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			v1.2.2
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			2b60f0d2a6
		
	
	| Author | SHA1 | Date | |
|---|---|---|---|
|   | 2b60f0d2a6 | ||
|   | 8d5c701b86 | ||
|   | c072c9e56d | ||
|   | 2421ba70c2 | ||
|   | ae42cda6ab | ||
|   | 0ac921d855 | ||
|   | 806a7cc060 | ||
| d1d83d39af | |||
| 1ec4332576 | |||
| 125ad2792c | 
| @@ -1,7 +1,7 @@ | ||||
| bl_info = { | ||||
|     'name': 'SWBF .msh Import-Export', | ||||
|     'author': 'Will Snyder, SleepKiller', | ||||
|     "version": (1, 2, 1), | ||||
|     '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: | ||||
|   | ||||
| @@ -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) | ||||
|   | ||||
| @@ -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 | ||||
|   | ||||
| @@ -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 | ||||
|   | ||||
| @@ -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] | ||||
|   | ||||
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