Normals importing as part of custom split set. Mesh import code moved to seperate file
This commit is contained in:
parent
fe1e16a117
commit
5d86a88411
|
@ -0,0 +1,194 @@
|
|||
""" Converts msh meshes to Blender counterparts """
|
||||
|
||||
|
||||
import bpy
|
||||
import bmesh
|
||||
import math
|
||||
|
||||
from enum import Enum
|
||||
from typing import List, Set, Dict, Tuple
|
||||
|
||||
from .msh_scene import Scene
|
||||
from .msh_material_to_blend import *
|
||||
from .msh_model import *
|
||||
from .msh_skeleton_utilities import *
|
||||
from .msh_model_gather import get_is_model_hidden
|
||||
|
||||
|
||||
from .crc import *
|
||||
|
||||
import os
|
||||
|
||||
|
||||
def validate_segment_geometry(segment : GeometrySegment):
|
||||
if not segment.positions:
|
||||
return False
|
||||
if not segment.triangles and not segment.triangle_strips and not segment.polygons:
|
||||
return False
|
||||
if not segment.material_name:
|
||||
return False
|
||||
if not segment.normals:
|
||||
return False
|
||||
return True
|
||||
|
||||
|
||||
def model_to_mesh_object(model: Model, scene : Scene, materials_map : Dict[str, bpy.types.Material]) -> bpy.types.Object:
|
||||
|
||||
blender_mesh = bpy.data.meshes.new(model.name)
|
||||
|
||||
# Per vertex data which will eventually be remapped to loops
|
||||
vertex_positions = []
|
||||
vertex_uvs = []
|
||||
vertex_normals = []
|
||||
|
||||
|
||||
vertex_weights_offsets = {}
|
||||
|
||||
|
||||
|
||||
# Since polygons in a msh segment index into the segment's verts,
|
||||
# we must keep an offset to index them into the verts of the whole mesh
|
||||
polygon_index_offset = 0
|
||||
|
||||
# List of tuples of face indices
|
||||
polygons = []
|
||||
|
||||
# Each polygon has an index into the mesh's material list
|
||||
current_material_index = 0
|
||||
polygon_material_indices = []
|
||||
|
||||
|
||||
for segment in model.geometry:
|
||||
|
||||
if not validate_segment_geometry(segment):
|
||||
continue
|
||||
|
||||
blender_mesh.materials.append(materials_map[segment.material_name])
|
||||
|
||||
vertex_positions += [tuple(convert_vector_space(p)) for p in segment.positions]
|
||||
|
||||
if segment.texcoords:
|
||||
vertex_uvs += [tuple(texcoord) for texcoord in segment.texcoords]
|
||||
else:
|
||||
vertex_uvs += [(0.0,0.0) for _ in range(len(segment.positions))]
|
||||
|
||||
if segment.normals:
|
||||
vertex_normals += [tuple(convert_vector_space(n)) for n in segment.normals]
|
||||
|
||||
if segment.weights:
|
||||
vertex_weights_offsets[polygon_index_offset] = segment.weights
|
||||
|
||||
|
||||
segment_polygons = []
|
||||
|
||||
if segment.triangles:
|
||||
segment_polygons = [tuple([ind + polygon_index_offset for ind in tri]) for tri in segment.triangles]
|
||||
elif segment.triangle_strips:
|
||||
for strip in segment.triangle_strips:
|
||||
for i in range(len(strip) - 2):
|
||||
strip_tri = tuple([polygon_index_offset + strip[j] for j in range(i,i+3)])
|
||||
segment_polygons.append(strip_tri)
|
||||
elif segment.polygons:
|
||||
segment_polygons = [tuple([ind + polygon_index_offset for ind in polygon]) for polygon in segment.polygons]
|
||||
|
||||
polygon_index_offset += len(segment.positions)
|
||||
|
||||
polygons += segment_polygons
|
||||
|
||||
polygon_material_indices += [current_material_index for _ in segment_polygons]
|
||||
current_material_index += 1
|
||||
|
||||
|
||||
|
||||
'''
|
||||
Start building the blender mesh
|
||||
'''
|
||||
|
||||
# VERTICES
|
||||
|
||||
# This is all we have to do for vertices, other attributes are done per-loop
|
||||
blender_mesh.vertices.add(len(vertex_positions))
|
||||
blender_mesh.vertices.foreach_set("co", [component for vertex_position in vertex_positions for component in vertex_position])
|
||||
|
||||
|
||||
# LOOPS
|
||||
|
||||
flat_indices = [index for polygon in polygons for index in polygon]
|
||||
|
||||
blender_mesh.loops.add(len(flat_indices))
|
||||
|
||||
# Position indices
|
||||
blender_mesh.loops.foreach_set("vertex_index", flat_indices)
|
||||
|
||||
# Normals
|
||||
blender_mesh.create_normals_split()
|
||||
blender_mesh.loops.foreach_set("normal", [component for i in flat_indices for component in vertex_normals[i]])
|
||||
|
||||
# UVs
|
||||
blender_mesh.uv_layers.new(do_init=False)
|
||||
blender_mesh.uv_layers[0].data.foreach_set("uv", [component for i in flat_indices for component in vertex_uvs[i]])
|
||||
|
||||
|
||||
|
||||
# POLYGONS/FACES
|
||||
|
||||
blender_mesh.polygons.add(len(polygons))
|
||||
|
||||
# Indices of starting loop for each polygon
|
||||
polygon_loop_start_indices = []
|
||||
current_polygon_start_index = 0
|
||||
|
||||
# Number of loops in this polygon. Polygon i will use
|
||||
# loops from polygon_loop_start_indices[i] to
|
||||
# polygon_loop_start_indices[i] + polygon_loop_totals[i]
|
||||
polygon_loop_totals = []
|
||||
|
||||
for polygon in polygons:
|
||||
polygon_loop_start_indices.append(current_polygon_start_index)
|
||||
|
||||
current_polygon_length = len(polygon)
|
||||
current_polygon_start_index += current_polygon_length
|
||||
|
||||
polygon_loop_totals.append(current_polygon_length)
|
||||
|
||||
blender_mesh.polygons.foreach_set("loop_start", polygon_loop_start_indices)
|
||||
blender_mesh.polygons.foreach_set("loop_total", polygon_loop_totals)
|
||||
blender_mesh.polygons.foreach_set("material_index", polygon_material_indices)
|
||||
blender_mesh.polygons.foreach_set("use_smooth", [True for _ in polygons])
|
||||
|
||||
blender_mesh.validate(clean_customdata=False)
|
||||
blender_mesh.update()
|
||||
|
||||
|
||||
# Reset custom normals after calling update/validate
|
||||
reset_normals = [0.0] * (len(blender_mesh.loops) * 3)
|
||||
blender_mesh.loops.foreach_get("normal", reset_normals)
|
||||
blender_mesh.normals_split_custom_set(tuple(zip(*(iter(reset_normals),) * 3)))
|
||||
blender_mesh.use_auto_smooth = True
|
||||
|
||||
|
||||
blender_mesh_object = bpy.data.objects.new(model.name, blender_mesh)
|
||||
|
||||
|
||||
# VERTEX GROUPS
|
||||
|
||||
vertex_groups_indicies = {}
|
||||
|
||||
for offset in vertex_weights_offsets:
|
||||
for i, weight_set in enumerate(vertex_weights_offsets[offset]):
|
||||
for weight in weight_set:
|
||||
index = weight.bone
|
||||
|
||||
if index not in vertex_groups_indicies:
|
||||
model_name = scene.models[index].name
|
||||
vertex_groups_indicies[index] = blender_mesh_object.vertex_groups.new(name=model_name)
|
||||
|
||||
vertex_groups_indicies[index].add([offset + i], weight.weight, 'ADD')
|
||||
|
||||
|
||||
return blender_mesh_object
|
||||
|
||||
|
||||
|
||||
|
||||
|
|
@ -13,6 +13,7 @@ from .msh_material_to_blend import *
|
|||
from .msh_model import *
|
||||
from .msh_skeleton_utilities import *
|
||||
from .msh_model_gather import get_is_model_hidden
|
||||
from .msh_mesh_to_blend import model_to_mesh_object
|
||||
|
||||
|
||||
from .crc import *
|
||||
|
@ -118,132 +119,13 @@ def extract_models(scene: Scene, materials_map : Dict[str, bpy.types.Material])
|
|||
sorted_models : List[Model] = sort_by_parent(scene.models)
|
||||
|
||||
for model in sorted_models:
|
||||
|
||||
new_obj = None
|
||||
|
||||
|
||||
if model.model_type == ModelType.STATIC or model.model_type == ModelType.SKIN or model.model_type == ModelType.SHADOWVOLUME:
|
||||
|
||||
new_mesh = bpy.data.meshes.new(model.name)
|
||||
verts = []
|
||||
faces = []
|
||||
offset = 0
|
||||
new_obj = model_to_mesh_object(model, scene, materials_map)
|
||||
|
||||
full_texcoords = []
|
||||
|
||||
weights_offsets = {}
|
||||
|
||||
face_range_to_material_index = []
|
||||
|
||||
materials_to_use = []
|
||||
segment_index = 0
|
||||
|
||||
if model.geometry:
|
||||
|
||||
def validate_segment(segment : GeometrySegment):
|
||||
if not segment.positions:
|
||||
return False
|
||||
if not segment.triangles and not segment.triangle_strips and not segment.polygons:
|
||||
return False
|
||||
if not segment.material_name:
|
||||
return False
|
||||
return True
|
||||
|
||||
|
||||
for seg in model.geometry:
|
||||
|
||||
if not validate_segment(seg):
|
||||
continue
|
||||
|
||||
verts += [tuple(convert_vector_space(v)) for v in seg.positions]
|
||||
|
||||
materials_to_use.append(seg.material_name)
|
||||
|
||||
if seg.weights:
|
||||
weights_offsets[offset] = seg.weights
|
||||
|
||||
if seg.texcoords:
|
||||
full_texcoords += seg.texcoords
|
||||
else:
|
||||
full_texcoords += [(0.0,0.0) for _ in range(len(seg.positions))]
|
||||
|
||||
face_range_lower = len(faces)
|
||||
|
||||
if seg.triangles:
|
||||
faces += [tuple([ind + offset for ind in tri]) for tri in seg.triangles]
|
||||
|
||||
elif seg.triangle_strips:
|
||||
for strip in seg.triangle_strips:
|
||||
for i in range(len(strip) - 2):
|
||||
if i % 2 == 0:
|
||||
face = tuple([offset + strip[j] for j in [i,i+1,i+2]])
|
||||
else:
|
||||
face = tuple([offset + strip[j] for j in [i,i+2,i+1]])
|
||||
faces.append(face)
|
||||
|
||||
elif seg.polygons:
|
||||
faces += [tuple([ind + offset for ind in polygon]) for polygon in seg.polygons]
|
||||
|
||||
|
||||
face_range_upper = len(faces)
|
||||
face_range_to_material_index.append((face_range_lower, face_range_upper, segment_index))
|
||||
|
||||
offset += len(seg.positions)
|
||||
|
||||
segment_index += 1
|
||||
|
||||
new_mesh.from_pydata(verts, [], faces)
|
||||
new_mesh.update()
|
||||
new_mesh.validate()
|
||||
|
||||
|
||||
# If tex coords are present, add material and UV data
|
||||
if full_texcoords:
|
||||
|
||||
edit_mesh = bmesh.new()
|
||||
edit_mesh.from_mesh(new_mesh)
|
||||
|
||||
uvlayer = edit_mesh.loops.layers.uv.verify()
|
||||
|
||||
for edit_mesh_face in edit_mesh.faces:
|
||||
face_index = edit_mesh_face.index
|
||||
mesh_face = faces[face_index]
|
||||
|
||||
for frL, frU, ind in face_range_to_material_index:
|
||||
if face_index >= frL and face_index < frU:
|
||||
edit_mesh_face.material_index = ind
|
||||
|
||||
for i,loop in enumerate(edit_mesh_face.loops):
|
||||
texcoord = full_texcoords[mesh_face[i]]
|
||||
loop[uvlayer].uv = tuple([texcoord[0], texcoord[1]])
|
||||
|
||||
edit_mesh.to_mesh(new_mesh)
|
||||
edit_mesh.free()
|
||||
|
||||
|
||||
new_obj = bpy.data.objects.new(new_mesh.name, new_mesh)
|
||||
|
||||
|
||||
vertex_groups_indicies = {}
|
||||
|
||||
for offset in weights_offsets:
|
||||
for i, weight_set in enumerate(weights_offsets[offset]):
|
||||
for weight in weight_set:
|
||||
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.weight, 'ADD')
|
||||
|
||||
|
||||
'''
|
||||
Assign Material slots
|
||||
'''
|
||||
for material_name in materials_to_use:
|
||||
material = materials_map[material_name]
|
||||
new_obj.data.materials.append(material)
|
||||
|
||||
else:
|
||||
|
||||
new_obj = bpy.data.objects.new(model.name, None)
|
||||
|
|
Loading…
Reference in New Issue