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

125 lines
3.3 KiB
Python

""" Contains Model and dependent types for constructing a scene hierarchy easilly
saved to a .msh file. """
from dataclasses import dataclass, field
from typing import List, Tuple, Dict
from enum import Enum
from mathutils import Vector, Quaternion
class ModelType(Enum):
NULL = 0
SKIN = 1
CLOTH = 2
BONE = 3
STATIC = 4
# Maybe there are only for BF1 models (http://www.secretsociety.com/forum/downloads/BF1/BF1%20Mesh%20File%20Format.txt)?
# According to that link #3 is envelope, not bone, maybe that's for TCW or smthg
# CHILDSKIN = 5 # I didnt bother with these, never encountered one and they might need adjustments to vertex data
SHADOWVOLUME = 6 # Pretty common
class CollisionPrimitiveShape(Enum):
SPHERE = 0
ELLIPSOID = 1
CYLINDER = 2
MESH = 3
BOX = 4
@dataclass
class ModelTransform:
""" Class representing a `TRAN` section in a .msh file. """
translation: Vector = field(default_factory=Vector)
rotation: Quaternion = field(default_factory=Quaternion)
@dataclass
class VertexWeight:
""" Class representing a vertex weight in a .msh file. """
weight: float = 1.0
bone: int = 0
@dataclass
class ShadowGeometry:
""" Class representing 'SHDW' chunks. """
# Perhaps I could just use the positions list in the segment
# class, but I don't know if SHDW info can coexist with
# a normal geometry segment...
positions: List[Vector] = field(default_factory=list)
# The second two entries may not be necessary...
edges: List[Tuple[int,int,int,int]] = field(default_factory=list)
@dataclass
class GeometrySegment:
""" Class representing a 'SEGM' section in a .msh file. """
material_name: str = field(default_factory=str)
positions: List[Vector] = field(default_factory=list)
normals: List[Vector] = field(default_factory=list)
colors: List[List[float]] = None
texcoords: List[Vector] = field(default_factory=list)
weights: List[List[VertexWeight]] = None
polygons: List[List[int]] = field(default_factory=list)
triangles: List[List[int]] = field(default_factory=list)
triangle_strips: List[List[int]] = None
shadow_geometry: ShadowGeometry = None
@dataclass
class CollisionPrimitive:
""" Class representing a 'SWCI' section in a .msh file. """
shape: CollisionPrimitiveShape = CollisionPrimitiveShape.SPHERE
radius: float = 0.0
height: float = 0.0
length: float = 0.0
@dataclass
class Model:
""" Class representing a 'MODL' section in a .msh file. """
name: str = "Model"
parent: str = ""
model_type: ModelType = ModelType.NULL
hidden: bool = False
transform: ModelTransform = field(default_factory=ModelTransform)
bone_map: List[str] = None
geometry: List[GeometrySegment] = None
collisionprimitive: CollisionPrimitive = None
@dataclass
class RotationFrame:
index : int = 0
rotation : Quaternion = field(default_factory=Quaternion)
@dataclass
class TranslationFrame:
index : int = 0
translation : Vector = field(default_factory=Vector)
@dataclass
class Animation:
""" Class representing 'CYCL' + 'KFR3' sections in a .msh file """
name: str = "fullanimation"
bone_frames: Dict[int, Tuple[List[TranslationFrame], List[RotationFrame]]] = field(default_factory=dict)
framerate: float = 29.97
start_index : int = 0
end_index : int = 0