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			wip/shadow
		
	
	| Author | SHA1 | Date | |
|---|---|---|---|
|   | a6118a7def | ||
|   | be09e10db5 | ||
|   | ceb8cd79c3 | ||
|   | 13a6511f23 | ||
| a62f56d461 | |||
| 8a7d9b0958 | |||
| 62206e8dbc | |||
|   | cc4a1b0e04 | ||
|   | ab253f0acc | ||
|   | 582ed1ace5 | ||
|   | 63f9e43e17 | 
							
								
								
									
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							| @@ -1,6 +1,8 @@ | ||||
| .DS_Store | ||||
| *.msh | ||||
|  | ||||
| *.swp | ||||
|  | ||||
| # Created by https://www.gitignore.io/api/python,visualstudiocode | ||||
| # Edit at https://www.gitignore.io/?templates=python,visualstudiocode | ||||
|  | ||||
|   | ||||
| @@ -1,7 +1,7 @@ | ||||
| bl_info = { | ||||
|     'name': 'SWBF .msh Import-Export', | ||||
|     'author': 'Will Snyder, SleepKiller', | ||||
|     "version": (1, 2, 1), | ||||
|     'author': 'Will Snyder, PrismaticFlower', | ||||
|     "version": (1, 3, 0), | ||||
|     'blender': (2, 80, 0), | ||||
|     'location': 'File > Import-Export', | ||||
|     'description': 'Export as SWBF .msh file', | ||||
| @@ -162,14 +162,14 @@ def menu_func_export(self, context): | ||||
|  | ||||
|  | ||||
| class ImportMSH(Operator, ImportHelper): | ||||
|     """ Import an SWBF .msh file. """ | ||||
|     """ Import SWBF .msh file(s). """ | ||||
|  | ||||
|     bl_idname = "swbf_msh.import" | ||||
|     bl_label = "Import SWBF .msh File(s)" | ||||
|     filename_ext = ".msh" | ||||
|  | ||||
|     files: CollectionProperty( | ||||
|             name="File Path", | ||||
|             name="File Path(s)", | ||||
|             type=bpy.types.OperatorFileListElement, | ||||
|             ) | ||||
|  | ||||
| @@ -181,7 +181,7 @@ class ImportMSH(Operator, ImportHelper): | ||||
|  | ||||
|     animation_only: BoolProperty( | ||||
|         name="Import Animation(s)", | ||||
|         description="Import on or more animations from the selected files and append each as a new Action to currently selected Armature.", | ||||
|         description="Import one or more animations from the selected files and append each as a new Action to currently selected Armature.", | ||||
|         default=False | ||||
|     ) | ||||
|  | ||||
|   | ||||
| @@ -32,7 +32,6 @@ def extract_and_apply_anim(filename : str, scene : Scene): | ||||
|  | ||||
|     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] | ||||
| @@ -40,6 +39,10 @@ def extract_and_apply_anim(filename : str, scene : Scene): | ||||
|         if anim_name in bpy.data.actions: | ||||
|             bpy.data.actions.remove(bpy.data.actions[anim_name], do_unlink=True) | ||||
|  | ||||
|             for nt in arma.animation_data.nla_tracks: | ||||
|                 if anim_name == nt.strips[0].name: | ||||
|                     arma.animation_data.nla_tracks.remove(nt) | ||||
|  | ||||
|         action = bpy.data.actions.new(anim_name) | ||||
|         action.use_fake_user = True | ||||
|  | ||||
| @@ -103,4 +106,5 @@ def extract_and_apply_anim(filename : str, scene : Scene): | ||||
|                     fcurve_loc_z.keyframe_points.insert(i,t.z) | ||||
|  | ||||
|         arma.animation_data.action = action | ||||
|  | ||||
|         track = arma.animation_data.nla_tracks.new() | ||||
|         track.strips.new(action.name, action.frame_range[0], action) | ||||
|   | ||||
| @@ -32,7 +32,111 @@ def validate_segment_geometry(segment : GeometrySegment): | ||||
|     return True | ||||
|  | ||||
|  | ||||
| def model_to_mesh_object(model: Model, scene : Scene, materials_map : Dict[str, bpy.types.Material]) -> bpy.types.Object: | ||||
| def get_shadow_geometry(model: Model): | ||||
|     for segment in model.geometry: | ||||
|         if segment.shadow_geometry is not None: | ||||
|             return segment.shadow_geometry | ||||
|     return None | ||||
|  | ||||
|  | ||||
|  | ||||
| # SHDW mesh info is of a different form from | ||||
| # normal segment geometry | ||||
| def model_to_shadow_mesh(model: Model, shadow_geometry : ShadowGeometry): | ||||
|  | ||||
|     blender_mesh = bpy.data.meshes.new(model.name) | ||||
|  | ||||
|     # As is the case with normal geometry processing, | ||||
|     # these will contain flattened lists | ||||
|     vertex_positions = [convert_vector_space(position) for position in shadow_geometry.positions] | ||||
|      | ||||
|     # Vertices | ||||
|     blender_mesh.vertices.add(len(vertex_positions)) | ||||
|     blender_mesh.vertices.foreach_set("co", [component for vertex_position in vertex_positions for component in vertex_position]) | ||||
|  | ||||
|  | ||||
|     def faces_from_half_edges(half_edges : List[Tuple[int,int,int,int]]) -> List[List[int]]: | ||||
|         faces = [] | ||||
|         visited_edges = [False] * len(half_edges) | ||||
|          | ||||
|         for i in range(len(half_edges)): | ||||
|  | ||||
|             if visited_edges[i]: | ||||
|                 continue | ||||
|  | ||||
|             curr_edge = half_edges[i] | ||||
|  | ||||
|             curr_index = curr_edge[0] | ||||
|             starting_index = curr_index | ||||
|  | ||||
|             face_length = 0 | ||||
|             face_temp = [0] * 5 | ||||
|  | ||||
|             while True: | ||||
|                  | ||||
|                 if face_length + 1> len(face_temp): | ||||
|                     face_temp.append(curr_index) | ||||
|                 else:     | ||||
|                     face_temp[face_length] = curr_index | ||||
|  | ||||
|                 face_length += 1 | ||||
|  | ||||
|                 curr_edge = half_edges[curr_edge[1]] | ||||
|                 curr_index = curr_edge[0] | ||||
|                  | ||||
|                 if (curr_index == starting_index): | ||||
|                     break | ||||
|  | ||||
|             #print(f"Added a face of length: {face_length}") | ||||
|             faces.append(face_temp[0:face_length]) | ||||
|  | ||||
|         return faces | ||||
|  | ||||
|     polygons = faces_from_half_edges(shadow_geometry.edges) | ||||
|  | ||||
|     # LOOPS  | ||||
|     flat_indices = [index for polygon in polygons for index in polygon] | ||||
|     blender_mesh.loops.add(len(flat_indices)) | ||||
|  | ||||
|     # Position indices | ||||
|     blender_mesh.loops.foreach_set("vertex_index", flat_indices) | ||||
|  | ||||
|  | ||||
|  | ||||
|     # POLYGONS/FACES | ||||
|     blender_mesh.polygons.add(len(polygons)) | ||||
|  | ||||
|     # Indices of starting loop for each polygon | ||||
|     polygon_loop_start_indices = [0] * len(polygons) | ||||
|     current_polygon_start_index = 0 | ||||
|  | ||||
|     # Number of loops in this polygon.  Polygon i will use | ||||
|     # loops from polygon_loop_start_indices[i] to  | ||||
|     # polygon_loop_start_indices[i] + polygon_loop_totals[i] | ||||
|     polygon_loop_totals = [0] * len(polygons) | ||||
|  | ||||
|     for i,polygon in enumerate(polygons): | ||||
|         polygon_loop_start_indices[i] = current_polygon_start_index | ||||
|  | ||||
|         current_polygon_length = len(polygon) | ||||
|         current_polygon_start_index += current_polygon_length | ||||
|  | ||||
|         polygon_loop_totals[i] = current_polygon_length | ||||
|  | ||||
|     blender_mesh.polygons.foreach_set("loop_start", polygon_loop_start_indices) | ||||
|     blender_mesh.polygons.foreach_set("loop_total", polygon_loop_totals) | ||||
|  | ||||
|     blender_mesh.validate(clean_customdata=False)  | ||||
|     blender_mesh.update() | ||||
|  | ||||
|     #sv_name = model.name if model.name.startswith("sv_") else "sv_" + model.name | ||||
|  | ||||
|     blender_mesh_object = bpy.data.objects.new(model.name, blender_mesh) | ||||
|  | ||||
|     return blender_mesh_object | ||||
|  | ||||
|  | ||||
| def model_to_mesh(model: Model, scene: Scene, materials_map : Dict[str, bpy.types.Material]) -> bpy.types.Object: | ||||
|  | ||||
|     blender_mesh = bpy.data.meshes.new(model.name) | ||||
|  | ||||
| @@ -40,6 +144,7 @@ def model_to_mesh_object(model: Model, scene : Scene, materials_map : Dict[str, | ||||
|     vertex_positions = [] | ||||
|     vertex_uvs = [] | ||||
|     vertex_normals = [] | ||||
|     vertex_colors = [] | ||||
|  | ||||
|     # Keeps track of which vertices each group of weights affects | ||||
|     # i.e. maps offset of vertices -> weights that affect them | ||||
| @@ -58,6 +163,7 @@ def model_to_mesh_object(model: Model, scene : Scene, materials_map : Dict[str, | ||||
|  | ||||
|  | ||||
|     if model.geometry: | ||||
|         geometry_has_colors = any(segment.colors for segment in model.geometry) | ||||
|  | ||||
|         for segment in model.geometry: | ||||
|  | ||||
| @@ -76,6 +182,11 @@ def model_to_mesh_object(model: Model, scene : Scene, materials_map : Dict[str, | ||||
|             if segment.normals: | ||||
|                 vertex_normals += [tuple(convert_vector_space(n)) for n in segment.normals] | ||||
|  | ||||
|             if segment.colors: | ||||
|                 vertex_colors.extend(segment.colors) | ||||
|             elif geometry_has_colors: | ||||
|                 [vertex_colors.extend([0.0, 0.0, 0.0, 1.0]) for _ in range(len(segment.positions))] | ||||
|              | ||||
|             if segment.weights: | ||||
|                 vertex_weights_offsets[polygon_index_offset] = segment.weights | ||||
|  | ||||
| @@ -111,7 +222,6 @@ def model_to_mesh_object(model: Model, scene : Scene, materials_map : Dict[str, | ||||
|         blender_mesh.vertices.add(len(vertex_positions)) | ||||
|         blender_mesh.vertices.foreach_set("co", [component for vertex_position in vertex_positions for component in vertex_position]) | ||||
|  | ||||
|  | ||||
|         # LOOPS  | ||||
|          | ||||
|         flat_indices = [index for polygon in polygons for index in polygon] | ||||
| @@ -129,28 +239,31 @@ def model_to_mesh_object(model: Model, scene : Scene, materials_map : Dict[str, | ||||
|         blender_mesh.uv_layers.new(do_init=False) | ||||
|         blender_mesh.uv_layers[0].data.foreach_set("uv", [component for i in flat_indices for component in vertex_uvs[i]]) | ||||
|  | ||||
|         # Colors | ||||
|         if geometry_has_colors: | ||||
|             blender_mesh.color_attributes.new("COLOR0", "FLOAT_COLOR", "POINT") | ||||
|             blender_mesh.color_attributes[0].data.foreach_set("color", vertex_colors) | ||||
|  | ||||
|  | ||||
|         # POLYGONS/FACES | ||||
|  | ||||
|         blender_mesh.polygons.add(len(polygons)) | ||||
|  | ||||
|         # Indices of starting loop for each polygon | ||||
|         polygon_loop_start_indices = [] | ||||
|         polygon_loop_start_indices = [0] * len(polygons) | ||||
|         current_polygon_start_index = 0 | ||||
|  | ||||
|         # Number of loops in this polygon.  Polygon i will use | ||||
|         # loops from polygon_loop_start_indices[i] to  | ||||
|         # polygon_loop_start_indices[i] + polygon_loop_totals[i] | ||||
|         polygon_loop_totals = [] | ||||
|         polygon_loop_totals = [0] * len(polygons) | ||||
|  | ||||
|         for polygon in polygons: | ||||
|             polygon_loop_start_indices.append(current_polygon_start_index) | ||||
|         for i,polygon in enumerate(polygons): | ||||
|             polygon_loop_start_indices[i] = current_polygon_start_index | ||||
|  | ||||
|             current_polygon_length = len(polygon) | ||||
|             current_polygon_start_index += current_polygon_length | ||||
|  | ||||
|             polygon_loop_totals.append(current_polygon_length) | ||||
|             polygon_loop_totals[i] = current_polygon_length | ||||
|  | ||||
|         blender_mesh.polygons.foreach_set("loop_start", polygon_loop_start_indices) | ||||
|         blender_mesh.polygons.foreach_set("loop_total", polygon_loop_totals) | ||||
| @@ -189,3 +302,16 @@ def model_to_mesh_object(model: Model, scene : Scene, materials_map : Dict[str, | ||||
|  | ||||
|     return blender_mesh_object | ||||
|  | ||||
|  | ||||
|  | ||||
|  | ||||
|  | ||||
| def model_to_mesh_object(model: Model, scene : Scene, materials_map : Dict[str, bpy.types.Material]) -> bpy.types.Object: | ||||
|      | ||||
|     shadow_geometry = get_shadow_geometry(model) | ||||
|     if shadow_geometry is not None: | ||||
|         return model_to_shadow_mesh(model, shadow_geometry) | ||||
|     else: | ||||
|         return model_to_mesh(model, scene, materials_map) | ||||
|  | ||||
|  | ||||
|   | ||||
| @@ -39,6 +39,20 @@ class VertexWeight: | ||||
|     weight: float = 1.0 | ||||
|     bone: int = 0 | ||||
|  | ||||
|  | ||||
| @dataclass  | ||||
| class ShadowGeometry: | ||||
|     """ Class representing 'SHDW' chunks. """ | ||||
|  | ||||
|     # Perhaps I could just use the positions list in the segment | ||||
|     # class, but I don't know if SHDW info can coexist with  | ||||
|     # a normal geometry segment... | ||||
|     positions: List[Vector] = field(default_factory=list) | ||||
|     | ||||
|     # The second two entries may not be necessary... | ||||
|     edges: List[Tuple[int,int,int,int]] = field(default_factory=list) | ||||
|  | ||||
|  | ||||
| @dataclass | ||||
| class GeometrySegment: | ||||
|     """ Class representing a 'SEGM' section in a .msh file. """ | ||||
| @@ -56,6 +70,7 @@ class GeometrySegment: | ||||
|     triangles: List[List[int]] = field(default_factory=list) | ||||
|     triangle_strips: List[List[int]] = None | ||||
|  | ||||
|     shadow_geometry: ShadowGeometry = None | ||||
|  | ||||
| @dataclass | ||||
| class CollisionPrimitive: | ||||
|   | ||||
| @@ -179,7 +179,7 @@ def create_mesh_geometry(mesh: bpy.types.Mesh, valid_vgroup_indices: Set[int]) - | ||||
|     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)] | ||||
|  | ||||
|     if mesh.vertex_colors.active is not None: | ||||
|     if mesh.color_attributes.active_color is not None: | ||||
|         for segment in segments: | ||||
|             segment.colors = [] | ||||
|  | ||||
| @@ -215,7 +215,9 @@ def create_mesh_geometry(mesh: bpy.types.Mesh, valid_vgroup_indices: Set[int]) - | ||||
|                 yield mesh.uv_layers.active.data[loop_index].uv.y | ||||
|  | ||||
|             if segment.colors is not None: | ||||
|                 for v in mesh.vertex_colors.active.data[loop_index].color: | ||||
|                 data_type = mesh.color_attributes.active_color.data_type | ||||
|                 if data_type == "FLOAT_COLOR" or data_type == "BYTE_COLOR": | ||||
|                     for v in mesh.color_attributes.active_color.data[vertex_index].color: | ||||
|                         yield v | ||||
|  | ||||
|             if segment.weights is not None: | ||||
| @@ -245,7 +247,9 @@ def create_mesh_geometry(mesh: bpy.types.Mesh, valid_vgroup_indices: Set[int]) - | ||||
|             segment.texcoords.append(mesh.uv_layers.active.data[loop_index].uv.copy()) | ||||
|  | ||||
|         if segment.colors is not None: | ||||
|             segment.colors.append(list(mesh.vertex_colors.active.data[loop_index].color)) | ||||
|             data_type = mesh.color_attributes.active_color.data_type | ||||
|             if data_type == "FLOAT_COLOR" or data_type == "BYTE_COLOR": | ||||
|                 segment.colors.append(list(mesh.color_attributes.active_color.data[vertex_index].color)) | ||||
|  | ||||
|         if segment.weights is not None: | ||||
|             groups = mesh.vertices[vertex_index].groups | ||||
|   | ||||
| @@ -388,6 +388,28 @@ def _read_segm(segm: Reader, materials_list: List[Material]) -> GeometrySegment: | ||||
|             #if segm.read_u16 != 0:  | ||||
|             #    segm.skip_bytes(-2) | ||||
|         | ||||
|         elif next_header == "SHDW": | ||||
|              | ||||
|             shadow_geometry = ShadowGeometry() | ||||
|  | ||||
|             with segm.read_child() as shdw: | ||||
|                 #print("Found shadow chunk") | ||||
|  | ||||
|                 num_positions = shdw.read_u32() | ||||
|                 #print(f"  Num verts in shadow mesh: {num_positions}") | ||||
|                 shadow_geometry.positions = [shdw.read_vec() for _ in range(num_positions)] | ||||
|  | ||||
|                 num_edges = shdw.read_u32() | ||||
|                 #print(f" Num edges in shadow mesh: {num_edges}") | ||||
|                 edges = [] | ||||
|                 for i in range(num_edges): | ||||
|                     edges.append(tuple(shdw.read_u16(4))) | ||||
|                     #print("    " + str(edges[-1])) | ||||
|                 shadow_geometry.edges = edges | ||||
|  | ||||
|             geometry_seg.shadow_geometry = shadow_geometry     | ||||
|  | ||||
|                  | ||||
|         elif next_header == "WGHT": | ||||
|             with segm.read_child() as wght: | ||||
|                  | ||||
|   | ||||
| @@ -44,10 +44,9 @@ def extract_models(scene: Scene, materials_map : Dict[str, bpy.types.Material]) | ||||
|             new_obj = bpy.data.objects.new(model.name, None) | ||||
|             new_obj.empty_display_size = 1 | ||||
|             new_obj.empty_display_type = 'PLAIN_AXES'  | ||||
|  | ||||
|             new_obj.name = model.name | ||||
|  | ||||
|         model_map[model.name] = new_obj | ||||
|         new_obj.name = model.name | ||||
|  | ||||
|         if model.parent: | ||||
|             new_obj.parent = model_map[model.parent] | ||||
|   | ||||
| @@ -39,12 +39,9 @@ def pack_color(color) -> int: | ||||
|     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 | ||||
|     r = (color >> 16 & 0xFF) / 255.0 | ||||
|     g = (color >> 8  & 0xFF) / 255.0 | ||||
|     b = (color >> 0  & 0xFF) / 255.0 | ||||
|     a = (color >> 24 & 0xFF) / 255.0 | ||||
|  | ||||
|     return [r,g,b,a] | ||||
|   | ||||
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