Compare commits
24 Commits
Author | SHA1 | Date | |
---|---|---|---|
3e066bbe64 | |||
![]() |
0cc8beb830 | ||
![]() |
336870ecb5 | ||
![]() |
daacdf1a5d | ||
![]() |
48c05380c6 | ||
![]() |
9f4a205f3d | ||
![]() |
216ea5d7a4 | ||
![]() |
d2c7dbd79f | ||
![]() |
6247a289e6 | ||
![]() |
2b60f0d2a6 | ||
![]() |
8d5c701b86 | ||
![]() |
c072c9e56d | ||
![]() |
2421ba70c2 | ||
![]() |
ae42cda6ab | ||
![]() |
0ac921d855 | ||
![]() |
806a7cc060 | ||
d1d83d39af | |||
1ec4332576 | |||
125ad2792c | |||
![]() |
f451be4d18 | ||
![]() |
613cb20678 | ||
![]() |
432c9ff380 | ||
![]() |
ba762d9548 | ||
![]() |
b120b74cd4 |
@ -1,8 +1,8 @@
|
||||
bl_info = {
|
||||
'name': 'SWBF .msh Import-Export',
|
||||
'author': 'Will Snyder, SleepKiller',
|
||||
"version": (1, 0, 0),
|
||||
'blender': (2, 80, 0),
|
||||
'author': 'Will Snyder, PrismaticFlower',
|
||||
"version": (1, 3, 3),
|
||||
'blender': (4, 3, 2),
|
||||
'location': 'File > Import-Export',
|
||||
'description': 'Export as SWBF .msh file',
|
||||
'warning': '',
|
||||
@ -13,9 +13,9 @@ bl_info = {
|
||||
}
|
||||
|
||||
# Taken from glTF-Blender-IO, because I do not understand Python that well
|
||||
# (this is the first thing of substance I've created in it) and just wanted
|
||||
# (this is the first thing of substance I've created in it) and just wanted
|
||||
# script reloading to work.
|
||||
#
|
||||
#
|
||||
# https://github.com/KhronosGroup/glTF-Blender-IO
|
||||
#
|
||||
# Copyright 2018-2019 The glTF-Blender-IO authors.
|
||||
@ -118,8 +118,13 @@ class ExportMSH(Operator, ExportHelper):
|
||||
|
||||
def execute(self, context):
|
||||
|
||||
if 'SELECTED' in self.export_target and len(bpy.context.selected_objects) == 0:
|
||||
raise Exception("{} was chosen, but you have not selected any objects. "
|
||||
" Don't forget to unhide all the objects you wish to select!".format(self.export_target))
|
||||
|
||||
|
||||
scene, armature_obj = create_scene(
|
||||
generate_triangle_strips=self.generate_triangle_strips,
|
||||
generate_triangle_strips=self.generate_triangle_strips,
|
||||
apply_modifiers=self.apply_modifiers,
|
||||
export_target=self.export_target,
|
||||
skel_only=self.animation_export != 'NONE') # Exclude geometry data (except root stuff) if we're doing anims
|
||||
@ -136,7 +141,7 @@ class ExportMSH(Operator, ExportHelper):
|
||||
set_scene_animation(scene, armature_obj)
|
||||
write_scene_to_file(self.filepath, scene)
|
||||
|
||||
elif self.animation_export == 'BATCH':
|
||||
elif self.animation_export == 'BATCH':
|
||||
export_dir = self.filepath if os.path.isdir(self.filepath) else os.path.dirname(self.filepath)
|
||||
|
||||
for action in bpy.data.actions:
|
||||
@ -157,14 +162,14 @@ def menu_func_export(self, context):
|
||||
|
||||
|
||||
class ImportMSH(Operator, ImportHelper):
|
||||
""" Import an SWBF .msh file. """
|
||||
""" Import SWBF .msh file(s). """
|
||||
|
||||
bl_idname = "swbf_msh.import"
|
||||
bl_label = "Import SWBF .msh File(s)"
|
||||
filename_ext = ".msh"
|
||||
|
||||
files: CollectionProperty(
|
||||
name="File Path",
|
||||
name="File Path(s)",
|
||||
type=bpy.types.OperatorFileListElement,
|
||||
)
|
||||
|
||||
@ -176,7 +181,7 @@ class ImportMSH(Operator, ImportHelper):
|
||||
|
||||
animation_only: BoolProperty(
|
||||
name="Import Animation(s)",
|
||||
description="Import on or more animations from the selected files and append each as a new Action to currently selected Armature.",
|
||||
description="Import one or more animations from the selected files and append each as a new Action to currently selected Armature.",
|
||||
default=False
|
||||
)
|
||||
|
||||
@ -188,9 +193,9 @@ class ImportMSH(Operator, ImportHelper):
|
||||
if filepath.endswith(".zaabin") or filepath.endswith(".zaa"):
|
||||
extract_and_apply_munged_anim(filepath)
|
||||
else:
|
||||
with open(filepath, 'rb') as input_file:
|
||||
with open(filepath, 'rb') as input_file:
|
||||
scene = read_scene(input_file, self.animation_only)
|
||||
|
||||
|
||||
if not self.animation_only:
|
||||
extract_scene(filepath, scene)
|
||||
else:
|
||||
@ -256,4 +261,4 @@ def unregister():
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
register()
|
||||
register()
|
@ -138,6 +138,9 @@ class Reader:
|
||||
def how_much_left(self, pos):
|
||||
return self.end_pos - pos
|
||||
|
||||
def bytes_remaining(self):
|
||||
return self.end_pos - self.file.tell()
|
||||
|
||||
def skip_until(self, header):
|
||||
while (self.could_have_child() and header not in self.peak_next_header()):
|
||||
self.skip_bytes(1)
|
||||
|
@ -67,7 +67,7 @@ def extract_anim(armature: bpy.types.Armature, root_name: str) -> Animation:
|
||||
|
||||
for frame in range(num_frames):
|
||||
|
||||
frame_time = framerange.x + frame * increment
|
||||
frame_time = int(framerange.x + frame * increment)
|
||||
bpy.context.scene.frame_set(frame_time)
|
||||
|
||||
for keyable_bone in keyable_bones:
|
||||
|
@ -32,7 +32,6 @@ def extract_and_apply_anim(filename : str, scene : Scene):
|
||||
|
||||
if scene.animation is None:
|
||||
raise Exception("No animation found in msh file!")
|
||||
|
||||
else:
|
||||
head, tail = os.path.split(filename)
|
||||
anim_name = tail.split(".")[0]
|
||||
@ -40,6 +39,10 @@ def extract_and_apply_anim(filename : str, scene : Scene):
|
||||
if anim_name in bpy.data.actions:
|
||||
bpy.data.actions.remove(bpy.data.actions[anim_name], do_unlink=True)
|
||||
|
||||
for nt in arma.animation_data.nla_tracks:
|
||||
if anim_name == nt.strips[0].name:
|
||||
arma.animation_data.nla_tracks.remove(nt)
|
||||
|
||||
action = bpy.data.actions.new(anim_name)
|
||||
action.use_fake_user = True
|
||||
|
||||
@ -47,7 +50,7 @@ def extract_and_apply_anim(filename : str, scene : Scene):
|
||||
arma.animation_data_create()
|
||||
|
||||
|
||||
# Record the starting transforms of each bone. Pose space is relative
|
||||
# Record the starting transforms of each bone. Pose space is relative
|
||||
# to bones starting transforms. Starting = in edit mode
|
||||
bone_bind_poses = {}
|
||||
|
||||
@ -56,7 +59,7 @@ def extract_and_apply_anim(filename : str, scene : Scene):
|
||||
|
||||
for edit_bone in arma.data.edit_bones:
|
||||
if edit_bone.parent:
|
||||
bone_local = edit_bone.parent.matrix.inverted() @ edit_bone.matrix
|
||||
bone_local = edit_bone.parent.matrix.inverted() @ edit_bone.matrix
|
||||
else:
|
||||
bone_local = arma.matrix_local @ edit_bone.matrix
|
||||
|
||||
@ -72,8 +75,8 @@ def extract_and_apply_anim(filename : str, scene : Scene):
|
||||
|
||||
translation_frames, rotation_frames = scene.animation.bone_frames[to_crc(bone.name)]
|
||||
|
||||
loc_data_path = "pose.bones[\"{}\"].location".format(bone.name)
|
||||
rot_data_path = "pose.bones[\"{}\"].rotation_quaternion".format(bone.name)
|
||||
loc_data_path = "pose.bones[\"{}\"].location".format(bone.name)
|
||||
rot_data_path = "pose.bones[\"{}\"].rotation_quaternion".format(bone.name)
|
||||
|
||||
|
||||
fcurve_rot_w = action.fcurves.new(rot_data_path, index=0, action_group=bone.name)
|
||||
@ -103,4 +106,5 @@ def extract_and_apply_anim(filename : str, scene : Scene):
|
||||
fcurve_loc_z.keyframe_points.insert(i,t.z)
|
||||
|
||||
arma.animation_data.action = action
|
||||
|
||||
track = arma.animation_data.nla_tracks.new()
|
||||
track.strips.new(action.name, int(action.frame_range[0]), action)
|
@ -180,8 +180,10 @@ to provide an exact emulation"""
|
||||
|
||||
texture_input_nodes.append(texImage)
|
||||
|
||||
specular_key = "Specular" if bpy.app.version < (4, 0, 0) else "Specular IOR Level"
|
||||
|
||||
bsdf.inputs["Roughness"].default_value = 1.0
|
||||
bsdf.inputs["Specular"].default_value = 0.0
|
||||
bsdf.inputs[specular_key].default_value = 0.0
|
||||
|
||||
material.use_backface_culling = not bool(mat_props.doublesided)
|
||||
|
||||
|
@ -40,6 +40,7 @@ def model_to_mesh_object(model: Model, scene : Scene, materials_map : Dict[str,
|
||||
vertex_positions = []
|
||||
vertex_uvs = []
|
||||
vertex_normals = []
|
||||
vertex_colors = []
|
||||
|
||||
# Keeps track of which vertices each group of weights affects
|
||||
# i.e. maps offset of vertices -> weights that affect them
|
||||
@ -58,6 +59,7 @@ def model_to_mesh_object(model: Model, scene : Scene, materials_map : Dict[str,
|
||||
|
||||
|
||||
if model.geometry:
|
||||
geometry_has_colors = any(segment.colors for segment in model.geometry)
|
||||
|
||||
for segment in model.geometry:
|
||||
|
||||
@ -76,6 +78,11 @@ def model_to_mesh_object(model: Model, scene : Scene, materials_map : Dict[str,
|
||||
if segment.normals:
|
||||
vertex_normals += [tuple(convert_vector_space(n)) for n in segment.normals]
|
||||
|
||||
if segment.colors:
|
||||
vertex_colors.extend(segment.colors)
|
||||
elif geometry_has_colors:
|
||||
[vertex_colors.extend([0.0, 0.0, 0.0, 1.0]) for _ in range(len(segment.positions))]
|
||||
|
||||
if segment.weights:
|
||||
vertex_weights_offsets[polygon_index_offset] = segment.weights
|
||||
|
||||
@ -111,7 +118,6 @@ def model_to_mesh_object(model: Model, scene : Scene, materials_map : Dict[str,
|
||||
blender_mesh.vertices.add(len(vertex_positions))
|
||||
blender_mesh.vertices.foreach_set("co", [component for vertex_position in vertex_positions for component in vertex_position])
|
||||
|
||||
|
||||
# LOOPS
|
||||
|
||||
flat_indices = [index for polygon in polygons for index in polygon]
|
||||
@ -122,13 +128,16 @@ def model_to_mesh_object(model: Model, scene : Scene, materials_map : Dict[str,
|
||||
blender_mesh.loops.foreach_set("vertex_index", flat_indices)
|
||||
|
||||
# Normals
|
||||
blender_mesh.create_normals_split()
|
||||
blender_mesh.loops.foreach_set("normal", [component for i in flat_indices for component in vertex_normals[i]])
|
||||
|
||||
# UVs
|
||||
blender_mesh.uv_layers.new(do_init=False)
|
||||
blender_mesh.uv_layers[0].data.foreach_set("uv", [component for i in flat_indices for component in vertex_uvs[i]])
|
||||
|
||||
# Colors
|
||||
if geometry_has_colors:
|
||||
blender_mesh.color_attributes.new("COLOR0", "FLOAT_COLOR", "POINT")
|
||||
blender_mesh.color_attributes[0].data.foreach_set("color", vertex_colors)
|
||||
|
||||
|
||||
# POLYGONS/FACES
|
||||
@ -165,7 +174,6 @@ def model_to_mesh_object(model: Model, scene : Scene, materials_map : Dict[str,
|
||||
reset_normals = [0.0] * (len(blender_mesh.loops) * 3)
|
||||
blender_mesh.loops.foreach_get("normal", reset_normals)
|
||||
blender_mesh.normals_split_custom_set(tuple(zip(*(iter(reset_normals),) * 3)))
|
||||
blender_mesh.use_auto_smooth = True
|
||||
|
||||
|
||||
blender_mesh_object = bpy.data.objects.new(model.name, blender_mesh)
|
||||
@ -188,4 +196,3 @@ def model_to_mesh_object(model: Model, scene : Scene, materials_map : Dict[str,
|
||||
|
||||
|
||||
return blender_mesh_object
|
||||
|
||||
|
@ -73,7 +73,7 @@ class Model:
|
||||
name: str = "Model"
|
||||
parent: str = ""
|
||||
model_type: ModelType = ModelType.NULL
|
||||
hidden: bool = True
|
||||
hidden: bool = False
|
||||
|
||||
transform: ModelTransform = field(default_factory=ModelTransform)
|
||||
|
||||
|
@ -40,6 +40,10 @@ def gather_models(apply_modifiers: bool, export_target: str, skeleton_only: bool
|
||||
# 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
|
||||
@ -47,6 +51,10 @@ def gather_models(apply_modifiers: bool, export_target: str, skeleton_only: bool
|
||||
# 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
|
||||
@ -80,7 +88,6 @@ def gather_models(apply_modifiers: bool, export_target: str, skeleton_only: bool
|
||||
model = Model()
|
||||
model.name = obj.name
|
||||
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
|
||||
|
||||
@ -133,6 +140,8 @@ def gather_models(apply_modifiers: bool, export_target: str, skeleton_only: bool
|
||||
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,
|
||||
@ -170,7 +179,7 @@ def create_mesh_geometry(mesh: bpy.types.Mesh, valid_vgroup_indices: Set[int]) -
|
||||
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 = []
|
||||
|
||||
@ -206,7 +215,10 @@ def create_mesh_geometry(mesh: bpy.types.Mesh, valid_vgroup_indices: Set[int]) -
|
||||
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:
|
||||
active_color = mesh.color_attributes.active_color
|
||||
data_index = loop_index if active_color.domain == "CORNER" else vertex_index
|
||||
|
||||
for v in mesh.color_attributes.active_color.data[data_index].color:
|
||||
yield v
|
||||
|
||||
if segment.weights is not None:
|
||||
@ -236,7 +248,10 @@ def create_mesh_geometry(mesh: bpy.types.Mesh, valid_vgroup_indices: Set[int]) -
|
||||
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))
|
||||
active_color = mesh.color_attributes.active_color
|
||||
data_index = loop_index if active_color.domain == "CORNER" else vertex_index
|
||||
|
||||
segment.colors.append(list(active_color.data[data_index].color))
|
||||
|
||||
if segment.weights is not None:
|
||||
groups = mesh.vertices[vertex_index].groups
|
||||
@ -290,6 +305,9 @@ def get_model_type(obj: bpy.types.Object, armature_found: bpy.types.Object) -> M
|
||||
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_"):
|
||||
@ -482,6 +500,7 @@ 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)
|
||||
|
||||
|
@ -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
|
||||
|
||||
|
@ -195,6 +195,5 @@ 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))
|
||||
|
||||
|
@ -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]
|
||||
|
Loading…
Reference in New Issue
Block a user