Skeleton related functions separated into msh_skeleton_utilities + CollisionPrimProperties added for imported primitives that don't have proper names + misc changes to avoid circular imports + minor refactors
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@ -56,11 +56,12 @@ import bpy
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from bpy_extras.io_utils import ExportHelper, ImportHelper
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from bpy.props import BoolProperty, EnumProperty, CollectionProperty
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from bpy.types import Operator
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from .msh_scene import create_scene
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from .msh_scene_utilities import create_scene
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from .msh_scene_save import save_scene
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from .msh_scene_read import read_scene
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from .msh_material_properties import *
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from .msh_skeleton_properties import *
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from .msh_collision_prim_properties import *
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from .msh_to_blend import *
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from .zaa_to_blend import *
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@ -189,6 +190,8 @@ def menu_func_import(self, context):
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def register():
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bpy.utils.register_class(CollisionPrimitiveProperties)
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bpy.utils.register_class(MaterialProperties)
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bpy.utils.register_class(MaterialPropertiesPanel)
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@ -201,11 +204,15 @@ def register():
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bpy.types.TOPBAR_MT_file_export.append(menu_func_export)
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bpy.types.TOPBAR_MT_file_import.append(menu_func_import)
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bpy.types.Material.swbf_msh = bpy.props.PointerProperty(type=MaterialProperties)
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bpy.types.Object.swbf_msh_coll_prim = bpy.props.PointerProperty(type=CollisionPrimitiveProperties)
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bpy.types.Material.swbf_msh_mat = bpy.props.PointerProperty(type=MaterialProperties)
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bpy.types.Armature.swbf_msh_skel = bpy.props.CollectionProperty(type=SkeletonProperties)
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def unregister():
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bpy.utils.unregister_class(CollisionPrimitiveProperties)
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bpy.utils.unregister_class(MaterialProperties)
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bpy.utils.unregister_class(MaterialPropertiesPanel)
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@ -1,5 +1,4 @@
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""" Gathers the Blender objects from the current scene and returns them as a list of
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Model objects. """
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""" Converts currently active Action to an msh Animation """
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import bpy
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import math
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@ -11,30 +10,40 @@ from .msh_model_utilities import *
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from .msh_utilities import *
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from .msh_model_gather import *
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from .msh_skeleton_utilities import *
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from .crc import to_crc
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'''
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Convert the active Action into an Animation. When exported SWBF anims, there is the issue
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that all bones in the anim must be in the skeleton/basepose anim. We guarantee this by
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only keying bones if they are in the armature's preserved skeleton (swbf_msh_skel) and
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adding dummy frames if the bones are not in the armature.
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If a preserved skeleton is not present, we include only the keyed bones and add dummy frames for
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the root (root_name)
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'''
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def extract_anim(armature: bpy.types.Armature, root_name: str) -> Animation:
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if not armature.animation_data or not armature.animation_data.action:
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raise RuntimeError("Cannot export animation data without an active Action on armature!")
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action = armature.animation_data.action
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# Set of bones to include in SKL2/animation stuff
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keyable_bones : Set[str] = set()
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msh_skel = armature.data.swbf_msh_skel
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keyable_bones = get_real_BONES(armature)
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has_preserved_skel = len(msh_skel) > 0
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# If it doesn't have a preserved skeleton, then we add the scene root.
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# If it does have a preserved skeleton, any objects not animatable by blender (i.e. objects above the skeleton, scene root)
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# will be included in the preserved skeleton
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if not has_preserved_skeleton(armature):
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keyable_bones.add(root_name)
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if has_preserved_skel:
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for bone in msh_skel:
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#print("Adding {} from preserved skel to exported skeleton".format(bone.name))
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keyable_bones.add(bone.name)
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elif action:
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for group in action.groups:
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#print("Adding {} from action groups to exported skeleton".format(group.name))
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keyable_bones.add(group.name)
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# Subset of above bones to key with dummy frames (all bones not in armature)
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dummy_bones = set([keyable_bone for keyable_bone in keyable_bones if keyable_bone not in armature.data.bones])
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anim = Animation();
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@ -51,41 +60,41 @@ def extract_anim(armature: bpy.types.Armature, root_name: str) -> Animation:
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anim.end_index = num_frames - 1
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anim.bone_frames[root_crc] = ([], [])
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for bone in armature.data.bones:
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if bone.name in keyable_bones:
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anim.bone_frames[to_crc(bone.name)] = ([], [])
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for keyable_bone in keyable_bones:
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anim.bone_frames[to_crc(keyable_bone)] = ([], [])
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for frame in range(num_frames):
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frame_time = framerange.x + frame * increment
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bpy.context.scene.frame_set(frame_time)
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for keyable_bone in keyable_bones:
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rframe_dummy = RotationFrame(frame, convert_rotation_space(Quaternion()))
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tframe_dummy = TranslationFrame(frame, Vector((0.0,0.0,0.0)))
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bone_crc = to_crc(keyable_bone)
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anim.bone_frames[root_crc][0].append(tframe_dummy)
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anim.bone_frames[root_crc][1].append(rframe_dummy)
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if keyable_bone in dummy_bones:
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rframe = RotationFrame(frame, convert_rotation_space(Quaternion()))
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tframe = TranslationFrame(frame, Vector((0.0,0.0,0.0)))
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for bone in armature.pose.bones:
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else:
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if bone.name not in keyable_bones:
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continue
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bone = armature.pose.bones[keyable_bone]
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transform = bone.matrix
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transform = bone.matrix
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if bone.parent:
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transform = bone.parent.matrix.inverted() @ transform
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loc, rot, _ = transform.decompose()
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if bone.parent:
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transform = bone.parent.matrix.inverted() @ transform
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loc, rot, _ = transform.decompose()
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rframe = RotationFrame(frame, convert_rotation_space(rot))
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tframe = TranslationFrame(frame, convert_vector_space(loc))
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rframe = RotationFrame(frame, convert_rotation_space(rot))
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tframe = TranslationFrame(frame, convert_vector_space(loc))
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anim.bone_frames[to_crc(bone.name)][0].append(tframe)
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anim.bone_frames[to_crc(bone.name)][1].append(rframe)
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anim.bone_frames[bone_crc][0].append(tframe)
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anim.bone_frames[bone_crc][1].append(rframe)
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return anim
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@ -0,0 +1,16 @@
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""" IntProperty needed to keep track of Collision Primitives types that are imported without indicitive names.
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Not sure I needed a PropertyGroup/what a leaner method would be. The prims shouldn't be renamed on import because
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they are often referenced in ODFs.
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Don't see a reason these should be exposed via a panel or need to be changed..."""
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import bpy
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from bpy.props import IntProperty
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from bpy.types import PropertyGroup
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class CollisionPrimitiveProperties(PropertyGroup):
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prim_type: IntProperty(name="Primitive Type", default=-1)
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@ -18,6 +18,8 @@ class Rendertype(Enum):
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NORMALMAPPED_ENVMAPPED = 26
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NORMALMAPPED = 27
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NORMALMAPPED_TILED_ENVMAP = 29
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# Placeholders to avoid crashes/import-export inconsistencies
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OTHER_1 = 1
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OTHER_2 = 2
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OTHER_4 = 4
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@ -24,10 +24,10 @@ def read_material(blender_material: bpy.types.Material) -> Material:
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result = Material()
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if blender_material.swbf_msh is None:
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if blender_material.swbf_msh_mat is None:
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return result
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props = blender_material.swbf_msh
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props = blender_material.swbf_msh_mat
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result.specular_color = props.specular_color.copy()
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result.rendertype = _read_material_props_rendertype(props)
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@ -188,6 +188,7 @@ class MaterialProperties(PropertyGroup):
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"distort the scene behind them. Should be a normal map "
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"with '-forceformat v8u8' in it's '.tga.option' file.")
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# Below props are for yet unsupported render types
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data_value_0: IntProperty(name="", description="First data value")
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data_value_1: IntProperty(name="", description="Second data value")
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@ -215,7 +216,7 @@ class MaterialPropertiesPanel(bpy.types.Panel):
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layout = self.layout
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material_props = context.material.swbf_msh
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material_props = context.material.swbf_msh_mat
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layout.prop(material_props, "rendertype")
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@ -1,4 +1,4 @@
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""" For finding textures and assigning material properties from entries in a Material """
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""" For finding textures and assigning MaterialProperties from entries in a Material """
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import bpy
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from typing import Dict
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@ -12,7 +12,11 @@ class ModelType(Enum):
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CLOTH = 2
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BONE = 3
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STATIC = 4
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SHADOWVOLUME = 6
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# Maybe there are only for BF1 models (http://www.secretsociety.com/forum/downloads/BF1/BF1%20Mesh%20File%20Format.txt)?
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# According to that link #3 is envelope, not bone, maybe that's for TCW or smthg
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# CHILDSKIN = 5 # I didnt bother with these, never encountered one and they might need adjustments to vertex data
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SHADOWVOLUME = 6 # Pretty common
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class CollisionPrimitiveShape(Enum):
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SPHERE = 0
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@ -9,6 +9,7 @@ from itertools import zip_longest
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from .msh_model import *
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from .msh_model_utilities import *
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from .msh_utilities import *
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from .msh_skeleton_utilities import *
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SKIPPED_OBJECT_TYPES = {"LATTICE", "CAMERA", "LIGHT", "SPEAKER", "LIGHT_PROBE"}
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MESH_OBJECT_TYPES = {"MESH", "CURVE", "SURFACE", "META", "FONT", "GPENCIL"}
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@ -59,7 +60,7 @@ def gather_models(apply_modifiers: bool, export_target: str, skeleton_only: bool
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else:
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if obj.parent is not None:
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if obj.parent.type == "ARMATURE":
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model.parent = obj.parent.parent.name
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model.parent = obj.parent.parent.name if obj.parent.parent else ""
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transform = obj.parent.matrix_local @ transform
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else:
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model.parent = obj.parent.name
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@ -298,6 +299,9 @@ def get_collision_primitive(obj: bpy.types.Object) -> CollisionPrimitive:
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return primitive
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def get_collision_primitive_shape(obj: bpy.types.Object) -> CollisionPrimitiveShape:
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""" Gets the CollisionPrimitiveShape of an object or raises an error if
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it can't. """
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if "box" in name or "cube" in name or "cuboid" in name:
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return CollisionPrimitiveShape.BOX
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return CollisionPrimitiveShape.BOX
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#raise RuntimeError(f"Object '{obj.name}' has no primitive type specified in it's name!")
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# arc170 fighter has examples of box colliders without proper naming
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prim_type = obj.swbf_msh_coll_prim.prim_type
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if prim_type in [item.value for item in CollisionPrimitiveShape]:
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return CollisionPrimitiveShape(prim_type)
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raise RuntimeError(f"Object '{obj.name}' has no primitive type specified in it's name!")
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def check_for_bad_lod_suffix(obj: bpy.types.Object):
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""" Checks if the object has an LOD suffix that is known to be ignored by """
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@ -373,7 +382,9 @@ def select_objects(export_target: str) -> List[bpy.types.Object]:
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def expand_armature(armature: bpy.types.Object) -> List[Model]:
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proper_BONES = get_real_BONES(armature)
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bones: List[Model] = []
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for bone in armature.data.bones:
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local_translation, local_rotation, _ = transform.decompose()
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model.model_type = ModelType.BONE
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model.model_type = ModelType.BONE if bone.name in proper_BONES else ModelType.NULL
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model.name = bone.name
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model.transform.rotation = convert_rotation_space(local_rotation)
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model.transform.translation = convert_vector_space(local_translation)
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@ -26,14 +26,17 @@ def inject_dummy_data(model : Model):
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model.geometry = [dummy_seg]
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model.model_type = ModelType.STATIC
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def convert_vector_space_(vec: Vector) -> Vector:
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def convert_vector_space(vec: Vector) -> Vector:
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return Vector((-vec.x, vec.z, vec.y))
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def convert_rotation_space_(quat: Quaternion) -> Quaternion:
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def convert_scale_space(vec: Vector) -> Vector:
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return Vector(vec.xzy)
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def convert_rotation_space(quat: Quaternion) -> Quaternion:
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return Quaternion((-quat.w, quat.x, -quat.z, -quat.y))
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def model_transform_to_matrix(transform: ModelTransform):
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return Matrix.Translation(convert_vector_space_(transform.translation)) @ convert_rotation_space_(transform.rotation).to_matrix().to_4x4()
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return Matrix.Translation(convert_vector_space(transform.translation)) @ convert_rotation_space(transform.rotation).to_matrix().to_4x4()
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def scale_segments(scale: Vector, segments: List[GeometrySegment]):
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""" Scales are positions in the GeometrySegment list. """
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@ -145,13 +148,3 @@ def is_model_name_unused(name: str, models: List[Model]) -> bool:
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return True
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def convert_vector_space(vec: Vector) -> Vector:
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return Vector((-vec.x, vec.z, vec.y))
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def convert_scale_space(vec: Vector) -> Vector:
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return Vector(vec.xzy)
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def convert_rotation_space(quat: Quaternion) -> Quaternion:
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return Quaternion((-quat.w, quat.x, -quat.z, -quat.y))
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from dataclasses import dataclass, field
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from typing import List, Dict
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from copy import copy
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import bpy
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from mathutils import Vector
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from .msh_model import Model, Animation, ModelType
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from .msh_model_gather import gather_models
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from .msh_model_utilities import sort_by_parent, has_multiple_root_models, reparent_model_roots, get_model_world_matrix, inject_dummy_data
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from .msh_model_triangle_strips import create_models_triangle_strips
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from .msh_material import *
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from .msh_material_gather import gather_materials
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from .msh_material_utilities import remove_unused_materials
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from .msh_utilities import *
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from .msh_anim_gather import extract_anim
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@dataclass
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class SceneAABB:
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animation: Animation = None
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skeleton: List[int] = field(default_factory=list)
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def create_scene(generate_triangle_strips: bool, apply_modifiers: bool, export_target: str, skel_only: bool, export_anim: bool) -> Scene:
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""" Create a msh Scene from the active Blender scene. """
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scene = Scene()
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scene.name = bpy.context.scene.name
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scene.materials = gather_materials()
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scene.models, armature_obj = gather_models(apply_modifiers=apply_modifiers, export_target=export_target, skeleton_only=skel_only)
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scene.models = sort_by_parent(scene.models)
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if generate_triangle_strips:
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scene.models = create_models_triangle_strips(scene.models)
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else:
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for model in scene.models:
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if model.geometry:
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for segment in model.geometry:
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segment.triangle_strips = segment.triangles
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if has_multiple_root_models(scene.models):
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scene.models = reparent_model_roots(scene.models)
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scene.materials = remove_unused_materials(scene.materials, scene.models)
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root = scene.models[0]
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if export_anim:
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if armature_obj is not None:
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scene.animation = extract_anim(armature_obj, root.name)
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else:
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raise Exception("Export Error: Could not find an armature object from which to export an animation!")
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if skel_only and root.model_type == ModelType.NULL:
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# For ZenAsset
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inject_dummy_data(root)
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return scene
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def create_scene_aabb(scene: Scene) -> SceneAABB:
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""" Create a SceneAABB for a Scene. """
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global_aabb = SceneAABB()
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for model in scene.models:
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if model.geometry is None or model.hidden:
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continue
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model_world_matrix = get_model_world_matrix(model, scene.models)
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model_aabb = SceneAABB()
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for segment in model.geometry:
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segment_aabb = SceneAABB()
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for pos in segment.positions:
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segment_aabb.integrate_position(model_world_matrix @ pos)
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model_aabb.integrate_aabb(segment_aabb)
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global_aabb.integrate_aabb(model_aabb)
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return global_aabb
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skeleton: List[int] = field(default_factory=list)
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@ -117,20 +117,10 @@ def read_scene(input_file, anim_only=False, debug=0) -> Scene:
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if seg.weights:
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for weight_set in seg.weights:
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for vweight in weight_set:
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if vweight.bone in mndx_remap:
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vweight.bone = mndx_remap[vweight.bone]
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else:
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vweight.bone = 0
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|
||||
# So in the new republic boba example, the weights aimed for bone_head instead map to sv_jettrooper...
|
||||
|
||||
|
||||
#for key, val in mndx_remap.items():
|
||||
#if scene.models[val].name == "bone_head" or scene.models[val].name == "sv_jettrooper":
|
||||
#print("Key: {} is mapped to val: {}".format(key, val))
|
||||
#print("Key: {}, val {} is model: {}".format(key, val, scene.models[val].name))
|
||||
|
||||
|
||||
return scene
|
||||
|
||||
|
@ -276,10 +266,6 @@ def _read_modl(modl: Reader, materials_list: List[Material]) -> Model:
|
|||
else:
|
||||
modl.skip_bytes(1)
|
||||
|
||||
global debug_level
|
||||
if debug_level > 0:
|
||||
print(modl.indent + "Read model " + model.name + " of type: " + str(model.model_type)[10:])
|
||||
|
||||
return model
|
||||
|
||||
|
||||
|
@ -292,10 +278,6 @@ def _read_tran(tran: Reader) -> ModelTransform:
|
|||
xform.rotation = tran.read_quat()
|
||||
xform.translation = tran.read_vec()
|
||||
|
||||
global debug_level
|
||||
if debug_level > 0:
|
||||
print(tran.indent + "Rot: {} Loc: {}".format(str(xform.rotation), str(xform.translation)))
|
||||
|
||||
return xform
|
||||
|
||||
|
||||
|
@ -341,6 +323,7 @@ def _read_segm(segm: Reader, materials_list: List[Material]) -> GeometrySegment:
|
|||
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:
|
||||
|
@ -399,7 +382,8 @@ def _read_segm(segm: Reader, materials_list: List[Material]) -> GeometrySegment:
|
|||
|
||||
geometry_seg.triangle_strips = strips
|
||||
|
||||
#if segm.read_u16 != 0: #trailing 0 bug https://schlechtwetterfront.github.io/ze_filetypes/msh.html#STRP
|
||||
# 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":
|
||||
|
@ -439,6 +423,8 @@ def _read_anm2(anm2: Reader) -> Animation:
|
|||
# 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()
|
||||
|
||||
|
|
|
@ -2,7 +2,8 @@
|
|||
|
||||
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
|
||||
|
@ -40,6 +41,7 @@ def save_scene(output_file, scene: Scene):
|
|||
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)
|
||||
|
||||
|
|
|
@ -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
|
|
@ -1,10 +1,15 @@
|
|||
""" Contains Blender properties and UI for .msh materials. """
|
||||
""" 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, BoolProperty, EnumProperty, FloatVectorProperty, IntProperty
|
||||
from bpy.props import StringProperty
|
||||
from bpy.types import PropertyGroup
|
||||
from .msh_material_ui_strings import *
|
||||
from .msh_model import *
|
||||
|
||||
|
||||
class SkeletonProperties(PropertyGroup):
|
||||
|
|
|
@ -0,0 +1,211 @@
|
|||
""" 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
|
|
@ -4,20 +4,23 @@
|
|||
import bpy
|
||||
import bmesh
|
||||
import math
|
||||
|
||||
from enum import Enum
|
||||
from typing import List, Set, Dict, Tuple
|
||||
from itertools import zip_longest
|
||||
|
||||
from .msh_scene import Scene
|
||||
from .msh_material_to_blend import *
|
||||
from .msh_model import *
|
||||
from .msh_model_utilities import *
|
||||
from .msh_utilities import *
|
||||
from .msh_model_gather import *
|
||||
from .msh_skeleton_properties 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):
|
||||
|
||||
|
@ -100,170 +103,7 @@ def extract_and_apply_anim(filename : str, scene : Scene):
|
|||
|
||||
|
||||
|
||||
|
||||
'''
|
||||
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
|
||||
- It is weighted to
|
||||
- It has a parent and child that must be in the armature
|
||||
'''
|
||||
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 to_crc(model.name) in scene.skeleton:
|
||||
# print("Skel model {} of type {} has parent {}".format(model.name, model.model_type, model.parent))
|
||||
|
||||
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
|
||||
#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
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
# Create the msh hierachy. Armatures are not created here.
|
||||
# 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
|
||||
|
@ -274,27 +114,32 @@ def extract_models(scene: Scene, materials_map : Dict[str, bpy.types.Material])
|
|||
for model in sorted_models:
|
||||
new_obj = None
|
||||
|
||||
if model.model_type == ModelType.STATIC or model.model_type == ModelType.SKIN:
|
||||
|
||||
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
|
||||
|
||||
mat_name = ""
|
||||
|
||||
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):
|
||||
|
||||
if i == 0:
|
||||
mat_name = seg.material_name
|
||||
|
||||
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
|
||||
|
||||
|
@ -303,6 +148,8 @@ def extract_models(scene: Scene, materials_map : Dict[str, bpy.types.Material])
|
|||
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:
|
||||
|
@ -311,13 +158,17 @@ def extract_models(scene: Scene, materials_map : Dict[str, bpy.types.Material])
|
|||
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()
|
||||
|
@ -326,7 +177,12 @@ def extract_models(scene: Scene, materials_map : Dict[str, bpy.types.Material])
|
|||
uvlayer = edit_mesh.loops.layers.uv.verify()
|
||||
|
||||
for edit_mesh_face in edit_mesh.faces:
|
||||
mesh_face = faces[edit_mesh_face.index]
|
||||
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):
|
||||
|
||||
|
@ -334,7 +190,8 @@ def extract_models(scene: Scene, materials_map : Dict[str, bpy.types.Material])
|
|||
loop[uvlayer].uv = tuple([texcoord.x, texcoord.y])
|
||||
|
||||
edit_mesh.to_mesh(new_mesh)
|
||||
edit_mesh.free()
|
||||
edit_mesh.free()
|
||||
|
||||
|
||||
new_obj = bpy.data.objects.new(new_mesh.name, new_mesh)
|
||||
|
||||
|
@ -348,21 +205,19 @@ def extract_models(scene: Scene, materials_map : Dict[str, bpy.types.Material])
|
|||
|
||||
if index not in vertex_groups_indicies:
|
||||
model_name = scene.models[index].name
|
||||
#print("Adding new vertex group with index {} and model name {}".format(index, model_name))
|
||||
vertex_groups_indicies[index] = new_obj.vertex_groups.new(name=model_name)
|
||||
|
||||
vertex_groups_indicies[index].add([offset + i], weight.weight, 'ADD')
|
||||
|
||||
'''
|
||||
Assign Materials - will do per segment later...
|
||||
'''
|
||||
if mat_name:
|
||||
material = materials_map[mat_name]
|
||||
|
||||
if new_obj.data.materials:
|
||||
new_obj.data.materials[0] = material
|
||||
else:
|
||||
new_obj.data.materials.append(material)
|
||||
'''
|
||||
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:
|
||||
|
||||
|
@ -380,6 +235,9 @@ def extract_models(scene: Scene, materials_map : Dict[str, bpy.types.Material])
|
|||
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)
|
||||
|
||||
|
||||
|
@ -404,7 +262,7 @@ def extract_materials(folder_path: str, scene: Scene) -> Dict[str, bpy.types.Mat
|
|||
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)
|
||||
fill_material_props(material, new_mat.swbf_msh_mat)
|
||||
|
||||
extracted_materials[material_name] = new_mat
|
||||
|
||||
|
@ -430,10 +288,10 @@ def extract_scene(filepath: str, scene: Scene):
|
|||
armature = None if not skel else required_skeleton_to_armature(skel, model_map, scene)
|
||||
|
||||
if armature is not None:
|
||||
preserved = armature.data.swbf_msh_skel
|
||||
preserved_skel = armature.data.swbf_msh_skel
|
||||
for model in scene.models:
|
||||
if to_crc(model.name) in scene.skeleton:
|
||||
entry = preserved.add()
|
||||
if to_crc(model.name) in scene.skeleton or model.model_type == ModelType.BONE:
|
||||
entry = preserved_skel.add()
|
||||
entry.name = model.name
|
||||
|
||||
|
||||
|
|
Loading…
Reference in New Issue