Fill material properties upon import + if SKL2 missing, assume all BONE models are in it + SkeletonProperties only relevant for imported meshes + chunked_file_reader no longer assumes 4-byte alignment
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@ -25,21 +25,18 @@ class Reader:
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if self.parent is not None:
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self.header = self.read_bytes(4).decode("utf-8")
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else:
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self.header = "FILE"
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self.header = "File"
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if self.parent is not None:
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self.size = self.read_u32()
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else:
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self.size = os.path.getsize(self.file.name) - 8
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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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# No padding to multiples of 4. Files exported from XSI via zetools do not align by 4!
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self.end_pos = self.size_pos + self.size + 8
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if self.debug:
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if self.parent is not None:
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print(self.indent + "Begin " + self.header + ", Size: " + str(self.size) + ", At pos: " + str(self.size_pos))
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else:
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print(self.indent + "Begin file, Size: " + str(self.size) + ", At pos: " + str(self.size_pos))
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print("{}Begin {} of Size {} at pos {}:".format(self.indent, self.header, self.size, self.size_pos))
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return self
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@ -49,7 +46,7 @@ class Reader:
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raise OverflowError(f"File overflowed max size. size = {self.size} MAX_SIZE = {self.MAX_SIZE}")
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if self.debug:
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print(self.indent + "End " + self.header)
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print("{}End {} at pos: {}".format(self.indent, self.header, self.end_pos))
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self.file.seek(self.end_pos)
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@ -0,0 +1,133 @@
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""" For finding textures and assigning material properties from entries in a Material """
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import bpy
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from typing import Dict
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from .msh_material import *
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from .msh_material_gather import *
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from .msh_material_properties import *
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import os
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def find_texture_path(folder_path : str, name : str) -> str:
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if not folder_path or not name:
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return ""
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possible_paths = [
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os.path.join(folder_path, name),
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os.path.join(folder_path, "PC", name),
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os.path.join(folder_path, "pc", name),
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os.path.join(folder_path, ".." , name),
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]
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for possible_path in possible_paths:
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if os.path.exists(possible_path):
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return possible_path
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return ""
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def fill_material_props(material : Material, material_properties):
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""" Fills MaterialProperties from Material instance """
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if material_properties is None or material is None:
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return
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material_properties.specular_color = (material.specular_color[0], material.specular_color[1], material.specular_color[2])
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material_properties.diffuse_map = material.texture0
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_fill_material_props_rendertype(material, material_properties)
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_fill_material_props_flags(material, material_properties)
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_fill_material_props_data(material, material_properties)
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_fill_normal_map_or_distortion_map_texture(material, material_properties)
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_fill_detail_texture(material, material_properties)
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_fill_envmap_texture(material, material_properties)
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def _fill_material_props_rendertype(material, material_properties):
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_REVERSE_RENDERTYPES_MAPPING = {
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Rendertype.NORMAL : "NORMAL_BF2",
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Rendertype.SCROLLING : "SCROLLING_BF2",
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Rendertype.ENVMAPPED : "ENVMAPPED_BF2",
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Rendertype.ANIMATED : "ANIMATED_BF2",
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Rendertype.REFRACTION : "REFRACTION_BF2",
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Rendertype.BLINK : "BLINK_BF2",
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Rendertype.NORMALMAPPED_TILED : "NORMALMAPPED_TILED_BF2",
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Rendertype.NORMALMAPPED_ENVMAPPED : "NORMALMAPPED_ENVMAPPED_BF2",
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Rendertype.NORMALMAPPED : "NORMALMAPPED_BF2",
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Rendertype.NORMALMAPPED_TILED_ENVMAP : "NORMALMAPPED_TILED_ENVMAPPED_BF2"}
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material_properties.rendertype = _REVERSE_RENDERTYPES_MAPPING[material.rendertype]
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def _fill_material_props_flags(material, material_properties):
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if material.rendertype == Rendertype.REFRACTION:
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material_properties.blended_transparency = True
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return
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flags = material.flags
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material_properties.blended_transparency = bool(flags & MaterialFlags.BLENDED_TRANSPARENCY)
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material_properties.additive_transparency = bool(flags & MaterialFlags.ADDITIVE_TRANSPARENCY)
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material_properties.hardedged_transparency = bool(flags & MaterialFlags.HARDEDGED_TRANSPARENCY)
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material_properties.unlit = bool(flags & MaterialFlags.UNLIT)
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material_properties.glow = bool(flags & MaterialFlags.GLOW)
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material_properties.perpixel = bool(flags & MaterialFlags.PERPIXEL)
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material_properties.specular = bool(flags & MaterialFlags.SPECULAR)
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material_properties.doublesided = bool(flags & MaterialFlags.DOUBLESIDED)
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def _fill_material_props_data(material, material_properties):
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if material.rendertype == Rendertype.SCROLLING:
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material_properties.scroll_speed_u = material.data[0]
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material_properties.scroll_speed_v = material.data[1]
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elif material.rendertype == Rendertype.BLINK:
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material_properties.blink_min_brightness = material.data[0]
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material_properties.blink_speed = material.data[1]
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elif material.rendertype == Rendertype.NORMALMAPPED_TILED_ENVMAP or material.rendertype == Rendertype.NORMALMAPPED_TILED:
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material_properties.normal_map_tiling_u = material.data[0]
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material_properties.normal_map_tiling_v = material.data[1]
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elif material.rendertype == Rendertype.REFRACTION:
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pass
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elif material.rendertype == Rendertype.ANIMATED:
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anim_length_index = int(sqrt(length)) - 1
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if animation_length_index < 0:
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animation_length_index = 0
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elif animation_length_index > len(UI_MATERIAL_ANIMATION_LENGTHS):
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animation_length_index = len(UI_MATERIAL_ANIMATION_LENGTHS) - 1
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material_properties.animation_length = UI_MATERIAL_ANIMATION_LENGTHS[animation_length_index]
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material_properties.animation_speed = material.data[1]
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else:
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material_properties.detail_map_tiling_u = material.data[0]
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material_properties.detail_map_tiling_v = material.data[1]
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def _fill_normal_map_or_distortion_map_texture(material, material_properties):
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if material.rendertype == Rendertype.REFRACTION:
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material_properties.distortion_map = material.texture1
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elif material.rendertype.value > 24:
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material_properties.normal_map = material.texture1
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def _fill_detail_texture(material, material_properties):
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if material.rendertype != Rendertype.REFRACTION:
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material_properties.detail_map = material.texture2
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def _fill_envmap_texture(material, material_properties):
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if material.rendertype != Rendertype.ENVMAPPED:
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material_properties.environment_map = material.texture3
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@ -110,13 +110,27 @@ def read_scene(input_file, anim_only=False, debug=0) -> Scene:
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change its index to directly reference its bone's index.
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It will reference the MNDX of its bone's MODL by default.
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'''
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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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if vweight.bone in mndx_remap:
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vweight.bone = mndx_remap[vweight.bone]
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else:
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vweight.bone = 0
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# So in the new republic boba example, the weights aimed for bone_head instead map to sv_jettrooper...
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#for key, val in mndx_remap.items():
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#if scene.models[val].name == "bone_head" or scene.models[val].name == "sv_jettrooper":
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#print("Key: {} is mapped to val: {}".format(key, val))
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#print("Key: {}, val {} is model: {}".format(key, val, scene.models[val].name))
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return scene
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@ -155,8 +169,8 @@ def _read_matd(matd: Reader) -> Material:
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elif next_header == "ATRB":
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with matd.read_child() as atrb:
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mat.flags = atrb.read_u8()
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mat.rendertype = atrb.read_u8()
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mat.flags = MaterialFlags(atrb.read_u8())
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mat.rendertype = Rendertype(atrb.read_u8())
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mat.data = atrb.read_u8(2)
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elif next_header == "TX0D":
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@ -197,8 +211,10 @@ def _read_modl(modl: Reader, materials_list: List[Material]) -> Model:
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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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#print(mndx.indent + "MNDX doesn't match counter, expected: {} found: {}".format(model_counter, index))
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#print("Model counter: {} MNDX: {}".format(model_counter, index))
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global mndx_remap
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mndx_remap[index] = model_counter
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@ -228,7 +244,6 @@ def _read_modl(modl: Reader, materials_list: List[Material]) -> Model:
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with modl.read_child() as geom:
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while geom.could_have_child():
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#print("Searching for next seg or envl child..")
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next_header_geom = geom.peak_next_header()
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if next_header_geom == "SEGM":
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else:
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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 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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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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for vertex_weight in weight_set:
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vertex_weight.bone = envelope[vertex_weight.bone]
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elif next_header == "SWCI":
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prim = CollisionPrimitive()
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for _ in range(num_tris):
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geometry_seg.triangles.append(ndxt.read_u16(3))
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#
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elif next_header == "STRP":
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strips : List[List[int]] = []
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geometry_seg.weights.append(weight_set)
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else:
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#print("Skipping...")
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segm.skip_bytes(1)
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return geometry_seg
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@ -467,10 +477,6 @@ def _read_anm2(anm2: Reader) -> Animation:
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for bone_crc in sorted(bone_crcs):
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global debug_level
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if debug_level > 0:
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print("\t{}: ".format(hex(bone_crc)))
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bone_frames = anim.bone_frames[bone_crc]
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loc_frames = bone_frames[0]
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@ -9,11 +9,6 @@ from .msh_model import *
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class SkeletonProperties(PropertyGroup):
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name: StringProperty(name="Name", default="Bone Name")
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#parent: StringProperty(name="Parent", default="Bone Parent")
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#loc: FloatVectorProperty(name="Local Position", default=(0.0, 0.0, 0.0), subtype="XYZ", size=3)
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#rot: FloatVectorProperty(name="Local Rotation", default=(0.0, 0.0, 0.0, 0.0), subtype="QUATERNION", size=4)
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@ -29,7 +24,7 @@ class SkeletonPropertiesPanel(bpy.types.Panel):
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@classmethod
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def poll(cls, context):
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return context.object.type == 'ARMATURE'
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return context.object.type == 'ARMATURE' and context.object.data.swbf_msh_skel and len(context.object.data.swbf_msh_skel) > 0
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def draw(self, context):
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@ -45,13 +40,4 @@ class SkeletonPropertiesPanel(bpy.types.Panel):
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for prop in skel_props:
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layout.prop(prop, "name")
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'''
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layout.prop(skel_props, "name")
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layout.prop(skel_props, "parent")
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layout.prop(skel_props, "loc")
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layout.prop(skel_props, "rot")
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'''
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#self.layout.label(text=context.object.swbf_msh_skel.yolo[1])
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@ -8,6 +8,7 @@ from enum import Enum
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from typing import List, Set, Dict, Tuple
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from itertools import zip_longest
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from .msh_scene import Scene
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from .msh_material_to_blend import *
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from .msh_model import *
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from .msh_model_utilities import *
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from .msh_utilities import *
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@ -118,10 +119,6 @@ def required_skeleton_to_armature(required_skeleton : List[Model], model_map : D
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if to_crc(model.name) in msh_scene.skeleton:
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entry = preserved.add()
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entry.name = model.name
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#loc,rot,_ = model_map[model.name].matrix_world.decompose()
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#entry.loc = loc
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#entry.rot = rot
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#entry.parent = model.parent
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bones_set = set([model.name for model in required_skeleton])
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@ -186,17 +183,29 @@ def extract_required_skeleton(scene: Scene) -> List[Model]:
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# Will map Model names to Models in scene, for convenience
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model_dict : Dict[str, Model] = {}
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# Will contain hashes of all models that definitely need to be in the skeleton/armature.
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# We initialize it with the contents of SKL2 i.e. the nodes that are animated.
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# For now this includes the scene root, but that'll be excluded later.
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'''
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Will contain hashes of all models that definitely need to be in the skeleton/armature.
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We initialize it with the contents of SKL2 i.e. the nodes that are animated.
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For now this includes the scene root, but that'll be excluded later.
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'''
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skeleton_hashes = set(scene.skeleton)
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# We also need to add all nodes that are weighted to. These are not necessarily in
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# SKL2, as SKL2 seems to only reference nodes that are keyframed.
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'''
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We also need to add all nodes that are weighted to. These are not necessarily in
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SKL2, as SKL2 seems to only reference nodes that are keyframed.
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However, sometimes SKL2 is not included when it should be, but it can be mostly recovered
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by checking which models are BONEs.
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'''
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for model in scene.models:
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model_dict[model.name] = model
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if model.geometry:
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#if to_crc(model.name) in scene.skeleton:
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print("Skel model {} of type {} has parent {}".format(model.name, model.model_type, model.parent))
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if model.model_type == ModelType.BONE:
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skeleton_hashes.add(to_crc(model.name))
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elif 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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@ -346,6 +355,7 @@ def extract_models(scene: Scene, materials_map : Dict[str, bpy.types.Material])
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if index not in vertex_groups_indicies:
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model_name = scene.models[index].name
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#print("Adding new vertex group with index {} and model name {}".format(index, model_name))
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vertex_groups_indicies[index] = new_obj.vertex_groups.new(name=model_name)
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vertex_groups_indicies[index].add([offset + i], weight.weight, 'ADD')
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@ -394,29 +404,14 @@ def extract_materials(folder_path: str, scene: Scene) -> Dict[str, bpy.types.Mat
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new_mat.use_nodes = True
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bsdf = new_mat.node_tree.nodes["Principled BSDF"]
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tex_path_def = os.path.join(folder_path, material.texture0)
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tex_path_alt = os.path.join(folder_path, "PC", material.texture0)
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diffuse_texture_path = find_texture_path(folder_path, material.texture0)
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tex_path = tex_path_def if os.path.exists(tex_path_def) else tex_path_alt
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if os.path.exists(tex_path):
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if diffuse_texture_path:
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texImage = new_mat.node_tree.nodes.new('ShaderNodeTexImage')
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texImage.image = bpy.data.images.load(tex_path)
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texImage.image = bpy.data.images.load(diffuse_texture_path)
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new_mat.node_tree.links.new(bsdf.inputs['Base Color'], texImage.outputs['Color'])
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# Fill MaterialProperties datablock
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'''
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material_properties = new_mat.swbf_msh
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material_properties.specular_color = material.specular_color.copy()
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material_properties.diffuse_map = material.texture0
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result.rendertype = _read_material_props_rendertype(props)
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result.flags = _read_material_props_flags(props)
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result.data = _read_material_props_data(props)
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result.texture1 = _read_normal_map_or_distortion_map_texture(props)
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result.texture2 = _read_detail_texture(props)
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result.texture3 = _read_envmap_texture(props)
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'''
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fill_material_props(material, new_mat.swbf_msh)
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extracted_materials[material_name] = new_mat
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@ -434,6 +429,7 @@ def extract_scene(filepath: str, scene: Scene):
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# model_map maps Model names to Blender objects.
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model_map = extract_models(scene, material_map)
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# skel contains all models needed in an armature
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skel = extract_required_skeleton(scene)
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@ -463,24 +459,16 @@ def extract_scene(filepath: str, scene: Scene):
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has_skin = True
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curr_obj.select_set(True)
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armature.select_set(True)
|
||||
bpy.context.view_layer.objects.active = armature
|
||||
|
||||
bpy.ops.object.parent_clear(type='CLEAR')
|
||||
bpy.ops.object.parent_set(type='ARMATURE')
|
||||
|
||||
curr_obj.select_set(False)
|
||||
armature.select_set(False)
|
||||
bpy.context.view_layer.objects.active = None
|
||||
curr_obj.parent = armature
|
||||
curr_obj.parent_type = 'ARMATURE'
|
||||
|
||||
# Parent the object to a bone if necessary
|
||||
else:
|
||||
if curr_model.parent in armature.data.bones and curr_model.name not in armature.data.bones:
|
||||
# Some of this is redundant, but necessary...
|
||||
# Not sure what the different mats do, but saving the worldmat and
|
||||
# applying it after clearing the other mats yields correct results...
|
||||
worldmat = curr_obj.matrix_world
|
||||
# ''
|
||||
curr_obj.parent = None
|
||||
|
||||
curr_obj.parent = armature
|
||||
curr_obj.parent_type = 'BONE'
|
||||
curr_obj.parent_bone = curr_model.parent
|
||||
|
@ -506,19 +494,9 @@ def extract_scene(filepath: str, scene: Scene):
|
|||
if model.name == skeleton_parent_name:
|
||||
armature_reparent_obj = None if not skeleton_parent_name else model_map[skeleton_parent_name]
|
||||
|
||||
|
||||
# Now we reparent the armature to the node (armature_reparent_obj) we just found
|
||||
if armature_reparent_obj is not None and armature.name != armature_reparent_obj.name:
|
||||
|
||||
armature.select_set(True)
|
||||
armature_reparent_obj.select_set(True)
|
||||
|
||||
bpy.context.view_layer.objects.active = armature_reparent_obj
|
||||
bpy.ops.object.parent_set(type='OBJECT')
|
||||
|
||||
armature.select_set(False)
|
||||
armature_reparent_obj.select_set(False)
|
||||
bpy.context.view_layer.objects.active = None
|
||||
armature.parent = armature_reparent_obj
|
||||
|
||||
|
||||
# If an bone exists in the armature, delete its
|
||||
|
|
|
@ -45,6 +45,8 @@ def decompress_curves(input_file) -> Dict[int, Dict[int, List[ Dict[int,float]]]
|
|||
anim_crcs = []
|
||||
anim_metadata = {}
|
||||
|
||||
head.skip_until("MINA")
|
||||
|
||||
# Read metadata (crc, num frames, num bones) for each anim
|
||||
with head.read_child() as mina:
|
||||
|
||||
|
@ -62,6 +64,9 @@ def decompress_curves(input_file) -> Dict[int, Dict[int, List[ Dict[int,float]]]
|
|||
"transBitFlags" : transBitFlags,
|
||||
}
|
||||
|
||||
|
||||
head.skip_until("TNJA")
|
||||
|
||||
# Read TADA offsets and quantization parameters for each rot + loc component, for each bone, for each anim
|
||||
with head.read_child() as tnja:
|
||||
|
||||
|
@ -85,6 +90,8 @@ def decompress_curves(input_file) -> Dict[int, Dict[int, List[ Dict[int,float]]]
|
|||
anim_metadata[anim_crc]["bone_params"] = bone_params
|
||||
anim_metadata[anim_crc]["bone_list"] = bone_list
|
||||
|
||||
head.skip_until("TADA")
|
||||
|
||||
# Decompress/dequantize frame data into discrete per-component curves
|
||||
with head.read_child() as tada:
|
||||
|
||||
|
|
Loading…
Reference in New Issue