Compare commits
11 Commits
master
...
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 |
|
@ -1,6 +1,8 @@
|
||||||
.DS_Store
|
.DS_Store
|
||||||
*.msh
|
*.msh
|
||||||
|
|
||||||
|
*.swp
|
||||||
|
|
||||||
# Created by https://www.gitignore.io/api/python,visualstudiocode
|
# Created by https://www.gitignore.io/api/python,visualstudiocode
|
||||||
# Edit at https://www.gitignore.io/?templates=python,visualstudiocode
|
# Edit at https://www.gitignore.io/?templates=python,visualstudiocode
|
||||||
|
|
||||||
|
|
|
@ -1,7 +1,7 @@
|
||||||
bl_info = {
|
bl_info = {
|
||||||
'name': 'SWBF .msh Import-Export',
|
'name': 'SWBF .msh Import-Export',
|
||||||
'author': 'Will Snyder, SleepKiller',
|
'author': 'Will Snyder, PrismaticFlower',
|
||||||
"version": (1, 2, 1),
|
"version": (1, 3, 0),
|
||||||
'blender': (2, 80, 0),
|
'blender': (2, 80, 0),
|
||||||
'location': 'File > Import-Export',
|
'location': 'File > Import-Export',
|
||||||
'description': 'Export as SWBF .msh file',
|
'description': 'Export as SWBF .msh file',
|
||||||
|
@ -13,9 +13,9 @@ bl_info = {
|
||||||
}
|
}
|
||||||
|
|
||||||
# Taken from glTF-Blender-IO, because I do not understand Python that well
|
# Taken from glTF-Blender-IO, because I do not understand Python that well
|
||||||
# (this is the first thing of substance I've created in it) and just wanted
|
# (this is the first thing of substance I've created in it) and just wanted
|
||||||
# script reloading to work.
|
# script reloading to work.
|
||||||
#
|
#
|
||||||
# https://github.com/KhronosGroup/glTF-Blender-IO
|
# https://github.com/KhronosGroup/glTF-Blender-IO
|
||||||
#
|
#
|
||||||
# Copyright 2018-2019 The glTF-Blender-IO authors.
|
# Copyright 2018-2019 The glTF-Blender-IO authors.
|
||||||
|
@ -124,7 +124,7 @@ class ExportMSH(Operator, ExportHelper):
|
||||||
|
|
||||||
|
|
||||||
scene, armature_obj = create_scene(
|
scene, armature_obj = create_scene(
|
||||||
generate_triangle_strips=self.generate_triangle_strips,
|
generate_triangle_strips=self.generate_triangle_strips,
|
||||||
apply_modifiers=self.apply_modifiers,
|
apply_modifiers=self.apply_modifiers,
|
||||||
export_target=self.export_target,
|
export_target=self.export_target,
|
||||||
skel_only=self.animation_export != 'NONE') # Exclude geometry data (except root stuff) if we're doing anims
|
skel_only=self.animation_export != 'NONE') # Exclude geometry data (except root stuff) if we're doing anims
|
||||||
|
@ -141,7 +141,7 @@ class ExportMSH(Operator, ExportHelper):
|
||||||
set_scene_animation(scene, armature_obj)
|
set_scene_animation(scene, armature_obj)
|
||||||
write_scene_to_file(self.filepath, scene)
|
write_scene_to_file(self.filepath, scene)
|
||||||
|
|
||||||
elif self.animation_export == 'BATCH':
|
elif self.animation_export == 'BATCH':
|
||||||
export_dir = self.filepath if os.path.isdir(self.filepath) else os.path.dirname(self.filepath)
|
export_dir = self.filepath if os.path.isdir(self.filepath) else os.path.dirname(self.filepath)
|
||||||
|
|
||||||
for action in bpy.data.actions:
|
for action in bpy.data.actions:
|
||||||
|
@ -162,14 +162,14 @@ def menu_func_export(self, context):
|
||||||
|
|
||||||
|
|
||||||
class ImportMSH(Operator, ImportHelper):
|
class ImportMSH(Operator, ImportHelper):
|
||||||
""" Import an SWBF .msh file. """
|
""" Import SWBF .msh file(s). """
|
||||||
|
|
||||||
bl_idname = "swbf_msh.import"
|
bl_idname = "swbf_msh.import"
|
||||||
bl_label = "Import SWBF .msh File(s)"
|
bl_label = "Import SWBF .msh File(s)"
|
||||||
filename_ext = ".msh"
|
filename_ext = ".msh"
|
||||||
|
|
||||||
files: CollectionProperty(
|
files: CollectionProperty(
|
||||||
name="File Path",
|
name="File Path(s)",
|
||||||
type=bpy.types.OperatorFileListElement,
|
type=bpy.types.OperatorFileListElement,
|
||||||
)
|
)
|
||||||
|
|
||||||
|
@ -181,7 +181,7 @@ class ImportMSH(Operator, ImportHelper):
|
||||||
|
|
||||||
animation_only: BoolProperty(
|
animation_only: BoolProperty(
|
||||||
name="Import Animation(s)",
|
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
|
default=False
|
||||||
)
|
)
|
||||||
|
|
||||||
|
@ -193,9 +193,9 @@ class ImportMSH(Operator, ImportHelper):
|
||||||
if filepath.endswith(".zaabin") or filepath.endswith(".zaa"):
|
if filepath.endswith(".zaabin") or filepath.endswith(".zaa"):
|
||||||
extract_and_apply_munged_anim(filepath)
|
extract_and_apply_munged_anim(filepath)
|
||||||
else:
|
else:
|
||||||
with open(filepath, 'rb') as input_file:
|
with open(filepath, 'rb') as input_file:
|
||||||
scene = read_scene(input_file, self.animation_only)
|
scene = read_scene(input_file, self.animation_only)
|
||||||
|
|
||||||
if not self.animation_only:
|
if not self.animation_only:
|
||||||
extract_scene(filepath, scene)
|
extract_scene(filepath, scene)
|
||||||
else:
|
else:
|
||||||
|
|
|
@ -32,7 +32,6 @@ def extract_and_apply_anim(filename : str, scene : Scene):
|
||||||
|
|
||||||
if scene.animation is None:
|
if scene.animation is None:
|
||||||
raise Exception("No animation found in msh file!")
|
raise Exception("No animation found in msh file!")
|
||||||
|
|
||||||
else:
|
else:
|
||||||
head, tail = os.path.split(filename)
|
head, tail = os.path.split(filename)
|
||||||
anim_name = tail.split(".")[0]
|
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:
|
if anim_name in bpy.data.actions:
|
||||||
bpy.data.actions.remove(bpy.data.actions[anim_name], do_unlink=True)
|
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 = bpy.data.actions.new(anim_name)
|
||||||
action.use_fake_user = True
|
action.use_fake_user = True
|
||||||
|
|
||||||
|
@ -47,7 +50,7 @@ def extract_and_apply_anim(filename : str, scene : Scene):
|
||||||
arma.animation_data_create()
|
arma.animation_data_create()
|
||||||
|
|
||||||
|
|
||||||
# Record the starting transforms of each bone. Pose space is relative
|
# Record the starting transforms of each bone. Pose space is relative
|
||||||
# to bones starting transforms. Starting = in edit mode
|
# to bones starting transforms. Starting = in edit mode
|
||||||
bone_bind_poses = {}
|
bone_bind_poses = {}
|
||||||
|
|
||||||
|
@ -56,7 +59,7 @@ def extract_and_apply_anim(filename : str, scene : Scene):
|
||||||
|
|
||||||
for edit_bone in arma.data.edit_bones:
|
for edit_bone in arma.data.edit_bones:
|
||||||
if edit_bone.parent:
|
if edit_bone.parent:
|
||||||
bone_local = edit_bone.parent.matrix.inverted() @ edit_bone.matrix
|
bone_local = edit_bone.parent.matrix.inverted() @ edit_bone.matrix
|
||||||
else:
|
else:
|
||||||
bone_local = arma.matrix_local @ edit_bone.matrix
|
bone_local = arma.matrix_local @ edit_bone.matrix
|
||||||
|
|
||||||
|
@ -72,8 +75,8 @@ def extract_and_apply_anim(filename : str, scene : Scene):
|
||||||
|
|
||||||
translation_frames, rotation_frames = scene.animation.bone_frames[to_crc(bone.name)]
|
translation_frames, rotation_frames = scene.animation.bone_frames[to_crc(bone.name)]
|
||||||
|
|
||||||
loc_data_path = "pose.bones[\"{}\"].location".format(bone.name)
|
loc_data_path = "pose.bones[\"{}\"].location".format(bone.name)
|
||||||
rot_data_path = "pose.bones[\"{}\"].rotation_quaternion".format(bone.name)
|
rot_data_path = "pose.bones[\"{}\"].rotation_quaternion".format(bone.name)
|
||||||
|
|
||||||
|
|
||||||
fcurve_rot_w = action.fcurves.new(rot_data_path, index=0, action_group=bone.name)
|
fcurve_rot_w = action.fcurves.new(rot_data_path, index=0, action_group=bone.name)
|
||||||
|
@ -103,4 +106,5 @@ def extract_and_apply_anim(filename : str, scene : Scene):
|
||||||
fcurve_loc_z.keyframe_points.insert(i,t.z)
|
fcurve_loc_z.keyframe_points.insert(i,t.z)
|
||||||
|
|
||||||
arma.animation_data.action = action
|
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
|
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)
|
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_positions = []
|
||||||
vertex_uvs = []
|
vertex_uvs = []
|
||||||
vertex_normals = []
|
vertex_normals = []
|
||||||
|
vertex_colors = []
|
||||||
|
|
||||||
# Keeps track of which vertices each group of weights affects
|
# Keeps track of which vertices each group of weights affects
|
||||||
# i.e. maps offset of vertices -> weights that affect them
|
# 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:
|
if model.geometry:
|
||||||
|
geometry_has_colors = any(segment.colors for segment in model.geometry)
|
||||||
|
|
||||||
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:
|
if segment.normals:
|
||||||
vertex_normals += [tuple(convert_vector_space(n)) for n in 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:
|
if segment.weights:
|
||||||
vertex_weights_offsets[polygon_index_offset] = segment.weights
|
vertex_weights_offsets[polygon_index_offset] = segment.weights
|
||||||
|
|
||||||
|
@ -111,9 +222,8 @@ def model_to_mesh_object(model: Model, scene : Scene, materials_map : Dict[str,
|
||||||
blender_mesh.vertices.add(len(vertex_positions))
|
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])
|
blender_mesh.vertices.foreach_set("co", [component for vertex_position in vertex_positions for component in vertex_position])
|
||||||
|
|
||||||
|
|
||||||
# LOOPS
|
# LOOPS
|
||||||
|
|
||||||
flat_indices = [index for polygon in polygons for index in polygon]
|
flat_indices = [index for polygon in polygons for index in polygon]
|
||||||
|
|
||||||
blender_mesh.loops.add(len(flat_indices))
|
blender_mesh.loops.add(len(flat_indices))
|
||||||
|
@ -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.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]])
|
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
|
# POLYGONS/FACES
|
||||||
|
|
||||||
blender_mesh.polygons.add(len(polygons))
|
blender_mesh.polygons.add(len(polygons))
|
||||||
|
|
||||||
# Indices of starting loop for each polygon
|
# Indices of starting loop for each polygon
|
||||||
polygon_loop_start_indices = []
|
polygon_loop_start_indices = [0] * len(polygons)
|
||||||
current_polygon_start_index = 0
|
current_polygon_start_index = 0
|
||||||
|
|
||||||
# Number of loops in this polygon. Polygon i will use
|
# Number of loops in this polygon. Polygon i will use
|
||||||
# loops from polygon_loop_start_indices[i] to
|
# loops from polygon_loop_start_indices[i] to
|
||||||
# polygon_loop_start_indices[i] + polygon_loop_totals[i]
|
# polygon_loop_start_indices[i] + polygon_loop_totals[i]
|
||||||
polygon_loop_totals = []
|
polygon_loop_totals = [0] * len(polygons)
|
||||||
|
|
||||||
for polygon in polygons:
|
for i,polygon in enumerate(polygons):
|
||||||
polygon_loop_start_indices.append(current_polygon_start_index)
|
polygon_loop_start_indices[i] = current_polygon_start_index
|
||||||
|
|
||||||
current_polygon_length = len(polygon)
|
current_polygon_length = len(polygon)
|
||||||
current_polygon_start_index += current_polygon_length
|
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_start", polygon_loop_start_indices)
|
||||||
blender_mesh.polygons.foreach_set("loop_total", polygon_loop_totals)
|
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
|
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
|
weight: float = 1.0
|
||||||
bone: int = 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
|
@dataclass
|
||||||
class GeometrySegment:
|
class GeometrySegment:
|
||||||
""" Class representing a 'SEGM' section in a .msh file. """
|
""" Class representing a 'SEGM' section in a .msh file. """
|
||||||
|
@ -56,6 +70,7 @@ class GeometrySegment:
|
||||||
triangles: List[List[int]] = field(default_factory=list)
|
triangles: List[List[int]] = field(default_factory=list)
|
||||||
triangle_strips: List[List[int]] = None
|
triangle_strips: List[List[int]] = None
|
||||||
|
|
||||||
|
shadow_geometry: ShadowGeometry = None
|
||||||
|
|
||||||
@dataclass
|
@dataclass
|
||||||
class CollisionPrimitive:
|
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)]
|
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)]
|
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:
|
for segment in segments:
|
||||||
segment.colors = []
|
segment.colors = []
|
||||||
|
|
||||||
|
@ -215,8 +215,10 @@ def create_mesh_geometry(mesh: bpy.types.Mesh, valid_vgroup_indices: Set[int]) -
|
||||||
yield mesh.uv_layers.active.data[loop_index].uv.y
|
yield mesh.uv_layers.active.data[loop_index].uv.y
|
||||||
|
|
||||||
if segment.colors is not None:
|
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
|
||||||
yield v
|
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:
|
if segment.weights is not None:
|
||||||
for v in mesh.vertices[vertex_index].groups:
|
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]) -
|
||||||
segment.texcoords.append(mesh.uv_layers.active.data[loop_index].uv.copy())
|
segment.texcoords.append(mesh.uv_layers.active.data[loop_index].uv.copy())
|
||||||
|
|
||||||
if segment.colors is not None:
|
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:
|
if segment.weights is not None:
|
||||||
groups = mesh.vertices[vertex_index].groups
|
groups = mesh.vertices[vertex_index].groups
|
||||||
|
|
|
@ -387,7 +387,29 @@ def _read_segm(segm: Reader, materials_list: List[Material]) -> GeometrySegment:
|
||||||
# TODO: Dont know if/how to handle trailing 0 bug yet: https://schlechtwetterfront.github.io/ze_filetypes/msh.html#STRP
|
# 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:
|
#if segm.read_u16 != 0:
|
||||||
# segm.skip_bytes(-2)
|
# 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":
|
elif next_header == "WGHT":
|
||||||
with segm.read_child() as 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 = bpy.data.objects.new(model.name, None)
|
||||||
new_obj.empty_display_size = 1
|
new_obj.empty_display_size = 1
|
||||||
new_obj.empty_display_type = 'PLAIN_AXES'
|
new_obj.empty_display_type = 'PLAIN_AXES'
|
||||||
|
new_obj.name = model.name
|
||||||
|
|
||||||
model_map[model.name] = new_obj
|
model_map[model.name] = new_obj
|
||||||
new_obj.name = model.name
|
|
||||||
|
|
||||||
if model.parent:
|
if model.parent:
|
||||||
new_obj.parent = model_map[model.parent]
|
new_obj.parent = model_map[model.parent]
|
||||||
|
|
|
@ -39,12 +39,9 @@ def pack_color(color) -> int:
|
||||||
return packed
|
return packed
|
||||||
|
|
||||||
def unpack_color(color: int) -> List[float]:
|
def unpack_color(color: int) -> List[float]:
|
||||||
|
r = (color >> 16 & 0xFF) / 255.0
|
||||||
mask = int(0x000000ff)
|
g = (color >> 8 & 0xFF) / 255.0
|
||||||
|
b = (color >> 0 & 0xFF) / 255.0
|
||||||
r = (color & (mask << 16)) / 255.0
|
a = (color >> 24 & 0xFF) / 255.0
|
||||||
g = (color & (mask << 8)) / 255.0
|
|
||||||
b = (color & mask) / 255.0
|
|
||||||
a = (color & (mask << 24)) / 255.0
|
|
||||||
|
|
||||||
return [r,g,b,a]
|
return [r,g,b,a]
|
||||||
|
|
Loading…
Reference in New Issue