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			v1.2.0-rc
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			d1d83d39af
		
	
	| Author | SHA1 | Date | |
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| d1d83d39af | |||
| 1ec4332576 | |||
| 125ad2792c | |||
|   | f451be4d18 | ||
|   | 613cb20678 | ||
|   | 432c9ff380 | ||
|   | ba762d9548 | ||
|   | b120b74cd4 | ||
|   | 7b9f5c9cfb | ||
|   | 84a910f747 | ||
|   | 0a1866295c | ||
|   | ec54df21d2 | ||
|   | b2bd9c8316 | 
| @@ -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, SleepKiller', | ||||||
|     "version": (1, 0, 0), |     "version": (1, 2, 1), | ||||||
|     '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. | ||||||
| @@ -118,8 +118,13 @@ class ExportMSH(Operator, ExportHelper): | |||||||
|  |  | ||||||
|     def execute(self, context): |     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( |         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 | ||||||
| @@ -136,7 +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: | ||||||
| @@ -157,14 +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, | ||||||
|             ) |             ) | ||||||
|  |  | ||||||
| @@ -176,7 +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 | ||||||
|     ) |     ) | ||||||
|  |  | ||||||
| @@ -188,9 +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: | ||||||
|   | |||||||
| @@ -138,6 +138,9 @@ class Reader: | |||||||
|     def how_much_left(self, pos): |     def how_much_left(self, pos): | ||||||
|         return self.end_pos - pos |         return self.end_pos - pos | ||||||
|  |  | ||||||
|  |     def bytes_remaining(self): | ||||||
|  |         return self.end_pos - self.file.tell() | ||||||
|  |  | ||||||
|     def skip_until(self, header): |     def skip_until(self, header): | ||||||
|         while (self.could_have_child() and header not in self.peak_next_header()): |         while (self.could_have_child() and header not in self.peak_next_header()): | ||||||
|             self.skip_bytes(1) |             self.skip_bytes(1) | ||||||
|   | |||||||
| @@ -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) | ||||||
|   | |||||||
| @@ -47,6 +47,7 @@ class FillSWBFMaterialProperties(bpy.types.Operator): | |||||||
|             mat.swbf_msh_mat.doublesided = not mat.use_backface_culling |             mat.swbf_msh_mat.doublesided = not mat.use_backface_culling | ||||||
|             mat.swbf_msh_mat.hardedged_transparency = (mat.blend_method == "CLIP") |             mat.swbf_msh_mat.hardedged_transparency = (mat.blend_method == "CLIP") | ||||||
|             mat.swbf_msh_mat.blended_transparency = (mat.blend_method == "BLEND") |             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 |             # Below is all for filling the diffuse map/texture_0 fields | ||||||
| @@ -71,6 +72,7 @@ class FillSWBFMaterialProperties(bpy.types.Operator): | |||||||
|                             texture_node = curr_node |                             texture_node = curr_node | ||||||
|                             break |                             break | ||||||
|                         else: |                         else: | ||||||
|  |                             # Crude but good for now | ||||||
|                             next_nodes = [] |                             next_nodes = [] | ||||||
|                             for node_input in curr_node.inputs: |                             for node_input in curr_node.inputs: | ||||||
|                                 for link in node_input.links: |                                 for link in node_input.links: | ||||||
| @@ -124,6 +126,7 @@ def draw_matfill_menu(self, context): | |||||||
|  |  | ||||||
| # Creates shader nodes to emulate SWBF material properties. | # Creates shader nodes to emulate SWBF material properties. | ||||||
| # Will probably only support for a narrow subset of 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): | class GenerateMaterialNodesFromSWBFProperties(bpy.types.Operator): | ||||||
|      |      | ||||||
| @@ -170,7 +173,6 @@ to provide an exact emulation""" | |||||||
|  |  | ||||||
|             bsdf = material.node_tree.nodes.new("ShaderNodeBsdfPrincipled") |             bsdf = material.node_tree.nodes.new("ShaderNodeBsdfPrincipled") | ||||||
|  |  | ||||||
|  |  | ||||||
|             texImage = material.node_tree.nodes.new('ShaderNodeTexImage') |             texImage = material.node_tree.nodes.new('ShaderNodeTexImage') | ||||||
|             texImage.image = bpy.data.images.load(diffuse_texture_path) |             texImage.image = bpy.data.images.load(diffuse_texture_path) | ||||||
|             texImage.image.alpha_mode = 'CHANNEL_PACKED' |             texImage.image.alpha_mode = 'CHANNEL_PACKED' | ||||||
| @@ -181,17 +183,30 @@ to provide an exact emulation""" | |||||||
|             bsdf.inputs["Roughness"].default_value = 1.0 |             bsdf.inputs["Roughness"].default_value = 1.0 | ||||||
|             bsdf.inputs["Specular"].default_value = 0.0 |             bsdf.inputs["Specular"].default_value = 0.0 | ||||||
|  |  | ||||||
|             if mat_props.hardedged_transparency and not mat_props.glow: |  | ||||||
|                 material.blend_method = "CLIP" |  | ||||||
|                 material.node_tree.links.new(bsdf.inputs['Alpha'], texImage.outputs['Alpha'])  |  | ||||||
|  |  | ||||||
|             material.use_backface_culling = not bool(mat_props.doublesided) |             material.use_backface_culling = not bool(mat_props.doublesided) | ||||||
|  |  | ||||||
|             surface_output_nodes.append(tuple(('BSDF', bsdf))) |             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']) | ||||||
|  |                 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: | ||||||
|  |  | ||||||
|  |                     # most complex  | ||||||
|  |                     transparent_bsdf = material.node_tree.nodes.new("ShaderNodeBsdfTransparent") | ||||||
|  |                     add_shader = material.node_tree.nodes.new("ShaderNodeAddShader") | ||||||
|  |  | ||||||
|  |                     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) |             # Glow (adds another shader output) | ||||||
|             if mat_props.glow: |             else: | ||||||
|  |  | ||||||
|                 emission = material.node_tree.nodes.new("ShaderNodeEmission") |                 emission = material.node_tree.nodes.new("ShaderNodeEmission") | ||||||
|                 material.node_tree.links.new(emission.inputs['Color'], texImage.outputs['Color'])  |                 material.node_tree.links.new(emission.inputs['Color'], texImage.outputs['Color'])  | ||||||
| @@ -204,7 +219,7 @@ to provide an exact emulation""" | |||||||
|  |  | ||||||
|                 material.node_tree.links.new(emission.inputs['Strength'], emission_strength_multiplier.outputs[0]) |                 material.node_tree.links.new(emission.inputs['Strength'], emission_strength_multiplier.outputs[0]) | ||||||
|  |  | ||||||
|                 surface_output_nodes.append(tuple(("Emission", emission))) |                 surface_output_nodes.append(("Emission", emission)) | ||||||
|  |  | ||||||
|             surfaces_output = None |             surfaces_output = None | ||||||
|             if (len(surface_output_nodes) == 1): |             if (len(surface_output_nodes) == 1): | ||||||
| @@ -261,7 +276,7 @@ to provide an exact emulation""" | |||||||
|  |  | ||||||
|             # Clear all anims in all cases |             # Clear all anims in all cases | ||||||
|             if material.node_tree.animation_data: |             if material.node_tree.animation_data: | ||||||
|                 material.node_tree.animation_data.action.fcurves.clear() |                 material.node_tree.animation_data_clear() | ||||||
|  |  | ||||||
|  |  | ||||||
|             if "SCROLL" in mat_props.rendertype: |             if "SCROLL" in mat_props.rendertype: | ||||||
| @@ -288,7 +303,7 @@ to provide an exact emulation""" | |||||||
|  |  | ||||||
|             # Don't know how to set interpolation when adding keyframes |             # Don't know how to set interpolation when adding keyframes | ||||||
|             # so we must do it after the fact |             # so we must do it after the fact | ||||||
|             if material.node_tree.animation_data: |             if material.node_tree.animation_data and material.node_tree.animation_data.action: | ||||||
|                 for fcurve in material.node_tree.animation_data.action.fcurves: |                 for fcurve in material.node_tree.animation_data.action.fcurves: | ||||||
|                     for kf in fcurve.keyframe_points.values(): |                     for kf in fcurve.keyframe_points.values(): | ||||||
|                         kf.interpolation = 'LINEAR' |                         kf.interpolation = 'LINEAR' | ||||||
|   | |||||||
| @@ -73,7 +73,7 @@ class Model: | |||||||
|     name: str = "Model" |     name: str = "Model" | ||||||
|     parent: str = "" |     parent: str = "" | ||||||
|     model_type: ModelType = ModelType.NULL |     model_type: ModelType = ModelType.NULL | ||||||
|     hidden: bool = True |     hidden: bool = False | ||||||
|  |  | ||||||
|     transform: ModelTransform = field(default_factory=ModelTransform) |     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 = {} |     pure_bones_from_armature = {} | ||||||
|     armature_found = None |     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: |     # This must be seperate from the list above, | ||||||
|         if uneval_obj.type == "ARMATURE": |     # 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 |             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) |             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: |     for uneval_obj in blender_objects_to_export: | ||||||
|         if uneval_obj.type == "ARMATURE" or (uneval_obj.type in SKIPPED_OBJECT_TYPES and uneval_obj.name not in parents): |  | ||||||
|             continue |  | ||||||
|  |  | ||||||
|         obj = uneval_obj.evaluated_get(depsgraph) if apply_modifiers else uneval_obj |         obj = uneval_obj.evaluated_get(depsgraph) if apply_modifiers else uneval_obj | ||||||
|  |  | ||||||
|         check_for_bad_lod_suffix(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 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: |         # and remove it from the set of BONES without geometry (pure). | ||||||
|             model = pure_bones_from_armature[obj.parent_bone] |         if obj.name in pure_bones_from_armature: | ||||||
|             # Since we found a composite bone, removed it from the dict of pure bones |             model = pure_bones_from_armature.pop(obj.name) | ||||||
|             pure_bones_from_armature.pop(obj.parent_bone) |  | ||||||
|         else: |         else: | ||||||
|             model = Model() |             model = Model() | ||||||
|             model.name = obj.name |             model.name = obj.name | ||||||
|             model.model_type = get_model_type(obj, skeleton_only) |             model.model_type = ModelType.NULL if skeleton_only else get_model_type(obj, armature_found) | ||||||
|             model.hidden = get_is_model_hidden(obj) |  | ||||||
|  |  | ||||||
|             transform = obj.matrix_local |             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.rotation = convert_rotation_space(local_rotation)   | ||||||
|             model.transform.translation = convert_vector_space(local_translation) |             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() |             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() |             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 " |                     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"more than {MAX_MSH_VERTEX_COUNT} vertices! Split the object's mesh up " | ||||||
|                                        f"and try again!") |                                        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): |         if get_is_collision_primitive(obj): | ||||||
|             model.collisionprimitive = get_collision_primitive(obj) |             model.collisionprimitive = get_collision_primitive(obj) | ||||||
|  |  | ||||||
|  |         model.hidden = model.name in blender_objects_to_hide | ||||||
|  |  | ||||||
|         models_list.append(model) |         models_list.append(model) | ||||||
|  |  | ||||||
|     # We removed all composite bones after looking through the objects, |     # We removed all composite bones after looking through the objects, | ||||||
|     # so the bones left are all pure and we add them all here. |     # so the bones left are all pure and we add them all here. | ||||||
|     models_list += pure_bones_from_armature.values() |     return (models_list + list(pure_bones_from_armature.values()), armature_found) | ||||||
|  |  | ||||||
|     return (models_list, armature_found) |  | ||||||
|  |  | ||||||
|  |  | ||||||
|  |  | ||||||
| @@ -127,7 +162,7 @@ def create_parents_set() -> Set[str]: | |||||||
|  |  | ||||||
|     return parents |     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. |     """ Creates a list of GeometrySegment objects from a Blender mesh. | ||||||
|         Does NOT create triangle strips in the GeometrySegment however. """ |         Does NOT create triangle strips in the GeometrySegment however. """ | ||||||
|  |  | ||||||
| @@ -148,7 +183,7 @@ def create_mesh_geometry(mesh: bpy.types.Mesh, has_weights: bool) -> List[Geomet | |||||||
|         for segment in segments: |         for segment in segments: | ||||||
|             segment.colors = [] |             segment.colors = [] | ||||||
|  |  | ||||||
|     if has_weights: |     if valid_vgroup_indices: | ||||||
|         for segment in segments: |         for segment in segments: | ||||||
|             segment.weights = [] |             segment.weights = [] | ||||||
|  |  | ||||||
| @@ -185,8 +220,9 @@ def create_mesh_geometry(mesh: bpy.types.Mesh, has_weights: bool) -> List[Geomet | |||||||
|  |  | ||||||
|             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: | ||||||
|                     yield v.group |                     if v.group in valid_vgroup_indices:                     | ||||||
|                     yield v.weight |                         yield v.group | ||||||
|  |                         yield v.weight | ||||||
|  |  | ||||||
|         vertex_cache_entry = tuple(get_cache_vertex()) |         vertex_cache_entry = tuple(get_cache_vertex()) | ||||||
|         cached_vertex_index = cache.get(vertex_cache_entry, vertex_cache_miss_index) |         cached_vertex_index = cache.get(vertex_cache_entry, vertex_cache_miss_index) | ||||||
| @@ -213,8 +249,7 @@ def create_mesh_geometry(mesh: bpy.types.Mesh, has_weights: bool) -> List[Geomet | |||||||
|  |  | ||||||
|         if segment.weights is not None: |         if segment.weights is not None: | ||||||
|             groups = mesh.vertices[vertex_index].groups |             groups = mesh.vertices[vertex_index].groups | ||||||
|             |             segment.weights.append([VertexWeight(v.weight, v.group) for v in groups if v.group in valid_vgroup_indices]) | ||||||
|             segment.weights.append([VertexWeight(v.weight, v.group) for v in groups]) |  | ||||||
|  |  | ||||||
|         return new_index |         return new_index | ||||||
|  |  | ||||||
| @@ -233,12 +268,29 @@ def create_mesh_geometry(mesh: bpy.types.Mesh, has_weights: bool) -> List[Geomet | |||||||
|  |  | ||||||
|     return segments |     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. """ |     """ Get the ModelType for a Blender object. """ | ||||||
|  |  | ||||||
|     if obj.type in MESH_OBJECT_TYPES and not skel_only: |     if obj.type in MESH_OBJECT_TYPES: | ||||||
|         if obj.vertex_groups: |         # Objects can have vgroups for non-skinning purposes. | ||||||
|             return ModelType.SKIN |         # 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: |         else: | ||||||
|             return ModelType.STATIC |             return ModelType.STATIC | ||||||
|  |  | ||||||
| @@ -247,6 +299,9 @@ def get_model_type(obj: bpy.types.Object, skel_only: bool) -> ModelType: | |||||||
| def get_is_model_hidden(obj: bpy.types.Object) -> bool: | def get_is_model_hidden(obj: bpy.types.Object) -> bool: | ||||||
|     """ Gets if a Blender object should be marked as hidden in the .msh file. """ |     """ Gets if a Blender object should be marked as hidden in the .msh file. """ | ||||||
|  |  | ||||||
|  |     if obj.hide_get(): | ||||||
|  |         return True | ||||||
|  |  | ||||||
|     name = obj.name.lower() |     name = obj.name.lower() | ||||||
|  |  | ||||||
|     if name.startswith("c_"): |     if name.startswith("c_"): | ||||||
| @@ -311,6 +366,14 @@ def get_collision_primitive_shape(obj: bpy.types.Object) -> CollisionPrimitiveSh | |||||||
|     """ Gets the CollisionPrimitiveShape of an object or raises an error if |     """ Gets the CollisionPrimitiveShape of an object or raises an error if | ||||||
|         it can't. """ |         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() |     name = obj.name.lower() | ||||||
|  |  | ||||||
|     if "sphere" in name or "sphr" in name or "spr" in name: |     if "sphere" in name or "sphr" in name or "spr" in name: | ||||||
| @@ -320,11 +383,6 @@ def get_collision_primitive_shape(obj: bpy.types.Object) -> CollisionPrimitiveSh | |||||||
|     if "box" in name or "cube" in name or "cuboid" in name: |     if "box" in name or "cube" in name or "cuboid" in name: | ||||||
|         return CollisionPrimitiveShape.BOX |         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!") |     raise RuntimeError(f"Object '{obj.name}' has no primitive type specified in it's name!") | ||||||
|  |  | ||||||
|  |  | ||||||
| @@ -436,6 +494,7 @@ 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.model_type = ModelType.BONE if bone.name in proper_BONES else ModelType.NULL | ||||||
|         model.name = bone.name |         model.name = bone.name | ||||||
|  |         model.hidden = True | ||||||
|         model.transform.rotation = convert_rotation_space(local_rotation) |         model.transform.rotation = convert_rotation_space(local_rotation) | ||||||
|         model.transform.translation = convert_vector_space(local_translation) |         model.transform.translation = convert_vector_space(local_translation) | ||||||
|  |  | ||||||
|   | |||||||
| @@ -8,6 +8,25 @@ import math | |||||||
| from mathutils import Vector, Matrix | 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): | def inject_dummy_data(model : Model): | ||||||
|     """  Adds a triangle and material to the model (scene root).  Needed to export zenasst-compatible skeletons. """ |     """  Adds a triangle and material to the model (scene root).  Needed to export zenasst-compatible skeletons. """ | ||||||
|     model.hidden = True |     model.hidden = True | ||||||
|   | |||||||
| @@ -165,19 +165,23 @@ def _read_matd(matd: Reader) -> Material: | |||||||
|  |  | ||||||
|         elif next_header == "TX0D": |         elif next_header == "TX0D": | ||||||
|             with matd.read_child() as 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": |         elif next_header == "TX1D": | ||||||
|             with matd.read_child() as 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": |         elif next_header == "TX2D": | ||||||
|             with matd.read_child() as 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": |         elif next_header == "TX3D": | ||||||
|             with matd.read_child() as tx3d: |             with matd.read_child() as tx3d: | ||||||
|                 mat.texture3 = tx3d.read_string() |                 if tx3d.bytes_remaining() > 0: | ||||||
|  |                     mat.texture3 = tx3d.read_string() | ||||||
|  |  | ||||||
|         else: |         else: | ||||||
|             matd.skip_bytes(1) |             matd.skip_bytes(1) | ||||||
| @@ -203,7 +207,9 @@ def _read_modl(modl: Reader, materials_list: List[Material]) -> Model: | |||||||
|  |  | ||||||
|                 global model_counter |                 global model_counter | ||||||
|                 global mndx_remap |                 global mndx_remap | ||||||
|                 mndx_remap[index] = model_counter |  | ||||||
|  |                 if index not in mndx_remap: | ||||||
|  |                     mndx_remap[index] = model_counter | ||||||
|  |  | ||||||
|                 model_counter += 1 |                 model_counter += 1 | ||||||
|  |  | ||||||
|   | |||||||
| @@ -195,6 +195,5 @@ def extract_scene(filepath: str, scene: Scene): | |||||||
|     for model in scene.models: |     for model in scene.models: | ||||||
|         if model.name in model_map: |         if model.name in model_map: | ||||||
|             obj = model_map[model.name] |             obj = model_map[model.name] | ||||||
|             if get_is_model_hidden(obj) and len(obj.children) == 0: |             obj.hide_set(model.hidden or get_is_model_hidden(obj)) | ||||||
|                 obj.hide_set(True) |  | ||||||
|  |  | ||||||
|   | |||||||
| @@ -9,7 +9,7 @@ from mathutils import Vector | |||||||
| from .msh_model import Model, Animation, ModelType | from .msh_model import Model, Animation, ModelType | ||||||
| from .msh_scene import Scene, SceneAABB | from .msh_scene import Scene, SceneAABB | ||||||
| from .msh_model_gather import gather_models | 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_model_triangle_strips import create_models_triangle_strips | ||||||
| from .msh_material import * | from .msh_material import * | ||||||
| from .msh_material_gather import gather_materials | 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: |                 for segment in model.geometry: | ||||||
|                     segment.triangle_strips = segment.triangles |                     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): |     if has_multiple_root_models(scene.models): | ||||||
|         scene.models = reparent_model_roots(scene.models) |         scene.models = reparent_model_roots(scene.models) | ||||||
|  |  | ||||||
|   | |||||||
		Reference in New Issue
	
	Block a user