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