Merge pull request #1 from WHSnyder/fully_featured

Import (all but cloth) + Export (skins and anims)
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SleepKiller 2022-01-19 16:25:18 +13:00 committed by GitHub
commit d00dabc8eb
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24 changed files with 2673 additions and 133 deletions

2
.gitignore vendored
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@ -1,4 +1,4 @@
.DS_Store
*.msh
# Created by https://www.gitignore.io/api/python,visualstudiocode

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@ -53,12 +53,18 @@ if "bpy" in locals():
# End of stuff taken from glTF
import bpy
from bpy_extras.io_utils import ExportHelper
from bpy.props import BoolProperty, EnumProperty
from bpy_extras.io_utils import ExportHelper, ImportHelper
from bpy.props import BoolProperty, EnumProperty, CollectionProperty
from bpy.types import Operator
from .msh_scene import create_scene
from .msh_scene_utilities import create_scene
from .msh_scene_save import save_scene
from .msh_scene_read import read_scene
from .msh_material_properties import *
from .msh_skeleton_properties import *
from .msh_collision_prim_properties import *
from .msh_to_blend import *
from .zaa_to_blend import *
class ExportMSH(Operator, ExportHelper):
""" Export the current scene as a SWBF .msh file. """
@ -97,35 +103,128 @@ class ExportMSH(Operator, ExportHelper):
default=True
)
export_with_animation: BoolProperty(
name="Export With Animation",
description="Includes animation data extracted from the action currently set on armature.",
default=False
)
export_as_skeleton: BoolProperty(
name="Export Objects As Skeleton",
description="Check if you intend to export skeleton data for consumption by ZenAsset.",
default=False
)
def execute(self, context):
with open(self.filepath, 'wb') as output_file:
save_scene(
output_file=output_file,
scene=create_scene(
generate_triangle_strips=self.generate_triangle_strips,
apply_modifiers=self.apply_modifiers,
export_target=self.export_target))
export_target=self.export_target,
skel_only=self.export_as_skeleton,
export_anim=self.export_with_animation
),
)
return {'FINISHED'}
# Only needed if you want to add into a dynamic menu
def menu_func_export(self, context):
self.layout.operator(ExportMSH.bl_idname, text="SWBF msh (.msh)")
class ImportMSH(Operator, ImportHelper):
""" Import an SWBF .msh file. """
bl_idname = "swbf_msh.import"
bl_label = "Import SWBF .msh File"
filename_ext = ".msh"
files: CollectionProperty(
name="File Path",
type=bpy.types.OperatorFileListElement,
)
filter_glob: StringProperty(
default="*.msh;*.zaa;*.zaabin",
options={'HIDDEN'},
maxlen=255, # Max internal buffer length, longer would be clamped.
)
animation_only: BoolProperty(
name="Import Animation Only",
description="Import animation and append as a new action to currently selected armature.",
default=False
)
def execute(self, context):
dirname = os.path.dirname(self.filepath)
for file in self.files:
filepath = os.path.join(dirname, file.name)
if filepath.endswith(".zaabin") or filepath.endswith(".zaa"):
extract_and_apply_munged_anim(filepath)
else:
with open(filepath, 'rb') as input_file:
scene = read_scene(input_file, self.animation_only)
if not self.animation_only:
extract_scene(filepath, scene)
else:
extract_and_apply_anim(filepath, scene)
return {'FINISHED'}
def menu_func_import(self, context):
self.layout.operator(ImportMSH.bl_idname, text="SWBF msh (.msh)")
def register():
bpy.utils.register_class(CollisionPrimitiveProperties)
bpy.utils.register_class(MaterialProperties)
bpy.utils.register_class(MaterialPropertiesPanel)
bpy.utils.register_class(SkeletonProperties)
bpy.utils.register_class(SkeletonPropertiesPanel)
bpy.utils.register_class(ExportMSH)
bpy.utils.register_class(ImportMSH)
bpy.types.TOPBAR_MT_file_export.append(menu_func_export)
bpy.types.Material.swbf_msh = bpy.props.PointerProperty(type=MaterialProperties)
bpy.types.TOPBAR_MT_file_import.append(menu_func_import)
bpy.types.Object.swbf_msh_coll_prim = bpy.props.PointerProperty(type=CollisionPrimitiveProperties)
bpy.types.Material.swbf_msh_mat = bpy.props.PointerProperty(type=MaterialProperties)
bpy.types.Armature.swbf_msh_skel = bpy.props.CollectionProperty(type=SkeletonProperties)
def unregister():
bpy.utils.unregister_class(CollisionPrimitiveProperties)
bpy.utils.unregister_class(MaterialProperties)
bpy.utils.unregister_class(MaterialPropertiesPanel)
bpy.utils.unregister_class(SkeletonProperties)
bpy.utils.unregister_class(SkeletonPropertiesPanel)
bpy.utils.unregister_class(ExportMSH)
bpy.utils.unregister_class(ImportMSH)
bpy.types.TOPBAR_MT_file_export.remove(menu_func_export)
bpy.types.TOPBAR_MT_file_import.remove(menu_func_import)
if __name__ == "__main__":
register()

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@ -0,0 +1,150 @@
"""
Reader class for both zaabin, zaa, and msh files.
"""
import io
import struct
import os
from mathutils import Vector, Quaternion
class Reader:
def __init__(self, file, parent=None, indent=0, debug=False):
self.file = file
self.size: int = 0
self.size_pos = None
self.parent = parent
self.indent = " " * indent #for print debugging, should be stored as str so msh_scene_read can access it
self.debug = debug
def __enter__(self):
self.size_pos = self.file.tell()
if self.parent is not None:
self.header = self.read_bytes(4).decode("utf-8")
else:
self.header = "File"
if self.parent is not None:
self.size = self.read_u32()
else:
self.size = os.path.getsize(self.file.name) - 8
# No padding to multiples of 4. Files exported from XSI via zetools do not align by 4!
self.end_pos = self.size_pos + self.size + 8
if self.debug:
print("{}Begin {} of Size {} at pos {}:".format(self.indent, self.header, self.size, self.size_pos))
return self
def __exit__(self, exc_type, exc_value, traceback):
if self.size > self.MAX_SIZE:
raise OverflowError(f"File overflowed max size. size = {self.size} MAX_SIZE = {self.MAX_SIZE}")
if self.debug:
print("{}End {} at pos: {}".format(self.indent, self.header, self.end_pos))
self.file.seek(self.end_pos)
def read_bytes(self,num_bytes):
return self.file.read(num_bytes)
def read_string(self):
last_byte = self.read_bytes(1)
result = b''
while last_byte[0] != 0x0:
result += last_byte
last_byte = self.read_bytes(1)
return result.decode("utf-8")
def read_i8(self, num=1):
buf = self.read_bytes(num)
result = struct.unpack(f"<{num}b", buf)
return result[0] if num == 1 else result
def read_u8(self, num=1):
buf = self.read_bytes(num)
result = struct.unpack(f"<{num}B", buf)
return result[0] if num == 1 else result
def read_i16(self, num=1):
buf = self.read_bytes(num * 2)
result = struct.unpack(f"<{num}h", buf)
return result[0] if num == 1 else result
def read_u16(self, num=1):
buf = self.read_bytes(num * 2)
result = struct.unpack(f"<{num}H", buf)
return result[0] if num == 1 else result
def read_i32(self, num=1):
buf = self.read_bytes(num * 4)
result = struct.unpack(f"<{num}i", buf)
return result[0] if num == 1 else result
def read_u32(self, num=1):
buf = self.read_bytes(num * 4)
result = struct.unpack(f"<{num}I", buf)
return result[0] if num == 1 else result
def read_f32(self, num=1):
buf = self.read_bytes(num * 4)
result = struct.unpack(f"<{num}f", buf)
return result[0] if num == 1 else result
def read_quat(self):
rot = self.read_f32(4)
return Quaternion((rot[3], rot[0], rot[1], rot[2]))
def read_vec(self):
return Vector(self.read_f32(3))
def read_child(self):
child = Reader(self.file, parent=self, indent=int(len(self.indent) / 2) + 1, debug=self.debug)
return child
def skip_bytes(self,num):
self.file.seek(num,1)
def peak_next_header(self):
buf = self.read_bytes(4);
self.file.seek(-4,1)
try:
result = buf.decode("utf-8")
return result
except:
return ""
def get_current_pos(self):
return self.file.tell()
def reset_pos(self):
self.file.seek(self.size_pos - self.file.tell() + 8, 1)
def how_much_left(self, pos):
return self.end_pos - pos
def skip_until(self, header):
while (self.could_have_child() and header not in self.peak_next_header()):
self.skip_bytes(1)
def could_have_child(self):
return self.end_pos - self.file.tell() >= 8
MAX_SIZE: int = 2147483647 - 8

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@ -0,0 +1,89 @@
'''
Based on code by Benedikt Schatz from https://github.com/Schlechtwetterfront/xsizetools/blob/master/Application/Modules/msh2_crc.py
'''
# CRC lookup table.
table32_lookup = (
0x00000000, 0x04C11DB7, 0x09823B6E, 0x0D4326D9,
0x130476DC, 0x17C56B6B, 0x1A864DB2, 0x1E475005,
0x2608EDB8, 0x22C9F00F, 0x2F8AD6D6, 0x2B4BCB61,
0x350C9B64, 0x31CD86D3, 0x3C8EA00A, 0x384FBDBD,
0x4C11DB70, 0x48D0C6C7, 0x4593E01E, 0x4152FDA9,
0x5F15ADAC, 0x5BD4B01B, 0x569796C2, 0x52568B75,
0x6A1936C8, 0x6ED82B7F, 0x639B0DA6, 0x675A1011,
0x791D4014, 0x7DDC5DA3, 0x709F7B7A, 0x745E66CD,
0x9823B6E0, 0x9CE2AB57, 0x91A18D8E, 0x95609039,
0x8B27C03C, 0x8FE6DD8B, 0x82A5FB52, 0x8664E6E5,
0xBE2B5B58, 0xBAEA46EF, 0xB7A96036, 0xB3687D81,
0xAD2F2D84, 0xA9EE3033, 0xA4AD16EA, 0xA06C0B5D,
0xD4326D90, 0xD0F37027, 0xDDB056FE, 0xD9714B49,
0xC7361B4C, 0xC3F706FB, 0xCEB42022, 0xCA753D95,
0xF23A8028, 0xF6FB9D9F, 0xFBB8BB46, 0xFF79A6F1,
0xE13EF6F4, 0xE5FFEB43, 0xE8BCCD9A, 0xEC7DD02D,
0x34867077, 0x30476DC0, 0x3D044B19, 0x39C556AE,
0x278206AB, 0x23431B1C, 0x2E003DC5, 0x2AC12072,
0x128E9DCF, 0x164F8078, 0x1B0CA6A1, 0x1FCDBB16,
0x018AEB13, 0x054BF6A4, 0x0808D07D, 0x0CC9CDCA,
0x7897AB07, 0x7C56B6B0, 0x71159069, 0x75D48DDE,
0x6B93DDDB, 0x6F52C06C, 0x6211E6B5, 0x66D0FB02,
0x5E9F46BF, 0x5A5E5B08, 0x571D7DD1, 0x53DC6066,
0x4D9B3063, 0x495A2DD4, 0x44190B0D, 0x40D816BA,
0xACA5C697, 0xA864DB20, 0xA527FDF9, 0xA1E6E04E,
0xBFA1B04B, 0xBB60ADFC, 0xB6238B25, 0xB2E29692,
0x8AAD2B2F, 0x8E6C3698, 0x832F1041, 0x87EE0DF6,
0x99A95DF3, 0x9D684044, 0x902B669D, 0x94EA7B2A,
0xE0B41DE7, 0xE4750050, 0xE9362689, 0xEDF73B3E,
0xF3B06B3B, 0xF771768C, 0xFA325055, 0xFEF34DE2,
0xC6BCF05F, 0xC27DEDE8, 0xCF3ECB31, 0xCBFFD686,
0xD5B88683, 0xD1799B34, 0xDC3ABDED, 0xD8FBA05A,
0x690CE0EE, 0x6DCDFD59, 0x608EDB80, 0x644FC637,
0x7A089632, 0x7EC98B85, 0x738AAD5C, 0x774BB0EB,
0x4F040D56, 0x4BC510E1, 0x46863638, 0x42472B8F,
0x5C007B8A, 0x58C1663D, 0x558240E4, 0x51435D53,
0x251D3B9E, 0x21DC2629, 0x2C9F00F0, 0x285E1D47,
0x36194D42, 0x32D850F5, 0x3F9B762C, 0x3B5A6B9B,
0x0315D626, 0x07D4CB91, 0x0A97ED48, 0x0E56F0FF,
0x1011A0FA, 0x14D0BD4D, 0x19939B94, 0x1D528623,
0xF12F560E, 0xF5EE4BB9, 0xF8AD6D60, 0xFC6C70D7,
0xE22B20D2, 0xE6EA3D65, 0xEBA91BBC, 0xEF68060B,
0xD727BBB6, 0xD3E6A601, 0xDEA580D8, 0xDA649D6F,
0xC423CD6A, 0xC0E2D0DD, 0xCDA1F604, 0xC960EBB3,
0xBD3E8D7E, 0xB9FF90C9, 0xB4BCB610, 0xB07DABA7,
0xAE3AFBA2, 0xAAFBE615, 0xA7B8C0CC, 0xA379DD7B,
0x9B3660C6, 0x9FF77D71, 0x92B45BA8, 0x9675461F,
0x8832161A, 0x8CF30BAD, 0x81B02D74, 0x857130C3,
0x5D8A9099, 0x594B8D2E, 0x5408ABF7, 0x50C9B640,
0x4E8EE645, 0x4A4FFBF2, 0x470CDD2B, 0x43CDC09C,
0x7B827D21, 0x7F436096, 0x7200464F, 0x76C15BF8,
0x68860BFD, 0x6C47164A, 0x61043093, 0x65C52D24,
0x119B4BE9, 0x155A565E, 0x18197087, 0x1CD86D30,
0x029F3D35, 0x065E2082, 0x0B1D065B, 0x0FDC1BEC,
0x3793A651, 0x3352BBE6, 0x3E119D3F, 0x3AD08088,
0x2497D08D, 0x2056CD3A, 0x2D15EBE3, 0x29D4F654,
0xC5A92679, 0xC1683BCE, 0xCC2B1D17, 0xC8EA00A0,
0xD6AD50A5, 0xD26C4D12, 0xDF2F6BCB, 0xDBEE767C,
0xE3A1CBC1, 0xE760D676, 0xEA23F0AF, 0xEEE2ED18,
0xF0A5BD1D, 0xF464A0AA, 0xF9278673, 0xFDE69BC4,
0x89B8FD09, 0x8D79E0BE, 0x803AC667, 0x84FBDBD0,
0x9ABC8BD5, 0x9E7D9662, 0x933EB0BB, 0x97FFAD0C,
0xAFB010B1, 0xAB710D06, 0xA6322BDF, 0xA2F33668,
0xBCB4666D, 0xB8757BDA, 0xB5365D03, 0xB1F740B4
)
def to_lower(charcode):
if charcode <= 64 or charcode > 90:
return charcode
else:
return charcode + 32
# Not sure what Schlechtwetterfront means by "Simulate unsigned behavior.",
# kept it anyways just without the extra functions
def to_crc(string):
crc_ = ~0 & 0xFFFFFFFF
if string:
for char in string:
ind = (crc_ >> 24) ^ to_lower(ord(char))
crc_ = ((crc_ << 8) & 0xFFFFFFFF) ^ table32_lookup[ind]
return ~crc_ & 0xFFFFFFFF

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@ -0,0 +1,100 @@
""" Converts currently active Action to an msh Animation """
import bpy
import math
from enum import Enum
from typing import List, Set, Dict, Tuple
from itertools import zip_longest
from .msh_model import *
from .msh_model_utilities import *
from .msh_utilities import *
from .msh_model_gather import *
from .msh_skeleton_utilities import *
from .crc import to_crc
'''
Convert the active Action into an Animation. When exported SWBF anims, there is the issue
that all bones in the anim must be in the skeleton/basepose anim. We guarantee this by
only keying bones if they are in the armature's preserved skeleton (swbf_msh_skel) and
adding dummy frames if the bones are not in the armature.
If a preserved skeleton is not present, we include only the keyed bones and add dummy frames for
the root (root_name)
'''
def extract_anim(armature: bpy.types.Armature, root_name: str) -> Animation:
if not armature.animation_data or not armature.animation_data.action:
raise RuntimeError("Cannot export animation data without an active Action on armature!")
action = armature.animation_data.action
# Set of bones to include in SKL2/animation stuff
keyable_bones = get_real_BONES(armature)
# If it doesn't have a preserved skeleton, then we add the scene root.
# If it does have a preserved skeleton, any objects not animatable by blender (i.e. objects above the skeleton, scene root)
# will be included in the preserved skeleton
if not has_preserved_skeleton(armature):
keyable_bones.add(root_name)
# Subset of above bones to key with dummy frames (all bones not in armature)
dummy_bones = set([keyable_bone for keyable_bone in keyable_bones if keyable_bone not in armature.data.bones])
anim = Animation();
root_crc = to_crc(root_name)
if not action:
framerange = Vector((0.0,1.0))
else:
framerange = action.frame_range
num_frames = math.floor(framerange.y - framerange.x) + 1
increment = (framerange.y - framerange.x) / (num_frames - 1)
anim.end_index = num_frames - 1
for keyable_bone in keyable_bones:
anim.bone_frames[to_crc(keyable_bone)] = ([], [])
for frame in range(num_frames):
frame_time = framerange.x + frame * increment
bpy.context.scene.frame_set(frame_time)
for keyable_bone in keyable_bones:
bone_crc = to_crc(keyable_bone)
if keyable_bone in dummy_bones:
rframe = RotationFrame(frame, convert_rotation_space(Quaternion()))
tframe = TranslationFrame(frame, Vector((0.0,0.0,0.0)))
else:
bone = armature.pose.bones[keyable_bone]
transform = bone.matrix
if bone.parent:
transform = bone.parent.matrix.inverted() @ transform
loc, rot, _ = transform.decompose()
rframe = RotationFrame(frame, convert_rotation_space(rot))
tframe = TranslationFrame(frame, convert_vector_space(loc))
anim.bone_frames[bone_crc][0].append(tframe)
anim.bone_frames[bone_crc][1].append(rframe)
return anim

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@ -0,0 +1,16 @@
""" IntProperty needed to keep track of Collision Primitives types that are imported without indicitive names.
Not sure I needed a PropertyGroup/what a leaner method would be. The prims shouldn't be renamed on import because
they are often referenced in ODFs.
Don't see a reason these should be exposed via a panel or need to be changed..."""
import bpy
from bpy.props import IntProperty
from bpy.types import PropertyGroup
class CollisionPrimitiveProperties(PropertyGroup):
prim_type: IntProperty(name="Primitive Type", default=-1)

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@ -19,6 +19,31 @@ class Rendertype(Enum):
NORMALMAPPED = 27
NORMALMAPPED_TILED_ENVMAP = 29
# Placeholders to avoid crashes/import-export inconsistencies
OTHER_1 = 1
OTHER_2 = 2
OTHER_4 = 4
OTHER_5 = 5
OTHER_8 = 8
OTHER_9 = 9
OTHER_10 = 10
OTHER_11 = 11
OTHER_12 = 12
OTHER_13 = 13
OTHER_14 = 14
OTHER_15 = 15
OTHER_16 = 16
OTHER_17 = 17
OTHER_18 = 18
OTHER_19 = 19
OTHER_20 = 20
OTHER_21 = 21
OTHER_23 = 23
OTHER_28 = 28
OTHER_30 = 30
OTHER_31 = 31
class MaterialFlags(Flag):
NONE = 0
UNLIT = 1
@ -32,8 +57,9 @@ class MaterialFlags(Flag):
@dataclass
class Material:
""" Data class representing a .msh material.
Intended to be stored in a dictionary so name is missing. """
""" Data class representing a .msh material."""
name: str = ""
specular_color: Color = Color((1.0, 1.0, 1.0))
rendertype: Rendertype = Rendertype.NORMAL

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@ -5,6 +5,8 @@ import bpy
from typing import Dict
from .msh_material import *
from .msh_material_utilities import _RENDERTYPES_MAPPING
def gather_materials() -> Dict[str, Material]:
""" Gathers the Blender materials and returns them as
a dictionary of strings and Material objects. """
@ -22,36 +24,36 @@ def read_material(blender_material: bpy.types.Material) -> Material:
result = Material()
if blender_material.swbf_msh is None:
if blender_material.swbf_msh_mat is None:
return result
props = blender_material.swbf_msh
props = blender_material.swbf_msh_mat
result.specular_color = props.specular_color.copy()
result.rendertype = _read_material_props_rendertype(props)
result.flags = _read_material_props_flags(props)
result.data = _read_material_props_data(props)
result.texture0 = props.diffuse_map
result.texture1 = _read_normal_map_or_distortion_map_texture(props)
result.texture2 = _read_detail_texture(props)
result.texture3 = _read_envmap_texture(props)
if "UNSUPPORTED" not in props.rendertype:
result.texture0 = props.diffuse_map
result.texture1 = _read_normal_map_or_distortion_map_texture(props)
result.texture2 = _read_detail_texture(props)
result.texture3 = _read_envmap_texture(props)
else:
result.texture0 = props.texture_0
result.texture1 = props.texture_1
result.texture2 = props.texture_2
result.texture3 = props.texture_3
return result
_RENDERTYPES_MAPPING = {
"NORMAL_BF2": Rendertype.NORMAL,
"SCROLLING_BF2": Rendertype.SCROLLING,
"ENVMAPPED_BF2": Rendertype.ENVMAPPED,
"ANIMATED_BF2": Rendertype.ANIMATED,
"REFRACTION_BF2": Rendertype.REFRACTION,
"BLINK_BF2": Rendertype.BLINK,
"NORMALMAPPED_TILED_BF2": Rendertype.NORMALMAPPED_TILED,
"NORMALMAPPED_ENVMAPPED_BF2": Rendertype.NORMALMAPPED_ENVMAPPED,
"NORMALMAPPED_BF2": Rendertype.NORMALMAPPED,
"NORMALMAPPED_TILED_ENVMAPPED_BF2": Rendertype.NORMALMAPPED_TILED_ENVMAP}
def _read_material_props_rendertype(props) -> Rendertype:
return _RENDERTYPES_MAPPING[props.rendertype]
if "UNSUPPORTED" in props.rendertype:
return Rendertype(props.rendertype_value)
else:
return _RENDERTYPES_MAPPING[props.rendertype]
def _read_material_props_flags(props) -> MaterialFlags:
if "REFRACTION" in props.rendertype:
@ -79,6 +81,8 @@ def _read_material_props_flags(props) -> MaterialFlags:
return flags
def _read_material_props_data(props) -> Tuple[int, int]:
if "UNSUPPORTED" in props.rendertype:
return (props.data_value_0, props.data_value_1)
if "SCROLLING" in props.rendertype:
return (props.scroll_speed_u, props.scroll_speed_v)
if "BLINK" in props.rendertype:

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@ -3,7 +3,11 @@
import bpy
from bpy.props import StringProperty, BoolProperty, EnumProperty, FloatVectorProperty, IntProperty
from bpy.types import PropertyGroup
from .msh_material import *
from .msh_material_ui_strings import *
from .msh_material_utilities import _REVERSE_RENDERTYPES_MAPPING
UI_MATERIAL_RENDERTYPES = (
('NORMAL_BF2', "00 Normal (SWBF2)", UI_RENDERTYPE_NORMAL_BF2_DESC),
@ -15,7 +19,9 @@ UI_MATERIAL_RENDERTYPES = (
('NORMALMAPPED_TILED_BF2', "24 Normalmapped Tiled (SWBF2)", UI_RENDERTYPE_NORMALMAPPED_TILED_BF2_DESC),
('NORMALMAPPED_ENVMAPPED_BF2', "26 Normalmapped Envmapped (SWBF2)", UI_RENDERTYPE_NORMALMAPPED_ENVMAPPED_BF2_DESC),
('NORMALMAPPED_BF2', "27 Normalmapped (SWBF2)", UI_RENDERTYPE_NORMALMAPPED_BF2_DESC),
('NORMALMAPPED_TILED_ENVMAPPED_BF2', "29 Normalmapped Tiled Envmapped (SWBF2)", UI_RENDERTYPE_NORMALMAPPED_TILED_ENVMAPPED_BF2_DESC))
('NORMALMAPPED_TILED_ENVMAPPED_BF2', "29 Normalmapped Tiled Envmapped (SWBF2)", UI_RENDERTYPE_NORMALMAPPED_TILED_ENVMAPPED_BF2_DESC),
('UNSUPPORTED', "Other (SWBF1/2)", UI_RENDERTYPE_UNSUPPORTED_BF2_DESC))
def _make_anim_length_entry(length):
from math import sqrt
@ -182,6 +188,18 @@ class MaterialProperties(PropertyGroup):
"distort the scene behind them. Should be a normal map "
"with '-forceformat v8u8' in it's '.tga.option' file.")
# Below props are for yet unsupported render types
data_value_0: IntProperty(name="", description="First data value")
data_value_1: IntProperty(name="", description="Second data value")
rendertype_value: IntProperty(name="Rendertype Value", description="Raw number value of rendertype.", min=0, max=31)
texture_0: StringProperty(name="1", description="First texture slot")
texture_1: StringProperty(name="2", description="Second texture slot")
texture_2: StringProperty(name="3", description="Third texture slot")
texture_3: StringProperty(name="4", description="Fourth texture slot")
class MaterialPropertiesPanel(bpy.types.Panel):
""" Creates a Panel in the Object properties window """
bl_label = "SWBF .msh Properties"
@ -190,15 +208,21 @@ class MaterialPropertiesPanel(bpy.types.Panel):
bl_region_type = 'WINDOW'
bl_context = "material"
def draw(self, context):
if context.material is None:
return
layout = self.layout
material_props = context.material.swbf_msh
material_props = context.material.swbf_msh_mat
layout.prop(material_props, "rendertype")
if "UNSUPPORTED" in material_props.rendertype:
layout.prop(material_props, "rendertype_value")
layout.prop(material_props, "specular_color")
if "REFRACTION" not in material_props.rendertype:
@ -233,21 +257,31 @@ class MaterialPropertiesPanel(bpy.types.Panel):
elif "NORMALMAPPED_TILED" in material_props.rendertype:
row.prop(material_props, "normal_map_tiling_u")
row.prop(material_props, "normal_map_tiling_v")
elif "UNSUPPORTED" in material_props.rendertype:
row.prop(material_props, "data_value_0")
row.prop(material_props, "data_value_1")
else:
row.prop(material_props, "detail_map_tiling_u")
row.prop(material_props, "detail_map_tiling_v")
layout.label(text="Texture Maps: ")
layout.prop(material_props, "diffuse_map")
if "UNSUPPORTED" not in material_props.rendertype:
layout.prop(material_props, "diffuse_map")
if "REFRACTION" not in material_props.rendertype:
layout.prop(material_props, "detail_map")
if "REFRACTION" not in material_props.rendertype:
layout.prop(material_props, "detail_map")
if "NORMALMAPPED" in material_props.rendertype:
layout.prop(material_props, "normal_map")
if "NORMALMAPPED" in material_props.rendertype:
layout.prop(material_props, "normal_map")
if "ENVMAPPED" in material_props.rendertype:
layout.prop(material_props, "environment_map")
if "ENVMAPPED" in material_props.rendertype:
layout.prop(material_props, "environment_map")
if "REFRACTION" in material_props.rendertype:
layout.prop(material_props, "distortion_map")
else:
layout.prop(material_props, "texture_0")
layout.prop(material_props, "texture_1")
layout.prop(material_props, "texture_2")
layout.prop(material_props, "texture_3")
if "REFRACTION" in material_props.rendertype:
layout.prop(material_props, "distortion_map")

View File

@ -0,0 +1,116 @@
""" For finding textures and assigning MaterialProperties from entries in a Material """
import bpy
from typing import Dict
from .msh_material import *
from .msh_material_gather import *
from .msh_material_properties import *
from .msh_material_utilities import _REVERSE_RENDERTYPES_MAPPING
from math import sqrt
import os
def find_texture_path(folder_path : str, name : str) -> str:
if not folder_path or not name:
return ""
possible_paths = [
os.path.join(folder_path, name),
os.path.join(folder_path, "PC", name),
os.path.join(folder_path, "pc", name),
os.path.join(folder_path, ".." , name),
]
for possible_path in possible_paths:
if os.path.exists(possible_path):
return possible_path
return ""
def fill_material_props(material : Material, material_properties):
""" Fills MaterialProperties from Material instance """
if material_properties is None or material is None:
return
material_properties.rendertype_value = material.rendertype.value
material_properties.specular_color = (material.specular_color[0], material.specular_color[1], material.specular_color[2])
_fill_material_props_rendertype(material, material_properties)
_fill_material_props_flags(material, material_properties)
_fill_material_props_data(material, material_properties)
_fill_material_props_texture_maps(material, material_properties)
def _fill_material_props_rendertype(material, material_properties):
if material.rendertype in _REVERSE_RENDERTYPES_MAPPING:
material_properties.rendertype = _REVERSE_RENDERTYPES_MAPPING[material.rendertype]
else:
material_properties.rendertype = "UNSUPPORTED"
def _fill_material_props_flags(material, material_properties):
if material.rendertype == Rendertype.REFRACTION:
material_properties.blended_transparency = True
return
flags = material.flags
material_properties.blended_transparency = bool(flags & MaterialFlags.BLENDED_TRANSPARENCY)
material_properties.additive_transparency = bool(flags & MaterialFlags.ADDITIVE_TRANSPARENCY)
material_properties.hardedged_transparency = bool(flags & MaterialFlags.HARDEDGED_TRANSPARENCY)
material_properties.unlit = bool(flags & MaterialFlags.UNLIT)
material_properties.glow = bool(flags & MaterialFlags.GLOW)
material_properties.perpixel = bool(flags & MaterialFlags.PERPIXEL)
material_properties.specular = bool(flags & MaterialFlags.SPECULAR)
material_properties.doublesided = bool(flags & MaterialFlags.DOUBLESIDED)
def _fill_material_props_data(material, material_properties):
material_properties.data_value_0 = material.data[0]
material_properties.data_value_1 = material.data[1]
material_properties.scroll_speed_u = material.data[0]
material_properties.scroll_speed_v = material.data[1]
material_properties.blink_min_brightness = material.data[0]
material_properties.blink_speed = material.data[1]
material_properties.normal_map_tiling_u = material.data[0]
material_properties.normal_map_tiling_v = material.data[1]
anim_length_index = int(sqrt(material.data[0]))
if anim_length_index < 0:
anim_length_index = 0
elif anim_length_index > len(UI_MATERIAL_ANIMATION_LENGTHS):
anim_length_index = len(UI_MATERIAL_ANIMATION_LENGTHS) - 1
material_properties.animation_length = UI_MATERIAL_ANIMATION_LENGTHS[anim_length_index][0]
material_properties.animation_speed = material.data[1]
material_properties.detail_map_tiling_u = material.data[0]
material_properties.detail_map_tiling_v = material.data[1]
def _fill_material_props_texture_maps(material, material_properties):
material_properties.texture_0 = material.texture0
material_properties.texture_1 = material.texture1
material_properties.texture_2 = material.texture2
material_properties.texture_3 = material.texture3
material_properties.diffuse_map = material.texture0
material_properties.distortion_map = material.texture1
material_properties.normal_map = material.texture1
material_properties.detail_map = material.texture2
material_properties.environment_map = material.texture3

View File

@ -1,5 +1,10 @@
""" UI strings that are too long to have in msh_materials_properties.py """
UI_RENDERTYPE_UNSUPPORTED_BF2_DESC = \
"Unsupported rendertype. The raw values of the material "\
"are fully accessible, but their purpose is unknown. "
UI_RENDERTYPE_DETAIL_MAP_DESC = \
"Can optionally have a Detail Map."

View File

@ -4,6 +4,35 @@ from typing import Dict, List
from .msh_material import *
from .msh_model import *
_RENDERTYPES_MAPPING = {
"NORMAL_BF2": Rendertype.NORMAL,
"SCROLLING_BF2": Rendertype.SCROLLING,
"ENVMAPPED_BF2": Rendertype.ENVMAPPED,
"ANIMATED_BF2": Rendertype.ANIMATED,
"REFRACTION_BF2": Rendertype.REFRACTION,
"BLINK_BF2": Rendertype.BLINK,
"NORMALMAPPED_TILED_BF2": Rendertype.NORMALMAPPED_TILED,
"NORMALMAPPED_ENVMAPPED_BF2": Rendertype.NORMALMAPPED_ENVMAPPED,
"NORMALMAPPED_BF2": Rendertype.NORMALMAPPED,
"NORMALMAPPED_TILED_ENVMAPPED_BF2": Rendertype.NORMALMAPPED_TILED_ENVMAP}
_REVERSE_RENDERTYPES_MAPPING = {
Rendertype.NORMAL : "NORMAL_BF2",
Rendertype.SCROLLING : "SCROLLING_BF2",
Rendertype.ENVMAPPED : "ENVMAPPED_BF2",
Rendertype.ANIMATED : "ANIMATED_BF2",
Rendertype.REFRACTION : "REFRACTION_BF2",
Rendertype.BLINK : "BLINK_BF2",
Rendertype.NORMALMAPPED_TILED : "NORMALMAPPED_TILED_BF2",
Rendertype.NORMALMAPPED_ENVMAPPED : "NORMALMAPPED_ENVMAPPED_BF2",
Rendertype.NORMALMAPPED : "NORMALMAPPED_BF2",
Rendertype.NORMALMAPPED_TILED_ENVMAP : "NORMALMAPPED_TILED_ENVMAPPED_BF2"}
def remove_unused_materials(materials: Dict[str, Material],
models: List[Model]) -> Dict[str, Material]:
""" Given a dictionary of materials and a list of models

View File

@ -2,7 +2,7 @@
saved to a .msh file. """
from dataclasses import dataclass, field
from typing import List
from typing import List, Tuple, Dict
from enum import Enum
from mathutils import Vector, Quaternion
@ -13,11 +13,16 @@ class ModelType(Enum):
BONE = 3
STATIC = 4
# Maybe there are only for BF1 models (http://www.secretsociety.com/forum/downloads/BF1/BF1%20Mesh%20File%20Format.txt)?
# According to that link #3 is envelope, not bone, maybe that's for TCW or smthg
# CHILDSKIN = 5 # I didnt bother with these, never encountered one and they might need adjustments to vertex data
SHADOWVOLUME = 6 # Pretty common
class CollisionPrimitiveShape(Enum):
SPHERE = 0
# ELLIPSOID = 1
ELLIPSOID = 1
CYLINDER = 2
# MESH = 3
MESH = 3
BOX = 4
@dataclass
@ -27,22 +32,31 @@ class ModelTransform:
translation: Vector = field(default_factory=Vector)
rotation: Quaternion = field(default_factory=Quaternion)
@dataclass
class VertexWeight:
""" Class representing a vertex weight in a .msh file. """
weight: float = 1.0
bone: int = 0
@dataclass
class GeometrySegment:
""" Class representing a 'SEGM' section in a .msh file. """
material_name: str = ""
material_name: str = field(default_factory=str)
positions: List[Vector] = field(default_factory=list)
normals: List[Vector] = field(default_factory=list)
colors: List[List[float]] = None
texcoords: List[Vector] = field(default_factory=list)
# TODO: Skin support.
weights: List[List[VertexWeight]] = None
polygons: List[List[int]] = field(default_factory=list)
triangles: List[List[int]] = field(default_factory=list)
triangle_strips: List[List[int]] = None
@dataclass
class CollisionPrimitive:
""" Class representing a 'SWCI' section in a .msh file. """
@ -63,5 +77,33 @@ class Model:
transform: ModelTransform = field(default_factory=ModelTransform)
bone_map: List[str] = None
geometry: List[GeometrySegment] = None
collisionprimitive: CollisionPrimitive = None
@dataclass
class RotationFrame:
index : int = 0
rotation : Quaternion = field(default_factory=Quaternion)
@dataclass
class TranslationFrame:
index : int = 0
translation : Vector = field(default_factory=Vector)
@dataclass
class Animation:
""" Class representing 'CYCL' + 'KFR3' sections in a .msh file """
name: str = "fullanimation"
bone_frames: Dict[int, Tuple[List[TranslationFrame], List[RotationFrame]]] = field(default_factory=dict)
framerate: float = 29.97
start_index : int = 0
end_index : int = 0

View File

@ -9,12 +9,13 @@ from itertools import zip_longest
from .msh_model import *
from .msh_model_utilities import *
from .msh_utilities import *
from .msh_skeleton_utilities import *
SKIPPED_OBJECT_TYPES = {"LATTICE", "CAMERA", "LIGHT", "SPEAKER", "LIGHT_PROBE"}
MESH_OBJECT_TYPES = {"MESH", "CURVE", "SURFACE", "META", "FONT", "GPENCIL"}
MAX_MSH_VERTEX_COUNT = 32767
def gather_models(apply_modifiers: bool, export_target: str) -> List[Model]:
def gather_models(apply_modifiers: bool, export_target: str, skeleton_only: bool) -> Tuple[List[Model], bpy.types.Object]:
""" Gathers the Blender objects from the current scene and returns them as a list of
Model objects. """
@ -23,6 +24,8 @@ def gather_models(apply_modifiers: bool, export_target: str) -> List[Model]:
models_list: List[Model] = []
armature_found = None
for uneval_obj in select_objects(export_target):
if uneval_obj.type in SKIPPED_OBJECT_TYPES and uneval_obj.name not in parents:
continue
@ -30,43 +33,72 @@ def gather_models(apply_modifiers: bool, export_target: str) -> List[Model]:
if apply_modifiers:
obj = uneval_obj.evaluated_get(depsgraph)
else:
obj = uneval_obj
obj = uneval_obj
check_for_bad_lod_suffix(obj)
local_translation, local_rotation, _ = obj.matrix_local.decompose()
if obj.type == "ARMATURE":
models_list += expand_armature(obj)
armature_found = obj
continue
model = Model()
model.name = obj.name
model.model_type = get_model_type(obj)
model.model_type = get_model_type(obj, skeleton_only)
model.hidden = get_is_model_hidden(obj)
model.transform.rotation = convert_rotation_space(local_rotation)
transform = obj.matrix_local
if obj.parent_bone:
model.parent = obj.parent_bone
# matrix_local, when called on an armature child also parented to a bone, appears to be broken.
# At the very least, the results contradict the docs...
armature_relative_transform = obj.parent.matrix_world.inverted() @ obj.matrix_world
transform = obj.parent.data.bones[obj.parent_bone].matrix_local.inverted() @ armature_relative_transform
else:
if obj.parent is not None:
if obj.parent.type == "ARMATURE":
model.parent = obj.parent.parent.name if obj.parent.parent else ""
transform = obj.parent.matrix_local @ transform
else:
model.parent = obj.parent.name
local_translation, local_rotation, _ = transform.decompose()
model.transform.rotation = convert_rotation_space(local_rotation)
model.transform.translation = convert_vector_space(local_translation)
if obj.parent is not None:
model.parent = obj.parent.name
if obj.type in MESH_OBJECT_TYPES:
mesh = obj.to_mesh()
model.geometry = create_mesh_geometry(mesh)
model.geometry = create_mesh_geometry(mesh, obj.vertex_groups)
obj.to_mesh_clear()
_, _, world_scale = obj.matrix_world.decompose()
world_scale = convert_scale_space(world_scale)
scale_segments(world_scale, model.geometry)
for segment in model.geometry:
if len(segment.positions) > MAX_MSH_VERTEX_COUNT:
raise RuntimeError(f"Object '{obj.name}' has resulted in a .msh geometry segment that has "
f"more than {MAX_MSH_VERTEX_COUNT} vertices! Split the object's mesh up "
f"and try again!")
if obj.vertex_groups:
model.bone_map = [group.name for group in obj.vertex_groups]
if get_is_collision_primitive(obj):
model.collisionprimitive = get_collision_primitive(obj)
models_list.append(model)
return models_list
return (models_list, armature_found)
def create_parents_set() -> Set[str]:
""" Creates a set with the names of the Blender objects from the current scene
@ -80,7 +112,7 @@ def create_parents_set() -> Set[str]:
return parents
def create_mesh_geometry(mesh: bpy.types.Mesh) -> List[GeometrySegment]:
def create_mesh_geometry(mesh: bpy.types.Mesh, has_weights: bool) -> List[GeometrySegment]:
""" Creates a list of GeometrySegment objects from a Blender mesh.
Does NOT create triangle strips in the GeometrySegment however. """
@ -93,7 +125,7 @@ def create_mesh_geometry(mesh: bpy.types.Mesh) -> List[GeometrySegment]:
material_count = max(len(mesh.materials), 1)
segments: List[GeometrySegment] = [GeometrySegment() for i in range(material_count)]
vertex_cache: List[Dict[Tuple[float], int]] = [dict() for i in range(material_count)]
vertex_cache = [dict() for i in range(material_count)]
vertex_remap: List[Dict[Tuple[int, int], int]] = [dict() for i in range(material_count)]
polygons: List[Set[int]] = [set() for i in range(material_count)]
@ -101,6 +133,10 @@ def create_mesh_geometry(mesh: bpy.types.Mesh) -> List[GeometrySegment]:
for segment in segments:
segment.colors = []
if has_weights:
for segment in segments:
segment.weights = []
for segment, material in zip(segments, mesh.materials):
segment.material_name = material.name
@ -116,11 +152,11 @@ def create_mesh_geometry(mesh: bpy.types.Mesh) -> List[GeometrySegment]:
if use_smooth_normal or mesh.use_auto_smooth:
if mesh.has_custom_normals:
vertex_normal = mesh.loops[loop_index].normal
vertex_normal = Vector( mesh.loops[loop_index].normal )
else:
vertex_normal = mesh.vertices[vertex_index].normal
vertex_normal = Vector( mesh.vertices[vertex_index].normal )
else:
vertex_normal = face_normal
vertex_normal = Vector(face_normal)
def get_cache_vertex():
yield mesh.vertices[vertex_index].co.x
@ -139,6 +175,11 @@ def create_mesh_geometry(mesh: bpy.types.Mesh) -> List[GeometrySegment]:
for v in mesh.vertex_colors.active.data[loop_index].color:
yield v
if segment.weights is not None:
for v in mesh.vertices[vertex_index].groups:
yield v.group
yield v.weight
vertex_cache_entry = tuple(get_cache_vertex())
cached_vertex_index = cache.get(vertex_cache_entry, vertex_cache_miss_index)
@ -162,6 +203,11 @@ def create_mesh_geometry(mesh: bpy.types.Mesh) -> List[GeometrySegment]:
if segment.colors is not None:
segment.colors.append(list(mesh.vertex_colors.active.data[loop_index].color))
if segment.weights is not None:
groups = mesh.vertices[vertex_index].groups
segment.weights.append([VertexWeight(v.weight, v.group) for v in groups])
return new_index
for tri in mesh.loop_triangles:
@ -179,12 +225,14 @@ def create_mesh_geometry(mesh: bpy.types.Mesh) -> List[GeometrySegment]:
return segments
def get_model_type(obj: bpy.types.Object) -> ModelType:
def get_model_type(obj: bpy.types.Object, skel_only: bool) -> ModelType:
""" Get the ModelType for a Blender object. """
# TODO: Skinning support, etc
if obj.type in MESH_OBJECT_TYPES:
return ModelType.STATIC
if obj.type in MESH_OBJECT_TYPES and not skel_only:
if obj.vertex_groups:
return ModelType.SKIN
else:
return ModelType.STATIC
return ModelType.NULL
@ -193,6 +241,8 @@ def get_is_model_hidden(obj: bpy.types.Object) -> bool:
name = obj.name.lower()
if name.startswith("c_"):
return True
if name.startswith("sv_"):
return True
if name.startswith("p_"):
@ -249,6 +299,9 @@ def get_collision_primitive(obj: bpy.types.Object) -> CollisionPrimitive:
return primitive
def get_collision_primitive_shape(obj: bpy.types.Object) -> CollisionPrimitiveShape:
""" Gets the CollisionPrimitiveShape of an object or raises an error if
it can't. """
@ -262,8 +315,14 @@ def get_collision_primitive_shape(obj: bpy.types.Object) -> CollisionPrimitiveSh
if "box" in name or "cube" in name or "cuboid" in name:
return CollisionPrimitiveShape.BOX
# arc170 fighter has examples of box colliders without proper naming
prim_type = obj.swbf_msh_coll_prim.prim_type
if prim_type in [item.value for item in CollisionPrimitiveShape]:
return CollisionPrimitiveShape(prim_type)
raise RuntimeError(f"Object '{obj.name}' has no primitive type specified in it's name!")
def check_for_bad_lod_suffix(obj: bpy.types.Object):
""" Checks if the object has an LOD suffix that is known to be ignored by """
@ -320,11 +379,41 @@ def select_objects(export_target: str) -> List[bpy.types.Object]:
return objects + parents
def convert_vector_space(vec: Vector) -> Vector:
return Vector((-vec.x, vec.z, vec.y))
def convert_scale_space(vec: Vector) -> Vector:
return Vector(vec.xzy)
def convert_rotation_space(quat: Quaternion) -> Quaternion:
return Quaternion((-quat.w, quat.x, -quat.z, -quat.y))
def expand_armature(armature: bpy.types.Object) -> List[Model]:
proper_BONES = get_real_BONES(armature)
bones: List[Model] = []
for bone in armature.data.bones:
model = Model()
transform = bone.matrix_local
if bone.parent:
transform = bone.parent.matrix_local.inverted() @ transform
model.parent = bone.parent.name
# If the bone has no parent_bone:
# set model parent to SKIN object if there is one
# set model parent to armature parent if there is one
else:
for child_obj in armature.children:
if child_obj.vertex_groups and not get_is_model_hidden(child_obj) and not child_obj.parent_bone:
model.parent = child_obj.name
break
if not model.parent and armature.parent:
model.parent = armature.parent.name
local_translation, local_rotation, _ = transform.decompose()
model.model_type = ModelType.BONE if bone.name in proper_BONES else ModelType.NULL
model.name = bone.name
model.transform.rotation = convert_rotation_space(local_rotation)
model.transform.translation = convert_vector_space(local_translation)
bones.append(model)
return bones

View File

@ -3,8 +3,41 @@
from typing import List
from .msh_model import *
from .msh_utilities import *
import mathutils
import math
from mathutils import Vector, Matrix
def inject_dummy_data(model : Model):
""" Adds a triangle and material to the model (scene root). Needed to export zenasst-compatible skeletons. """
model.hidden = True
dummy_seg = GeometrySegment()
dummy_seg.material_name = ""
dummy_seg.positions = [Vector((0.0,0.1,0.0)), Vector((0.1,0.0,0.0)), Vector((0.0,0.0,0.1))]
dummy_seg.normals = [Vector((0.0,1.0,0.0)), Vector((1.0,0.0,0.0)), Vector((0.0,0.0,1.0))]
dummy_seg.texcoords = [Vector((0.1,0.1)), Vector((0.2,0.2)), Vector((0.3,0.3))]
tri = [[0,1,2]]
dummy_seg.triangles = tri
dummy_seg.polygons = tri
dummy_seg.triangle_strips = tri
model.geometry = [dummy_seg]
model.model_type = ModelType.STATIC
def convert_vector_space(vec: Vector) -> Vector:
return Vector((-vec.x, vec.z, vec.y))
def convert_scale_space(vec: Vector) -> Vector:
return Vector(vec.xzy)
def convert_rotation_space(quat: Quaternion) -> Quaternion:
return Quaternion((-quat.w, quat.x, -quat.z, -quat.y))
def model_transform_to_matrix(transform: ModelTransform):
return Matrix.Translation(convert_vector_space(transform.translation)) @ convert_rotation_space(transform.rotation).to_matrix().to_4x4()
def scale_segments(scale: Vector, segments: List[GeometrySegment]):
""" Scales are positions in the GeometrySegment list. """
@ -114,3 +147,4 @@ def is_model_name_unused(name: str, models: List[Model]) -> bool:
return False
return True

View File

@ -4,17 +4,15 @@
from dataclasses import dataclass, field
from typing import List, Dict
from copy import copy
import bpy
from mathutils import Vector
from .msh_model import Model
from .msh_model_gather import gather_models
from .msh_model_utilities import sort_by_parent, has_multiple_root_models, reparent_model_roots, get_model_world_matrix
from .msh_model_triangle_strips import create_models_triangle_strips
from .msh_model import Model, Animation, ModelType
from .msh_material import *
from .msh_material_gather import gather_materials
from .msh_material_utilities import remove_unused_materials
from .msh_utilities import *
@dataclass
class SceneAABB:
""" Class representing an axis-aligned bounding box. """
@ -44,53 +42,6 @@ class Scene:
materials: Dict[str, Material] = field(default_factory=dict)
models: List[Model] = field(default_factory=list)
def create_scene(generate_triangle_strips: bool, apply_modifiers: bool, export_target: str) -> Scene:
""" Create a msh Scene from the active Blender scene. """
animation: Animation = None
scene = Scene()
scene.name = bpy.context.scene.name
scene.materials = gather_materials()
scene.models = gather_models(apply_modifiers=apply_modifiers, export_target=export_target)
scene.models = sort_by_parent(scene.models)
if generate_triangle_strips:
scene.models = create_models_triangle_strips(scene.models)
else:
for model in scene.models:
if model.geometry:
for segment in model.geometry:
segment.triangle_strips = segment.triangles
if has_multiple_root_models(scene.models):
scene.models = reparent_model_roots(scene.models)
scene.materials = remove_unused_materials(scene.materials, scene.models)
return scene
def create_scene_aabb(scene: Scene) -> SceneAABB:
""" Create a SceneAABB for a Scene. """
global_aabb = SceneAABB()
for model in scene.models:
if model.geometry is None or model.hidden:
continue
model_world_matrix = get_model_world_matrix(model, scene.models)
model_aabb = SceneAABB()
for segment in model.geometry:
segment_aabb = SceneAABB()
for pos in segment.positions:
segment_aabb.integrate_position(model_world_matrix @ pos)
model_aabb.integrate_aabb(segment_aabb)
global_aabb.integrate_aabb(model_aabb)
return global_aabb
skeleton: List[int] = field(default_factory=list)

View File

@ -0,0 +1,470 @@
""" Contains functions for extracting a scene from a .msh file"""
from itertools import islice
from typing import Dict
from .msh_scene import Scene
from .msh_model import *
from .msh_material import *
from .msh_utilities import *
from .crc import *
from .chunked_file_reader import Reader
# Current model position
model_counter = 0
# Used to remap MNDX to the MODL's actual position
mndx_remap : Dict[int, int] = {}
# How much to print
debug_level = 0
'''
Debug levels just indicate how much info should be printed.
0 = nothing
1 = just blurbs about valuable info in the chunks
2 = #1 + full chunk structure
'''
def read_scene(input_file, anim_only=False, debug=0) -> Scene:
global debug_level
debug_level = debug
scene = Scene()
scene.models = []
scene.materials = {}
global mndx_remap
mndx_remap = {}
global model_counter
model_counter = 0
with Reader(file=input_file, debug=debug_level>0) as head:
head.skip_until("HEDR")
with head.read_child() as hedr:
while hedr.could_have_child():
next_header = hedr.peak_next_header()
if next_header == "MSH2":
with hedr.read_child() as msh2:
if not anim_only:
materials_list = []
while (msh2.could_have_child()):
next_header = msh2.peak_next_header()
if next_header == "SINF":
with msh2.read_child() as sinf:
pass
elif next_header == "MATL":
with msh2.read_child() as matl:
materials_list += _read_matl_and_get_materials_list(matl)
for i,mat in enumerate(materials_list):
scene.materials[mat.name] = mat
elif next_header == "MODL":
with msh2.read_child() as modl:
scene.models.append(_read_modl(modl, materials_list))
else:
msh2.skip_bytes(1)
elif next_header == "SKL2":
with hedr.read_child() as skl2:
num_bones = skl2.read_u32()
scene.skeleton = [skl2.read_u32(5)[0] for i in range(num_bones)]
elif next_header == "ANM2":
with hedr.read_child() as anm2:
scene.animation = _read_anm2(anm2)
else:
hedr.skip_bytes(1)
# Print models in skeleton
if scene.skeleton and debug_level > 0:
print("Skeleton models: ")
for model in scene.models:
for i in range(len(scene.skeleton)):
if to_crc(model.name) == scene.skeleton[i]:
print("\t" + model.name)
if model.model_type == ModelType.SKIN:
scene.skeleton.pop(i)
break
'''
Iterate through every vertex weight in the scene and
change its index to directly reference its bone's index.
It will reference the MNDX of its bone's MODL by default.
'''
for model in scene.models:
if model.geometry:
for seg in model.geometry:
if seg.weights:
for weight_set in seg.weights:
for vweight in weight_set:
if vweight.bone in mndx_remap:
vweight.bone = mndx_remap[vweight.bone]
else:
vweight.bone = 0
return scene
def _read_matl_and_get_materials_list(matl: Reader) -> List[Material]:
materials_list: List[Material] = []
num_mats = matl.read_u32()
for _ in range(num_mats):
with matl.read_child() as matd:
materials_list.append(_read_matd(matd))
return materials_list
def _read_matd(matd: Reader) -> Material:
mat = Material()
while matd.could_have_child():
next_header = matd.peak_next_header()
if next_header == "NAME":
with matd.read_child() as name:
mat.name = name.read_string()
elif next_header == "DATA":
with matd.read_child() as data:
data.read_f32(4) # Diffuse Color (Seams to get ignored by modelmunge)
mat.specular_color = data.read_f32(4)
data.read_f32(4) # Ambient Color (Seams to get ignored by modelmunge and Zero(?))
data.read_f32() # Specular Exponent/Decay (Gets ignored by RedEngine in SWBFII for all known materials)
elif next_header == "ATRB":
with matd.read_child() as atrb:
mat.flags = MaterialFlags(atrb.read_u8())
mat.rendertype = Rendertype(atrb.read_u8())
mat.data = atrb.read_u8(2)
elif next_header == "TX0D":
with matd.read_child() as tx0d:
mat.texture0 = tx0d.read_string()
elif next_header == "TX1D":
with matd.read_child() as tx1d:
mat.texture1 = tx1d.read_string()
elif next_header == "TX2D":
with matd.read_child() as tx2d:
mat.texture2 = tx2d.read_string()
elif next_header == "TX3D":
with matd.read_child() as tx3d:
mat.texture3 = tx3d.read_string()
else:
matd.skip_bytes(1)
return mat
def _read_modl(modl: Reader, materials_list: List[Material]) -> Model:
model = Model()
while modl.could_have_child():
next_header = modl.peak_next_header()
if next_header == "MTYP":
with modl.read_child() as mtyp:
model.model_type = ModelType(mtyp.read_u32())
elif next_header == "MNDX":
with modl.read_child() as mndx:
index = mndx.read_u32()
global model_counter
global mndx_remap
mndx_remap[index] = model_counter
model_counter += 1
elif next_header == "NAME":
with modl.read_child() as name:
model.name = name.read_string()
elif next_header == "PRNT":
with modl.read_child() as prnt:
model.parent = prnt.read_string()
elif next_header == "FLGS":
with modl.read_child() as flgs:
model.hidden = flgs.read_u32()
elif next_header == "TRAN":
with modl.read_child() as tran:
model.transform = _read_tran(tran)
elif next_header == "GEOM":
model.geometry = []
envelope = []
with modl.read_child() as geom:
while geom.could_have_child():
next_header_geom = geom.peak_next_header()
if next_header_geom == "SEGM":
with geom.read_child() as segm:
model.geometry.append(_read_segm(segm, materials_list))
elif next_header_geom == "ENVL":
with geom.read_child() as envl:
num_indicies = envl.read_u32()
envelope += [envl.read_u32() for _ in range(num_indicies)]
elif next_header_geom == "CLTH":
with geom.read_child() as clth:
pass
else:
geom.skip_bytes(1)
for seg in model.geometry:
if seg.weights and envelope:
for weight_set in seg.weights:
for vertex_weight in weight_set:
vertex_weight.bone = envelope[vertex_weight.bone]
elif next_header == "SWCI":
prim = CollisionPrimitive()
with modl.read_child() as swci:
prim.shape = CollisionPrimitiveShape(swci.read_u32())
prim.radius = swci.read_f32()
prim.height = swci.read_f32()
prim.length = swci.read_f32()
model.collisionprimitive = prim
else:
modl.skip_bytes(1)
return model
def _read_tran(tran: Reader) -> ModelTransform:
xform = ModelTransform()
tran.skip_bytes(12) #ignore scale
xform.rotation = tran.read_quat()
xform.translation = tran.read_vec()
return xform
def _read_segm(segm: Reader, materials_list: List[Material]) -> GeometrySegment:
geometry_seg = GeometrySegment()
while segm.could_have_child():
next_header = segm.peak_next_header()
if next_header == "MATI":
with segm.read_child() as mati:
geometry_seg.material_name = materials_list[mati.read_u32()].name
elif next_header == "POSL":
with segm.read_child() as posl:
num_positions = posl.read_u32()
for _ in range(num_positions):
geometry_seg.positions.append(Vector(posl.read_f32(3)))
elif next_header == "NRML":
with segm.read_child() as nrml:
num_normals = nrml.read_u32()
for _ in range(num_positions):
geometry_seg.normals.append(Vector(nrml.read_f32(3)))
elif next_header == "CLRL":
geometry_seg.colors = []
with segm.read_child() as clrl:
num_colors = clrl.read_u32()
for _ in range(num_colors):
geometry_seg.colors += unpack_color(clrl.read_u32())
elif next_header == "UV0L":
with segm.read_child() as uv0l:
num_texcoords = uv0l.read_u32()
for _ in range(num_texcoords):
geometry_seg.texcoords.append(Vector(uv0l.read_f32(2)))
# TODO: Can't remember exact issue here...
elif next_header == "NDXL":
with segm.read_child() as ndxl:
pass
'''
num_polygons = ndxl.read_u32()
for _ in range(num_polygons):
polygon = ndxl.read_u16(ndxl.read_u16())
geometry_seg.polygons.append(polygon)
'''
elif next_header == "NDXT":
with segm.read_child() as ndxt:
num_tris = ndxt.read_u32()
for _ in range(num_tris):
geometry_seg.triangles.append(ndxt.read_u16(3))
# There could be major issues with this, so far it hasn't failed but its inelegance irks me
elif next_header == "STRP":
strips : List[List[int]] = []
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
# TODO: Dont know how to handle trailing 0 bug yet: https://schlechtwetterfront.github.io/ze_filetypes/msh.html#STRP
#if segm.read_u16 != 0:
# segm.skip_bytes(-2)
elif next_header == "WGHT":
with segm.read_child() as wght:
geometry_seg.weights = []
num_weights = wght.read_u32()
for _ in range(num_weights):
weight_set = []
for _ in range(4):
index = wght.read_u32()
value = wght.read_f32()
if value > 0.000001:
weight_set.append(VertexWeight(value,index))
geometry_seg.weights.append(weight_set)
else:
segm.skip_bytes(1)
return geometry_seg
def _read_anm2(anm2: Reader) -> Animation:
anim = Animation()
while anm2.could_have_child():
next_header = anm2.peak_next_header()
if next_header == "CYCL":
with anm2.read_child() as cycl:
# Dont even know what CYCL's data does. Tried playing
# with the values but didn't change anything in zenasset or ingame...
# Besides num_anims, which is never > 1 for any SWBF1/2 mshs I've seen
'''
num_anims = cycl.read_u32()
for _ in range(num_anims):
cycl.skip_bytes(64)
print("CYCL play style {}".format(cycl.read_u32(4)[1]))
'''
pass
elif next_header == "KFR3":
with anm2.read_child() as kfr3:
num_bones = kfr3.read_u32()
bone_crcs = []
for _ in range(num_bones):
bone_crc = kfr3.read_u32()
bone_crcs.append(bone_crc)
frames = ([],[])
frametype = kfr3.read_u32()
num_loc_frames = kfr3.read_u32()
num_rot_frames = kfr3.read_u32()
for i in range(num_loc_frames):
frames[0].append(TranslationFrame(kfr3.read_u32(), kfr3.read_vec()))
for i in range(num_rot_frames):
frames[1].append(RotationFrame(kfr3.read_u32(), kfr3.read_quat()))
anim.bone_frames[bone_crc] = frames
else:
anm2.skip_bytes(1)
return anim

View File

@ -2,12 +2,16 @@
from itertools import islice
from typing import Dict
from .msh_scene import Scene, create_scene_aabb
from .msh_scene import Scene
from .msh_scene_utilities import create_scene_aabb
from .msh_model import *
from .msh_material import *
from .msh_writer import Writer
from .msh_utilities import *
from .crc import *
def save_scene(output_file, scene: Scene):
""" Saves scene to the supplied file. """
@ -17,6 +21,7 @@ def save_scene(output_file, scene: Scene):
with msh2.create_child("SINF") as sinf:
_write_sinf(sinf, scene)
model_index: Dict[str, int] = {model.name:(i+1) for i, model in enumerate(scene.models)}
material_index: Dict[str, int] = {}
with msh2.create_child("MATL") as matl:
@ -24,7 +29,24 @@ def save_scene(output_file, scene: Scene):
for index, model in enumerate(scene.models):
with msh2.create_child("MODL") as modl:
_write_modl(modl, model, index, material_index)
_write_modl(modl, model, index, material_index, model_index)
# Contrary to earlier belief, anim/skel info does not need to be exported for animated models
# BUT, unless a model is a BONE, it wont animate!
# This is not necessary when exporting animations. When exporting animations, the following
# chunks are necessary and the animated models can be marked as NULLs
if scene.animation is not None:
# Seems as though SKL2 is wholly unneccessary from SWBF's perspective (for models and anims),
# but it is there in all stock models/anims
with hedr.create_child("SKL2") as skl2:
_write_skl2(skl2, scene.animation)
# Def not necessary, including anyways
with hedr.create_child("BLN2") as bln2:
_write_bln2(bln2, scene.animation)
with hedr.create_child("ANM2") as anm2:
_write_anm2(anm2, scene.animation)
with hedr.create_child("CL1L"):
pass
@ -76,7 +98,7 @@ def _write_matd(matd: Writer, material_name: str, material: Material):
data.write_f32(1.0, 1.0, 1.0, 1.0) # Diffuse Color (Seams to get ignored by modelmunge)
data.write_f32(material.specular_color[0], material.specular_color[1],
material.specular_color[2], 1.0)
data.write_f32(0.0, 0.0, 0.0, 1.0) # Ambient Color (Seams to get ignored by modelmunge and Zero(?))
data.write_f32(1.0, 1.0, 1.0, 1.0) # Ambient Color (Seams to get ignored by modelmunge and Zero(?))
data.write_f32(50.0) # Specular Exponent/Decay (Gets ignored by RedEngine in SWBFII for all known materials)
with matd.create_child("ATRB") as atrb:
atrb.write_u8(material.flags.value)
@ -97,12 +119,12 @@ def _write_matd(matd: Writer, material_name: str, material: Material):
with matd.create_child("TX3D") as tx3d:
tx3d.write_string(material.texture3)
def _write_modl(modl: Writer, model: Model, index: int, material_index: Dict[str, int]):
def _write_modl(modl: Writer, model: Model, index: int, material_index: Dict[str, int], model_index: Dict[str, int]):
with modl.create_child("MTYP") as mtyp:
mtyp.write_u32(model.model_type.value)
with modl.create_child("MNDX") as mndx:
mndx.write_u32(index)
mndx.write_u32(index + 1)
with modl.create_child("NAME") as name:
name.write_string(model.name)
@ -120,10 +142,20 @@ def _write_modl(modl: Writer, model: Model, index: int, material_index: Dict[str
if model.geometry is not None:
with modl.create_child("GEOM") as geom:
with geom.create_child("BBOX") as bbox:
bbox.write_f32(0.0, 0.0, 0.0, 1.0)
bbox.write_f32(0, 0, 0)
bbox.write_f32(1.0,1.0,1.0,2.0)
for segment in model.geometry:
with geom.create_child("SEGM") as segm:
_write_segm(segm, segment, material_index)
if model.bone_map:
with geom.create_child("ENVL") as envl:
_write_envl(envl, model, model_index)
if model.collisionprimitive is not None:
with modl.create_child("SWCI") as swci:
swci.write_u32(model.collisionprimitive.shape.value)
@ -147,10 +179,14 @@ def _write_segm(segm: Writer, segment: GeometrySegment, material_index: Dict[str
for position in segment.positions:
posl.write_f32(position.x, position.y, position.z)
if segment.weights:
with segm.create_child("WGHT") as wght:
_write_wght(wght, segment.weights)
with segm.create_child("NRML") as nrml:
nrml.write_u32(len(segment.normals))
for normal in segment.normals:
for i,normal in enumerate(segment.normals):
nrml.write_f32(normal.x, normal.y, normal.z)
if segment.colors is not None:
@ -160,11 +196,12 @@ def _write_segm(segm: Writer, segment: GeometrySegment, material_index: Dict[str
for color in segment.colors:
clrl.write_u32(pack_color(color))
with segm.create_child("UV0L") as uv0l:
uv0l.write_u32(len(segment.texcoords))
if segment.texcoords is not None:
with segm.create_child("UV0L") as uv0l:
uv0l.write_u32(len(segment.texcoords))
for texcoord in segment.texcoords:
uv0l.write_f32(texcoord.x, texcoord.y)
for texcoord in segment.texcoords:
uv0l.write_f32(texcoord.x, texcoord.y)
with segm.create_child("NDXL") as ndxl:
ndxl.write_u32(len(segment.polygons))
@ -189,3 +226,82 @@ def _write_segm(segm: Writer, segment: GeometrySegment, material_index: Dict[str
for index in islice(strip, 2, len(strip)):
strp.write_u16(index)
'''
SKINNING CHUNKS
'''
def _write_wght(wght: Writer, weights: List[List[VertexWeight]]):
wght.write_u32(len(weights))
for weight_list in weights:
weight_list += [VertexWeight(0.0, 0)] * 4
weight_list = sorted(weight_list, key=lambda w: w.weight, reverse=True)
weight_list = weight_list[:4]
total_weight = max(sum(map(lambda w: w.weight, weight_list)), 1e-5)
for weight in weight_list:
wght.write_i32(weight.bone)
wght.write_f32(weight.weight / total_weight)
def _write_envl(envl: Writer, model: Model, model_index: Dict[str, int]):
envl.write_u32(len(model.bone_map))
for bone_name in model.bone_map:
envl.write_u32(model_index[bone_name])
'''
SKELETON CHUNKS
'''
def _write_bln2(bln2: Writer, anim: Animation):
bones = anim.bone_frames.keys()
bln2.write_u32(len(bones))
for bone_crc in bones:
bln2.write_u32(bone_crc, 0)
def _write_skl2(skl2: Writer, anim: Animation):
bones = anim.bone_frames.keys()
skl2.write_u32(len(bones))
for bone_crc in bones:
skl2.write_u32(bone_crc, 0) #default values from docs
skl2.write_f32(1.0, 0.0, 0.0)
'''
ANIMATION CHUNKS
'''
def _write_anm2(anm2: Writer, anim: Animation):
with anm2.create_child("CYCL") as cycl:
cycl.write_u32(1)
cycl.write_string(anim.name)
for _ in range(63 - len(anim.name)):
cycl.write_u8(0)
cycl.write_f32(anim.framerate)
cycl.write_u32(0) #what does play style refer to?
cycl.write_u32(anim.start_index, anim.end_index) #first frame indices
with anm2.create_child("KFR3") as kfr3:
kfr3.write_u32(len(anim.bone_frames))
for bone_crc in anim.bone_frames:
kfr3.write_u32(bone_crc)
kfr3.write_u32(0) #what is keyframe type?
translation_frames, rotation_frames = anim.bone_frames[bone_crc]
kfr3.write_u32(len(translation_frames), len(rotation_frames))
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)

View File

@ -0,0 +1,85 @@
""" Contains Scene object for representing a .msh file and the function to create one
from a Blender scene. """
from dataclasses import dataclass, field
from typing import List, Dict
from copy import copy
import bpy
from mathutils import Vector
from .msh_model import Model, Animation, ModelType
from .msh_scene import Scene, SceneAABB
from .msh_model_gather import gather_models
from .msh_model_utilities import sort_by_parent, has_multiple_root_models, reparent_model_roots, get_model_world_matrix, inject_dummy_data
from .msh_model_triangle_strips import create_models_triangle_strips
from .msh_material import *
from .msh_material_gather import gather_materials
from .msh_material_utilities import remove_unused_materials
from .msh_utilities import *
from .msh_anim_gather import extract_anim
def create_scene(generate_triangle_strips: bool, apply_modifiers: bool, export_target: str, skel_only: bool, export_anim: bool) -> Scene:
""" Create a msh Scene from the active Blender scene. """
scene = Scene()
scene.name = bpy.context.scene.name
scene.materials = gather_materials()
scene.models, armature_obj = gather_models(apply_modifiers=apply_modifiers, export_target=export_target, skeleton_only=skel_only)
scene.models = sort_by_parent(scene.models)
if generate_triangle_strips:
scene.models = create_models_triangle_strips(scene.models)
else:
for model in scene.models:
if model.geometry:
for segment in model.geometry:
segment.triangle_strips = segment.triangles
if has_multiple_root_models(scene.models):
scene.models = reparent_model_roots(scene.models)
scene.materials = remove_unused_materials(scene.materials, scene.models)
root = scene.models[0]
if export_anim:
if armature_obj is not None:
scene.animation = extract_anim(armature_obj, root.name)
else:
raise Exception("Export Error: Could not find an armature object from which to export an animation!")
if skel_only and root.model_type == ModelType.NULL:
# For ZenAsset
inject_dummy_data(root)
return scene
def create_scene_aabb(scene: Scene) -> SceneAABB:
""" Create a SceneAABB for a Scene. """
global_aabb = SceneAABB()
for model in scene.models:
if model.geometry is None or model.hidden:
continue
model_world_matrix = get_model_world_matrix(model, scene.models)
model_aabb = SceneAABB()
for segment in model.geometry:
segment_aabb = SceneAABB()
for pos in segment.positions:
segment_aabb.integrate_position(model_world_matrix @ pos)
model_aabb.integrate_aabb(segment_aabb)
global_aabb.integrate_aabb(model_aabb)
return global_aabb

View File

@ -0,0 +1,48 @@
""" Keeps track of exact skeleton when imported. Possibly needed for exporting skeleton-compatible animations. Will
probably be needed (with a matrix property) if we:
- add tip-to-tail adjustment and/or omit roots/effectors for imported skeletons to keep track of the original bone transforms
- add some sort of basepose-adjustment animation import option for already imported skeletons
I guess this might not need a panel, but I included it because the docs might need to reference it and
people may want to exclude certain bones without deleting keyframes.
"""
import bpy
from bpy.props import StringProperty
from bpy.types import PropertyGroup
class SkeletonProperties(PropertyGroup):
name: StringProperty(name="Name", default="Bone Name")
class SkeletonPropertiesPanel(bpy.types.Panel):
""" Creates a Panel in the Object properties window """
bl_label = "SWBF Skeleton Properties"
bl_idname = "SKELETON_PT_swbf_msh"
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "data"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
return context.object.type == 'ARMATURE' and context.object.data.swbf_msh_skel and len(context.object.data.swbf_msh_skel) > 0
def draw(self, context):
if context.object is None:
return
layout = self.layout
skel_props = context.object.data.swbf_msh_skel
layout.label(text = "Bones In MSH Skeleton: ")
for prop in skel_props:
layout.prop(prop, "name")

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""" Helpers for SWBF skeleton-armature mapping """
import bpy
import math
from typing import List, Set, Dict, Tuple
from .msh_scene import Scene
from .msh_model import *
from .msh_model_utilities import *
from .crc import *
def has_preserved_skeleton(armature : bpy.types.Armature):
return len(armature.data.swbf_msh_skel) > 0
'''Returns all bones that should be marked as BONE'''
def get_real_BONES(armature: bpy.types.Armature) -> Set[str]:
# First priority, add the names of the skeleton preserved on import
skel_props = armature.data.swbf_msh_skel
# Second, add all keyed bones
action = armature.animation_data.action if armature.animation_data else None
# Third, just add all bones in armature
# Set of bones to include
real_bones : Set[str] = set()
if len(skel_props) > 0:
for bone in skel_props:
#print(f"{bone.name} is a real BONE")
real_bones.add(bone.name)
elif action:
for group in armature.animation_data.action.groups:
#print(f"{group.name} is a real BONE")
real_bones.add(group.name)
else:
for bone in armature.data.bones:
#print(f"{bone.name} is a real BONE")
real_bones.add(bone.name)
return real_bones
'''
Creates armature from the required nodes.
Assumes the required_skeleton is already sorted by parent.
Uses model_map to get the world matrix of each bone (hacky, see NOTE)
'''
def required_skeleton_to_armature(required_skeleton : List[Model], model_map : Dict[str, bpy.types.Object], msh_scene : Scene) -> bpy.types.Object:
armature = bpy.data.armatures.new("skeleton")
armature_obj = bpy.data.objects.new("skeleton", armature)
bpy.context.view_layer.active_layer_collection.collection.objects.link(armature_obj)
bones_set = set([model.name for model in required_skeleton])
armature_obj.select_set(True)
bpy.context.view_layer.objects.active = armature_obj
bpy.ops.object.mode_set(mode='EDIT')
for bone in required_skeleton:
edit_bone = armature.edit_bones.new(bone.name)
if bone.parent and bone.parent in bones_set:
edit_bone.parent = armature.edit_bones[bone.parent]
'''
NOTE: I recall there being some rare issue with the get_world_matrix utility func.
Never bothered to figure it out and referencing the bone object's world mat always works.
Bone objects will be deleted later.
'''
bone_obj = model_map[bone.name]
edit_bone.matrix = bone_obj.matrix_world
edit_bone.tail = bone_obj.matrix_world @ Vector((0.0,1.0,0.0))
bone_children = [b for b in get_model_children(bone, required_skeleton)]
'''
Perhaps we'll add an option for importing bones tip-to-tail, but that would
require preserving their original transforms as changing the tail position
changes the bones' transform...
'''
tail_pos = Vector()
if bone_children:
for bone_child in bone_children:
tail_pos += bone_obj.matrix_world.translation
tail_pos = tail_pos / len(bone_children)
edit_bone.length = .5 #(tail_pos - edit_bone.head).magnitude
else:
bone_length = .5# edit_bone.parent.length if edit_bone.parent is not None else .5
edit_bone.tail = bone_obj.matrix_world @ Vector((0.0,bone_length,0.0))
bpy.ops.object.mode_set(mode='OBJECT')
armature_obj.select_set(True)
bpy.context.view_layer.update()
return armature_obj
'''
Ok, so this method is crucial. What this does is:
1) Find all nodes that are weighted to by skinned segments.
2) A node must be included in the armature if it:
- is in SKL2 and is not the scene root
- has model_type == BONE
- is weighted to
- has a parent and child that must be in the armature
This may need a lot of adjustments, don't think I can prove it's validity but it has worked very well
and handles all stock + ZETools + Pandemic XSI exporter models I've tested
'''
def extract_required_skeleton(scene: Scene) -> List[Model]:
# Will map Model names to Models in scene, for convenience
model_dict : Dict[str, Model] = {}
'''
Will contain hashes of all models that definitely need to be in the skeleton/armature.
We initialize it with the contents of SKL2 i.e. the nodes that are animated.
For now this includes the scene root, but that'll be excluded later.
'''
skeleton_hashes = set(scene.skeleton)
'''
We also need to add all nodes that are weighted to. These are not necessarily in
SKL2, as SKL2 seems to only reference nodes that are keyframed.
However, sometimes SKL2 is not included when it should be, but it can be mostly recovered
by checking which models are BONEs.
'''
for model in scene.models:
model_dict[model.name] = model
if model.model_type == ModelType.BONE:
skeleton_hashes.add(to_crc(model.name))
elif model.geometry:
for seg in model.geometry:
if seg.weights:
for weight_set in seg.weights:
for weight in weight_set:
model_weighted_to = scene.models[weight.bone]
if to_crc(model_weighted_to.name) not in skeleton_hashes:
skeleton_hashes.add(to_crc(model_weighted_to.name))
# The result of this function (to be sorted by parent)
required_skeleton_models = []
# Set of nodes to be included in required skeleton/were visited
visited_nodes = set()
'''
Here we add all skeleton nodes (except root) and any necessary ancestors to the armature.
- e.g. in bone_x/eff_x/eff_y, the effectors do not have to be in armature, as they are not ancestors of a bone
- but in bone_x/eff_x/eff_y/bone_y, they do.
'''
for bone in sort_by_parent(scene.models):
# make sure we exclude the scene root and any nodes irrelevant to the armature
if not bone.parent or to_crc(bone.name) not in skeleton_hashes:
continue
potential_bones = [bone]
visited_nodes.add(bone.name)
# Stacked transform will be needed if we decide to include an option for excluding effectors/roots or
# connecting bones tip-to-tail
#stacked_transform = model_transform_to_matrix(bone.transform)
curr_ancestor = model_dict[bone.parent]
while True:
# If we hit a non-skin scene root, that means we just add the bone we started with, no ancestors.
if not curr_ancestor.parent and curr_ancestor.model_type != ModelType.SKIN:
required_skeleton_models.append(bone)
visited_nodes.add(bone.name)
break
# If we encounter another bone, a skin, or a previously visited object, we need to add the bone and its
# ancestors.
elif to_crc(curr_ancestor.name) in scene.skeleton or curr_ancestor.model_type == ModelType.SKIN or curr_ancestor.name in visited_nodes:
for potential_bone in potential_bones:
required_skeleton_models.append(potential_bone)
visited_nodes.add(potential_bone.name)
break
# Add ancestor to potential bones, update next ancestor
else:
if curr_ancestor.name not in visited_nodes:
potential_bones.insert(0, curr_ancestor)
curr_ancestor = model_dict[curr_ancestor.parent]
#stacked_transform = model_transform_to_matrix(curr_ancestor.transform) @ stacked_transform
return required_skeleton_models

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@ -0,0 +1,374 @@
""" Gathers the Blender objects from the current scene and returns them as a list of
Model objects. """
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
# Extracts and applies anims in the scene to the currently selected armature
def extract_and_apply_anim(filename : str, scene : Scene):
arma = bpy.context.view_layer.objects.active
if not arma or arma.type != 'ARMATURE':
raise Exception("Select an armature to attach the imported animation to!")
if scene.animation is None:
raise Exception("No animation found in msh file!")
else:
head, tail = os.path.split(filename)
anim_name = tail.split(".")[0]
action = bpy.data.actions.new(anim_name)
action.use_fake_user = True
if not arma.animation_data:
arma.animation_data_create()
# Record the starting transforms of each bone. Pose space is relative
# to bones starting transforms. Starting = in edit mode
bone_bind_poses = {}
bpy.context.view_layer.objects.active = arma
bpy.ops.object.mode_set(mode='EDIT')
for edit_bone in arma.data.edit_bones:
if edit_bone.parent:
bone_local = edit_bone.parent.matrix.inverted() @ edit_bone.matrix
else:
bone_local = arma.matrix_local @ edit_bone.matrix
bone_bind_poses[edit_bone.name] = bone_local.inverted()
bpy.ops.object.mode_set(mode='OBJECT')
for bone in arma.pose.bones:
if to_crc(bone.name) in scene.animation.bone_frames:
bind_mat = bone_bind_poses[bone.name]
translation_frames, rotation_frames = scene.animation.bone_frames[to_crc(bone.name)]
loc_data_path = "pose.bones[\"{}\"].location".format(bone.name)
rot_data_path = "pose.bones[\"{}\"].rotation_quaternion".format(bone.name)
fcurve_rot_w = action.fcurves.new(rot_data_path, index=0, action_group=bone.name)
fcurve_rot_x = action.fcurves.new(rot_data_path, index=1, action_group=bone.name)
fcurve_rot_y = action.fcurves.new(rot_data_path, index=2, action_group=bone.name)
fcurve_rot_z = action.fcurves.new(rot_data_path, index=3, action_group=bone.name)
for frame in rotation_frames:
i = frame.index
q = (bind_mat @ convert_rotation_space(frame.rotation).to_matrix().to_4x4()).to_quaternion()
fcurve_rot_w.keyframe_points.insert(i,q.w)
fcurve_rot_x.keyframe_points.insert(i,q.x)
fcurve_rot_y.keyframe_points.insert(i,q.y)
fcurve_rot_z.keyframe_points.insert(i,q.z)
fcurve_loc_x = action.fcurves.new(loc_data_path, index=0, action_group=bone.name)
fcurve_loc_y = action.fcurves.new(loc_data_path, index=1, action_group=bone.name)
fcurve_loc_z = action.fcurves.new(loc_data_path, index=2, action_group=bone.name)
for frame in translation_frames:
i = frame.index
t = (bind_mat @ Matrix.Translation(convert_vector_space(frame.translation))).translation
fcurve_loc_x.keyframe_points.insert(i,t.x)
fcurve_loc_y.keyframe_points.insert(i,t.y)
fcurve_loc_z.keyframe_points.insert(i,t.z)
arma.animation_data.action = action
# Create the msh hierachy. Armatures are not created here. Much of this could use some optimization...
def extract_models(scene: Scene, materials_map : Dict[str, bpy.types.Material]) -> Dict[str, bpy.types.Object]:
# This will be filled with model names -> Blender objects and returned
model_map : Dict[str, bpy.types.Object] = {}
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
full_texcoords = []
weights_offsets = {}
face_range_to_material_index = []
if model.geometry:
#if model.collisionprimitive is None:
# print(f"On model: {model.name}")
for i,seg in enumerate(model.geometry):
verts += [tuple(convert_vector_space(v)) for v in seg.positions]
#if model.collisionprimitive is None:
# print("Importing segment with material: {} with and {} verts".format(seg.material_name, len(seg.positions)))
if seg.weights:
weights_offsets[offset] = seg.weights
if seg.texcoords is not None:
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]
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)])
faces.append(face)
face_range_upper = len(faces)
face_range_to_material_index.append((face_range_lower, face_range_upper, i))
offset += len(seg.positions)
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.x, texcoord.y])
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
'''
if model.geometry:
for seg in model.geometry:
if seg.material_name:
material = materials_map[seg.material_name]
new_obj.data.materials.append(material)
else:
new_obj = bpy.data.objects.new(model.name, None)
new_obj.empty_display_size = 1
new_obj.empty_display_type = 'PLAIN_AXES'
model_map[model.name] = new_obj
if model.parent:
new_obj.parent = model_map[model.parent]
new_obj.location = convert_vector_space(model.transform.translation)
new_obj.rotation_mode = "QUATERNION"
new_obj.rotation_quaternion = convert_rotation_space(model.transform.rotation)
if model.collisionprimitive is not None:
new_obj.swbf_msh_coll_prim.prim_type = model.collisionprimitive.shape.value
bpy.context.collection.objects.link(new_obj)
return model_map
# TODO: Add to custom material info struct, maybe some material conversion/import?
def extract_materials(folder_path: str, scene: Scene) -> Dict[str, bpy.types.Material]:
extracted_materials : Dict[str, bpy.types.Material] = {}
for material_name, material in scene.materials.items():
new_mat = bpy.data.materials.new(name=material_name)
new_mat.use_nodes = True
bsdf = new_mat.node_tree.nodes["Principled BSDF"]
diffuse_texture_path = find_texture_path(folder_path, material.texture0)
if diffuse_texture_path:
texImage = new_mat.node_tree.nodes.new('ShaderNodeTexImage')
texImage.image = bpy.data.images.load(diffuse_texture_path)
new_mat.node_tree.links.new(bsdf.inputs['Base Color'], texImage.outputs['Color'])
fill_material_props(material, new_mat.swbf_msh_mat)
extracted_materials[material_name] = new_mat
return extracted_materials
def extract_scene(filepath: str, scene: Scene):
folder = os.path.join(os.path.dirname(filepath),"")
# material_map mapes Material names to Blender materials
material_map = extract_materials(folder, scene)
# model_map maps Model names to Blender objects.
model_map = extract_models(scene, material_map)
# skel contains all models needed in an armature
skel = extract_required_skeleton(scene)
# Create the armature if skel is non-empty
armature = None if not skel else required_skeleton_to_armature(skel, model_map, scene)
if armature is not None:
preserved_skel = armature.data.swbf_msh_skel
for model in scene.models:
if to_crc(model.name) in scene.skeleton or model.model_type == ModelType.BONE:
entry = preserved_skel.add()
entry.name = model.name
'''
If an armature was created, we need to do a few extra
things to ensure the import makes sense in Blender. It can
get a bit messy, as XSI + SWBF have very loose requirements
when it comes to skin-skeleton parentage.
If not, we're good.
'''
if armature is not None:
has_skin = False
# Handle armature related parenting
for curr_model in scene.models:
curr_obj = model_map[curr_model.name]
# Parent all skins to armature
if curr_model.model_type == ModelType.SKIN:
has_skin = True
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:
# 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 = armature
curr_obj.parent_type = 'BONE'
curr_obj.parent_bone = curr_model.parent
# ''
curr_obj.matrix_basis = Matrix()
curr_obj.matrix_parent_inverse = Matrix()
curr_obj.matrix_world = worldmat
'''
Sometimes skins are parented to other skins. We need to find the skin highest in the hierarchy and
parent all skins to its parent (armature_reparent_obj).
If not skin exists, we just reparent the armature to the parent of the highest node in the skeleton
'''
armature_reparent_obj = None
if has_skin:
for model in sort_by_parent(scene.models):
if model.model_type == ModelType.SKIN:
armature_reparent_obj = None if not model.parent else model_map[model.parent]
else:
skeleton_parent_name = skel[0].parent
for model in scene.models:
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.parent = armature_reparent_obj
# If an bone exists in the armature, delete its
# object counterpart (as created in extract_models)
for bone in skel:
model_to_remove = model_map[bone.name]
if model_to_remove:
bpy.data.objects.remove(model_to_remove, do_unlink=True)
model_map.pop(bone.name)
# Lastly, hide all that is hidden in the msh scene
for model in scene.models:
if model.name in model_map:
obj = model_map[model.name]
if get_is_model_hidden(obj) and len(obj.children) == 0:
obj.hide_set(True)

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@ -1,6 +1,14 @@
""" Misc utilities. """
from mathutils import Vector
from typing import List
def vec_to_str(vec):
return "({:.4},{:.4},{:.4})".format(vec.x,vec.y,vec.z)
def quat_to_str(quat):
return "({:.4},{:.4},{:.4},{:.4})".format(quat.w, quat.x, quat.y, quat.z)
def add_vec(l: Vector, r: Vector) -> Vector:
return Vector(v0 + v1 for v0, v1 in zip(l, r))
@ -29,3 +37,14 @@ def pack_color(color) -> int:
packed |= (int(color[3] * 255.0 + 0.5) << 24)
return packed
def unpack_color(color: int) -> List[float]:
mask = int(0x000000ff)
r = (color & (mask << 16)) / 255.0
g = (color & (mask << 8)) / 255.0
b = (color & mask) / 255.0
a = (color & (mask << 24)) / 255.0
return [r,g,b,a]

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@ -0,0 +1,433 @@
"""
Script for reading zaabin/zaa files and applying the unmunged animation
to the currently selected armature.
As regards decompress_curves, I should really make a separate AnimationSet
dataclass instead of returning a convoluted nested dict.
"""
import os
import bpy
import re
from .chunked_file_reader import Reader
from .crc import *
from .msh_model import *
from .msh_model_utilities import *
from .msh_utilities import *
from typing import List, Set, Dict, Tuple
debug = False
#anims #bones #components #keyframes: index,value
def decompress_curves(input_file) -> Dict[int, Dict[int, List[ Dict[int,float]]]]:
global debug
decompressed_anims: Dict[int, Dict[int, List[ Dict[int,float]]]] = {}
with Reader(input_file, debug=debug) as head:
# Dont read SMNA as child, since it has a length field always set to 0...
head.skip_until("SMNA")
head.skip_bytes(20)
num_anims = head.read_u16()
if debug:
print("\nFile contains {} animations\n".format(num_anims))
head.skip_bytes(2)
anim_crcs = []
anim_metadata = {}
head.skip_until("MINA")
# Read metadata (crc, num frames, num bones) for each anim
with head.read_child() as mina:
for i in range(num_anims):
transBitFlags = mina.read_u32()
mina.skip_bytes(4)
anim_crc = mina.read_u32()
anim_crcs.append(anim_crc)
anim_metadata[anim_crc] = {
"num_frames" : mina.read_u16(),
"num_bones" : mina.read_u16(),
"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:
for i, anim_crc in enumerate(anim_crcs):
bone_params = {}
bone_list = []
for _ in range(anim_metadata[anim_crc]["num_bones"]):
bone_crc = tnja.read_u32()
bone_list.append(bone_crc)
bone_params[bone_crc] = {
"rot_offsets" : [tnja.read_u32() for _ in range(4)], # Offsets into TADA for rotation
"loc_offsets" : [tnja.read_u32() for _ in range(3)], # and translation curves
"qparams" : [tnja.read_f32() for _ in range(4)], # Translation quantization parameters, 3 biases, 1 multiplier
}
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:
for anim_crc in anim_crcs:
decompressed_anims[anim_crc] = {}
num_frames = anim_metadata[anim_crc]["num_frames"]
num_bones = anim_metadata[anim_crc]["num_bones"]
transBitFlags = anim_metadata[anim_crc]["transBitFlags"]
if debug:
print("\n\tAnim hash: {} Num frames: {} Num joints: {}".format(hex(anim_crc), num_frames, num_bones))
for bone_num, bone_crc in enumerate(anim_metadata[anim_crc]["bone_list"]):
bone_curves = []
params_bone = anim_metadata[anim_crc]["bone_params"][bone_crc]
offsets_list = params_bone["rot_offsets"] + params_bone["loc_offsets"]
qparams = params_bone["qparams"]
if debug:
print("\n\t\tBone #{} hash: {}".format(bone_num,hex(bone_crc)))
print("\n\t\tQParams: {}, {}, {}, {}".format(*qparams))
for o, start_offset in enumerate(offsets_list):
# Init curve dict
curve : Dict[int,float] = {}
# Init accumulator
accumulator = 0.0
# 2047 = max val of signed 12 bit int, the (overwhelmingly) common compression amount.
# This is used for all rotation components in the file, with no offset
if o < 4:
mult = 1 / 2047
bias = 0.0
# Translations have specific quantization parameters; biases for each component and
# a single multiplier for all three
else:
mult = qparams[-1]
bias = qparams[o - 4]
if debug:
print("\n\t\t\tBias = {}, multiplier = {}".format(bias, mult))
if debug:
print("\n\t\t\tOffset {}: {} ({}, {} remaining)".format(o,start_offset, tada.get_current_pos(), tada.how_much_left(tada.get_current_pos())))
# Skip to start of compressed data for component, as specified in TNJA
tada.skip_bytes(start_offset)
j = 0
while (j < num_frames):
accumulator = bias + mult * tada.read_i16()
curve[j if j < num_frames else num_frames] = accumulator
if debug:
print("\t\t\t\t{}: {}".format(j, accumulator))
j+=1
while (j < num_frames):
control = tada.read_i8()
# Reset the accumulator to next dequantized i16
if control == -0x7f:
if debug:
print("\t\t\t\tControl: READING NEXT FRAME")
break
# RLE: hold current accumulator for the next u8 frames
elif control == -0x80:
num_skips = tada.read_u8()
if debug:
print("\t\t\t\tControl: HOLDING FOR {} FRAMES".format(num_skips))
j += num_skips
# If not a special value, increment accumulator by the dequantized i8
# The bias is NOT applied here, only for accumulator resets
else:
accumulator += mult * float(control)
curve[j if j < num_frames else num_frames] = accumulator
if debug:
print("\t\t\t\t{}: {}".format(j, accumulator))
j+=1
curve[num_frames - 1] = accumulator
tada.reset_pos()
bone_curves.append(curve)
decompressed_anims[anim_crc][bone_crc] = bone_curves
return decompressed_anims
'''
Gets the animation names from the supplied
.anims file. Handy since .zaabin files often
share a dir with a .anims file.
'''
def read_anims_file(anims_file_path):
if not os.path.exists(anims_file_path):
return []
with open(anims_file_path, 'r') as file:
anims_text = file.read()
splits = anims_text.split('"')
if len(splits) > 1:
return splits[1:-1:2]
return []
'''
Unmunge the .zaa(bin) file and apply the resulting animation
to the currently selected armature object.
Contains some bloated code for calculating the world transforms of each bone,
for now this will work ONLY if the model was directly imported from a .msh file.
'''
def extract_and_apply_munged_anim(input_file_path):
global debug
with open(input_file_path,"rb") as input_file:
animation_set = decompress_curves(input_file)
anim_names = []
if input_file_path.endswith(".zaabin"):
anim_names = read_anims_file(input_file_path.replace(".zaabin", ".anims"))
arma = bpy.context.view_layer.objects.active
if arma.type != 'ARMATURE':
raise Exception("Select an armature to attach the imported animation to!")
if arma.animation_data is not None:
arma.animation_data_clear()
arma.animation_data_create()
"""
When directly imported from .msh files,
all skeleton models are saved as emptys, since
some are excluded from the actual armature (effectors, roots, eg...).
bond_bind_poses contains matrices for converting the transform of
bones found in .msh/.zaabin files to ones that'll fit the extracted armature.
This will be replaced with the eventual importer release.
"""
animated_bones = set()
for anim_crc in animation_set:
for bone_crc in animation_set[anim_crc]:
animated_bones.add(bone_crc)
bpy.context.view_layer.objects.active = arma
bpy.ops.object.mode_set(mode='EDIT')
bone_bind_poses = {}
for edit_bone in arma.data.edit_bones:
if to_crc(edit_bone.name) not in animated_bones:
continue
curr_ancestor = edit_bone.parent
while curr_ancestor is not None and to_crc(curr_ancestor.name) not in animated_bones:
curr_ancestor = curr_ancestor.parent
if curr_ancestor:
bind_mat = curr_ancestor.matrix.inverted() @ edit_bone.matrix
else:
bind_mat = arma.matrix_local @ edit_bone.matrix
bone_bind_poses[edit_bone.name] = bind_mat.inverted()
bpy.ops.object.mode_set(mode='OBJECT')
if debug:
print("Extracting {} animations from {}:".format(len(animation_set), input_file_path))
for anim_crc in animation_set:
found_anim = [anim_name for anim_name in anim_names if to_crc(anim_name) == anim_crc]
if found_anim:
anim_str = found_anim[0]
else:
anim_str = str(hex(anim_crc))
if debug:
print("\tExtracting anim {}:".format(anim_str))
#if anim_str in bpy.data.actions:
# bpy.data.actions[anim_str].use_fake_user = False
# bpy.data.actions.remove(bpy.data.actions[anim_str])
action = bpy.data.actions.new(anim_str)
action.use_fake_user = True
animation = animation_set[anim_crc]
bone_crcs_list = [bone_crc_ for bone_crc_ in animation]
for bone_crc in sorted(bone_crcs_list):
bone_name = next((bone.name for bone in arma.pose.bones if to_crc(bone.name) == bone_crc), None)
if bone_name is None:
continue
bone = arma.pose.bones[bone_name]
bone_crc = to_crc(bone.name)
if bone_crc not in animation:
continue;
bind_mat = bone_bind_poses[bone.name]
loc_data_path = "pose.bones[\"{}\"].location".format(bone.name)
rot_data_path = "pose.bones[\"{}\"].rotation_quaternion".format(bone.name)
bone_curves = animation[bone_crc]
num_frames = max(bone_curves[0])
has_translation = bone_curves[4] is not None
if debug:
print("\t\tBone {} has {} frames: ".format(bone_name, num_frames))
last_values = [1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0]
def get_quat(index):
nonlocal bone_curves, last_values
q = Quaternion()
valmap = [1,2,3,0]
has_key = False
for i in range(4):
curve = bone_curves[i]
if index in curve:
has_key = True
last_values[i] = curve[index]
q[valmap[i]] = last_values[i]
return q if has_key else None
def get_vec(index):
nonlocal bone_curves, last_values
v = Vector()
has_key = False
for i in range(4,7):
curve = bone_curves[i]
if index in curve:
has_key = True
last_values[i] = curve[index]
v[i - 4] = last_values[i]
return v if has_key else None
fcurve_rot_w = action.fcurves.new(rot_data_path, index=0, action_group=bone.name)
fcurve_rot_x = action.fcurves.new(rot_data_path, index=1, action_group=bone.name)
fcurve_rot_y = action.fcurves.new(rot_data_path, index=2, action_group=bone.name)
fcurve_rot_z = action.fcurves.new(rot_data_path, index=3, action_group=bone.name)
if has_translation:
fcurve_loc_x = action.fcurves.new(loc_data_path, index=0, action_group=bone.name)
fcurve_loc_y = action.fcurves.new(loc_data_path, index=1, action_group=bone.name)
fcurve_loc_z = action.fcurves.new(loc_data_path, index=2, action_group=bone.name)
for frame in range(num_frames):
q = get_quat(frame)
if q is not None:
if debug:
print("\t\t\tRot key: ({}, {})".format(frame, quat_to_str(q)))
# Very bloated, but works for now
q = (bind_mat @ convert_rotation_space(q).to_matrix().to_4x4()).to_quaternion()
fcurve_rot_w.keyframe_points.insert(frame,q.w)
fcurve_rot_x.keyframe_points.insert(frame,q.x)
fcurve_rot_y.keyframe_points.insert(frame,q.y)
fcurve_rot_z.keyframe_points.insert(frame,q.z)
if has_translation:
t = get_vec(frame)
if t is not None:
if debug:
print("\t\t\tPos key: ({}, {})".format(frame, vec_to_str(t)))
t = (bind_mat @ Matrix.Translation(convert_vector_space(t))).translation
fcurve_loc_x.keyframe_points.insert(frame,t.x)
fcurve_loc_y.keyframe_points.insert(frame,t.y)
fcurve_loc_z.keyframe_points.insert(frame,t.z)
arma.animation_data.action = action