Compare commits
15 Commits
Author | SHA1 | Date |
---|---|---|
PrismaticFlower | 2b60f0d2a6 | |
LeovanGit | 8d5c701b86 | |
PrismaticFlower | c072c9e56d | |
PrismaticFlower | 2421ba70c2 | |
PrismaticFlower | ae42cda6ab | |
LeovanGit | 0ac921d855 | |
Will | 806a7cc060 | |
itdominator | d1d83d39af | |
itdominator | 1ec4332576 | |
itdominator | 125ad2792c | |
William Herald Snyder | f451be4d18 | |
William Herald Snyder | 613cb20678 | |
William Herald Snyder | 432c9ff380 | |
William Herald Snyder | ba762d9548 | |
William Herald Snyder | b120b74cd4 |
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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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@ -13,9 +13,9 @@ bl_info = {
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}
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# Taken from glTF-Blender-IO, because I do not understand Python that well
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# (this is the first thing of substance I've created in it) and just wanted
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# (this is the first thing of substance I've created in it) and just wanted
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# script reloading to work.
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#
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#
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# https://github.com/KhronosGroup/glTF-Blender-IO
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#
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# Copyright 2018-2019 The glTF-Blender-IO authors.
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@ -118,8 +118,13 @@ 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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generate_triangle_strips=self.generate_triangle_strips,
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apply_modifiers=self.apply_modifiers,
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export_target=self.export_target,
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skel_only=self.animation_export != 'NONE') # Exclude geometry data (except root stuff) if we're doing anims
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@ -136,7 +141,7 @@ class ExportMSH(Operator, ExportHelper):
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set_scene_animation(scene, armature_obj)
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write_scene_to_file(self.filepath, scene)
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elif self.animation_export == 'BATCH':
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elif self.animation_export == 'BATCH':
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export_dir = self.filepath if os.path.isdir(self.filepath) else os.path.dirname(self.filepath)
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for action in bpy.data.actions:
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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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@ -188,9 +193,9 @@ class ImportMSH(Operator, ImportHelper):
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if filepath.endswith(".zaabin") or filepath.endswith(".zaa"):
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extract_and_apply_munged_anim(filepath)
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else:
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with open(filepath, 'rb') as input_file:
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with open(filepath, 'rb') as input_file:
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scene = read_scene(input_file, self.animation_only)
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if not self.animation_only:
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extract_scene(filepath, scene)
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else:
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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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@ -47,7 +50,7 @@ def extract_and_apply_anim(filename : str, scene : Scene):
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arma.animation_data_create()
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# Record the starting transforms of each bone. Pose space is relative
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# Record the starting transforms of each bone. Pose space is relative
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# to bones starting transforms. Starting = in edit mode
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bone_bind_poses = {}
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@ -56,7 +59,7 @@ def extract_and_apply_anim(filename : str, scene : Scene):
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for edit_bone in arma.data.edit_bones:
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if edit_bone.parent:
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bone_local = edit_bone.parent.matrix.inverted() @ edit_bone.matrix
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bone_local = edit_bone.parent.matrix.inverted() @ edit_bone.matrix
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else:
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bone_local = arma.matrix_local @ edit_bone.matrix
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@ -72,8 +75,8 @@ def extract_and_apply_anim(filename : str, scene : Scene):
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translation_frames, rotation_frames = scene.animation.bone_frames[to_crc(bone.name)]
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loc_data_path = "pose.bones[\"{}\"].location".format(bone.name)
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rot_data_path = "pose.bones[\"{}\"].rotation_quaternion".format(bone.name)
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loc_data_path = "pose.bones[\"{}\"].location".format(bone.name)
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rot_data_path = "pose.bones[\"{}\"].rotation_quaternion".format(bone.name)
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fcurve_rot_w = action.fcurves.new(rot_data_path, index=0, action_group=bone.name)
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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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@ -40,6 +40,7 @@ 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 +59,7 @@ 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 +78,11 @@ 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 +118,6 @@ 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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@ -129,6 +135,10 @@ 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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@ -73,7 +73,7 @@ class Model:
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name: str = "Model"
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parent: str = ""
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model_type: ModelType = ModelType.NULL
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hidden: bool = True
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hidden: bool = False
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transform: ModelTransform = field(default_factory=ModelTransform)
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@ -40,6 +40,10 @@ def gather_models(apply_modifiers: bool, export_target: str, skeleton_only: bool
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# Here we just keep track of all names, regardless of origin
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exported_object_names: Set[str] = set()
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# Me must keep track of hidden objects separately because
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# evaluated_get clears hidden status
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blender_objects_to_hide: Set[str] = set()
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# Armature must be processed before everything else!
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# In this loop we also build a set of names of all objects
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@ -47,6 +51,10 @@ def gather_models(apply_modifiers: bool, export_target: str, skeleton_only: bool
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# groups that do not reference exported objects in the main
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# model building loop below this one.
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for uneval_obj in select_objects(export_target):
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if get_is_model_hidden(uneval_obj):
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blender_objects_to_hide.add(uneval_obj.name)
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if uneval_obj.type == "ARMATURE" and not armature_found:
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# Keep track of the armature, we don't want to process > 1!
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armature_found = uneval_obj.evaluated_get(depsgraph) if apply_modifiers else uneval_obj
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@ -80,7 +88,6 @@ def gather_models(apply_modifiers: bool, export_target: str, skeleton_only: bool
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model = Model()
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model.name = obj.name
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model.model_type = ModelType.NULL if skeleton_only else get_model_type(obj, armature_found)
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model.hidden = get_is_model_hidden(obj)
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transform = obj.matrix_local
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@ -133,6 +140,8 @@ def gather_models(apply_modifiers: bool, export_target: str, skeleton_only: bool
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if get_is_collision_primitive(obj):
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model.collisionprimitive = get_collision_primitive(obj)
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model.hidden = model.name in blender_objects_to_hide
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models_list.append(model)
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# We removed all composite bones after looking through the objects,
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@ -170,7 +179,7 @@ def create_mesh_geometry(mesh: bpy.types.Mesh, valid_vgroup_indices: Set[int]) -
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vertex_remap: List[Dict[Tuple[int, int], int]] = [dict() for i in range(material_count)]
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polygons: List[Set[int]] = [set() for i in range(material_count)]
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if mesh.vertex_colors.active is not None:
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if mesh.color_attributes.active_color is not None:
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for segment in segments:
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segment.colors = []
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@ -206,8 +215,10 @@ def create_mesh_geometry(mesh: bpy.types.Mesh, valid_vgroup_indices: Set[int]) -
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yield mesh.uv_layers.active.data[loop_index].uv.y
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if segment.colors is not None:
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for v in mesh.vertex_colors.active.data[loop_index].color:
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yield v
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data_type = mesh.color_attributes.active_color.data_type
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if data_type == "FLOAT_COLOR" or data_type == "BYTE_COLOR":
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for v in mesh.color_attributes.active_color.data[vertex_index].color:
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yield v
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if segment.weights is not None:
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for v in mesh.vertices[vertex_index].groups:
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@ -236,7 +247,9 @@ def create_mesh_geometry(mesh: bpy.types.Mesh, valid_vgroup_indices: Set[int]) -
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segment.texcoords.append(mesh.uv_layers.active.data[loop_index].uv.copy())
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if segment.colors is not None:
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segment.colors.append(list(mesh.vertex_colors.active.data[loop_index].color))
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data_type = mesh.color_attributes.active_color.data_type
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if data_type == "FLOAT_COLOR" or data_type == "BYTE_COLOR":
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segment.colors.append(list(mesh.color_attributes.active_color.data[vertex_index].color))
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if segment.weights is not None:
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groups = mesh.vertices[vertex_index].groups
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@ -290,6 +303,9 @@ def get_model_type(obj: bpy.types.Object, armature_found: bpy.types.Object) -> M
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def get_is_model_hidden(obj: bpy.types.Object) -> bool:
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""" Gets if a Blender object should be marked as hidden in the .msh file. """
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if obj.hide_get():
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return True
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name = obj.name.lower()
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if name.startswith("c_"):
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@ -482,6 +498,7 @@ def expand_armature(armature: bpy.types.Object) -> Dict[str, Model]:
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model.model_type = ModelType.BONE if bone.name in proper_BONES else ModelType.NULL
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model.name = bone.name
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model.hidden = True
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model.transform.rotation = convert_rotation_space(local_rotation)
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model.transform.translation = convert_vector_space(local_translation)
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@ -165,19 +165,23 @@ def _read_matd(matd: Reader) -> Material:
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elif next_header == "TX0D":
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with matd.read_child() as tx0d:
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mat.texture0 = tx0d.read_string()
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if tx0d.bytes_remaining() > 0:
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mat.texture0 = tx0d.read_string()
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elif next_header == "TX1D":
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with matd.read_child() as tx1d:
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mat.texture1 = tx1d.read_string()
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if tx1d.bytes_remaining() > 0:
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mat.texture1 = tx1d.read_string()
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elif next_header == "TX2D":
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with matd.read_child() as tx2d:
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mat.texture2 = tx2d.read_string()
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if tx2d.bytes_remaining() > 0:
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mat.texture2 = tx2d.read_string()
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elif next_header == "TX3D":
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with matd.read_child() as tx3d:
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mat.texture3 = tx3d.read_string()
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if tx3d.bytes_remaining() > 0:
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mat.texture3 = tx3d.read_string()
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else:
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matd.skip_bytes(1)
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@ -203,7 +207,9 @@ def _read_modl(modl: Reader, materials_list: List[Material]) -> Model:
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global model_counter
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global mndx_remap
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mndx_remap[index] = model_counter
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if index not in mndx_remap:
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mndx_remap[index] = model_counter
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model_counter += 1
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|
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@ -195,6 +195,5 @@ def extract_scene(filepath: str, scene: Scene):
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for model in scene.models:
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if model.name in model_map:
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obj = model_map[model.name]
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if get_is_model_hidden(obj) and len(obj.children) == 0:
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obj.hide_set(True)
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obj.hide_set(model.hidden or get_is_model_hidden(obj))
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|
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@ -39,12 +39,9 @@ def pack_color(color) -> int:
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return packed
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def unpack_color(color: int) -> List[float]:
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mask = int(0x000000ff)
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r = (color & (mask << 16)) / 255.0
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g = (color & (mask << 8)) / 255.0
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b = (color & mask) / 255.0
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a = (color & (mask << 24)) / 255.0
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r = (color >> 16 & 0xFF) / 255.0
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g = (color >> 8 & 0xFF) / 255.0
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b = (color >> 0 & 0xFF) / 255.0
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a = (color >> 24 & 0xFF) / 255.0
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return [r,g,b,a]
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|
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Loading…
Reference in New Issue