5 Commits

4 changed files with 141 additions and 47 deletions

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@@ -47,6 +47,7 @@ class FillSWBFMaterialProperties(bpy.types.Operator):
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
@@ -71,6 +72,7 @@ class FillSWBFMaterialProperties(bpy.types.Operator):
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:
@@ -124,6 +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):
@@ -170,7 +173,6 @@ to provide an exact emulation"""
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'
@@ -181,17 +183,30 @@ to provide an exact emulation"""
bsdf.inputs["Roughness"].default_value = 1.0
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)
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)
if mat_props.glow:
else:
emission = material.node_tree.nodes.new("ShaderNodeEmission")
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])
surface_output_nodes.append(tuple(("Emission", emission)))
surface_output_nodes.append(("Emission", emission))
surfaces_output = None
if (len(surface_output_nodes) == 1):
@@ -261,7 +276,7 @@ to provide an exact emulation"""
# Clear all anims in all cases
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:
@@ -288,7 +303,7 @@ to provide an exact emulation"""
# Don't know how to set interpolation when adding keyframes
# 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 kf in fcurve.keyframe_points.values():
kf.interpolation = 'LINEAR'

View File

@@ -32,32 +32,54 @@ 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()
# 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 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())
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
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 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.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
@@ -82,10 +104,19 @@ 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()
@@ -98,9 +129,6 @@ 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)
@@ -109,9 +137,7 @@ def gather_models(apply_modifiers: bool, export_target: str, skeleton_only: bool
# 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 +153,7 @@ 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. """
@@ -148,7 +174,7 @@ def create_mesh_geometry(mesh: bpy.types.Mesh, has_weights: bool) -> List[Geomet
for segment in segments:
segment.colors = []
if has_weights:
if valid_vgroup_indices:
for segment in segments:
segment.weights = []
@@ -185,8 +211,9 @@ def create_mesh_geometry(mesh: bpy.types.Mesh, has_weights: bool) -> List[Geomet
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)
@@ -213,8 +240,7 @@ def create_mesh_geometry(mesh: bpy.types.Mesh, has_weights: bool) -> List[Geomet
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 +259,29 @@ 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
@@ -311,6 +354,14 @@ 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 +371,6 @@ 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!")

View File

@@ -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

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@@ -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)