5 Commits

6 changed files with 36 additions and 10 deletions

View File

@@ -1,7 +1,7 @@
bl_info = {
'name': 'SWBF .msh Import-Export',
'author': 'Will Snyder, SleepKiller',
"version": (1, 0, 0),
"version": (1, 2, 1),
'blender': (2, 80, 0),
'location': 'File > Import-Export',
'description': 'Export as SWBF .msh file',
@@ -118,6 +118,11 @@ 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,
apply_modifiers=self.apply_modifiers,

View File

@@ -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)

View File

@@ -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)

View File

@@ -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,
@@ -290,6 +299,9 @@ 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 +494,7 @@ def expand_armature(armature: bpy.types.Object) -> Dict[str, Model]:
model.model_type = ModelType.BONE if bone.name in proper_BONES else ModelType.NULL
model.name = bone.name
model.hidden = True
model.transform.rotation = convert_rotation_space(local_rotation)
model.transform.translation = convert_vector_space(local_translation)

View File

@@ -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

View File

@@ -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))