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v1.2.0-rc
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wip/shadow
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2
.gitignore
vendored
2
.gitignore
vendored
@@ -1,6 +1,8 @@
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.DS_Store
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*.msh
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*.swp
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# Created by https://www.gitignore.io/api/python,visualstudiocode
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# Edit at https://www.gitignore.io/?templates=python,visualstudiocode
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@@ -1,7 +1,7 @@
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bl_info = {
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'name': 'SWBF .msh Import-Export',
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'author': 'Will Snyder, SleepKiller',
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"version": (1, 0, 0),
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'author': 'Will Snyder, PrismaticFlower',
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"version": (1, 3, 0),
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'blender': (2, 80, 0),
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'location': 'File > Import-Export',
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'description': 'Export as SWBF .msh file',
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@@ -118,6 +118,11 @@ class ExportMSH(Operator, ExportHelper):
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def execute(self, context):
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if 'SELECTED' in self.export_target and len(bpy.context.selected_objects) == 0:
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raise Exception("{} was chosen, but you have not selected any objects. "
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" Don't forget to unhide all the objects you wish to select!".format(self.export_target))
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scene, armature_obj = create_scene(
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generate_triangle_strips=self.generate_triangle_strips,
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apply_modifiers=self.apply_modifiers,
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@@ -157,14 +162,14 @@ def menu_func_export(self, context):
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class ImportMSH(Operator, ImportHelper):
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""" Import an SWBF .msh file. """
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""" Import SWBF .msh file(s). """
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bl_idname = "swbf_msh.import"
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bl_label = "Import SWBF .msh File(s)"
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filename_ext = ".msh"
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files: CollectionProperty(
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name="File Path",
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name="File Path(s)",
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type=bpy.types.OperatorFileListElement,
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)
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@@ -176,7 +181,7 @@ class ImportMSH(Operator, ImportHelper):
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animation_only: BoolProperty(
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name="Import Animation(s)",
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description="Import on or more animations from the selected files and append each as a new Action to currently selected Armature.",
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description="Import one or more animations from the selected files and append each as a new Action to currently selected Armature.",
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default=False
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)
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@@ -138,6 +138,9 @@ class Reader:
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def how_much_left(self, pos):
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return self.end_pos - pos
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def bytes_remaining(self):
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return self.end_pos - self.file.tell()
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def skip_until(self, header):
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while (self.could_have_child() and header not in self.peak_next_header()):
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self.skip_bytes(1)
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|
@@ -32,7 +32,6 @@ def extract_and_apply_anim(filename : str, scene : Scene):
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if scene.animation is None:
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raise Exception("No animation found in msh file!")
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else:
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head, tail = os.path.split(filename)
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anim_name = tail.split(".")[0]
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@@ -40,6 +39,10 @@ def extract_and_apply_anim(filename : str, scene : Scene):
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if anim_name in bpy.data.actions:
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bpy.data.actions.remove(bpy.data.actions[anim_name], do_unlink=True)
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for nt in arma.animation_data.nla_tracks:
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if anim_name == nt.strips[0].name:
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arma.animation_data.nla_tracks.remove(nt)
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action = bpy.data.actions.new(anim_name)
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action.use_fake_user = True
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@@ -103,4 +106,5 @@ def extract_and_apply_anim(filename : str, scene : Scene):
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fcurve_loc_z.keyframe_points.insert(i,t.z)
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arma.animation_data.action = action
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track = arma.animation_data.nla_tracks.new()
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track.strips.new(action.name, action.frame_range[0], action)
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@@ -47,6 +47,7 @@ class FillSWBFMaterialProperties(bpy.types.Operator):
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mat.swbf_msh_mat.doublesided = not mat.use_backface_culling
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mat.swbf_msh_mat.hardedged_transparency = (mat.blend_method == "CLIP")
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mat.swbf_msh_mat.blended_transparency = (mat.blend_method == "BLEND")
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mat.swbf_msh_mat.additive_transparency = (mat.blend_method == "ADDITIVE")
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# Below is all for filling the diffuse map/texture_0 fields
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@@ -71,6 +72,7 @@ class FillSWBFMaterialProperties(bpy.types.Operator):
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texture_node = curr_node
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break
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else:
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# Crude but good for now
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next_nodes = []
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for node_input in curr_node.inputs:
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for link in node_input.links:
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@@ -124,6 +126,7 @@ def draw_matfill_menu(self, context):
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# Creates shader nodes to emulate SWBF material properties.
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# Will probably only support for a narrow subset of properties...
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# So much fun to write this, will probably do all render types by end of October
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class GenerateMaterialNodesFromSWBFProperties(bpy.types.Operator):
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@@ -170,7 +173,6 @@ to provide an exact emulation"""
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bsdf = material.node_tree.nodes.new("ShaderNodeBsdfPrincipled")
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texImage = material.node_tree.nodes.new('ShaderNodeTexImage')
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texImage.image = bpy.data.images.load(diffuse_texture_path)
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texImage.image.alpha_mode = 'CHANNEL_PACKED'
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@@ -181,17 +183,30 @@ to provide an exact emulation"""
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bsdf.inputs["Roughness"].default_value = 1.0
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bsdf.inputs["Specular"].default_value = 0.0
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if mat_props.hardedged_transparency and not mat_props.glow:
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material.blend_method = "CLIP"
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material.node_tree.links.new(bsdf.inputs['Alpha'], texImage.outputs['Alpha'])
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material.use_backface_culling = not bool(mat_props.doublesided)
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surface_output_nodes.append(tuple(('BSDF', bsdf)))
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surface_output_nodes.append(('BSDF', bsdf))
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if not mat_props.glow:
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if mat_props.hardedged_transparency:
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material.blend_method = "CLIP"
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material.node_tree.links.new(bsdf.inputs['Alpha'], texImage.outputs['Alpha'])
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elif mat_props.blended_transparency:
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material.blend_method = "BLEND"
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material.node_tree.links.new(bsdf.inputs['Alpha'], texImage.outputs['Alpha'])
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elif mat_props.additive_transparency:
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# most complex
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transparent_bsdf = material.node_tree.nodes.new("ShaderNodeBsdfTransparent")
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add_shader = material.node_tree.nodes.new("ShaderNodeAddShader")
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material.node_tree.links.new(add_shader.inputs[0], bsdf.outputs["BSDF"])
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material.node_tree.links.new(add_shader.inputs[1], transparent_bsdf.outputs["BSDF"])
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surface_output_nodes[0] = ('Shader', add_shader)
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# Glow (adds another shader output)
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if mat_props.glow:
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else:
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emission = material.node_tree.nodes.new("ShaderNodeEmission")
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material.node_tree.links.new(emission.inputs['Color'], texImage.outputs['Color'])
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@@ -204,7 +219,7 @@ to provide an exact emulation"""
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material.node_tree.links.new(emission.inputs['Strength'], emission_strength_multiplier.outputs[0])
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surface_output_nodes.append(tuple(("Emission", emission)))
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surface_output_nodes.append(("Emission", emission))
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surfaces_output = None
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if (len(surface_output_nodes) == 1):
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@@ -261,7 +276,7 @@ to provide an exact emulation"""
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# Clear all anims in all cases
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if material.node_tree.animation_data:
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material.node_tree.animation_data.action.fcurves.clear()
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material.node_tree.animation_data_clear()
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if "SCROLL" in mat_props.rendertype:
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@@ -288,7 +303,7 @@ to provide an exact emulation"""
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# Don't know how to set interpolation when adding keyframes
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# so we must do it after the fact
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if material.node_tree.animation_data:
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if material.node_tree.animation_data and material.node_tree.animation_data.action:
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for fcurve in material.node_tree.animation_data.action.fcurves:
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for kf in fcurve.keyframe_points.values():
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kf.interpolation = 'LINEAR'
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@@ -32,7 +32,111 @@ def validate_segment_geometry(segment : GeometrySegment):
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return True
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def model_to_mesh_object(model: Model, scene : Scene, materials_map : Dict[str, bpy.types.Material]) -> bpy.types.Object:
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def get_shadow_geometry(model: Model):
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for segment in model.geometry:
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if segment.shadow_geometry is not None:
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return segment.shadow_geometry
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return None
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# SHDW mesh info is of a different form from
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# normal segment geometry
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def model_to_shadow_mesh(model: Model, shadow_geometry : ShadowGeometry):
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blender_mesh = bpy.data.meshes.new(model.name)
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# As is the case with normal geometry processing,
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# these will contain flattened lists
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vertex_positions = [convert_vector_space(position) for position in shadow_geometry.positions]
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# Vertices
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blender_mesh.vertices.add(len(vertex_positions))
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blender_mesh.vertices.foreach_set("co", [component for vertex_position in vertex_positions for component in vertex_position])
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def faces_from_half_edges(half_edges : List[Tuple[int,int,int,int]]) -> List[List[int]]:
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faces = []
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visited_edges = [False] * len(half_edges)
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for i in range(len(half_edges)):
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if visited_edges[i]:
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continue
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curr_edge = half_edges[i]
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curr_index = curr_edge[0]
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starting_index = curr_index
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face_length = 0
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face_temp = [0] * 5
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while True:
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if face_length + 1> len(face_temp):
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face_temp.append(curr_index)
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else:
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face_temp[face_length] = curr_index
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face_length += 1
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curr_edge = half_edges[curr_edge[1]]
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curr_index = curr_edge[0]
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if (curr_index == starting_index):
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break
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#print(f"Added a face of length: {face_length}")
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faces.append(face_temp[0:face_length])
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return faces
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polygons = faces_from_half_edges(shadow_geometry.edges)
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# LOOPS
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flat_indices = [index for polygon in polygons for index in polygon]
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blender_mesh.loops.add(len(flat_indices))
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# Position indices
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blender_mesh.loops.foreach_set("vertex_index", flat_indices)
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# POLYGONS/FACES
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blender_mesh.polygons.add(len(polygons))
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# Indices of starting loop for each polygon
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polygon_loop_start_indices = [0] * len(polygons)
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current_polygon_start_index = 0
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# Number of loops in this polygon. Polygon i will use
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# loops from polygon_loop_start_indices[i] to
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# polygon_loop_start_indices[i] + polygon_loop_totals[i]
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polygon_loop_totals = [0] * len(polygons)
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for i,polygon in enumerate(polygons):
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polygon_loop_start_indices[i] = current_polygon_start_index
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current_polygon_length = len(polygon)
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current_polygon_start_index += current_polygon_length
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polygon_loop_totals[i] = current_polygon_length
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blender_mesh.polygons.foreach_set("loop_start", polygon_loop_start_indices)
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blender_mesh.polygons.foreach_set("loop_total", polygon_loop_totals)
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blender_mesh.validate(clean_customdata=False)
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blender_mesh.update()
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#sv_name = model.name if model.name.startswith("sv_") else "sv_" + model.name
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blender_mesh_object = bpy.data.objects.new(model.name, blender_mesh)
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return blender_mesh_object
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def model_to_mesh(model: Model, scene: Scene, materials_map : Dict[str, bpy.types.Material]) -> bpy.types.Object:
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blender_mesh = bpy.data.meshes.new(model.name)
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@@ -40,6 +144,7 @@ def model_to_mesh_object(model: Model, scene : Scene, materials_map : Dict[str,
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vertex_positions = []
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vertex_uvs = []
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vertex_normals = []
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vertex_colors = []
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# Keeps track of which vertices each group of weights affects
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# i.e. maps offset of vertices -> weights that affect them
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@@ -58,6 +163,7 @@ def model_to_mesh_object(model: Model, scene : Scene, materials_map : Dict[str,
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if model.geometry:
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geometry_has_colors = any(segment.colors for segment in model.geometry)
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for segment in model.geometry:
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@@ -76,6 +182,11 @@ def model_to_mesh_object(model: Model, scene : Scene, materials_map : Dict[str,
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if segment.normals:
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vertex_normals += [tuple(convert_vector_space(n)) for n in segment.normals]
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if segment.colors:
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vertex_colors.extend(segment.colors)
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elif geometry_has_colors:
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[vertex_colors.extend([0.0, 0.0, 0.0, 1.0]) for _ in range(len(segment.positions))]
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if segment.weights:
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vertex_weights_offsets[polygon_index_offset] = segment.weights
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@@ -111,7 +222,6 @@ def model_to_mesh_object(model: Model, scene : Scene, materials_map : Dict[str,
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blender_mesh.vertices.add(len(vertex_positions))
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blender_mesh.vertices.foreach_set("co", [component for vertex_position in vertex_positions for component in vertex_position])
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# LOOPS
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flat_indices = [index for polygon in polygons for index in polygon]
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@@ -129,28 +239,31 @@ def model_to_mesh_object(model: Model, scene : Scene, materials_map : Dict[str,
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blender_mesh.uv_layers.new(do_init=False)
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blender_mesh.uv_layers[0].data.foreach_set("uv", [component for i in flat_indices for component in vertex_uvs[i]])
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# Colors
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if geometry_has_colors:
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blender_mesh.color_attributes.new("COLOR0", "FLOAT_COLOR", "POINT")
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blender_mesh.color_attributes[0].data.foreach_set("color", vertex_colors)
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# POLYGONS/FACES
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blender_mesh.polygons.add(len(polygons))
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# Indices of starting loop for each polygon
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polygon_loop_start_indices = []
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polygon_loop_start_indices = [0] * len(polygons)
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current_polygon_start_index = 0
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# Number of loops in this polygon. Polygon i will use
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# loops from polygon_loop_start_indices[i] to
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# polygon_loop_start_indices[i] + polygon_loop_totals[i]
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polygon_loop_totals = []
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polygon_loop_totals = [0] * len(polygons)
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for polygon in polygons:
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polygon_loop_start_indices.append(current_polygon_start_index)
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for i,polygon in enumerate(polygons):
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polygon_loop_start_indices[i] = current_polygon_start_index
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current_polygon_length = len(polygon)
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current_polygon_start_index += current_polygon_length
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polygon_loop_totals.append(current_polygon_length)
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polygon_loop_totals[i] = current_polygon_length
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blender_mesh.polygons.foreach_set("loop_start", polygon_loop_start_indices)
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blender_mesh.polygons.foreach_set("loop_total", polygon_loop_totals)
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@@ -189,3 +302,16 @@ def model_to_mesh_object(model: Model, scene : Scene, materials_map : Dict[str,
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return blender_mesh_object
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||||
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def model_to_mesh_object(model: Model, scene : Scene, materials_map : Dict[str, bpy.types.Material]) -> bpy.types.Object:
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shadow_geometry = get_shadow_geometry(model)
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if shadow_geometry is not None:
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return model_to_shadow_mesh(model, shadow_geometry)
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else:
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return model_to_mesh(model, scene, materials_map)
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||||
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|
@@ -39,6 +39,20 @@ class VertexWeight:
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weight: float = 1.0
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||||
bone: int = 0
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||||
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||||
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||||
@dataclass
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||||
class ShadowGeometry:
|
||||
""" Class representing 'SHDW' chunks. """
|
||||
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||||
# 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...
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||||
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())
|
||||
|
||||
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.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
|
||||
|
||||
@@ -382,6 +388,28 @@ def _read_segm(segm: Reader, materials_list: List[Material]) -> GeometrySegment:
|
||||
#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]
|
||||
|
Reference in New Issue
Block a user