Normals importing as part of custom split set. Mesh import code moved to seperate file

This commit is contained in:
William Herald Snyder 2022-09-19 14:39:02 -04:00
parent fe1e16a117
commit 5d86a88411
2 changed files with 197 additions and 121 deletions

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@ -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

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@ -13,6 +13,7 @@ from .msh_material_to_blend import *
from .msh_model import * from .msh_model import *
from .msh_skeleton_utilities import * from .msh_skeleton_utilities import *
from .msh_model_gather import get_is_model_hidden from .msh_model_gather import get_is_model_hidden
from .msh_mesh_to_blend import model_to_mesh_object
from .crc import * from .crc import *
@ -118,131 +119,12 @@ def extract_models(scene: Scene, materials_map : Dict[str, bpy.types.Material])
sorted_models : List[Model] = sort_by_parent(scene.models) sorted_models : List[Model] = sort_by_parent(scene.models)
for model in sorted_models: for model in sorted_models:
new_obj = None
new_obj = None
if model.model_type == ModelType.STATIC or model.model_type == ModelType.SKIN or model.model_type == ModelType.SHADOWVOLUME: 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) new_obj = model_to_mesh_object(model, scene, materials_map)
verts = []
faces = []
offset = 0
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: else: