Compare commits
10 Commits
Author | SHA1 | Date | |
---|---|---|---|
![]() |
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',
|
||||||
@@ -118,6 +118,11 @@ 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,
|
||||||
|
@@ -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)
|
||||||
|
@@ -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