STRP importing, Teancum's highsinger and xizor break implying adaptations needed for ZETools-exported MSHs
This commit is contained in:
commit
3dda2a0d77
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@ -100,15 +100,15 @@ class ExportMSH(Operator, ExportHelper):
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default=True
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)
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export_animated: BoolProperty(
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name="Export Animated Object",
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description="Always check if the object will be animated.",
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export_with_animation: BoolProperty(
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name="Export With Animation",
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description="Includes animation data extracted from the action currently set on armature.",
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default=False
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)
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export_skeleton_only: BoolProperty(
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name="Export Skeleton",
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description="Check if you intend to export skeleton data only.",
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export_as_skeleton: BoolProperty(
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name="Export Objects As Skeleton",
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description="Check if you intend to export skeleton data for consumption by ZenAsset.",
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default=False
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)
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@ -122,9 +122,9 @@ class ExportMSH(Operator, ExportHelper):
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generate_triangle_strips=self.generate_triangle_strips,
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apply_modifiers=self.apply_modifiers,
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export_target=self.export_target,
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skel_only=self.export_skeleton_only
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skel_only=self.export_as_skeleton,
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export_anim=self.export_with_animation
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),
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is_animated=self.export_animated
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)
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return {'FINISHED'}
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@ -12,7 +12,7 @@ from .msh_utilities import *
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from .msh_model_gather import *
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def extract_anim(armature: bpy.types.Armature) -> Animation:
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def extract_anim(armature: bpy.types.Armature, root_name: str) -> Animation:
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action = armature.animation_data.action
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anim = Animation();
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@ -27,19 +27,23 @@ def extract_anim(armature: bpy.types.Armature) -> Animation:
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anim.end_index = num_frames - 1
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anim.bone_transforms["DummyRoot"] = []
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anim.bone_frames[root_name] = ([], [])
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for bone in armature.data.bones:
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anim.bone_transforms[bone.name] = []
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anim.bone_frames[bone.name] = ([], [])
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for frame in range(num_frames):
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#if frame % 10 == 0:
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# print("Sample frame {}:".format(frame))
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frame_time = framerange.x + frame * increment
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bpy.context.scene.frame_set(frame_time)
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anim.bone_transforms["DummyRoot"].append(ModelTransform())
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rframe_dummy = RotationFrame(frame, convert_rotation_space(Quaternion()))
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tframe_dummy = TranslationFrame(frame, Vector((0.0,0.0,0.0)))
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anim.bone_frames[root_name][0].append(tframe_dummy)
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anim.bone_frames[root_name][1].append(rframe_dummy)
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for bone in armature.pose.bones:
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transform = bone.matrix
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@ -49,13 +53,11 @@ def extract_anim(armature: bpy.types.Armature) -> Animation:
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loc, rot, _ = transform.decompose()
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xform = ModelTransform()
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xform.rotation = convert_rotation_space(rot)
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xform.translation = convert_vector_space(loc)
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rframe = RotationFrame(frame, convert_rotation_space(rot))
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tframe = TranslationFrame(frame, convert_vector_space(loc))
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#if frame % 10 == 0:
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# print("\t{:10}: loc {:15} rot {:15}".format(bone.name, vec_to_str(xform.translation), quat_to_str(xform.rotation)))
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anim.bone_frames[bone.name][0].append(tframe)
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anim.bone_frames[bone.name][1].append(rframe)
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anim.bone_transforms[bone.name].append(xform)
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return anim
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@ -2,7 +2,7 @@
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saved to a .msh file. """
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from dataclasses import dataclass, field
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from typing import List, Tuple
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from typing import List, Tuple, Dict
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from enum import Enum
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from mathutils import Vector, Quaternion
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@ -52,7 +52,6 @@ class GeometrySegment:
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triangles: List[List[int]] = field(default_factory=list)
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triangle_strips: List[List[int]] = None
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weights: List[List[Tuple[int, float]]] = None
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@dataclass
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class CollisionPrimitive:
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@ -80,14 +79,27 @@ class Model:
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collisionprimitive: CollisionPrimitive = None
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@dataclass
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class RotationFrame:
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index : int = 0
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rotation : Quaternion = field(default_factory=Quaternion)
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@dataclass
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class TranslationFrame:
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index : int = 0
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translation : Vector = field(default_factory=Vector)
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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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name: str = "fullanimation"
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bone_transforms: Dict[str, List[ModelTransform]] = field(default_factory=dict)
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bone_frames: Dict[str, Tuple[List[TranslationFrame], List[RotationFrame]]] = field(default_factory=dict)
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framerate: float = 29.97
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start_index : int = 0
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end_index : int = 0
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@ -14,7 +14,7 @@ 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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def gather_models(apply_modifiers: bool, export_target: str, skeleton_only: bool) -> List[Model]:
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def gather_models(apply_modifiers: bool, export_target: str, skeleton_only: bool) -> Tuple[List[Model], bpy.types.Object]:
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""" Gathers the Blender objects from the current scene and returns them as a list of
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Model objects. """
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@ -23,6 +23,8 @@ def gather_models(apply_modifiers: bool, export_target: str, skeleton_only: bool
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models_list: List[Model] = []
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armature_found = 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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continue
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@ -36,6 +38,7 @@ def gather_models(apply_modifiers: bool, export_target: str, skeleton_only: bool
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if obj.type == "ARMATURE":
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models_list += expand_armature(obj)
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armature_found = obj
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continue
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model = Model()
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@ -44,7 +47,6 @@ def gather_models(apply_modifiers: bool, export_target: str, skeleton_only: bool
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model.hidden = get_is_model_hidden(obj)
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transform = obj.matrix_local
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transform_reset = Matrix.Identity(4)
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if obj.parent_bone:
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model.parent = obj.parent_bone
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@ -52,18 +54,8 @@ def gather_models(apply_modifiers: bool, export_target: str, skeleton_only: bool
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# matrix_local, when called on an armature child also parented to a bone, appears to be broken.
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# At the very least, the results contradict the docs...
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armature_relative_transform = obj.parent.matrix_world.inverted() @ obj.matrix_world
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bone_relative_transform = obj.parent.data.bones[obj.parent_bone].matrix_local.inverted() @ armature_relative_transform
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transform = obj.parent.data.bones[obj.parent_bone].matrix_local.inverted() @ armature_relative_transform
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transform = bone_relative_transform
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'''
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# Since the transforms of direct bone children are discarded by ZEngine (but not ZEditor), we apply the transform
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# before geometry extraction, then apply the inversion after.
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if obj.type in MESH_OBJECT_TYPES:
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obj.data.transform(bone_relative_transform)
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transform_reset = bone_relative_transform.inverted()
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transform = Matrix.Identity(4)
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'''
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else:
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if obj.parent is not None:
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if obj.parent.type == "ARMATURE":
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@ -95,8 +87,6 @@ def gather_models(apply_modifiers: bool, export_target: str, skeleton_only: bool
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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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obj.data.transform(transform_reset)
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if get_is_collision_primitive(obj):
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model.collisionprimitive = get_collision_primitive(obj)
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@ -104,7 +94,9 @@ def gather_models(apply_modifiers: bool, export_target: str, skeleton_only: bool
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models_list.append(model)
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return models_list
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return (models_list, armature_found)
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def create_parents_set() -> Set[str]:
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@ -3,12 +3,13 @@ import io
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import struct
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class Reader:
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def __init__(self, file, parent=None, indent=0):
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def __init__(self, file, parent=None, indent=0, debug=False):
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self.file = file
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self.size: int = 0
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self.size_pos = None
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self.parent = parent
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self.indent = " " * indent #for print debugging
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self.debug = debug
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def __enter__(self):
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@ -19,7 +20,8 @@ class Reader:
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padding_length = 4 - (self.size % 4) if self.size % 4 > 0 else 0
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self.end_pos = self.size_pos + padding_length + self.size + 8
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#print(self.indent + "Begin " + self.header + ", Size: " + str(self.size) + ", Pos: " + str(self.size_pos))
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if self.debug:
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print(self.indent + "Begin " + self.header + ", Size: " + str(self.size) + ", Pos: " + str(self.size_pos))
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return self
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@ -28,7 +30,9 @@ class Reader:
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if self.size > self.MAX_SIZE:
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raise OverflowError(f".msh file overflowed max size. size = {self.size} MAX_SIZE = {self.MAX_SIZE}")
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#print(self.indent + "End " + self.header)
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if self.debug:
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print(self.indent + "End " + self.header)
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self.file.seek(self.end_pos)
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@ -84,7 +88,7 @@ class Reader:
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def read_child(self):
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child = Reader(self.file, parent=self, indent=int(len(self.indent) / 2) + 1)
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child = Reader(self.file, parent=self, indent=int(len(self.indent) / 2) + 1, debug=self.debug)
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return child
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@ -95,7 +99,13 @@ class Reader:
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def peak_next_header(self):
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buf = self.read_bytes(4);
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self.file.seek(-4,1)
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return buf.decode("utf-8")
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try:
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result = buf.decode("utf-8")
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except:
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result = ""
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return result
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def could_have_child(self):
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@ -6,7 +6,7 @@ from typing import List, Dict
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from copy import copy
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import bpy
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from mathutils import Vector
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from .msh_model import Model
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from .msh_model import Model, Animation
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from .msh_model_gather import gather_models
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from .msh_model_utilities import sort_by_parent, has_multiple_root_models, reparent_model_roots, get_model_world_matrix
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from .msh_model_triangle_strips import create_models_triangle_strips
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@ -44,9 +44,11 @@ class Scene:
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materials: Dict[str, Material] = field(default_factory=dict)
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models: List[Model] = field(default_factory=list)
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animation: Animation = None
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skeleton: List[int] = field(default_factory=list)
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def create_scene(generate_triangle_strips: bool, apply_modifiers: bool, export_target: str, skel_only: bool) -> Scene:
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def create_scene(generate_triangle_strips: bool, apply_modifiers: bool, export_target: str, skel_only: bool, export_anim: bool) -> Scene:
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""" Create a msh Scene from the active Blender scene. """
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scene = Scene()
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@ -55,7 +57,7 @@ def create_scene(generate_triangle_strips: bool, apply_modifiers: bool, export_t
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scene.materials = gather_materials()
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scene.models = gather_models(apply_modifiers=apply_modifiers, export_target=export_target, skeleton_only=skel_only)
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scene.models, armature_obj = gather_models(apply_modifiers=apply_modifiers, export_target=export_target, skeleton_only=skel_only)
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scene.models = sort_by_parent(scene.models)
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if generate_triangle_strips:
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@ -71,12 +73,17 @@ def create_scene(generate_triangle_strips: bool, apply_modifiers: bool, export_t
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scene.materials = remove_unused_materials(scene.materials, scene.models)
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#creates a dummy basepose if no Action is selected
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if "Armature" in bpy.context.scene.objects.keys():
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scene.anims = [extract_anim(bpy.context.scene.objects["Armature"])]
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root = scene.models[0]
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if export_anim:
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if armature_obj is not None:
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scene.animation = extract_anim(armature_obj, root.name)
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else:
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raise Exception("Export Error: Could not find an armature object from which to export an animation!")
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if skel_only and root.model_type == ModelType.NULL:
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# For ZenAsset
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inject_dummy_data(root)
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return scene
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@ -12,6 +12,8 @@ from .crc import *
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model_counter = 0
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mndx_remap = {}
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def read_scene(input_file) -> Scene:
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@ -19,10 +21,13 @@ def read_scene(input_file) -> Scene:
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scene.models = []
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scene.materials = {}
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global mndx_remap
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mndx_remap = {}
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global model_counter
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model_counter = 0
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with Reader(file=input_file) as hedr:
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with Reader(file=input_file, debug=True) as hedr:
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while hedr.could_have_child():
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@ -54,8 +59,7 @@ def read_scene(input_file) -> Scene:
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scene.models.append(_read_modl(modl, materials_list))
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else:
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with hedr.read_child() as unknown:
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pass
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msh2.skip_bytes(1)
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elif "SKL2" in next_header:
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with hedr.read_child() as skl2:
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@ -67,15 +71,27 @@ def read_scene(input_file) -> Scene:
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_read_anm2(anm2, scene.models)
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else:
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with hedr.read_child() as null:
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pass
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hedr.skip_bytes(1)
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if scene.skeleton:
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print("Skeleton models: ")
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for model in scene.models:
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if crc(model.name) in scene.skeleton:
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print("\t" + model.name)
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for i in range(len(scene.skeleton)):
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if crc(model.name) == scene.skeleton[i]:
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print("\t" + model.name)
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if model.model_type == ModelType.SKIN:
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scene.skeleton.pop(i)
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break
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for model in scene.models:
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if model.geometry:
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for seg in model.geometry:
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if seg.weights:
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for weight_set in seg.weights:
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for vweight in weight_set:
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vweight.bone = mndx_remap[vweight.bone]
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return scene
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@ -135,7 +151,7 @@ def _read_matd(matd: Reader) -> Material:
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mat.texture3 = tx3d.read_string()
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else:
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matd.skip_bytes(4)
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matd.skip_bytes(1)
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return mat
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@ -154,9 +170,14 @@ def _read_modl(modl: Reader, materials_list: List[Material]) -> Model:
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elif "MNDX" in next_header:
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with modl.read_child() as mndx:
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index = mndx.read_u32()
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global model_counter
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if mndx.read_u32() - 1 != model_counter:
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print("MODEL INDEX DIDNT MATCH COUNTER!")
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print(mndx.indent + "MNDX doesn't match counter, expected: {} found: {}".format(model_counter, index))
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global mndx_remap
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mndx_remap[index] = model_counter
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model_counter += 1
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elif "NAME" in next_header:
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@ -191,18 +212,20 @@ def _read_modl(modl: Reader, materials_list: List[Material]) -> Model:
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elif "ENVL" in next_header_geom:
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with geom.read_child() as envl:
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num_indicies = envl.read_u32()
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envelope += [envl.read_u32() - 1 for _ in range(num_indicies)]
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envelope += [envl.read_u32() for _ in range(num_indicies)]
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else:
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with geom.read_child() as null:
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pass
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geom.skip_bytes(1)
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#with geom.read_child() as null:
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#pass
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for seg in model.geometry:
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if seg.weights:
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if seg.weights and envelope:
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for weight_set in seg.weights:
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for i in range(len(weight_set)):
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weight = weight_set[i]
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weight_set[i] = (envelope[weight[0]], weight[1])
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vertex_weight = weight_set[i]
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index = vertex_weight.bone
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weight_set[i] = VertexWeight(vertex_weight.weight, envelope[vertex_weight.bone])
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elif "SWCI" in next_header:
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prim = CollisionPrimitive()
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|
@ -214,10 +237,9 @@ def _read_modl(modl: Reader, materials_list: List[Material]) -> Model:
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model.collisionprimitive = prim
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else:
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with modl.read_child() as null:
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pass
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modl.skip_bytes(1)
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|
||||
print("Reading model " + model.name + " of type: " + str(model.model_type)[10:])
|
||||
print(modl.indent + "Read model " + model.name + " of type: " + str(model.model_type)[10:])
|
||||
|
||||
return model
|
||||
|
||||
|
@ -293,11 +315,45 @@ def _read_segm(segm: Reader, materials_list: List[Material]) -> GeometrySegment:
|
|||
geometry_seg.triangles.append(ndxt.read_u16(3))
|
||||
|
||||
elif "STRP" in next_header:
|
||||
with segm.read_child() as strp:
|
||||
pass
|
||||
strips : List[List[int]] = []
|
||||
|
||||
if segm.read_u16 != 0: #trailing 0 bug https://schlechtwetterfront.github.io/ze_filetypes/msh.html#STRP
|
||||
segm.skip_bytes(-2)
|
||||
with segm.read_child() as strp:
|
||||
num_indicies = strp.read_u32()
|
||||
|
||||
num_indicies_read = 0
|
||||
|
||||
curr_strip = []
|
||||
previous_flag = False
|
||||
|
||||
if num_indicies > 0:
|
||||
index, index1 = strp.read_u16(2)
|
||||
curr_strip = [index & 0x7fff, index1 & 0x7fff]
|
||||
num_indicies_read += 2
|
||||
|
||||
for i in range(num_indicies - 2):
|
||||
index = strp.read_u16(1)
|
||||
|
||||
if index & 0x8000 > 0:
|
||||
index = index & 0x7fff
|
||||
|
||||
if previous_flag:
|
||||
previous_flag = False
|
||||
curr_strip.append(index)
|
||||
strips.append(curr_strip[:-2])
|
||||
curr_strip = curr_strip[-2:]
|
||||
continue
|
||||
else:
|
||||
previous_flag = True
|
||||
|
||||
else:
|
||||
previous_flag = False
|
||||
|
||||
curr_strip.append(index)
|
||||
|
||||
geometry_seg.triangle_strips = strips
|
||||
|
||||
#if segm.read_u16 != 0: #trailing 0 bug https://schlechtwetterfront.github.io/ze_filetypes/msh.html#STRP
|
||||
# segm.skip_bytes(-2)
|
||||
|
||||
elif "WGHT" in next_header:
|
||||
with segm.read_child() as wght:
|
||||
|
@ -312,13 +368,12 @@ def _read_segm(segm: Reader, materials_list: List[Material]) -> GeometrySegment:
|
|||
value = wght.read_f32()
|
||||
|
||||
if value > 0.000001:
|
||||
weight_set.append((index,value))
|
||||
weight_set.append(VertexWeight(value,index))
|
||||
|
||||
geometry_seg.weights.append(weight_set)
|
||||
|
||||
else:
|
||||
with segm.read_child() as null:
|
||||
pass
|
||||
segm.skip_bytes(1)
|
||||
|
||||
return geometry_seg
|
||||
|
||||
|
|
|
@ -8,13 +8,10 @@ from .msh_material import *
|
|||
from .msh_writer import Writer
|
||||
from .msh_utilities import *
|
||||
|
||||
<<<<<<< HEAD
|
||||
from .crc import *
|
||||
|
||||
def save_scene(output_file, scene: Scene, is_animated: bool):
|
||||
=======
|
||||
|
||||
def save_scene(output_file, scene: Scene):
|
||||
>>>>>>> mshread
|
||||
""" Saves scene to the supplied file. """
|
||||
|
||||
with Writer(file=output_file, chunk_id="HEDR") as hedr:
|
||||
|
@ -36,16 +33,15 @@ def save_scene(output_file, scene: Scene):
|
|||
with msh2.create_child("MODL") as modl:
|
||||
_write_modl(modl, model, index, material_index, model_index)
|
||||
|
||||
if is_animated:
|
||||
if scene.animation is not None:
|
||||
with hedr.create_child("SKL2") as skl2:
|
||||
_write_skl2(skl2, scene)
|
||||
_write_skl2(skl2, scene.animation)
|
||||
|
||||
with hedr.create_child("BLN2") as bln2:
|
||||
_write_bln2(bln2, scene)
|
||||
_write_bln2(bln2, scene.animation)
|
||||
|
||||
with hedr.create_child("ANM2") as anm2: #simple for now
|
||||
for anim in scene.anims:
|
||||
_write_anm2(anm2, anim)
|
||||
with hedr.create_child("ANM2") as anm2: #simple for now
|
||||
_write_anm2(anm2, scene.animation)
|
||||
|
||||
with hedr.create_child("CL1L"):
|
||||
pass
|
||||
|
@ -251,23 +247,23 @@ def _write_envl(envl: Writer, model: Model, model_index: Dict[str, int]):
|
|||
'''
|
||||
SKELETON CHUNKS
|
||||
'''
|
||||
def _write_bln2(bln2: Writer, scene: Scene):
|
||||
bones = scene.anims[0].bone_transforms.keys()
|
||||
def _write_bln2(bln2: Writer, anim: Animation):
|
||||
bones = anim.bone_frames.keys()
|
||||
bln2.write_u32(len(bones))
|
||||
|
||||
for boneName in bones:
|
||||
bln2.write_u32(crc(boneName), 0)
|
||||
|
||||
def _write_skl2(skl2: Writer, scene: Scene):
|
||||
bones = scene.anims[0].bone_transforms.keys()
|
||||
skl2.write_u32(len(bones))
|
||||
def _write_skl2(skl2: Writer, anim: Animation):
|
||||
bones = anim.bone_frames.keys()
|
||||
skl2.write_u32(len(bones))
|
||||
|
||||
for boneName in bones:
|
||||
skl2.write_u32(crc(boneName), 0) #default values
|
||||
skl2.write_f32(1.0, 0.0, 0.0) #from docs
|
||||
skl2.write_u32(crc(boneName), 0) #default values from docs
|
||||
skl2.write_f32(1.0, 0.0, 0.0)
|
||||
|
||||
'''
|
||||
ANIMATION CHUNK
|
||||
ANIMATION CHUNKS
|
||||
'''
|
||||
def _write_anm2(anm2: Writer, anim: Animation):
|
||||
|
||||
|
@ -286,19 +282,21 @@ def _write_anm2(anm2: Writer, anim: Animation):
|
|||
|
||||
with anm2.create_child("KFR3") as kfr3:
|
||||
|
||||
kfr3.write_u32(len(anim.bone_transforms.keys()))
|
||||
kfr3.write_u32(len(anim.bone_frames))
|
||||
|
||||
for boneName in anim.bone_transforms.keys():
|
||||
for boneName in anim.bone_frames:
|
||||
kfr3.write_u32(crc(boneName))
|
||||
kfr3.write_u32(0) #what is keyframe type?
|
||||
|
||||
num_frames = 1 + anim.end_index - anim.start_index
|
||||
kfr3.write_u32(num_frames, num_frames) #basic testing
|
||||
translation_frames, rotation_frames = anim.bone_frames[boneName]
|
||||
|
||||
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)
|
||||
kfr3.write_u32(len(translation_frames), len(rotation_frames))
|
||||
|
||||
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)
|
||||
for frame in translation_frames:
|
||||
kfr3.write_u32(frame.index)
|
||||
kfr3.write_f32(frame.translation.x, frame.translation.y, frame.translation.z)
|
||||
|
||||
for frame in rotation_frames:
|
||||
kfr3.write_u32(frame.index)
|
||||
kfr3.write_f32(frame.rotation.x, frame.rotation.y, frame.rotation.z, frame.rotation.w)
|
||||
|
|
@ -79,7 +79,7 @@ def extract_refined_skeleton(scene: Scene):
|
|||
if seg.weights:
|
||||
for weight_set in seg.weights:
|
||||
for weight in weight_set:
|
||||
model_weighted_to = scene.models[weight[0]]
|
||||
model_weighted_to = scene.models[weight.bone]
|
||||
|
||||
if crc(model_weighted_to.name) not in scene.skeleton:
|
||||
scene.skeleton.append(crc(model_weighted_to.name))
|
||||
|
@ -164,7 +164,14 @@ def extract_models(scene: Scene, materials_map):
|
|||
else:
|
||||
full_texcoords += [(0.0,0.0) for _ in range(len(seg.positions))]
|
||||
|
||||
faces += [tuple([ind + offset for ind in tri]) for tri in seg.triangles]
|
||||
if seg.triangles:
|
||||
faces += [tuple([ind + offset for ind in tri]) for tri in seg.triangles]
|
||||
else:
|
||||
for strip in seg.triangle_strips:
|
||||
for i in range(len(strip) - 2):
|
||||
face = tuple([offset + strip[j] for j in range(i,i+3)])
|
||||
print("strip face: " + str(face))
|
||||
faces.append(face)
|
||||
|
||||
offset += len(seg.positions)
|
||||
|
||||
|
@ -199,13 +206,13 @@ def extract_models(scene: Scene, materials_map):
|
|||
for offset in weights_offsets:
|
||||
for i, weight_set in enumerate(weights_offsets[offset]):
|
||||
for weight in weight_set:
|
||||
index = weight[0]
|
||||
index = weight.bone
|
||||
|
||||
if index not in vertex_groups_indicies:
|
||||
model_name = scene.models[index].name
|
||||
vertex_groups_indicies[index] = new_obj.vertex_groups.new(name=model_name)
|
||||
|
||||
vertex_groups_indicies[index].add([offset + i], weight[1], 'ADD')
|
||||
vertex_groups_indicies[index].add([offset + i], weight.weight, 'ADD')
|
||||
|
||||
'''
|
||||
Assign Materials - will do per segment later...
|
||||
|
@ -277,8 +284,8 @@ def extract_scene(filepath: str, scene: Scene):
|
|||
skel = extract_refined_skeleton(scene)
|
||||
armature = refined_skeleton_to_armature(skel, model_map)
|
||||
|
||||
reparent_obj = None
|
||||
for model in scene.models:
|
||||
reparent_obj = None
|
||||
if model.model_type == ModelType.SKIN:
|
||||
|
||||
if model.parent:
|
||||
|
@ -314,8 +321,9 @@ def extract_scene(filepath: str, scene: Scene):
|
|||
|
||||
for model in scene.models:
|
||||
if model.name in bpy.data.objects:
|
||||
if model.hidden and len(bpy.data.objects[model.name].children) == 0:
|
||||
bpy.data.objects[model.name].hide_set(True)
|
||||
obj = bpy.data.objects[model.name]
|
||||
if get_is_model_hidden(obj) and len(obj.children) == 0:
|
||||
obj.hide_set(True)
|
||||
|
||||
|
||||
|
||||
|
|
Loading…
Reference in New Issue