Non-import changes removed

This commit is contained in:
William Herald Snyder 2020-10-26 10:20:33 -04:00
parent 152b22feb9
commit 1cc6a8d08d
5 changed files with 14 additions and 213 deletions

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@ -1,57 +0,0 @@
""" Gathers the Blender objects from the current scene and returns them as a list of
Model objects. """
import bpy
import math
from enum import Enum
from typing import List, Set, Dict, Tuple
from itertools import zip_longest
from .msh_model import *
from .msh_model_utilities import *
from .msh_utilities import *
from .msh_model_gather import *
def gather_animdata(armature: bpy.types.Armature) -> List[Animation]:
anim_data = Animation();
action = armature.animation_data.action
framerange = action.frame_range
increment = (framerange.y - framerange.x) / 20.0
offset = framerange.x;
anim_data.bone_transforms[armature.parent.name] = []
for bone in armature.data.bones:
anim_data.bone_transforms[bone.name] = []
for frame in range(21):
frame_time = offset + frame * increment
bpy.context.scene.frame_set(frame_time)
anim_data.bone_transforms[armature.parent.name].append(ModelTransform()) #for testing
for bone in armature.pose.bones:
xform = ModelTransform()
vt = convert_vector_space(bone.location);
xform.translation = Vector((vt.x * -1.0, vt.y, vt.z))
xform.rotation = convert_rotation_space(bone.rotation_quaternion)
'''
xform.translation = bone.location
xform.rotation = bone.rotation_quaternion
anim_data.bone_transforms[bone.name].append(xform)
'''
return [anim_data]

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@ -2,7 +2,7 @@
saved to a .msh file. """
from dataclasses import dataclass, field
from typing import List, Dict, Tuple
from typing import List
from enum import Enum
from mathutils import Vector, Quaternion
@ -37,8 +37,7 @@ class GeometrySegment:
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
# TODO: Skin support.
polygons: List[List[int]] = field(default_factory=list)
triangles: List[List[int]] = field(default_factory=list)
@ -66,13 +65,3 @@ class Model:
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 """
name: str = "open"
bone_transforms: Dict[str, List[ModelTransform]] = field(default_factory=dict)

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@ -4,13 +4,13 @@
import bpy
import math
from enum import Enum
from typing import List, Set, Dict, Tuple, Set
from typing import List, Set, Dict, Tuple
from itertools import zip_longest
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:
@ -45,24 +44,11 @@ def gather_models(apply_modifiers: bool, export_target: str) -> List[Model]:
model.transform.translation = convert_vector_space(local_translation)
if obj.parent is not None:
if obj.parent.type == "ARMATURE":
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
model.parent = obj.parent.name
if obj.type in MESH_OBJECT_TYPES:
mesh = obj.to_mesh()
model.geometry = create_mesh_geometry(mesh, model.model_type == ModelType.SKIN)
mesh = obj.to_mesh()
model.geometry = create_mesh_geometry(mesh)
obj.to_mesh_clear()
_, _, world_scale = obj.matrix_world.decompose()
@ -80,30 +66,6 @@ def gather_models(apply_modifiers: bool, export_target: str) -> List[Model]:
models_list.append(model)
for bone in skeleton.data.bones:
model = Model()
model.name = bone.name
model.model_type = ModelType.NULL
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)
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
models_list.append(model)
return models_list
def create_parents_set() -> Set[str]:
@ -118,7 +80,7 @@ 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) -> List[GeometrySegment]:
""" Creates a list of GeometrySegment objects from a Blender mesh.
Does NOT create triangle strips in the GeometrySegment however. """
@ -192,16 +154,6 @@ 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:
@ -212,7 +164,6 @@ def create_mesh_geometry(mesh: bpy.types.Mesh, is_skinned : bool) -> List[Geomet
return new_index
for tri in mesh.loop_triangles:
polygons[tri.material_index].add(tri.polygon_index)
segments[tri.material_index].triangles.append([
@ -230,8 +181,7 @@ 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
# TODO: Skinning support, etc
if obj.type in MESH_OBJECT_TYPES:
return ModelType.STATIC

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@ -6,7 +6,7 @@ from typing import List, Dict
from copy import copy
import bpy
from mathutils import Vector
from .msh_model import Model, Animation
from .msh_model import Model
from .msh_model_gather import gather_models
from .msh_model_utilities import sort_by_parent, has_multiple_root_models, reparent_model_roots, get_model_world_matrix
from .msh_model_triangle_strips import create_models_triangle_strips
@ -14,7 +14,6 @@ from .msh_material import *
from .msh_material_gather import gather_materials
from .msh_material_utilities import remove_unused_materials
from .msh_utilities import *
from .msh_anim_gather import *
@dataclass
class SceneAABB:
@ -44,8 +43,6 @@ class Scene:
name: str = "Scene"
materials: Dict[str, Material] = field(default_factory=dict)
models: List[Model] = field(default_factory=list)
anims: List[Animation] = field(default_factory=list)
def create_scene(generate_triangle_strips: bool, apply_modifiers: bool, export_target: str) -> Scene:
""" Create a msh Scene from the active Blender scene. """
@ -70,24 +67,8 @@ def create_scene(generate_triangle_strips: bool, apply_modifiers: bool, export_t
if has_multiple_root_models(scene.models):
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"])
return scene
def create_scene_aabb(scene: Scene) -> SceneAABB:

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@ -8,8 +8,6 @@ from .msh_material import *
from .msh_writer import Writer
from .msh_utilities import *
from .crc import *
def save_scene(output_file, scene: Scene):
""" Saves scene to the supplied file. """
@ -26,11 +24,7 @@ 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)
#with hedr.create_child("ANM2") as anm2: #simple for now
# for anim in scene.anims:
# _write_anm2(anm2, anim)
_write_modl(modl, model, index, material_index)
with hedr.create_child("CL1L"):
pass
@ -40,8 +34,8 @@ def _write_sinf(sinf: Writer, scene: Scene):
name.write_string(scene.name)
with sinf.create_child("FRAM") as fram:
fram.write_i32(0, 20) #test values
fram.write_f32(10.0) #test values
fram.write_i32(0, 1)
fram.write_f32(29.97003)
with sinf.create_child("BBOX") as bbox:
aabb = create_scene_aabb(scene)
@ -103,7 +97,7 @@ 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]):
with modl.create_child("MTYP") as mtyp:
mtyp.write_u32(model.model_type.value)
@ -129,12 +123,6 @@ 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.collisionprimitive is not None:
with modl.create_child("SWCI") as swci:
@ -165,13 +153,6 @@ def _write_segm(segm: Writer, segment: GeometrySegment, material_index: Dict[str
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))
@ -208,46 +189,3 @@ def _write_segm(segm: Writer, segment: GeometrySegment, material_index: Dict[str
for index in islice(strip, 2, len(strip)):
strp.write_u16(index)
def _write_anm2(anm2: Writer, anim: Animation):
with anm2.create_child("CYCL") as cycl:
cycl.write_u32(1)
cycl.write_string(anim.name)
for _ in range(63 - len(anim.name)):
cycl.write_u8(0)
cycl.write_f32(10.0) #test framerate
cycl.write_u32(0) #what does play style refer to?
cycl.write_u32(0, 20) #first frame indices
with anm2.create_child("KFR3") as kfr3:
kfr3.write_u32(len(anim.bone_transforms.keys()))
for boneName in anim.bone_transforms.keys():
kfr3.write_u32(crc(boneName))
kfr3.write_u32(0) #what is keyframe type?
kfr3.write_u32(21, 21) #basic testing
for i, xform in enumerate(anim.bone_transforms[boneName]):
kfr3.write_u32(i)
kfr3.write_f32(xform.translation.x, xform.translation.y, xform.translation.z)
for i, xform in enumerate(anim.bone_transforms[boneName]):
kfr3.write_u32(i)
kfr3.write_f32(xform.rotation.x, xform.rotation.y, xform.rotation.z, xform.rotation.w)