Working for complex skinned exports, still crashes ZE, menus need work
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ff3a517312
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@ -97,9 +97,15 @@ class ExportMSH(Operator, ExportHelper):
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default=True
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)
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export_anims: BoolProperty(
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name="Export Animations",
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description="Action export test",
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export_animated: BoolProperty(
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name="Export Animated Object",
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description="Always check if the object will be animated.",
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default=False
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)
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export_skeleton_only: BoolProperty(
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name="Export Skeleton",
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description="Check if you intend to export skeleton data only.",
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default=False
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)
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@ -112,8 +118,10 @@ class ExportMSH(Operator, ExportHelper):
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scene=create_scene(
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generate_triangle_strips=self.generate_triangle_strips,
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apply_modifiers=self.apply_modifiers,
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export_target=self.export_target),
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separate_anims=self.export_anims
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export_target=self.export_target,
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skel_only=self.export_skeleton_only
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),
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is_animated=self.export_animated
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)
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return {'FINISHED'}
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@ -12,65 +12,42 @@ from .msh_utilities import *
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from .msh_model_gather import *
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def gather_animdata(armature: bpy.types.Armature) -> List[Animation]:
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anim_data = Animation();
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def extract_anim(armature: bpy.types.Armature) -> Animation:
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action = armature.animation_data.action
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anim = Animation();
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if not action:
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framerange = Vector((0.0,1.0))
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else:
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framerange = action.frame_range
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increment = (framerange.y - framerange.x) / 20.0
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offset = framerange.x;
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anim_data.bone_transforms[armature.parent.name] = []
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num_frames = math.floor(framerange.y - framerange.x) + 1
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increment = (framerange.y - framerange.x) / (num_frames - 1)
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anim.end_index = num_frames - 1
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for bone in armature.data.bones:
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anim_data.bone_transforms[bone.name] = []
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anim.bone_transforms[bone.name] = []
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for frame in range(21):
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frame_time = offset + frame * increment
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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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anim_data.bone_transforms[armature.parent.name].append(ModelTransform()) #for testing
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for bone in armature.pose.bones:
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xform = ModelTransform()
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xform.translation = to_skeleton_vector_space(bone.location)
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xform.rotation = to_skeleton_rotation_space(bone.rotation_quaternion)
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transform = bone.matrix
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anim_data.bone_transforms[bone.name].append(xform)
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if bone.parent:
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transform = bone.parent.matrix.inverted() @ transform
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return [anim_data]
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def get_basepose(armature: bpy.types.Armature) -> Animation:
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anim_data = Animation();
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anim_data.name = "basepose"
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bpy.context.scene.frame_set(0.0)
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anim_data.bone_transforms[armature.parent.name] = []
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for bone in armature.data.bones:
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anim_data.bone_transforms[bone.name] = []
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for frame in range(2):
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anim_data.bone_transforms[armature.parent.name].append(ModelTransform()) #for testing
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for bone in armature.pose.bones:
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loc, rot, _ = transform.decompose()
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xform = ModelTransform()
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xform.translation = to_skeleton_vector_space(bone.location)
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xform.rotation = to_skeleton_rotation_space(bone.rotation_quaternion)
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anim_data.bone_transforms[bone.name].append(xform)
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return anim_data
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xform.rotation = convert_rotation_space(rot)
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xform.translation = convert_vector_space(loc)
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anim.bone_transforms[bone.name].append(xform)
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return anim
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@ -80,6 +80,10 @@ class Model:
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class Animation:
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""" Class representing 'CYCL' + 'KFR3' sections in a .msh file """
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name: str = "wiggle"
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name: str = "fullanimation"
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bone_transforms: Dict[str, List[ModelTransform]] = field(default_factory=dict)
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framerate: float = 10.0
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start_index : int = 0
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end_index : int = 0
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@ -14,7 +14,7 @@ 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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MAX_MSH_VERTEX_COUNT = 32767
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def gather_models(apply_modifiers: bool, export_target: str) -> List[Model]:
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def gather_models(apply_modifiers: bool, export_target: str, skeleton_only: bool) -> List[Model]:
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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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@ -36,14 +36,25 @@ def gather_models(apply_modifiers: bool, export_target: str) -> List[Model]:
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if obj.type == "ARMATURE":
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models_list += expand_armature(obj)
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continue
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local_translation, local_rotation, _ = obj.matrix_local.decompose()
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if skeleton_only:
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continue
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model = Model()
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model.name = obj.name
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model.model_type = get_model_type(obj)
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model.hidden = get_is_model_hidden(obj)
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transform = obj.matrix_local
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if obj.parent_bone:
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model.parent = obj.parent_bone
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transform = obj.parent.data.bones[obj.parent_bone].matrix_local.inverted() @ transform
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else:
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if obj.parent is not None:
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model.parent = obj.parent.name
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local_translation, local_rotation, _ = transform.decompose()
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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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@ -126,11 +137,11 @@ def create_mesh_geometry(mesh: bpy.types.Mesh, has_weights: bool) -> List[Geomet
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if use_smooth_normal or mesh.use_auto_smooth:
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if mesh.has_custom_normals:
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vertex_normal = mesh.loops[loop_index].normal
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vertex_normal = Vector( mesh.loops[loop_index].normal )
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else:
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vertex_normal = mesh.vertices[vertex_index].normal
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vertex_normal = Vector( mesh.vertices[vertex_index].normal )
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else:
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vertex_normal = face_normal
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vertex_normal = Vector(face_normal)
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def get_cache_vertex():
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yield mesh.vertices[vertex_index].co.x
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@ -343,6 +354,8 @@ def select_objects(export_target: str) -> List[bpy.types.Object]:
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return objects + parents
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def expand_armature(obj: bpy.types.Object) -> List[Model]:
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bones: List[Model] = []
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@ -355,7 +368,7 @@ def expand_armature(obj: bpy.types.Object) -> List[Model]:
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transform = bone.parent.matrix_local.inverted() @ transform
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model.parent = bone.parent.name
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else:
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model.parent = "DummyRoot" # obj.name
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model.parent = obj.name
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local_translation, local_rotation, _ = transform.decompose()
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@ -3,6 +3,8 @@
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from typing import List
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from .msh_model import *
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from .msh_utilities import *
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import mathutils
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import math
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from mathutils import Vector, Matrix
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def scale_segments(scale: Vector, segments: List[GeometrySegment]):
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@ -125,15 +127,3 @@ def convert_scale_space(vec: Vector) -> Vector:
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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 to_skeleton_vector_space(vec : Vector):
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vnew = convert_vector_space(vec)
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vnew.x *= -1.0
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return vnew
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def to_skeleton_rotation_space(quat : Quaternion):
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qnew = convert_rotation_space(quat)
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qnew.x *= -1.0
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qnew.y *= -1.0
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qnew.z *= -1.0
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return qnew
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@ -47,7 +47,7 @@ class Scene:
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anims: List[Animation] = field(default_factory=list)
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def create_scene(generate_triangle_strips: bool, apply_modifiers: bool, export_target: str) -> Scene:
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def create_scene(generate_triangle_strips: bool, apply_modifiers: bool, export_target: str, skel_only: 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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@ -56,7 +56,7 @@ def create_scene(generate_triangle_strips: bool, apply_modifiers: bool, export_t
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scene.materials = gather_materials()
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scene.models = gather_models(apply_modifiers=apply_modifiers, export_target=export_target)
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scene.models = 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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@ -70,13 +70,15 @@ def create_scene(generate_triangle_strips: bool, apply_modifiers: bool, export_t
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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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scene.anims = gather_animdata(bpy.context.scene.objects["Armature"])
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#creates a dummy basepose if no Action is selected
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if "Armature" in bpy.context.scene.objects.keys():
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scene.anims = [extract_anim(bpy.context.scene.objects["Armature"])]
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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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@ -10,7 +10,7 @@ from .msh_utilities import *
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from .crc import *
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def save_scene(output_file, scene: Scene, separate_anims: bool):
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def save_scene(output_file, scene: Scene, is_animated: bool):
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""" Saves scene to the supplied file. """
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with Writer(file=output_file, chunk_id="HEDR") as hedr:
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@ -26,12 +26,19 @@ def save_scene(output_file, scene: Scene, separate_anims: bool):
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material_index = _write_matl_and_get_material_index(matl, scene)
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for index, model in enumerate(scene.models):
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if separate_anims and (model.model_type not in {ModelType.NULL, ModelType.BONE}):
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continue
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print(model.name)
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with msh2.create_child("MODL") as modl:
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_write_modl(modl, model, index, material_index, model_index)
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if separate_anims:
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if is_animated:
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with hedr.create_child("SKL2") as skl2:
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_write_skl2(skl2, scene)
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with hedr.create_child("BLN2") as bln2:
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_write_bln2(bln2, scene)
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with hedr.create_child("ANM2") as anm2: #simple for now
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for anim in scene.anims:
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_write_anm2(anm2, anim)
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@ -44,8 +51,15 @@ def _write_sinf(sinf: Writer, scene: Scene):
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name.write_string(scene.name)
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with sinf.create_child("FRAM") as fram:
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fram.write_i32(0, 20) #test values
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fram.write_f32(10.0) #test values
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min_index = 0
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max_index = 1
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if scene.anims and len(scene.anims) > 0:
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min_index = min([anim.start_index for anim in scene.anims])
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max_index = min([anim.end_index for anim in scene.anims])
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fram.write_i32(min_index, max_index)
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fram.write_f32(10.0)
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with sinf.create_child("BBOX") as bbox:
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aabb = create_scene_aabb(scene)
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@ -130,6 +144,12 @@ def _write_modl(modl: Writer, model: Model, index: int, material_index: Dict[str
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if model.geometry is not None:
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with modl.create_child("GEOM") as geom:
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with geom.create_child("BBOX") as bbox:
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bbox.write_f32(0.0, 0.0, 0.0, 1.0)
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bbox.write_f32(0, 0, 0)
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bbox.write_f32(1.0,1.0,1.0,2.0)
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for segment in model.geometry:
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with geom.create_child("SEGM") as segm:
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_write_segm(segm, segment, material_index)
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@ -168,7 +188,7 @@ def _write_segm(segm: Writer, segment: GeometrySegment, material_index: Dict[str
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with segm.create_child("NRML") as nrml:
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nrml.write_u32(len(segment.normals))
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for normal in segment.normals:
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for i,normal in enumerate(segment.normals):
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nrml.write_f32(normal.x, normal.y, normal.z)
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if segment.colors is not None:
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@ -214,6 +234,8 @@ SKINNING CHUNKS
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def _write_wght(wght: Writer, weights: List[List[VertexWeight]]):
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wght.write_u32(len(weights))
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print("Writing WGHT: ")
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for weight_list in weights:
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weight_list += [VertexWeight(0.0, 0)] * 4
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weight_list = sorted(weight_list, key=lambda w: w.weight, reverse=True)
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@ -221,18 +243,46 @@ def _write_wght(wght: Writer, weights: List[List[VertexWeight]]):
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total_weight = max(sum(map(lambda w: w.weight, weight_list)), 1e-5)
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print_str = ""
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for weight in weight_list:
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print_str += "({}, {}) ".format(weight.bone, weight.weight / total_weight)
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wght.write_i32(weight.bone)
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wght.write_f32(weight.weight / total_weight)
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print(" {}".format(print_str))
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def _write_envl(envl: Writer, model: Model, model_index: Dict[str, int]):
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envl.write_u32(len(model.bone_map))
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print("Writing ENVL: ")
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for bone_name in model.bone_map:
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print(" {:10} Index: {}".format(bone_name, model_index[bone_name]))
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envl.write_u32(model_index[bone_name])
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'''
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ANIMATION CHUNKS
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SKELETON CHUNKS
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'''
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def _write_bln2(bln2: Writer, scene: Scene):
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bones = scene.anims[0].bone_transforms.keys()
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bln2.write_u32(len(bones))
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for boneName in bones:
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bln2.write_u32(crc(boneName), 0)
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def _write_skl2(skl2: Writer, scene: Scene):
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bones = scene.anims[0].bone_transforms.keys()
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skl2.write_u32(len(bones))
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for boneName in bones:
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skl2.write_u32(crc(boneName), 0) #default values
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skl2.write_f32(1.0, 0.0, 0.0) #from docs
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'''
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ANIMATION CHUNK
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'''
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def _write_anm2(anm2: Writer, anim: Animation):
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@ -244,9 +294,9 @@ def _write_anm2(anm2: Writer, anim: Animation):
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for _ in range(63 - len(anim.name)):
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cycl.write_u8(0)
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cycl.write_f32(10.0) #test framerate
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cycl.write_f32(anim.framerate)
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cycl.write_u32(0) #what does play style refer to?
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cycl.write_u32(0, 20) #first frame indices
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cycl.write_u32(anim.start_index, anim.end_index) #first frame indices
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with anm2.create_child("KFR3") as kfr3:
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@ -257,7 +307,8 @@ def _write_anm2(anm2: Writer, anim: Animation):
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kfr3.write_u32(crc(boneName))
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kfr3.write_u32(0) #what is keyframe type?
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kfr3.write_u32(21, 21) #basic testing
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num_frames = 1 + anim.end_index - anim.start_index
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kfr3.write_u32(num_frames, num_frames) #basic testing
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for i, xform in enumerate(anim.bone_transforms[boneName]):
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kfr3.write_u32(i)
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