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12 Commits

Author SHA1 Message Date
PrismaticFlower 2b60f0d2a6
Merge pull request #12 from LeovanGit/vertex-color
Fix vertex colors export
2023-10-31 08:45:19 +13:00
LeovanGit 8d5c701b86 fix vertex colors export 2023-10-30 12:46:07 +03:00
PrismaticFlower c072c9e56d update version number 2023-10-29 11:22:51 +13:00
PrismaticFlower 2421ba70c2
Merge pull request #10 from LeovanGit/vertex-colors
Vertex Colors
2023-10-29 11:16:18 +13:00
PrismaticFlower ae42cda6ab Skip adding color attributes when unneeded
This is a very small change to skip adding the vertex colours to the Blender mesh if no segment of the geometry being loaded has vertex colours.
2023-10-29 11:13:12 +13:00
LeovanGit 0ac921d855 Add vertex colors to blender + fix unpack_color() 2023-10-27 23:05:05 +03:00
Will 806a7cc060
Merge pull request #8 from maximstewart/master
Add Animation Import(s) to NLA Track List
2023-10-01 08:43:52 -07:00
itdominator d1d83d39af Partial Revert: Animation Track patch cleanup 2023-06-02 22:27:58 -05:00
itdominator 1ec4332576 Animation Track patch cleanup 2023-06-02 21:49:24 -05:00
itdominator 125ad2792c Fixed import of animations to allow for bulk import 2023-05-28 17:18:50 -05:00
William Herald Snyder f451be4d18 Check number of bytes remaining before reading texture strings 2022-10-29 12:59:11 -04:00
William Herald Snyder 613cb20678 Many msh files (e.g. those in BFX) have multiple models assigned to the same index (MNDX). Indices should be linked only to the first model that uses them to ensure proper skinning. 2022-10-09 13:55:24 -04:00
7 changed files with 58 additions and 34 deletions

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@ -1,7 +1,7 @@
bl_info = {
'name': 'SWBF .msh Import-Export',
'author': 'Will Snyder, SleepKiller',
"version": (1, 0, 0),
'author': 'Will Snyder, PrismaticFlower',
"version": (1, 3, 0),
'blender': (2, 80, 0),
'location': 'File > Import-Export',
'description': 'Export as SWBF .msh file',
@ -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.
@ -124,7 +124,7 @@ class ExportMSH(Operator, ExportHelper):
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
@ -141,7 +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:
@ -162,14 +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,
)
@ -181,7 +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
)
@ -193,9 +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:

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@ -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

@ -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, action.frame_range[0], action)

View File

@ -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]
@ -129,6 +135,10 @@ def model_to_mesh_object(model: Model, scene : Scene, materials_map : Dict[str,
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

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@ -179,7 +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 = []
@ -215,8 +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:
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:
@ -245,7 +247,9 @@ 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))
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

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@ -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

@ -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]