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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, 0, 0), | ||||
|     'author': 'Will Snyder, PrismaticFlower', | ||||
|     "version": (1, 3, 0), | ||||
|     'blender': (2, 80, 0), | ||||
|     'location': 'File > Import-Export', | ||||
|     '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 | ||||
| # (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. | ||||
| #  | ||||
| # | ||||
| # https://github.com/KhronosGroup/glTF-Blender-IO | ||||
| # | ||||
| # Copyright 2018-2019 The glTF-Blender-IO authors. | ||||
| @@ -118,8 +118,13 @@ class ExportMSH(Operator, ExportHelper): | ||||
|  | ||||
|     def execute(self, context): | ||||
|  | ||||
|         if 'SELECTED' in self.export_target and len(bpy.context.selected_objects) == 0: | ||||
|             raise Exception("{} was chosen, but you have not selected any objects. " | ||||
|                             " Don't forget to unhide all the objects you wish to select!".format(self.export_target)) | ||||
|  | ||||
|  | ||||
|         scene, armature_obj = create_scene( | ||||
|                                 generate_triangle_strips=self.generate_triangle_strips,  | ||||
|                                 generate_triangle_strips=self.generate_triangle_strips, | ||||
|                                 apply_modifiers=self.apply_modifiers, | ||||
|                                 export_target=self.export_target, | ||||
|                                 skel_only=self.animation_export != 'NONE') # Exclude geometry data (except root stuff) if we're doing anims | ||||
| @@ -136,7 +141,7 @@ class ExportMSH(Operator, ExportHelper): | ||||
|             set_scene_animation(scene, armature_obj) | ||||
|             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) | ||||
|  | ||||
|             for action in bpy.data.actions: | ||||
| @@ -157,14 +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, | ||||
|             ) | ||||
|  | ||||
| @@ -176,7 +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 | ||||
|     ) | ||||
|  | ||||
| @@ -188,9 +193,9 @@ class ImportMSH(Operator, ImportHelper): | ||||
|             if filepath.endswith(".zaabin") or filepath.endswith(".zaa"): | ||||
|                 extract_and_apply_munged_anim(filepath) | ||||
|             else: | ||||
|                 with open(filepath, 'rb') as input_file:               | ||||
|                 with open(filepath, 'rb') as input_file: | ||||
|                     scene = read_scene(input_file, self.animation_only) | ||||
|                      | ||||
|  | ||||
|                 if not self.animation_only: | ||||
|                     extract_scene(filepath, scene) | ||||
|                 else: | ||||
|   | ||||
| @@ -138,6 +138,9 @@ class Reader: | ||||
|     def how_much_left(self, pos): | ||||
|         return self.end_pos - pos | ||||
|  | ||||
|     def bytes_remaining(self): | ||||
|         return self.end_pos - self.file.tell() | ||||
|  | ||||
|     def skip_until(self, header): | ||||
|         while (self.could_have_child() and header not in self.peak_next_header()): | ||||
|             self.skip_bytes(1) | ||||
|   | ||||
| @@ -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 | ||||
|  | ||||
| @@ -47,7 +50,7 @@ def extract_and_apply_anim(filename : str, scene : Scene): | ||||
|             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 | ||||
|         bone_bind_poses = {} | ||||
|  | ||||
| @@ -56,7 +59,7 @@ def extract_and_apply_anim(filename : str, scene : Scene): | ||||
|  | ||||
|         for edit_bone in arma.data.edit_bones: | ||||
|             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: | ||||
|                 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)] | ||||
|  | ||||
|                 loc_data_path = "pose.bones[\"{}\"].location".format(bone.name)  | ||||
|                 rot_data_path = "pose.bones[\"{}\"].rotation_quaternion".format(bone.name)  | ||||
|                 loc_data_path = "pose.bones[\"{}\"].location".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) | ||||
| @@ -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) | ||||
|   | ||||
| @@ -10,6 +10,8 @@ from math import sqrt | ||||
| from bpy.props import BoolProperty, EnumProperty, StringProperty | ||||
| from bpy.types import Operator, Menu | ||||
|  | ||||
| from .option_file_parser import MungeOptions | ||||
|  | ||||
|  | ||||
| import os | ||||
|  | ||||
| @@ -33,28 +35,69 @@ class FillSWBFMaterialProperties(bpy.types.Operator): | ||||
|         slots = sum([list(ob.material_slots) for ob in bpy.context.selected_objects if ob.type == 'MESH'],[]) | ||||
|         mats = [slot.material for slot in slots if (slot.material and slot.material.node_tree)] | ||||
|  | ||||
|         mats_visited = set() | ||||
|  | ||||
|         for mat in mats: | ||||
|  | ||||
|             if mat.name in mats_visited or not mat.swbf_msh_mat: | ||||
|                 continue | ||||
|             else: | ||||
|                 mats_visited.add(mat.name) | ||||
|  | ||||
|             mat.swbf_msh_mat.doublesided = not mat.use_backface_culling | ||||
|             mat.swbf_msh_mat.hardedged_transparency = (mat.blend_method == "CLIP") | ||||
|             mat.swbf_msh_mat.blended_transparency = (mat.blend_method == "BLEND") | ||||
|             mat.swbf_msh_mat.additive_transparency = (mat.blend_method == "ADDITIVE") | ||||
|  | ||||
|  | ||||
|             # Below is all for filling the diffuse map/texture_0 fields | ||||
|  | ||||
|             try: | ||||
|                 for BSDF_node in [n for n in mat.node_tree.nodes if n.type == 'BSDF_PRINCIPLED']: | ||||
|                     base_col = BSDF_node.inputs['Base Color']  | ||||
|  | ||||
|                     for link in base_col.links : | ||||
|                         link_node = link.from_node | ||||
|                     stack = [] | ||||
|  | ||||
|                         if link_node.type != 'TEX_IMAGE': | ||||
|                             continue | ||||
|                     texture_node = None | ||||
|  | ||||
|                         tex_name = link_node.image.filepath | ||||
|                         print(tex_name) | ||||
|                     current_socket = base_col | ||||
|                     if base_col.is_linked: | ||||
|                         stack.append(base_col.links[0].from_node) | ||||
|  | ||||
|                         i = tex_name.find(".tga") | ||||
|                     while stack: | ||||
|  | ||||
|                         curr_node = stack.pop() | ||||
|  | ||||
|                         if curr_node.type == 'TEX_IMAGE': | ||||
|                             texture_node = curr_node | ||||
|                             break | ||||
|                         else: | ||||
|                             # Crude but good for now | ||||
|                             next_nodes = [] | ||||
|                             for node_input in curr_node.inputs: | ||||
|                                 for link in node_input.links: | ||||
|                                     next_nodes.append(link.from_node) | ||||
|                             # reversing it so we go from up to down | ||||
|                             stack += reversed(next_nodes) | ||||
|  | ||||
|  | ||||
|                     if texture_node is not None: | ||||
|  | ||||
|                         tex_path = texture_node.image.filepath | ||||
|  | ||||
|                         tex_name = os.path.basename(tex_path) | ||||
|  | ||||
|                         i = tex_name.find('.') | ||||
|                          | ||||
|                         # Get rid of trailing number in case one is present | ||||
|                         if i > 0: | ||||
|                             tex_name = tex_name[0:i+4] | ||||
|                             tex_name = tex_name[0:i] + ".tga" | ||||
|  | ||||
|                         refined_tex_path = os.path.join(os.path.dirname(tex_path), tex_name) | ||||
|  | ||||
|                         mat.swbf_msh_mat.diffuse_map = refined_tex_path  | ||||
|                         mat.swbf_msh_mat.texture_0 = refined_tex_path | ||||
|  | ||||
|                         mat.swbf_msh_mat.rendertype = 'NORMAL_BF2' | ||||
|                         mat.swbf_msh_mat.diffuse_map = tex_name  | ||||
|                         break  | ||||
|             except: | ||||
|                 # Many chances for null ref exceptions. None if user reads doc section... | ||||
| @@ -83,6 +126,7 @@ def draw_matfill_menu(self, context): | ||||
|  | ||||
| # Creates shader nodes to emulate SWBF material properties. | ||||
| # Will probably only support for a narrow subset of properties... | ||||
| # So much fun to write this, will probably do all render types by end of October | ||||
|  | ||||
| class GenerateMaterialNodesFromSWBFProperties(bpy.types.Operator): | ||||
|      | ||||
| @@ -107,45 +151,172 @@ to provide an exact emulation""" | ||||
|  | ||||
|     def execute(self, context): | ||||
|  | ||||
|         material = bpy.data.materials[self.material_name] | ||||
|         material = bpy.data.materials.get(self.material_name, None) | ||||
|  | ||||
|         if material and material.swbf_msh_mat: | ||||
|         if not material or not material.swbf_msh_mat: | ||||
|             return {'CANCELLED'} | ||||
|  | ||||
|             mat_props = material.swbf_msh_mat | ||||
|         mat_props = material.swbf_msh_mat | ||||
|  | ||||
|             diffuse_texture_path = mat_props.diffuse_map | ||||
|             if diffuse_texture_path and os.path.exists(diffuse_texture_path): | ||||
|                 | ||||
|                 material.use_nodes = True | ||||
|                 material.node_tree.nodes.clear() | ||||
|  | ||||
|                 bsdf = material.node_tree.nodes.new("ShaderNodeBsdfPrincipled") | ||||
|                  | ||||
|                 texImage = material.node_tree.nodes.new('ShaderNodeTexImage') | ||||
|                 texImage.image = bpy.data.images.load(diffuse_texture_path) | ||||
|                 texImage.image.alpha_mode = 'CHANNEL_PACKED' | ||||
|                 material.node_tree.links.new(bsdf.inputs['Base Color'], texImage.outputs['Color'])  | ||||
|         texture_input_nodes = [] | ||||
|         surface_output_nodes = [] | ||||
|  | ||||
|                 bsdf.inputs["Roughness"].default_value = 1.0 | ||||
|                 bsdf.inputs["Specular"].default_value = 0.0 | ||||
|         # Op will give up if no diffuse map is present. | ||||
|         # Eventually more nuance will be added for different | ||||
|         # rtypes | ||||
|         diffuse_texture_path = mat_props.diffuse_map | ||||
|         if diffuse_texture_path and os.path.exists(diffuse_texture_path): | ||||
|  | ||||
|             material.use_nodes = True | ||||
|             material.node_tree.nodes.clear() | ||||
|  | ||||
|             bsdf = material.node_tree.nodes.new("ShaderNodeBsdfPrincipled") | ||||
|  | ||||
|             texImage = material.node_tree.nodes.new('ShaderNodeTexImage') | ||||
|             texImage.image = bpy.data.images.load(diffuse_texture_path) | ||||
|             texImage.image.alpha_mode = 'CHANNEL_PACKED' | ||||
|             material.node_tree.links.new(bsdf.inputs['Base Color'], texImage.outputs['Color'])  | ||||
|  | ||||
|             texture_input_nodes.append(texImage) | ||||
|  | ||||
|             bsdf.inputs["Roughness"].default_value = 1.0 | ||||
|             bsdf.inputs["Specular"].default_value = 0.0 | ||||
|  | ||||
|             material.use_backface_culling = not bool(mat_props.doublesided) | ||||
|  | ||||
|             surface_output_nodes.append(('BSDF', bsdf)) | ||||
|  | ||||
|             if not mat_props.glow: | ||||
|                 if mat_props.hardedged_transparency: | ||||
|                     material.blend_method = "CLIP" | ||||
|                     material.node_tree.links.new(bsdf.inputs['Alpha'], texImage.outputs['Alpha'])  | ||||
|                     material.node_tree.links.new(bsdf.inputs['Alpha'], texImage.outputs['Alpha']) | ||||
|                 elif mat_props.blended_transparency: | ||||
|                     material.blend_method = "BLEND"  | ||||
|                     material.node_tree.links.new(bsdf.inputs['Alpha'], texImage.outputs['Alpha']) | ||||
|                 elif mat_props.additive_transparency: | ||||
|  | ||||
|                 material.use_backface_culling = not bool(mat_props.doublesided) | ||||
|                     # most complex  | ||||
|                     transparent_bsdf = material.node_tree.nodes.new("ShaderNodeBsdfTransparent") | ||||
|                     add_shader = material.node_tree.nodes.new("ShaderNodeAddShader") | ||||
|  | ||||
|                 output = material.node_tree.nodes.new("ShaderNodeOutputMaterial") | ||||
|                 material.node_tree.links.new(output.inputs['Surface'], bsdf.outputs['BSDF'])  | ||||
|                     material.node_tree.links.new(add_shader.inputs[0], bsdf.outputs["BSDF"]) | ||||
|                     material.node_tree.links.new(add_shader.inputs[1], transparent_bsdf.outputs["BSDF"]) | ||||
|  | ||||
|                     surface_output_nodes[0] = ('Shader', add_shader) | ||||
|  | ||||
|             # Glow (adds another shader output) | ||||
|             else: | ||||
|  | ||||
|                 # Todo: figure out some way to raise an error but continue operator execution... | ||||
|                 if self.fail_silently: | ||||
|                     return {'CANCELLED'} | ||||
|                 else: | ||||
|                     raise RuntimeError(f"Diffuse texture at path: '{diffuse_texture_path}' was not found.") | ||||
|                 emission = material.node_tree.nodes.new("ShaderNodeEmission") | ||||
|                 material.node_tree.links.new(emission.inputs['Color'], texImage.outputs['Color'])  | ||||
|  | ||||
|                 emission_strength_multiplier = material.node_tree.nodes.new("ShaderNodeMath") | ||||
|                 emission_strength_multiplier.operation = 'MULTIPLY' | ||||
|                 emission_strength_multiplier.inputs[1].default_value = 32.0 | ||||
|  | ||||
|                 material.node_tree.links.new(emission_strength_multiplier.inputs[0], texImage.outputs['Alpha'])  | ||||
|  | ||||
|                 material.node_tree.links.new(emission.inputs['Strength'], emission_strength_multiplier.outputs[0]) | ||||
|  | ||||
|                 surface_output_nodes.append(("Emission", emission)) | ||||
|  | ||||
|             surfaces_output = None | ||||
|             if (len(surface_output_nodes) == 1): | ||||
|                 surfaces_output = surface_output_nodes[0][1] | ||||
|             else: | ||||
|                 mix = material.node_tree.nodes.new("ShaderNodeMixShader") | ||||
|                 material.node_tree.links.new(mix.inputs[1], surface_output_nodes[0][1].outputs[0]) | ||||
|                 material.node_tree.links.new(mix.inputs[2], surface_output_nodes[1][1].outputs[0]) | ||||
|  | ||||
|                 surfaces_output = mix | ||||
|  | ||||
|             # Normal/bump mapping (needs more rendertype support!) | ||||
|             if "NORMALMAP" in mat_props.rendertype and mat_props.normal_map and os.path.exists(mat_props.normal_map): | ||||
|                 normalMapTexImage = material.node_tree.nodes.new('ShaderNodeTexImage') | ||||
|                 normalMapTexImage.image = bpy.data.images.load(mat_props.normal_map) | ||||
|                 normalMapTexImage.image.alpha_mode = 'CHANNEL_PACKED' | ||||
|                 normalMapTexImage.image.colorspace_settings.name = 'Non-Color' | ||||
|                 texture_input_nodes.append(normalMapTexImage) | ||||
|  | ||||
|                 options = MungeOptions(mat_props.normal_map + ".option") | ||||
|  | ||||
|                 if options.get_bool("bumpmap"): | ||||
|  | ||||
|                     # First we must convert the RGB data to brightness | ||||
|                     rgb_to_bw_node = material.node_tree.nodes.new("ShaderNodeRGBToBW") | ||||
|                     material.node_tree.links.new(rgb_to_bw_node.inputs["Color"], normalMapTexImage.outputs["Color"]) | ||||
|  | ||||
|                     # Now create a bump map node (perhaps we could also use this with normals and just plug color into normal input?) | ||||
|                     bumpMapNode = material.node_tree.nodes.new('ShaderNodeBump') | ||||
|                     bumpMapNode.inputs["Distance"].default_value = options.get_float("bumpscale", default=1.0) | ||||
|                     material.node_tree.links.new(bumpMapNode.inputs["Height"], rgb_to_bw_node.outputs["Val"]) | ||||
|  | ||||
|                     normalsOutputNode = bumpMapNode | ||||
|  | ||||
|                 else: | ||||
|  | ||||
|                     normalMapNode = material.node_tree.nodes.new('ShaderNodeNormalMap') | ||||
|                     material.node_tree.links.new(normalMapNode.inputs["Color"], normalMapTexImage.outputs["Color"]) | ||||
|  | ||||
|                     normalsOutputNode = normalMapNode | ||||
|                  | ||||
|                 material.node_tree.links.new(bsdf.inputs['Normal'], normalsOutputNode.outputs["Normal"])  | ||||
|  | ||||
|  | ||||
|  | ||||
|             output = material.node_tree.nodes.new("ShaderNodeOutputMaterial") | ||||
|             material.node_tree.links.new(output.inputs['Surface'], surfaces_output.outputs[0])  | ||||
|  | ||||
|  | ||||
|  | ||||
|             # Scrolling | ||||
|             # This approach works 90% of the time, but notably produces very incorrect results | ||||
|             # on mus1_bldg_world_1,2,3 | ||||
|  | ||||
|             # Clear all anims in all cases | ||||
|             if material.node_tree.animation_data: | ||||
|                 material.node_tree.animation_data_clear() | ||||
|  | ||||
|  | ||||
|             if "SCROLL" in mat_props.rendertype: | ||||
|                 uv_input = material.node_tree.nodes.new("ShaderNodeUVMap") | ||||
|  | ||||
|                 vector_add = material.node_tree.nodes.new("ShaderNodeVectorMath") | ||||
|  | ||||
|                 # Add keyframes | ||||
|                 scroll_per_sec_divisor = 255.0  | ||||
|                 frame_step = 60.0 | ||||
|                 fps = bpy.context.scene.render.fps | ||||
|                 for i in range(2): | ||||
|                     vector_add.inputs[1].default_value[0] = i * mat_props.scroll_speed_u * frame_step / scroll_per_sec_divisor               | ||||
|                     vector_add.inputs[1].keyframe_insert("default_value", index=0, frame=i * frame_step * fps) | ||||
|  | ||||
|                     vector_add.inputs[1].default_value[1] = i * mat_props.scroll_speed_v * frame_step / scroll_per_sec_divisor                | ||||
|                     vector_add.inputs[1].keyframe_insert("default_value", index=1, frame=i * frame_step * fps) | ||||
|  | ||||
|  | ||||
|                 material.node_tree.links.new(vector_add.inputs[0], uv_input.outputs[0]) | ||||
|  | ||||
|                 for texture_node in texture_input_nodes: | ||||
|                     material.node_tree.links.new(texture_node.inputs["Vector"], vector_add.outputs[0]) | ||||
|  | ||||
|             # Don't know how to set interpolation when adding keyframes | ||||
|             # so we must do it after the fact | ||||
|             if material.node_tree.animation_data and material.node_tree.animation_data.action: | ||||
|                 for fcurve in material.node_tree.animation_data.action.fcurves: | ||||
|                     for kf in fcurve.keyframe_points.values(): | ||||
|                         kf.interpolation = 'LINEAR' | ||||
|  | ||||
|         ''' | ||||
|         else: | ||||
|  | ||||
|             # Todo: figure out some way to raise an error but continue operator execution... | ||||
|             if self.fail_silently: | ||||
|                 return {'CANCELLED'} | ||||
|             else: | ||||
|                 raise RuntimeError(f"Diffuse texture at path: '{diffuse_texture_path}' was not found.") | ||||
|         ''' | ||||
|  | ||||
|         return {'FINISHED'} | ||||
|  | ||||
|   | ||||
| @@ -2,10 +2,9 @@ | ||||
|  | ||||
| import bpy | ||||
| from typing import Dict | ||||
| from .msh_material import * | ||||
| from .msh_material_gather import * | ||||
|  | ||||
| from .msh_material_properties import * | ||||
| from .msh_material_operators import * | ||||
| from .msh_material import * | ||||
|  | ||||
| from .msh_material_utilities import _REVERSE_RENDERTYPES_MAPPING | ||||
|  | ||||
| @@ -15,6 +14,8 @@ import os | ||||
|  | ||||
|  | ||||
|  | ||||
|  | ||||
|  | ||||
| def find_texture_path(folder_path : str, name : str) -> str: | ||||
|  | ||||
|     if not folder_path or not name: | ||||
| @@ -105,7 +106,7 @@ def _fill_material_props_data(material, material_properties): | ||||
|     anim_length_index = int(sqrt(material.data[0])) | ||||
|     if anim_length_index < 0: | ||||
|         anim_length_index = 0 | ||||
|     elif anim_length_index > len(UI_MATERIAL_ANIMATION_LENGTHS): | ||||
|     elif anim_length_index >= len(UI_MATERIAL_ANIMATION_LENGTHS): | ||||
|         anim_length_index = len(UI_MATERIAL_ANIMATION_LENGTHS) - 1 | ||||
|  | ||||
|     material_properties.animation_length = UI_MATERIAL_ANIMATION_LENGTHS[anim_length_index][0] | ||||
|   | ||||
| @@ -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 | ||||
|  | ||||
| @@ -111,9 +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.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] | ||||
|  | ||||
|         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[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: | ||||
| @@ -73,7 +88,7 @@ class Model: | ||||
|     name: str = "Model" | ||||
|     parent: str = "" | ||||
|     model_type: ModelType = ModelType.NULL | ||||
|     hidden: bool = True | ||||
|     hidden: bool = False | ||||
|  | ||||
|     transform: ModelTransform = field(default_factory=ModelTransform) | ||||
|  | ||||
|   | ||||
| @@ -32,33 +32,62 @@ def gather_models(apply_modifiers: bool, export_target: str, skeleton_only: bool | ||||
|     pure_bones_from_armature = {} | ||||
|     armature_found = None | ||||
|  | ||||
|     objects_to_export = select_objects(export_target) | ||||
|     # Non-bone objects that will be exported | ||||
|     blender_objects_to_export = [] | ||||
|  | ||||
|     for uneval_obj in objects_to_export: | ||||
|         if uneval_obj.type == "ARMATURE": | ||||
|     # This must be seperate from the list above, | ||||
|     # since exported objects will contain Blender objects as well as bones | ||||
|     # Here we just keep track of all names, regardless of origin | ||||
|     exported_object_names: Set[str] = set()  | ||||
|  | ||||
|     # Me must keep track of hidden objects separately because | ||||
|     # evaluated_get clears hidden status | ||||
|     blender_objects_to_hide: Set[str] = set() | ||||
|  | ||||
|     # Armature must be processed before everything else! | ||||
|  | ||||
|     # In this loop we also build a set of names of all objects | ||||
|     # that will be exported.  This is necessary so we can prune vertex | ||||
|     # groups that do not reference exported objects in the main  | ||||
|     # model building loop below this one. | ||||
|     for uneval_obj in select_objects(export_target): | ||||
|  | ||||
|         if get_is_model_hidden(uneval_obj): | ||||
|             blender_objects_to_hide.add(uneval_obj.name) | ||||
|  | ||||
|         if uneval_obj.type == "ARMATURE" and not armature_found: | ||||
|             # Keep track of the armature, we don't want to process > 1! | ||||
|             armature_found = uneval_obj.evaluated_get(depsgraph) if apply_modifiers else uneval_obj | ||||
|             # Get all bones in a separate list.  While we iterate through | ||||
|             # objects we removed bones with geometry from this dict.  After iteration | ||||
|             # is done, we add the remaining bones to the models from exported | ||||
|             # scene objects. | ||||
|             pure_bones_from_armature = expand_armature(armature_found) | ||||
|             break | ||||
|             # All bones to set | ||||
|             exported_object_names.update(pure_bones_from_armature.keys()) | ||||
|          | ||||
|         elif not (uneval_obj.type in SKIPPED_OBJECT_TYPES and uneval_obj.name not in parents): | ||||
|             exported_object_names.add(uneval_obj.name) | ||||
|             blender_objects_to_export.append(uneval_obj) | ||||
|          | ||||
|         else: | ||||
|             pass | ||||
|  | ||||
|     for uneval_obj in objects_to_export: | ||||
|         if uneval_obj.type == "ARMATURE" or (uneval_obj.type in SKIPPED_OBJECT_TYPES and uneval_obj.name not in parents): | ||||
|             continue | ||||
|     for uneval_obj in blender_objects_to_export: | ||||
|  | ||||
|         obj = uneval_obj.evaluated_get(depsgraph) if apply_modifiers else uneval_obj | ||||
|  | ||||
|         check_for_bad_lod_suffix(obj) | ||||
|  | ||||
|         # Test for a mesh object that is actually a BONE (shares name with bone_parent) | ||||
|         # Test for a mesh object that should be a BONE on export. | ||||
|         # If so, we inject geometry into the BONE while not modifying it's transform/name | ||||
|         if obj.parent_bone and obj.parent_bone in pure_bones_from_armature: | ||||
|             model = pure_bones_from_armature[obj.parent_bone] | ||||
|             # Since we found a composite bone, removed it from the dict of pure bones | ||||
|             pure_bones_from_armature.pop(obj.parent_bone) | ||||
|         # and remove it from the set of BONES without geometry (pure). | ||||
|         if obj.name in pure_bones_from_armature: | ||||
|             model = pure_bones_from_armature.pop(obj.name) | ||||
|         else: | ||||
|             model = Model() | ||||
|             model.name = obj.name | ||||
|             model.model_type = get_model_type(obj, skeleton_only) | ||||
|             model.hidden = get_is_model_hidden(obj) | ||||
|             model.model_type = ModelType.NULL if skeleton_only else get_model_type(obj, armature_found) | ||||
|  | ||||
|             transform = obj.matrix_local | ||||
|  | ||||
| @@ -82,10 +111,19 @@ def gather_models(apply_modifiers: bool, export_target: str, skeleton_only: bool | ||||
|             model.transform.rotation = convert_rotation_space(local_rotation)   | ||||
|             model.transform.translation = convert_vector_space(local_translation) | ||||
|  | ||||
|         if obj.type in MESH_OBJECT_TYPES: | ||||
|         if obj.type in MESH_OBJECT_TYPES and not skeleton_only: | ||||
|  | ||||
|             # Vertex groups are often used for purposes other than skinning. | ||||
|             # Here we gather all vgroups and select the ones that reference | ||||
|             # objects included in the export. | ||||
|             valid_vgroup_indices : Set[int] = set() | ||||
|             if model.model_type == ModelType.SKIN: | ||||
|                 valid_vgroups = [group for group in obj.vertex_groups if group.name in exported_object_names] | ||||
|                 valid_vgroup_indices = { group.index for group in valid_vgroups } | ||||
|                 model.bone_map = [ group.name for group in valid_vgroups ] | ||||
|  | ||||
|             mesh = obj.to_mesh() | ||||
|             model.geometry = create_mesh_geometry(mesh, obj.vertex_groups) | ||||
|             model.geometry = create_mesh_geometry(mesh, valid_vgroup_indices) | ||||
|  | ||||
|             obj.to_mesh_clear() | ||||
|  | ||||
| @@ -98,20 +136,17 @@ def gather_models(apply_modifiers: bool, export_target: str, skeleton_only: bool | ||||
|                     raise RuntimeError(f"Object '{obj.name}' has resulted in a .msh geometry segment that has " | ||||
|                                        f"more than {MAX_MSH_VERTEX_COUNT} vertices! Split the object's mesh up " | ||||
|                                        f"and try again!") | ||||
|             if obj.vertex_groups: | ||||
|                 model.bone_map = [group.name for group in obj.vertex_groups] | ||||
|  | ||||
|  | ||||
|         if get_is_collision_primitive(obj): | ||||
|             model.collisionprimitive = get_collision_primitive(obj) | ||||
|  | ||||
|         model.hidden = model.name in blender_objects_to_hide | ||||
|  | ||||
|         models_list.append(model) | ||||
|  | ||||
|     # We removed all composite bones after looking through the objects, | ||||
|     # so the bones left are all pure and we add them all here. | ||||
|     models_list += pure_bones_from_armature.values() | ||||
|  | ||||
|     return (models_list, armature_found) | ||||
|     return (models_list + list(pure_bones_from_armature.values()), armature_found) | ||||
|  | ||||
|  | ||||
|  | ||||
| @@ -127,7 +162,7 @@ def create_parents_set() -> Set[str]: | ||||
|  | ||||
|     return parents | ||||
|  | ||||
| def create_mesh_geometry(mesh: bpy.types.Mesh, has_weights: bool) -> List[GeometrySegment]: | ||||
| def create_mesh_geometry(mesh: bpy.types.Mesh, valid_vgroup_indices: Set[int]) -> List[GeometrySegment]: | ||||
|     """ Creates a list of GeometrySegment objects from a Blender mesh. | ||||
|         Does NOT create triangle strips in the GeometrySegment however. """ | ||||
|  | ||||
| @@ -144,11 +179,11 @@ def create_mesh_geometry(mesh: bpy.types.Mesh, has_weights: bool) -> List[Geomet | ||||
|     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 = [] | ||||
|  | ||||
|     if has_weights: | ||||
|     if valid_vgroup_indices: | ||||
|         for segment in segments: | ||||
|             segment.weights = [] | ||||
|  | ||||
| @@ -180,13 +215,16 @@ def create_mesh_geometry(mesh: bpy.types.Mesh, has_weights: bool) -> List[Geomet | ||||
|                 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: | ||||
|                     yield v | ||||
|                 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: | ||||
|                 for v in mesh.vertices[vertex_index].groups: | ||||
|                     yield v.group | ||||
|                     yield v.weight | ||||
|                     if v.group in valid_vgroup_indices:                     | ||||
|                         yield v.group | ||||
|                         yield v.weight | ||||
|  | ||||
|         vertex_cache_entry = tuple(get_cache_vertex()) | ||||
|         cached_vertex_index = cache.get(vertex_cache_entry, vertex_cache_miss_index) | ||||
| @@ -209,12 +247,13 @@ def create_mesh_geometry(mesh: bpy.types.Mesh, has_weights: bool) -> List[Geomet | ||||
|             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 | ||||
|             | ||||
|             segment.weights.append([VertexWeight(v.weight, v.group) for v in groups]) | ||||
|             segment.weights.append([VertexWeight(v.weight, v.group) for v in groups if v.group in valid_vgroup_indices]) | ||||
|  | ||||
|         return new_index | ||||
|  | ||||
| @@ -233,12 +272,29 @@ def create_mesh_geometry(mesh: bpy.types.Mesh, has_weights: bool) -> List[Geomet | ||||
|  | ||||
|     return segments | ||||
|  | ||||
| def get_model_type(obj: bpy.types.Object, skel_only: bool) -> ModelType: | ||||
| def get_model_type(obj: bpy.types.Object, armature_found: bpy.types.Object) -> ModelType: | ||||
|     """ Get the ModelType for a Blender object. """ | ||||
|  | ||||
|     if obj.type in MESH_OBJECT_TYPES and not skel_only: | ||||
|         if obj.vertex_groups: | ||||
|             return ModelType.SKIN | ||||
|     if obj.type in MESH_OBJECT_TYPES: | ||||
|         # Objects can have vgroups for non-skinning purposes. | ||||
|         # If we can find one vgroup that shares a name with a bone in the  | ||||
|         # armature, we know the vgroup is for weighting purposes and thus | ||||
|         # the object is a skin.  Otherwise, interpret it as a static mesh. | ||||
|  | ||||
|         # We must also check that an armature included in the export | ||||
|         # and that it is the same one this potential skin is weighting to. | ||||
|         # If we failed to do this, a user could export a selected object | ||||
|         # that is a skin, but the weight data in the export would reference | ||||
|         # nonexistent models! | ||||
|         if (obj.vertex_groups and armature_found and  | ||||
|             obj.parent and obj.parent.name == armature_found.name): | ||||
|              | ||||
|             for vgroup in obj.vertex_groups: | ||||
|                 if vgroup.name in armature_found.data.bones: | ||||
|                     return ModelType.SKIN | ||||
|  | ||||
|             return ModelType.STATIC | ||||
|          | ||||
|         else: | ||||
|             return ModelType.STATIC | ||||
|  | ||||
| @@ -247,6 +303,9 @@ def get_model_type(obj: bpy.types.Object, skel_only: bool) -> ModelType: | ||||
| def get_is_model_hidden(obj: bpy.types.Object) -> bool: | ||||
|     """ Gets if a Blender object should be marked as hidden in the .msh file. """ | ||||
|  | ||||
|     if obj.hide_get(): | ||||
|         return True | ||||
|  | ||||
|     name = obj.name.lower() | ||||
|  | ||||
|     if name.startswith("c_"): | ||||
| @@ -311,6 +370,14 @@ def get_collision_primitive_shape(obj: bpy.types.Object) -> CollisionPrimitiveSh | ||||
|     """ Gets the CollisionPrimitiveShape of an object or raises an error if | ||||
|         it can't. """ | ||||
|  | ||||
|     # arc170 fighter has examples of box colliders without proper naming | ||||
|     # and cis_hover_aat has a cylinder which is named p_vehiclesphere. | ||||
|     # To export these properly we must check the collision_prim property | ||||
|     # that was assigned on import BEFORE looking at the name. | ||||
|     prim_type = obj.swbf_msh_coll_prim.prim_type | ||||
|     if prim_type in [item.value for item in CollisionPrimitiveShape]: | ||||
|         return CollisionPrimitiveShape(prim_type) | ||||
|  | ||||
|     name = obj.name.lower() | ||||
|  | ||||
|     if "sphere" in name or "sphr" in name or "spr" in name: | ||||
| @@ -320,11 +387,6 @@ def get_collision_primitive_shape(obj: bpy.types.Object) -> CollisionPrimitiveSh | ||||
|     if "box" in name or "cube" in name or "cuboid" in name: | ||||
|         return CollisionPrimitiveShape.BOX | ||||
|  | ||||
|     # arc170 fighter has examples of box colliders without proper naming | ||||
|     prim_type = obj.swbf_msh_coll_prim.prim_type | ||||
|     if prim_type in [item.value for item in CollisionPrimitiveShape]: | ||||
|         return CollisionPrimitiveShape(prim_type) | ||||
|  | ||||
|     raise RuntimeError(f"Object '{obj.name}' has no primitive type specified in it's name!") | ||||
|  | ||||
|  | ||||
| @@ -436,6 +498,7 @@ def expand_armature(armature: bpy.types.Object) -> Dict[str, Model]: | ||||
|  | ||||
|         model.model_type = ModelType.BONE if bone.name in proper_BONES else ModelType.NULL | ||||
|         model.name = bone.name | ||||
|         model.hidden = True | ||||
|         model.transform.rotation = convert_rotation_space(local_rotation) | ||||
|         model.transform.translation = convert_vector_space(local_translation) | ||||
|  | ||||
|   | ||||
| @@ -8,6 +8,25 @@ import math | ||||
| from mathutils import Vector, Matrix | ||||
|  | ||||
|  | ||||
|  | ||||
| # Convert model with geometry to null. | ||||
| # Currently not used, but could be necessary in the future. | ||||
| def make_null(model : Model): | ||||
|     model.model_type = ModelType.NULL | ||||
|     bone_map = None | ||||
|     geometry = None | ||||
|  | ||||
|  | ||||
| # I think this is all we need to check for to avoid  | ||||
| # common ZE/ZETools crashes... | ||||
| def validate_geometry_segment(segment : GeometrySegment) -> bool: | ||||
|     if not segment.positions or not segment.triangle_strips: | ||||
|         return False | ||||
|     else: | ||||
|         return True | ||||
|  | ||||
|  | ||||
|  | ||||
| def inject_dummy_data(model : Model): | ||||
|     """  Adds a triangle and material to the model (scene root).  Needed to export zenasst-compatible skeletons. """ | ||||
|     model.hidden = True | ||||
|   | ||||
| @@ -165,19 +165,23 @@ def _read_matd(matd: Reader) -> Material: | ||||
|  | ||||
|         elif next_header == "TX0D": | ||||
|             with matd.read_child() as tx0d: | ||||
|                 mat.texture0 = tx0d.read_string() | ||||
|                 if tx0d.bytes_remaining() > 0: | ||||
|                     mat.texture0 = tx0d.read_string() | ||||
|  | ||||
|         elif next_header == "TX1D": | ||||
|             with matd.read_child() as tx1d: | ||||
|                 mat.texture1 = tx1d.read_string() | ||||
|                 if tx1d.bytes_remaining() > 0: | ||||
|                     mat.texture1 = tx1d.read_string() | ||||
|  | ||||
|         elif next_header == "TX2D": | ||||
|             with matd.read_child() as tx2d: | ||||
|                 mat.texture2 = tx2d.read_string() | ||||
|                 if tx2d.bytes_remaining() > 0: | ||||
|                     mat.texture2 = tx2d.read_string() | ||||
|  | ||||
|         elif next_header == "TX3D": | ||||
|             with matd.read_child() as tx3d: | ||||
|                 mat.texture3 = tx3d.read_string() | ||||
|                 if tx3d.bytes_remaining() > 0: | ||||
|                     mat.texture3 = tx3d.read_string() | ||||
|  | ||||
|         else: | ||||
|             matd.skip_bytes(1) | ||||
| @@ -203,7 +207,9 @@ def _read_modl(modl: Reader, materials_list: List[Material]) -> Model: | ||||
|  | ||||
|                 global model_counter | ||||
|                 global mndx_remap | ||||
|                 mndx_remap[index] = model_counter | ||||
|  | ||||
|                 if index not in mndx_remap: | ||||
|                     mndx_remap[index] = model_counter | ||||
|  | ||||
|                 model_counter += 1 | ||||
|  | ||||
| @@ -381,7 +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 | ||||
|             #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] | ||||
| @@ -195,6 +194,5 @@ def extract_scene(filepath: str, scene: Scene): | ||||
|     for model in scene.models: | ||||
|         if model.name in model_map: | ||||
|             obj = model_map[model.name] | ||||
|             if get_is_model_hidden(obj) and len(obj.children) == 0: | ||||
|                 obj.hide_set(True) | ||||
|             obj.hide_set(model.hidden or get_is_model_hidden(obj)) | ||||
|  | ||||
|   | ||||
| @@ -9,7 +9,7 @@ from mathutils import Vector | ||||
| from .msh_model import Model, Animation, ModelType | ||||
| from .msh_scene import Scene, SceneAABB | ||||
| from .msh_model_gather import gather_models | ||||
| from .msh_model_utilities import sort_by_parent, has_multiple_root_models, reparent_model_roots, get_model_world_matrix, inject_dummy_data | ||||
| from .msh_model_utilities import make_null, validate_geometry_segment, sort_by_parent, has_multiple_root_models, reparent_model_roots, get_model_world_matrix, inject_dummy_data | ||||
| from .msh_model_triangle_strips import create_models_triangle_strips | ||||
| from .msh_material import * | ||||
| from .msh_material_gather import gather_materials | ||||
| @@ -53,6 +53,20 @@ def create_scene(generate_triangle_strips: bool, apply_modifiers: bool, export_t | ||||
|                 for segment in model.geometry: | ||||
|                     segment.triangle_strips = segment.triangles | ||||
|  | ||||
|     # After generating triangle strips we must prune any segments that don't have | ||||
|     # them, or else ZE and most versions of ZETools will crash. | ||||
|  | ||||
|     # We could also make models with no valid segments nulls, since they might as well be,  | ||||
|     # but that could have unforseeable consequences further down the modding pipeline | ||||
|     # and is not necessary to avoid the aforementioned crashes... | ||||
|     for model in scene.models: | ||||
|         if model.geometry is not None: | ||||
|             # Doing this in msh_model_gather would be messy and the presence/absence | ||||
|             # of triangle strips is required for a validity check. | ||||
|             model.geometry = [segment for segment in model.geometry if validate_geometry_segment(segment)] | ||||
|             #if not model.geometry: | ||||
|             #    make_null(model) | ||||
|  | ||||
|     if has_multiple_root_models(scene.models): | ||||
|         scene.models = reparent_model_roots(scene.models) | ||||
|  | ||||
|   | ||||
| @@ -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] | ||||
|   | ||||
							
								
								
									
										46
									
								
								addons/io_scene_swbf_msh/option_file_parser.py
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										46
									
								
								addons/io_scene_swbf_msh/option_file_parser.py
									
									
									
									
									
										Normal file
									
								
							| @@ -0,0 +1,46 @@ | ||||
| """ Parses .tga.option and .msh.option files.  Only used with the former as of now. """ | ||||
|  | ||||
| import os | ||||
|  | ||||
|  | ||||
| class MungeOptions: | ||||
|  | ||||
|     def __init__(self, path_to_option_file): | ||||
|         self.options = {} | ||||
|  | ||||
|         if os.path.exists(path_to_option_file): | ||||
|             with open(path_to_option_file, 'r') as option_file: | ||||
|                 option_text = option_file.read() | ||||
|  | ||||
|             option_parts = option_text.split() | ||||
|  | ||||
|             current_parameter = "" | ||||
|  | ||||
|             for part in option_parts: | ||||
|                 if part.startswith("-"): | ||||
|                     current_parameter = part[1:] | ||||
|                     self.options[current_parameter] = "" | ||||
|                 elif current_parameter: | ||||
|                     current_value = self.options[current_parameter] | ||||
|                     # Keep adding to value in case there are vector options | ||||
|                     self.options[current_parameter] += part if not current_value else (" " + part) | ||||
|  | ||||
|     def is_option_present(self, param): | ||||
|         return param in self.options | ||||
|  | ||||
|     def get_bool(self, param, default=False): | ||||
|         return True if param in self.options else default | ||||
|  | ||||
|     def get_float(self, param, default=0.0): | ||||
|         if param in self.options: | ||||
|             try: | ||||
|                 result = float(self.options[param])  | ||||
|             except: | ||||
|                 result = default | ||||
|             finally: | ||||
|                 return result | ||||
|         else: | ||||
|             return default | ||||
|  | ||||
|     def get_string(self, param, default=""): | ||||
|         return self.options.get(param, default) | ||||
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