""" 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 itertools import zip_longest from .msh_scene import Scene from .msh_model import * from .msh_model_utilities import * from .msh_utilities import * from .msh_model_gather import * from .crc import * import os def refined_skeleton_to_armature(refined_skeleton : List[Model], model_map): armature = bpy.data.armatures.new("skeleton") armature_obj = bpy.data.objects.new("skeleton", armature) bpy.context.view_layer.active_layer_collection.collection.objects.link(armature_obj) armature_obj.select_set(True) bpy.context.view_layer.objects.active = armature_obj bpy.ops.object.mode_set(mode='EDIT') for bone in refined_skeleton: edit_bone = armature.edit_bones.new(bone.name) if bone.parent: edit_bone.parent = armature.edit_bones[bone.parent] edit_bone.head = model_map[bone.name].matrix_world.translation bone_children = [b for b in get_model_children(bone, refined_skeleton)] if bone_children: edit_bone.tail = Vector((0.0,0.0,0.0)) for bone_child in bone_children: edit_bone.tail += model_map[bone_child.name].matrix_world.translation edit_bone.tail = edit_bone.tail / len(bone_children) else: edit_bone.tail = model_map[bone.name].matrix_world @ Vector((-0.2,0.0,0.0)) bpy.ops.object.mode_set(mode='OBJECT') armature_obj.select_set(True) bpy.context.view_layer.update() def extract_refined_skeleton(scene: Scene): model_dict = {} children_dict = {} skeleton_models = [] for model in scene.models: model_dict[model.name] = model children_dict[model.name] = [] for model in scene.models: if model.parent: children_dict[model.parent].append(model) if crc(model.name) in scene.skeleton: skeleton_models.append(model) refined_skeleton_models = [] for bone in skeleton_models: if bone.parent: curr_ancestor = model_dict[bone.parent] stacked_transform = model_transform_to_matrix(bone.transform) while True: if crc(curr_ancestor.name) in scene.skeleton or "dummyroot" in curr_ancestor.name.lower(): new_model = Model() new_model.name = bone.name new_model.parent = curr_ancestor.name if "dummyroot" not in curr_ancestor.name.lower() else "" loc, rot, _ = stacked_transform.decompose() new_model.transform.rotation = rot new_model.transform.translation = loc refined_skeleton_models.append(new_model) break else: curr_ancestor = model_dict[curr_ancestor.parent] stacked_transform = model_transform_to_matrix(curr_ancestor.transform) @ stacked_transform return sort_by_parent(refined_skeleton_models) def extract_models(scene: Scene, materials_map): model_map = {} for model in sort_by_parent(scene.models): new_obj = None if model.name.startswith("p_") or "collision" in model.name or model.name.startswith("c_") or model.name.startswith("sv_"): continue if model.model_type == ModelType.STATIC or model.model_type == ModelType.SKIN: new_mesh = bpy.data.meshes.new(model.name) verts = [] faces = [] offset = 0 mat_name = "" full_texcoords = [] weights_offsets = {} for i,seg in enumerate(model.geometry): if i == 0: mat_name = seg.material_name verts += [tuple(convert_vector_space(v)) for v in seg.positions] if seg.weights: weights_offsets[offset] = seg.weights if seg.texcoords is not None: full_texcoords += seg.texcoords else: full_texcoords += [(0.0,0.0) for _ in range(len(seg.positions))] faces += [tuple([ind + offset for ind in tri]) for tri in seg.triangles] offset += len(seg.positions) new_mesh.from_pydata(verts, [], faces) new_mesh.update() new_mesh.validate() 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: mesh_face = faces[edit_mesh_face.index] for i,loop in enumerate(edit_mesh_face.loops): texcoord = full_texcoords[mesh_face[i]] loop[uvlayer].uv = tuple([texcoord.x, texcoord.y]) edit_mesh.to_mesh(new_mesh) edit_mesh.free() new_obj = bpy.data.objects.new(new_mesh.name, new_mesh) for offset in weights_offsets: vertex_groups_indicies = {} for i, weight_set in enumerate(weights_offsets[offset]): for weight in weight_set: index = weight[0] 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[1], 'ADD') ''' Assign Materials - will do per segment later... ''' if mat_name: material = materials_map[mat_name] if new_obj.data.materials: new_obj.data.materials[0] = material else: 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) bpy.context.collection.objects.link(new_obj) return model_map def extract_materials(folder_path: str, scene: Scene) -> Dict[str,bpy.types.Material]: extracted_materials = {} for material_name in scene.materials.keys(): new_mat = bpy.data.materials.new(name=material_name) new_mat.use_nodes = True bsdf = new_mat.node_tree.nodes["Principled BSDF"] tex_path_def = os.path.join(folder_path, scene.materials[material_name].texture0) tex_path_alt = os.path.join(folder_path, "PC", scene.materials[material_name].texture0) tex_path = tex_path_def if os.path.exists(tex_path_def) else tex_path_alt if os.path.exists(tex_path): texImage = new_mat.node_tree.nodes.new('ShaderNodeTexImage') texImage.image = bpy.data.images.load(tex_path) new_mat.node_tree.links.new(bsdf.inputs['Base Color'], texImage.outputs['Color']) extracted_materials[material_name] = new_mat return extracted_materials def extract_scene(filepath: str, scene: Scene): folder = os.path.join(os.path.dirname(filepath),"") matmap = extract_materials(folder,scene) if scene.skeleton: #print("Skeleton models: ") for model in scene.models: if crc(model.name) in scene.skeleton: pass#print("\tName: " + model.name + " Parent: " + model.parent) model_map = extract_models(scene, matmap) skel = extract_refined_skeleton(scene) refined_skeleton_to_armature(skel, model_map)