7 +97,7 @@ def create_mesh_geometry(mesh: bpy.types.Mesh, is_skinned : bool) -> List[Geomet
|
|||
material_count = max(len(mesh.materials), 1)
|
||||
|
||||
segments: List[GeometrySegment] = [GeometrySegment() for i in range(material_count)]
|
||||
vertex_cache: List[Dict[Tuple[float], int]] = [dict() for i in range(material_count)]
|
||||
vertex_cache = [dict() for i in range(material_count)]
|
||||
vertex_remap: List[Dict[Tuple[int, int], int]] = [dict() for i in range(material_count)]
|
||||
polygons: List[Set[int]] = [set() for i in range(material_count)]
|
||||
|
||||
|
@ -151,6 +105,10 @@ def create_mesh_geometry(mesh: bpy.types.Mesh, is_skinned : bool) -> List[Geomet
|
|||
for segment in segments:
|
||||
segment.colors = []
|
||||
|
||||
if has_weights:
|
||||
for segment in segments:
|
||||
segment.weights = []
|
||||
|
||||
for segment, material in zip(segments, mesh.materials):
|
||||
segment.material_name = material.name
|
||||
|
||||
|
@ -189,6 +147,11 @@ def create_mesh_geometry(mesh: bpy.types.Mesh, is_skinned : bool) -> List[Geomet
|
|||
for v in mesh.vertex_colors.active.data[loop_index].color:
|
||||
yield v
|
||||
|
||||
if segment.weights is not None:
|
||||
for v in mesh.vertices[vertex_index].groups:
|
||||
yield v.group
|
||||
yield v.weight
|
||||
|
||||
vertex_cache_entry = tuple(get_cache_vertex())
|
||||
cached_vertex_index = cache.get(vertex_cache_entry, vertex_cache_miss_index)
|
||||
|
||||
|
@ -204,16 +167,6 @@ def create_mesh_geometry(mesh: bpy.types.Mesh, is_skinned : bool) -> List[Geomet
|
|||
segment.positions.append(convert_vector_space(mesh.vertices[vertex_index].co))
|
||||
segment.normals.append(convert_vector_space(vertex_normal))
|
||||
|
||||
if is_skinned:
|
||||
for i,grp_el in mesh.vertices[vertex_index].groups:
|
||||
segment.weights.append(tuple(grp_el.group, grp_el.weight))
|
||||
print("Adding weight to group {grp_el.group} of value {grp_el.weight}")
|
||||
if i > 3: #will have to look into aramture/skin settings for limiting envolopes to 4 weights...
|
||||
break
|
||||
while i < 3:
|
||||
segment.weights.append(tuple(0,0.0))
|
||||
i+=1
|
||||
|
||||
if mesh.uv_layers.active is None:
|
||||
segment.texcoords.append(Vector((0.0, 0.0)))
|
||||
else:
|
||||
|
@ -222,6 +175,11 @@ def create_mesh_geometry(mesh: bpy.types.Mesh, is_skinned : bool) -> List[Geomet
|
|||
if segment.colors is not None:
|
||||
segment.colors.append(list(mesh.vertex_colors.active.data[loop_index].color))
|
||||
|
||||
if segment.weights is not None:
|
||||
groups = mesh.vertices[vertex_index].groups
|
||||
|
||||
segment.weights.append([VertexWeight(v.weight, v.group) for v in groups])
|
||||
|
||||
return new_index
|
||||
|
||||
|
||||
|
@ -242,10 +200,11 @@ def create_mesh_geometry(mesh: bpy.types.Mesh, is_skinned : bool) -> List[Geomet
|
|||
|
||||
def get_model_type(obj: bpy.types.Object) -> ModelType:
|
||||
""" Get the ModelType for a Blender object. """
|
||||
if obj.parent_type == "ARMATURE":
|
||||
return ModelType.SKIN
|
||||
|
||||
if obj.type in MESH_OBJECT_TYPES:
|
||||
if obj.vertex_groups:
|
||||
return ModelType.SKIN
|
||||
else:
|
||||
return ModelType.STATIC
|
||||
|
||||
return ModelType.NULL
|
||||
|
@ -382,6 +341,31 @@ def select_objects(export_target: str) -> List[bpy.types.Object]:
|
|||
|
||||
return objects + parents
|
||||
|
||||
def expand_armature(obj: bpy.types.Object) -> List[Model]:
|
||||
bones: List[Model] = []
|
||||
|
||||
for bone in obj.data.bones:
|
||||
model = Model()
|
||||
|
||||
transform = bone.matrix_local
|
||||
|
||||
if bone.parent:
|
||||
transform = bone.parent.matrix_local.inverted() @ transform
|
||||
model.parent = bone.parent.name
|
||||
else:
|
||||
model.parent = obj.name
|
||||
|
||||
local_translation, local_rotation, _ = transform.decompose()
|
||||
|
||||
model.model_type = ModelType.BONE
|
||||
model.name = bone.name
|
||||
model.transform.rotation = convert_rotation_space(local_rotation)
|
||||
model.transform.translation = convert_vector_space(local_translation)
|
||||
|
||||
bones.append(model)
|
||||
|
||||
return bones
|
||||
|
||||
def convert_vector_space(vec: Vector) -> Vector:
|
||||
return Vector((-vec.x, vec.z, vec.y))
|
||||
|
||||
|
|
|
@ -71,21 +71,6 @@ def create_scene(generate_triangle_strips: bool, apply_modifiers: bool, export_t
|
|||
scene.models = reparent_model_roots(scene.models)
|
||||
|
||||
|
||||
#now that we've collected all models, we should remap WGHT indices...
|
||||
'''
|
||||
names_to_indices = {}
|
||||
for i,model in enumerate(scene.models):
|
||||
names_to_indices[model.name] = i;
|
||||
|
||||
for model in scene.models:
|
||||
if model.model_type == ModelType.SKIN:
|
||||
for segment in model.geometry:
|
||||
for i in range(len(segment.weights)):
|
||||
vgroup_index = segment.weights[i][0]
|
||||
segment.weights[i][0] = names_to_indices[model.vgroups_to_modelnames_map[vgroup_index]]
|
||||
'''
|
||||
|
||||
|
||||
scene.materials = remove_unused_materials(scene.materials, scene.models)
|
||||
|
||||
scene.anims = gather_animdata(bpy.context.scene.objects["Armature"])
|
||||
|
|
|
@ -19,6 +19,7 @@ def save_scene(output_file, scene: Scene):
|
|||
with msh2.create_child("SINF") as sinf:
|
||||
_write_sinf(sinf, scene)
|
||||
|
||||
model_index: Dict[str, int] = {model.name:i for i, model in enumerate(scene.models)}
|
||||
material_index: Dict[str, int] = {}
|
||||
|
||||
with msh2.create_child("MATL") as matl:
|
||||
|
@ -26,7 +27,7 @@ def save_scene(output_file, scene: Scene):
|
|||
|
||||
for index, model in enumerate(scene.models):
|
||||
with msh2.create_child("MODL") as modl:
|
||||
_write_modl(modl, model, index, material_index, scene)
|
||||
_write_modl(modl, model, index, material_index, model_index)
|
||||
|
||||
with hedr.create_child("ANM2") as anm2: #simple for now
|
||||
for anim in scene.anims:
|
||||
|
@ -103,7 +104,7 @@ def _write_matd(matd: Writer, material_name: str, material: Material):
|
|||
with matd.create_child("TX3D") as tx3d:
|
||||
tx3d.write_string(material.texture3)
|
||||
|
||||
def _write_modl(modl: Writer, model: Model, index: int, material_index: Dict[str, int], scene: Scene):
|
||||
def _write_modl(modl: Writer, model: Model, index: int, material_index: Dict[str, int], model_index: Dict[str, int]):
|
||||
with modl.create_child("MTYP") as mtyp:
|
||||
mtyp.write_u32(model.model_type.value)
|
||||
|
||||
|
@ -129,13 +130,10 @@ def _write_modl(modl: Writer, model: Model, index: int, material_index: Dict[str
|
|||
for segment in model.geometry:
|
||||
with geom.create_child("SEGM") as segm:
|
||||
_write_segm(segm, segment, material_index)
|
||||
'''
|
||||
if model.model_type == ModelType.SKIN:
|
||||
with modl.create_child("ENVL") as envl:
|
||||
envl.write_u32(len(scene.models))
|
||||
for i in range(len(scene.models)):
|
||||
envl.write_u32(i)
|
||||
'''
|
||||
|
||||
if model.bone_map:
|
||||
with geom.create_child("ENVL") as envl:
|
||||
_write_envl(envl, model, model_index)
|
||||
|
||||
if model.collisionprimitive is not None:
|
||||
with modl.create_child("SWCI") as swci:
|
||||
|
@ -160,21 +158,16 @@ def _write_segm(segm: Writer, segment: GeometrySegment, material_index: Dict[str
|
|||
for position in segment.positions:
|
||||
posl.write_f32(position.x, position.y, position.z)
|
||||
|
||||
if segment.weights:
|
||||
with segm.create_child("WGHT") as wght:
|
||||
_write_wght(wght, segment.weights)
|
||||
|
||||
with segm.create_child("NRML") as nrml:
|
||||
nrml.write_u32(len(segment.normals))
|
||||
|
||||
for normal in segment.normals:
|
||||
nrml.write_f32(normal.x, normal.y, normal.z)
|
||||
|
||||
'''
|
||||
if segment.weights is not None:
|
||||
with segm.create_child("WGHT") as wght:
|
||||
wght.write_u32(len(segment.weights) / 4)
|
||||
for weight in segment.weights:
|
||||
wght.write_u32(weight[0])
|
||||
wght.write_f32(weight[1])
|
||||
'''
|
||||
|
||||
if segment.colors is not None:
|
||||
with segm.create_child("CLRL") as clrl:
|
||||
clrl.write_u32(len(segment.colors))
|
||||
|
@ -220,7 +213,7 @@ def _write_anm2(anm2: Writer, anim: Animation):
|
|||
cycl.write_u32(1)
|
||||
cycl.write_string(anim.name)
|
||||
|
||||
for _ in range(64 - (len(anim.name) + 1)):
|
||||
for _ in range(63 - len(anim.name) ):
|
||||
cycl.write_u8(0)
|
||||
|
||||
cycl.write_f32(10.0) #test framerate
|
||||
|
@ -247,10 +240,22 @@ def _write_anm2(anm2: Writer, anim: Animation):
|
|||
kfr3.write_f32(xform.rotation.x, xform.rotation.y, xform.rotation.z, xform.rotation.w)
|
||||
|
||||
|
||||
def _write_wght(wght: Writer, weights: List[List[VertexWeight]]):
|
||||
wght.write_u32(len(weights))
|
||||
|
||||
for weight_list in weights:
|
||||
weight_list += [VertexWeight(0.0, 0)] * 4
|
||||
weight_list = sorted(weight_list, key=lambda w: w.weight, reverse=True)
|
||||
weight_list = weight_list[:4]
|
||||
|
||||
total_weight = max(sum(map(lambda w: w.weight, weight_list)), 1e-5)
|
||||
|
||||
for weight in weight_list:
|
||||
wght.write_i32(weight.bone)
|
||||
wght.write_f32(weight.weight / total_weight)
|
||||
|
||||
def _write_envl(envl: Writer, model: Model, model_index: Dict[str, int]):
|
||||
envl.write_u32(len(model.bone_map))
|
||||
|
||||
|
||||
|
||||
for bone_name in model.bone_map:
|
||||
envl.write_u32(model_index[bone_name])
|
||||
|
|
Loading…
Reference in New Issue