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wip/shadow
Author | SHA1 | Date |
---|---|---|
LeovanGit | a6118a7def | |
PrismaticFlower | be09e10db5 | |
PrismaticFlower | ceb8cd79c3 | |
LeovanGit | 13a6511f23 | |
itdominator | a62f56d461 | |
itdominator | 8a7d9b0958 | |
itdominator | 62206e8dbc | |
William Herald Snyder | cc4a1b0e04 | |
William Herald Snyder | ab253f0acc | |
William Herald Snyder | 582ed1ace5 | |
William Herald Snyder | 63f9e43e17 |
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@ -1,6 +1,8 @@
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.DS_Store
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*.msh
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*.swp
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# Created by https://www.gitignore.io/api/python,visualstudiocode
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# Edit at https://www.gitignore.io/?templates=python,visualstudiocode
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@ -1,7 +1,7 @@
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bl_info = {
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'name': 'SWBF .msh Import-Export',
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'author': 'Will Snyder, SleepKiller',
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"version": (1, 2, 1),
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'author': 'Will Snyder, PrismaticFlower',
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"version": (1, 3, 0),
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'blender': (2, 80, 0),
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'location': 'File > Import-Export',
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'description': 'Export as SWBF .msh file',
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@ -13,9 +13,9 @@ bl_info = {
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}
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# Taken from glTF-Blender-IO, because I do not understand Python that well
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# (this is the first thing of substance I've created in it) and just wanted
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# (this is the first thing of substance I've created in it) and just wanted
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# script reloading to work.
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#
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#
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# https://github.com/KhronosGroup/glTF-Blender-IO
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#
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# Copyright 2018-2019 The glTF-Blender-IO authors.
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@ -124,7 +124,7 @@ class ExportMSH(Operator, ExportHelper):
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scene, armature_obj = create_scene(
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generate_triangle_strips=self.generate_triangle_strips,
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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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skel_only=self.animation_export != 'NONE') # Exclude geometry data (except root stuff) if we're doing anims
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@ -141,7 +141,7 @@ class ExportMSH(Operator, ExportHelper):
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set_scene_animation(scene, armature_obj)
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write_scene_to_file(self.filepath, scene)
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elif self.animation_export == 'BATCH':
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elif self.animation_export == 'BATCH':
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export_dir = self.filepath if os.path.isdir(self.filepath) else os.path.dirname(self.filepath)
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for action in bpy.data.actions:
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@ -162,14 +162,14 @@ def menu_func_export(self, context):
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class ImportMSH(Operator, ImportHelper):
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""" Import an SWBF .msh file. """
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""" Import SWBF .msh file(s). """
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bl_idname = "swbf_msh.import"
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bl_label = "Import SWBF .msh File(s)"
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filename_ext = ".msh"
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files: CollectionProperty(
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name="File Path",
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name="File Path(s)",
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type=bpy.types.OperatorFileListElement,
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)
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@ -181,7 +181,7 @@ class ImportMSH(Operator, ImportHelper):
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animation_only: BoolProperty(
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name="Import Animation(s)",
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description="Import on or more animations from the selected files and append each as a new Action to currently selected Armature.",
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description="Import one or more animations from the selected files and append each as a new Action to currently selected Armature.",
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default=False
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)
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@ -193,9 +193,9 @@ class ImportMSH(Operator, ImportHelper):
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if filepath.endswith(".zaabin") or filepath.endswith(".zaa"):
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extract_and_apply_munged_anim(filepath)
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else:
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with open(filepath, 'rb') as input_file:
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with open(filepath, 'rb') as input_file:
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scene = read_scene(input_file, self.animation_only)
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if not self.animation_only:
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extract_scene(filepath, scene)
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else:
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@ -32,7 +32,6 @@ def extract_and_apply_anim(filename : str, scene : Scene):
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if scene.animation is None:
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raise Exception("No animation found in msh file!")
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else:
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head, tail = os.path.split(filename)
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anim_name = tail.split(".")[0]
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@ -40,6 +39,10 @@ def extract_and_apply_anim(filename : str, scene : Scene):
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if anim_name in bpy.data.actions:
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bpy.data.actions.remove(bpy.data.actions[anim_name], do_unlink=True)
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for nt in arma.animation_data.nla_tracks:
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if anim_name == nt.strips[0].name:
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arma.animation_data.nla_tracks.remove(nt)
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action = bpy.data.actions.new(anim_name)
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action.use_fake_user = True
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@ -47,7 +50,7 @@ def extract_and_apply_anim(filename : str, scene : Scene):
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arma.animation_data_create()
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# Record the starting transforms of each bone. Pose space is relative
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# Record the starting transforms of each bone. Pose space is relative
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# to bones starting transforms. Starting = in edit mode
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bone_bind_poses = {}
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@ -56,7 +59,7 @@ def extract_and_apply_anim(filename : str, scene : Scene):
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for edit_bone in arma.data.edit_bones:
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if edit_bone.parent:
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bone_local = edit_bone.parent.matrix.inverted() @ edit_bone.matrix
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bone_local = edit_bone.parent.matrix.inverted() @ edit_bone.matrix
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else:
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bone_local = arma.matrix_local @ edit_bone.matrix
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@ -72,8 +75,8 @@ def extract_and_apply_anim(filename : str, scene : Scene):
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translation_frames, rotation_frames = scene.animation.bone_frames[to_crc(bone.name)]
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loc_data_path = "pose.bones[\"{}\"].location".format(bone.name)
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rot_data_path = "pose.bones[\"{}\"].rotation_quaternion".format(bone.name)
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loc_data_path = "pose.bones[\"{}\"].location".format(bone.name)
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rot_data_path = "pose.bones[\"{}\"].rotation_quaternion".format(bone.name)
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fcurve_rot_w = action.fcurves.new(rot_data_path, index=0, action_group=bone.name)
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@ -103,4 +106,5 @@ def extract_and_apply_anim(filename : str, scene : Scene):
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fcurve_loc_z.keyframe_points.insert(i,t.z)
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arma.animation_data.action = action
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track = arma.animation_data.nla_tracks.new()
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track.strips.new(action.name, action.frame_range[0], action)
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@ -32,7 +32,111 @@ def validate_segment_geometry(segment : GeometrySegment):
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return True
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def model_to_mesh_object(model: Model, scene : Scene, materials_map : Dict[str, bpy.types.Material]) -> bpy.types.Object:
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def get_shadow_geometry(model: Model):
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for segment in model.geometry:
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if segment.shadow_geometry is not None:
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return segment.shadow_geometry
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return None
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# SHDW mesh info is of a different form from
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# normal segment geometry
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def model_to_shadow_mesh(model: Model, shadow_geometry : ShadowGeometry):
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blender_mesh = bpy.data.meshes.new(model.name)
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# As is the case with normal geometry processing,
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# these will contain flattened lists
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vertex_positions = [convert_vector_space(position) for position in shadow_geometry.positions]
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# Vertices
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blender_mesh.vertices.add(len(vertex_positions))
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blender_mesh.vertices.foreach_set("co", [component for vertex_position in vertex_positions for component in vertex_position])
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def faces_from_half_edges(half_edges : List[Tuple[int,int,int,int]]) -> List[List[int]]:
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faces = []
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visited_edges = [False] * len(half_edges)
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for i in range(len(half_edges)):
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if visited_edges[i]:
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continue
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curr_edge = half_edges[i]
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curr_index = curr_edge[0]
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starting_index = curr_index
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face_length = 0
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face_temp = [0] * 5
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while True:
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if face_length + 1> len(face_temp):
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face_temp.append(curr_index)
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else:
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face_temp[face_length] = curr_index
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face_length += 1
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curr_edge = half_edges[curr_edge[1]]
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curr_index = curr_edge[0]
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if (curr_index == starting_index):
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break
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#print(f"Added a face of length: {face_length}")
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faces.append(face_temp[0:face_length])
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return faces
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polygons = faces_from_half_edges(shadow_geometry.edges)
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# LOOPS
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flat_indices = [index for polygon in polygons for index in polygon]
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blender_mesh.loops.add(len(flat_indices))
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# Position indices
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blender_mesh.loops.foreach_set("vertex_index", flat_indices)
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# POLYGONS/FACES
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blender_mesh.polygons.add(len(polygons))
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# Indices of starting loop for each polygon
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polygon_loop_start_indices = [0] * len(polygons)
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current_polygon_start_index = 0
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# Number of loops in this polygon. Polygon i will use
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# loops from polygon_loop_start_indices[i] to
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# polygon_loop_start_indices[i] + polygon_loop_totals[i]
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polygon_loop_totals = [0] * len(polygons)
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for i,polygon in enumerate(polygons):
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polygon_loop_start_indices[i] = current_polygon_start_index
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current_polygon_length = len(polygon)
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current_polygon_start_index += current_polygon_length
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polygon_loop_totals[i] = current_polygon_length
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blender_mesh.polygons.foreach_set("loop_start", polygon_loop_start_indices)
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blender_mesh.polygons.foreach_set("loop_total", polygon_loop_totals)
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blender_mesh.validate(clean_customdata=False)
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blender_mesh.update()
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#sv_name = model.name if model.name.startswith("sv_") else "sv_" + model.name
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blender_mesh_object = bpy.data.objects.new(model.name, blender_mesh)
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return blender_mesh_object
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def model_to_mesh(model: Model, scene: Scene, materials_map : Dict[str, bpy.types.Material]) -> bpy.types.Object:
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blender_mesh = bpy.data.meshes.new(model.name)
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@ -40,6 +144,7 @@ def model_to_mesh_object(model: Model, scene : Scene, materials_map : Dict[str,
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vertex_positions = []
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vertex_uvs = []
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vertex_normals = []
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vertex_colors = []
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# Keeps track of which vertices each group of weights affects
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# i.e. maps offset of vertices -> weights that affect them
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@ -58,6 +163,7 @@ def model_to_mesh_object(model: Model, scene : Scene, materials_map : Dict[str,
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if model.geometry:
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geometry_has_colors = any(segment.colors for segment in model.geometry)
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for segment in model.geometry:
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@ -76,6 +182,11 @@ def model_to_mesh_object(model: Model, scene : Scene, materials_map : Dict[str,
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if segment.normals:
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vertex_normals += [tuple(convert_vector_space(n)) for n in segment.normals]
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if segment.colors:
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vertex_colors.extend(segment.colors)
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elif geometry_has_colors:
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[vertex_colors.extend([0.0, 0.0, 0.0, 1.0]) for _ in range(len(segment.positions))]
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if segment.weights:
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vertex_weights_offsets[polygon_index_offset] = segment.weights
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@ -111,9 +222,8 @@ def model_to_mesh_object(model: Model, scene : Scene, materials_map : Dict[str,
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blender_mesh.vertices.add(len(vertex_positions))
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blender_mesh.vertices.foreach_set("co", [component for vertex_position in vertex_positions for component in vertex_position])
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# LOOPS
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flat_indices = [index for polygon in polygons for index in polygon]
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blender_mesh.loops.add(len(flat_indices))
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@ -129,28 +239,31 @@ def model_to_mesh_object(model: Model, scene : Scene, materials_map : Dict[str,
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blender_mesh.uv_layers.new(do_init=False)
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blender_mesh.uv_layers[0].data.foreach_set("uv", [component for i in flat_indices for component in vertex_uvs[i]])
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# Colors
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if geometry_has_colors:
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blender_mesh.color_attributes.new("COLOR0", "FLOAT_COLOR", "POINT")
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blender_mesh.color_attributes[0].data.foreach_set("color", vertex_colors)
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# POLYGONS/FACES
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blender_mesh.polygons.add(len(polygons))
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# Indices of starting loop for each polygon
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polygon_loop_start_indices = []
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polygon_loop_start_indices = [0] * len(polygons)
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current_polygon_start_index = 0
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# Number of loops in this polygon. Polygon i will use
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# loops from polygon_loop_start_indices[i] to
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# polygon_loop_start_indices[i] + polygon_loop_totals[i]
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polygon_loop_totals = []
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polygon_loop_totals = [0] * len(polygons)
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for polygon in polygons:
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polygon_loop_start_indices.append(current_polygon_start_index)
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for i,polygon in enumerate(polygons):
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polygon_loop_start_indices[i] = current_polygon_start_index
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current_polygon_length = len(polygon)
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current_polygon_start_index += current_polygon_length
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polygon_loop_totals.append(current_polygon_length)
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polygon_loop_totals[i] = current_polygon_length
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blender_mesh.polygons.foreach_set("loop_start", polygon_loop_start_indices)
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blender_mesh.polygons.foreach_set("loop_total", polygon_loop_totals)
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|
@ -189,3 +302,16 @@ def model_to_mesh_object(model: Model, scene : Scene, materials_map : Dict[str,
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return blender_mesh_object
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def model_to_mesh_object(model: Model, scene : Scene, materials_map : Dict[str, bpy.types.Material]) -> bpy.types.Object:
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shadow_geometry = get_shadow_geometry(model)
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if shadow_geometry is not None:
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return model_to_shadow_mesh(model, shadow_geometry)
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else:
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return model_to_mesh(model, scene, materials_map)
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|
|
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@ -39,6 +39,20 @@ class VertexWeight:
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weight: float = 1.0
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bone: int = 0
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@dataclass
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class ShadowGeometry:
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""" Class representing 'SHDW' chunks. """
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# Perhaps I could just use the positions list in the segment
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# class, but I don't know if SHDW info can coexist with
|
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# a normal geometry segment...
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positions: List[Vector] = field(default_factory=list)
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# The second two entries may not be necessary...
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edges: List[Tuple[int,int,int,int]] = field(default_factory=list)
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@dataclass
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class GeometrySegment:
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""" Class representing a 'SEGM' section in a .msh file. """
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|
@ -56,6 +70,7 @@ class GeometrySegment:
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triangles: List[List[int]] = field(default_factory=list)
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triangle_strips: List[List[int]] = None
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shadow_geometry: ShadowGeometry = None
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|
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@dataclass
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class CollisionPrimitive:
|
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|
|
|
@ -179,7 +179,7 @@ def create_mesh_geometry(mesh: bpy.types.Mesh, valid_vgroup_indices: Set[int]) -
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vertex_remap: List[Dict[Tuple[int, int], int]] = [dict() for i in range(material_count)]
|
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polygons: List[Set[int]] = [set() for i in range(material_count)]
|
||||
|
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if mesh.vertex_colors.active is not None:
|
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if mesh.color_attributes.active_color is not None:
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for segment in segments:
|
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segment.colors = []
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|
@ -215,8 +215,10 @@ def create_mesh_geometry(mesh: bpy.types.Mesh, valid_vgroup_indices: Set[int]) -
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yield mesh.uv_layers.active.data[loop_index].uv.y
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if segment.colors is not None:
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for v in mesh.vertex_colors.active.data[loop_index].color:
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yield v
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data_type = mesh.color_attributes.active_color.data_type
|
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if data_type == "FLOAT_COLOR" or data_type == "BYTE_COLOR":
|
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for v in mesh.color_attributes.active_color.data[vertex_index].color:
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yield v
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if segment.weights is not None:
|
||||
for v in mesh.vertices[vertex_index].groups:
|
||||
|
@ -245,7 +247,9 @@ def create_mesh_geometry(mesh: bpy.types.Mesh, valid_vgroup_indices: Set[int]) -
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segment.texcoords.append(mesh.uv_layers.active.data[loop_index].uv.copy())
|
||||
|
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if segment.colors is not None:
|
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segment.colors.append(list(mesh.vertex_colors.active.data[loop_index].color))
|
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data_type = mesh.color_attributes.active_color.data_type
|
||||
if data_type == "FLOAT_COLOR" or data_type == "BYTE_COLOR":
|
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segment.colors.append(list(mesh.color_attributes.active_color.data[vertex_index].color))
|
||||
|
||||
if segment.weights is not None:
|
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groups = mesh.vertices[vertex_index].groups
|
||||
|
|
|
@ -387,7 +387,29 @@ def _read_segm(segm: Reader, materials_list: List[Material]) -> GeometrySegment:
|
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# TODO: Dont know if/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 == "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]
|
||||
|
|
Loading…
Reference in New Issue