""" Gathers the Blender objects from the current scene and returns them as a list of Model objects. """ import bpy import bmesh import math from enum import Enum from typing import List, Set, Dict, Tuple from .msh_scene import Scene from .msh_material_to_blend import * from .msh_model import * from .msh_skeleton_utilities import * from .msh_model_gather import get_is_model_hidden from .crc import * import os # Extracts and applies anims in the scene to the currently selected armature def extract_and_apply_anim(filename : str, scene : Scene): arma = bpy.context.view_layer.objects.active if not arma or arma.type != 'ARMATURE': raise Exception("Select an armature to attach the imported animation to!") 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] action = bpy.data.actions.new(anim_name) action.use_fake_user = True if not arma.animation_data: arma.animation_data_create() # Record the starting transforms of each bone. Pose space is relative # to bones starting transforms. Starting = in edit mode bone_bind_poses = {} bpy.context.view_layer.objects.active = arma bpy.ops.object.mode_set(mode='EDIT') for edit_bone in arma.data.edit_bones: if edit_bone.parent: bone_local = edit_bone.parent.matrix.inverted() @ edit_bone.matrix else: bone_local = arma.matrix_local @ edit_bone.matrix bone_bind_poses[edit_bone.name] = bone_local.inverted() bpy.ops.object.mode_set(mode='OBJECT') for bone in arma.pose.bones: if to_crc(bone.name) in scene.animation.bone_frames: bind_mat = bone_bind_poses[bone.name] 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) fcurve_rot_w = action.fcurves.new(rot_data_path, index=0, action_group=bone.name) fcurve_rot_x = action.fcurves.new(rot_data_path, index=1, action_group=bone.name) fcurve_rot_y = action.fcurves.new(rot_data_path, index=2, action_group=bone.name) fcurve_rot_z = action.fcurves.new(rot_data_path, index=3, action_group=bone.name) for frame in rotation_frames: i = frame.index q = (bind_mat @ convert_rotation_space(frame.rotation).to_matrix().to_4x4()).to_quaternion() fcurve_rot_w.keyframe_points.insert(i,q.w) fcurve_rot_x.keyframe_points.insert(i,q.x) fcurve_rot_y.keyframe_points.insert(i,q.y) fcurve_rot_z.keyframe_points.insert(i,q.z) fcurve_loc_x = action.fcurves.new(loc_data_path, index=0, action_group=bone.name) fcurve_loc_y = action.fcurves.new(loc_data_path, index=1, action_group=bone.name) fcurve_loc_z = action.fcurves.new(loc_data_path, index=2, action_group=bone.name) for frame in translation_frames: i = frame.index t = (bind_mat @ Matrix.Translation(convert_vector_space(frame.translation))).translation fcurve_loc_x.keyframe_points.insert(i,t.x) fcurve_loc_y.keyframe_points.insert(i,t.y) fcurve_loc_z.keyframe_points.insert(i,t.z) arma.animation_data.action = action # Create the msh hierachy. Armatures are not created here. Much of this could use some optimization... # TODO: Replace with an approach informed by existing Blender addons (io_scene_obj e.g.) def extract_models(scene: Scene, materials_map : Dict[str, bpy.types.Material]) -> Dict[str, bpy.types.Object]: # This will be filled with model names -> Blender objects and returned model_map : Dict[str, bpy.types.Object] = {} sorted_models : List[Model] = sort_by_parent(scene.models) for model in sorted_models: new_obj = None if model.model_type == ModelType.STATIC or model.model_type == ModelType.SKIN or model.model_type == ModelType.SHADOWVOLUME: new_mesh = bpy.data.meshes.new(model.name) verts = [] faces = [] offset = 0 full_texcoords = [] weights_offsets = {} face_range_to_material_index = [] materials_to_use = [] segment_index = 0 if model.geometry: def validate_segment(segment : GeometrySegment): if not segment.positions: return False if not segment.triangles and not segment.triangle_strips and not segment.polygons: return False if not segment.material_name: return False return True for seg in model.geometry: if not validate_segment(seg): continue verts += [tuple(convert_vector_space(v)) for v in seg.positions] materials_to_use.append(seg.material_name) if seg.weights: weights_offsets[offset] = seg.weights if seg.texcoords: full_texcoords += seg.texcoords else: full_texcoords += [(0.0,0.0) for _ in range(len(seg.positions))] face_range_lower = len(faces) if seg.triangles: faces += [tuple([ind + offset for ind in tri]) for tri in seg.triangles] elif seg.triangle_strips: for strip in seg.triangle_strips: for i in range(len(strip) - 2): face = tuple([offset + strip[j] for j in range(i,i+3)]) faces.append(face) elif seg.polygons: faces += [tuple([ind + offset for ind in polygon]) for polygon in seg.polygons] face_range_upper = len(faces) face_range_to_material_index.append((face_range_lower, face_range_upper, segment_index)) offset += len(seg.positions) segment_index += 1 new_mesh.from_pydata(verts, [], faces) new_mesh.update() new_mesh.validate() # If tex coords are present, add material and UV data if full_texcoords: edit_mesh = bmesh.new() edit_mesh.from_mesh(new_mesh) uvlayer = edit_mesh.loops.layers.uv.verify() for edit_mesh_face in edit_mesh.faces: face_index = edit_mesh_face.index mesh_face = faces[face_index] for frL, frU, ind in face_range_to_material_index: if face_index >= frL and face_index < frU: edit_mesh_face.material_index = ind for i,loop in enumerate(edit_mesh_face.loops): texcoord = full_texcoords[mesh_face[i]] loop[uvlayer].uv = tuple([texcoord[0], texcoord[1]]) edit_mesh.to_mesh(new_mesh) edit_mesh.free() new_obj = bpy.data.objects.new(new_mesh.name, new_mesh) vertex_groups_indicies = {} for offset in weights_offsets: for i, weight_set in enumerate(weights_offsets[offset]): for weight in weight_set: index = weight.bone if index not in vertex_groups_indicies: model_name = scene.models[index].name vertex_groups_indicies[index] = new_obj.vertex_groups.new(name=model_name) vertex_groups_indicies[index].add([offset + i], weight.weight, 'ADD') ''' Assign Material slots ''' for material_name in materials_to_use: material = materials_map[material_name] new_obj.data.materials.append(material) else: new_obj = bpy.data.objects.new(model.name, None) new_obj.empty_display_size = 1 new_obj.empty_display_type = 'PLAIN_AXES' model_map[model.name] = new_obj if model.parent: new_obj.parent = model_map[model.parent] new_obj.location = convert_vector_space(model.transform.translation) new_obj.rotation_mode = "QUATERNION" new_obj.rotation_quaternion = convert_rotation_space(model.transform.rotation) if model.collisionprimitive is not None: new_obj.swbf_msh_coll_prim.prim_type = model.collisionprimitive.shape.value bpy.context.collection.objects.link(new_obj) return model_map # TODO: Add to custom material info struct, maybe some material conversion/import? def extract_materials(folder_path: str, scene: Scene) -> Dict[str, bpy.types.Material]: extracted_materials : Dict[str, bpy.types.Material] = {} for material_name, material in scene.materials.items(): new_mat = bpy.data.materials.new(name=material_name) new_mat.use_nodes = True bsdf = new_mat.node_tree.nodes["Principled BSDF"] diffuse_texture_path = find_texture_path(folder_path, material.texture0) if diffuse_texture_path: texImage = new_mat.node_tree.nodes.new('ShaderNodeTexImage') texImage.image = bpy.data.images.load(diffuse_texture_path) new_mat.node_tree.links.new(bsdf.inputs['Base Color'], texImage.outputs['Color']) fill_material_props(material, new_mat.swbf_msh_mat) extracted_materials[material_name] = new_mat return extracted_materials def extract_scene(filepath: str, scene: Scene): folder = os.path.join(os.path.dirname(filepath),"") # material_map mapes Material names to Blender materials material_map = extract_materials(folder, scene) # model_map maps Model names to Blender objects. model_map = extract_models(scene, material_map) # skel contains all models needed in an armature skel = extract_required_skeleton(scene) # Create the armature if skel is non-empty armature = None if not skel else required_skeleton_to_armature(skel, model_map, scene) if armature is not None: preserved_skel = armature.data.swbf_msh_skel for model in scene.models: if to_crc(model.name) in scene.skeleton or model.model_type == ModelType.BONE: entry = preserved_skel.add() entry.name = model.name ''' If an armature was created, we need to do a few extra things to ensure the import makes sense in Blender. It can get a bit messy, as XSI + SWBF have very loose requirements when it comes to skin-skeleton parentage. If not, we're good. ''' if armature is not None: has_skin = False # Handle armature related parenting for curr_model in scene.models: curr_obj = model_map[curr_model.name] # Parent all skins to armature if curr_model.model_type == ModelType.SKIN: has_skin = True curr_obj.parent = armature curr_obj.parent_type = 'ARMATURE' # Parent the object to a bone if necessary else: if curr_model.parent in armature.data.bones and curr_model.name not in armature.data.bones: # Not sure what the different mats do, but saving the worldmat and # applying it after clearing the other mats yields correct results... worldmat = curr_obj.matrix_world curr_obj.parent = armature curr_obj.parent_type = 'BONE' curr_obj.parent_bone = curr_model.parent # '' curr_obj.matrix_basis = Matrix() curr_obj.matrix_parent_inverse = Matrix() curr_obj.matrix_world = worldmat ''' Sometimes skins are parented to other skins. We need to find the skin highest in the hierarchy and parent all skins to its parent (armature_reparent_obj). If not skin exists, we just reparent the armature to the parent of the highest node in the skeleton ''' armature_reparent_obj = None if has_skin: for model in sort_by_parent(scene.models): if model.model_type == ModelType.SKIN: armature_reparent_obj = None if not model.parent else model_map[model.parent] else: skeleton_parent_name = skel[0].parent for model in scene.models: if model.name == skeleton_parent_name: armature_reparent_obj = None if not skeleton_parent_name else model_map[skeleton_parent_name] # Now we reparent the armature to the node (armature_reparent_obj) we just found if armature_reparent_obj is not None and armature.name != armature_reparent_obj.name: armature.parent = armature_reparent_obj # If an bone exists in the armature, delete its # object counterpart (as created in extract_models) for bone in skel: model_to_remove = model_map[bone.name] if model_to_remove: bpy.data.objects.remove(model_to_remove, do_unlink=True) model_map.pop(bone.name) # Lastly, hide all that is hidden in the msh 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)