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

200 lines
6.7 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_skeleton_to_blend import *
from .msh_model_gather import get_is_model_hidden
from .msh_mesh_to_blend import model_to_mesh_object
from .crc import *
import os
# Create the msh hierachy. Armatures are not created here.
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.geometry:
new_obj = model_to_mesh_object(model, scene, materials_map)
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
new_obj.name = model.name
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():
extracted_materials[material_name] = swbf_material_to_blend(material_name, material, folder_path)
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
worldmat = curr_obj.matrix_world
curr_obj.parent = armature
curr_obj.parent_type = 'ARMATURE'
curr_obj.matrix_world = worldmat
# Parent the object to a bone if necessary
else:
parent_bone_name = ""
if curr_model.name in armature.data.bones and curr_model.geometry:
parent_bone_name = curr_model.name
elif curr_model.parent in armature.data.bones and curr_model.name not in armature.data.bones:
parent_bone_name = curr_model.parent
if parent_bone_name:
# 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 = parent_bone_name
# ''
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:
world_tx = armature.matrix_world
armature.parent = armature_reparent_obj
armature.matrix_basis = Matrix()
armature.matrix_parent_inverse = Matrix()
armature.matrix_world = Matrix.Identity(4)
# 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 and model_to_remove.parent_bone == "":
bpy.data.objects.remove(model_to_remove, do_unlink=True)
model_map.pop(bone.name)
armature.matrix_world = Matrix.Identity(4)
# 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]
obj.hide_set(model.hidden or get_is_model_hidden(obj))