SWBF-msh-Blender-IO/addons/io_scene_swbf_msh/msh_to_blend.py

396 lines
14 KiB
Python

""" 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):
if i % 2 == 0:
face = tuple([offset + strip[j] for j in [i,i+1,i+2]])
else:
face = tuple([offset + strip[j] for j in [i,i+2,i+1]])
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)