1
0
mirror of https://github.com/DarklightGames/io_scene_psk_psa.git synced 2024-11-15 02:37:39 +01:00

Merge branch 'feature-psk-mesh-wysiwyg'

This commit is contained in:
Colin Basnett 2022-07-26 15:03:58 -07:00
commit 07f1c45000
10 changed files with 943 additions and 798 deletions

View File

@ -1,5 +1,6 @@
import datetime
from collections import Counter
import re
from typing import List, Iterable
from bpy.types import NlaStrip, Object
@ -31,22 +32,11 @@ def rgb_to_srgb(c):
return 12.92 * c
def get_nla_strips_ending_at_frame(object, frame) -> List[NlaStrip]:
if object is None or object.animation_data is None:
def get_nla_strips_in_timeframe(animation_data, frame_min, frame_max) -> List[NlaStrip]:
if animation_data is None:
return []
strips = []
for nla_track in object.animation_data.nla_tracks:
for strip in nla_track.strips:
if strip.frame_end == frame:
strips.append(strip)
return strips
def get_nla_strips_in_timeframe(object, frame_min, frame_max) -> List[NlaStrip]:
if object is None or object.animation_data is None:
return []
strips = []
for nla_track in object.animation_data.nla_tracks:
for nla_track in animation_data.nla_tracks:
if nla_track.mute:
continue
for strip in nla_track.strips:
@ -103,6 +93,14 @@ def get_psa_sequence_name(action, should_use_original_sequence_name):
return action.name
def check_bone_names(bone_names: Iterable[str]):
pattern = re.compile(r'^[a-zA-Z0-9_ ]+$')
invalid_bone_names = [x for x in bone_names if pattern.match(x) is None]
if len(invalid_bone_names) > 0:
raise RuntimeError(f'The following bone names are invalid: {invalid_bone_names}.\n'
f'Bone names must only contain letters, numbers, spaces, and underscores.')
def get_export_bone_names(armature_object, bone_filter_mode, bone_group_indices: List[int]) -> List[str]:
"""
Returns a sorted list of bone indices that should be exported for the given bone filter mode and bone groups.

View File

@ -1,14 +1,15 @@
from typing import Dict, Iterable
from bpy.types import Action
from mathutils import Matrix
from .data import *
from ..helpers import *
class PsaBuilderOptions(object):
class PsaBuildOptions(object):
def __init__(self):
self.should_override_animation_data = False
self.animation_data_override = None
self.fps_source = 'SCENE'
self.fps_custom = 30.0
self.sequence_source = 'ACTIONS'
@ -23,257 +24,259 @@ class PsaBuilderOptions(object):
self.root_motion = False
class PsaBuilder(object):
def __init__(self):
pass
def get_sequence_fps(self, context, options: PsaBuilderOptions, actions: Iterable[Action]) -> float:
if options.fps_source == 'SCENE':
def get_sequence_fps(context, options: PsaBuildOptions, actions: Iterable[Action]) -> float:
if options.fps_source == 'SCENE':
return context.scene.render.fps
if options.fps_source == 'CUSTOM':
return options.fps_custom
elif options.fps_source == 'ACTION_METADATA':
# Get the minimum value of action metadata FPS values.
fps_list = []
for action in filter(lambda x: 'psa_sequence_fps' in x, actions):
fps = action['psa_sequence_fps']
if type(fps) == int or type(fps) == float:
fps_list.append(fps)
if len(fps_list) > 0:
return min(fps_list)
else:
# No valid action metadata to use, fallback to scene FPS
return context.scene.render.fps
if options.fps_source == 'CUSTOM':
return options.fps_custom
elif options.fps_source == 'ACTION_METADATA':
# Get the minimum value of action metadata FPS values.
fps_list = []
for action in filter(lambda x: 'psa_sequence_fps' in x, actions):
fps = action['psa_sequence_fps']
if type(fps) == int or type(fps) == float:
fps_list.append(fps)
if len(fps_list) > 0:
return min(fps_list)
else:
# No valid action metadata to use, fallback to scene FPS
return context.scene.render.fps
else:
raise RuntimeError(f'Invalid FPS source "{options.fps_source}"')
def get_timeline_marker_sequence_frame_ranges(animation_data, context, options: PsaBuildOptions) -> Dict:
# Timeline markers need to be sorted so that we can determine the sequence start and end positions.
sequence_frame_ranges = dict()
sorted_timeline_markers = list(sorted(context.scene.timeline_markers, key=lambda x: x.frame))
sorted_timeline_marker_names = list(map(lambda x: x.name, sorted_timeline_markers))
for marker_name in options.marker_names:
marker = context.scene.timeline_markers[marker_name]
frame_min = marker.frame
# Determine the final frame of the sequence based on the next marker.
# If no subsequent marker exists, use the maximum frame_end from all NLA strips.
marker_index = sorted_timeline_marker_names.index(marker_name)
next_marker_index = marker_index + 1
frame_max = 0
if next_marker_index < len(sorted_timeline_markers):
# There is a next marker. Use that next marker's frame position as the last frame of this sequence.
frame_max = sorted_timeline_markers[next_marker_index].frame
if options.should_trim_timeline_marker_sequences:
nla_strips = get_nla_strips_in_timeframe(animation_data, marker.frame, frame_max)
if len(nla_strips) > 0:
frame_max = min(frame_max, max(map(lambda nla_strip: nla_strip.frame_end, nla_strips)))
frame_min = max(frame_min, min(map(lambda nla_strip: nla_strip.frame_start, nla_strips)))
else:
# No strips in between this marker and the next, just export this as a one-frame animation.
frame_max = frame_min
else:
raise RuntimeError(f'Invalid FPS source "{options.fps_source}"')
def build(self, context, options: PsaBuilderOptions) -> Psa:
active_object = context.view_layer.objects.active
if active_object.type != 'ARMATURE':
raise RuntimeError('Selected object must be an Armature')
armature = active_object
if armature.animation_data is None:
raise RuntimeError('No animation data for armature')
# Ensure that we actually have items that we are going to be exporting.
if options.sequence_source == 'ACTIONS' and len(options.actions) == 0:
raise RuntimeError('No actions were selected for export')
elif options.sequence_source == 'TIMELINE_MARKERS' and len(options.marker_names) == 0:
raise RuntimeError('No timeline markers were selected for export')
psa = Psa()
bones = list(armature.data.bones)
# The order of the armature bones and the pose bones is not guaranteed to be the same.
# As as a result, we need to reconstruct the list of pose bones in the same order as the
# armature bones.
bone_names = [x.name for x in bones]
pose_bones = [(bone_names.index(bone.name), bone) for bone in armature.pose.bones]
pose_bones.sort(key=lambda x: x[0])
pose_bones = [x[1] for x in pose_bones]
# Get a list of all the bone indices and instigator bones for the bone filter settings.
export_bone_names = get_export_bone_names(armature, options.bone_filter_mode, options.bone_group_indices)
bone_indices = [bone_names.index(x) for x in export_bone_names]
# Make the bone lists contain only the bones that are going to be exported.
bones = [bones[bone_index] for bone_index in bone_indices]
pose_bones = [pose_bones[bone_index] for bone_index in bone_indices]
# No bones are going to be exported.
if len(bones) == 0:
raise RuntimeError('No bones available for export')
# Build list of PSA bones.
for bone in bones:
psa_bone = Psa.Bone()
psa_bone.name = bytes(bone.name, encoding='utf-8')
try:
parent_index = bones.index(bone.parent)
psa_bone.parent_index = parent_index
psa.bones[parent_index].children_count += 1
except ValueError:
psa_bone.parent_index = -1
if bone.parent is not None:
rotation = bone.matrix.to_quaternion()
rotation.x = -rotation.x
rotation.y = -rotation.y
rotation.z = -rotation.z
quat_parent = bone.parent.matrix.to_quaternion().inverted()
parent_head = quat_parent @ bone.parent.head
parent_tail = quat_parent @ bone.parent.tail
location = (parent_tail - parent_head) + bone.head
else:
location = armature.matrix_local @ bone.head
rot_matrix = bone.matrix @ armature.matrix_local.to_3x3()
rotation = rot_matrix.to_quaternion()
psa_bone.location.x = location.x
psa_bone.location.y = location.y
psa_bone.location.z = location.z
psa_bone.rotation.x = rotation.x
psa_bone.rotation.y = rotation.y
psa_bone.rotation.z = rotation.z
psa_bone.rotation.w = rotation.w
psa.bones.append(psa_bone)
# Populate the export sequence list.
class NlaState:
def __init__(self):
self.frame_min = 0
self.frame_max = 0
self.action = None
class ExportSequence:
def __init__(self):
self.name = ''
self.nla_state = NlaState()
self.fps = 30.0
export_sequences = []
if options.sequence_source == 'ACTIONS':
for action in options.actions:
if len(action.fcurves) == 0:
# There is no next marker.
# Find the final frame of all the NLA strips and use that as the last frame of this sequence.
for nla_track in animation_data.nla_tracks:
if nla_track.mute:
continue
export_sequence = ExportSequence()
export_sequence.nla_state.action = action
export_sequence.name = get_psa_sequence_name(action, options.should_use_original_sequence_names)
frame_min, frame_max = [int(x) for x in action.frame_range]
export_sequence.nla_state.frame_min = frame_min
export_sequence.nla_state.frame_max = frame_max
export_sequence.fps = self.get_sequence_fps(context, options, [action])
export_sequences.append(export_sequence)
pass
elif options.sequence_source == 'TIMELINE_MARKERS':
sequence_frame_ranges = self.get_timeline_marker_sequence_frame_ranges(armature, context, options)
for strip in nla_track.strips:
frame_max = max(frame_max, strip.frame_end)
for name, (frame_min, frame_max) in sequence_frame_ranges.items():
export_sequence = ExportSequence()
export_sequence.name = name
export_sequence.nla_state.action = None
export_sequence.nla_state.frame_min = frame_min
export_sequence.nla_state.frame_max = frame_max
nla_strips_actions = set(
map(lambda x: x.action, get_nla_strips_in_timeframe(active_object, frame_min, frame_max)))
export_sequence.fps = self.get_sequence_fps(context, options, nla_strips_actions)
export_sequences.append(export_sequence)
if frame_min > frame_max:
continue
sequence_frame_ranges[marker_name] = int(frame_min), int(frame_max)
return sequence_frame_ranges
def build_psa(context, options: PsaBuildOptions) -> Psa:
active_object = context.view_layer.objects.active
if active_object.type != 'ARMATURE':
raise RuntimeError('Selected object must be an Armature')
if options.should_override_animation_data:
animation_data_object = options.animation_data_override
else:
animation_data_object = active_object
animation_data = animation_data_object.animation_data
if animation_data is None:
raise RuntimeError(f'No animation data for object \'{animation_data_object.name}\'')
# Ensure that we actually have items that we are going to be exporting.
if options.sequence_source == 'ACTIONS' and len(options.actions) == 0:
raise RuntimeError('No actions were selected for export')
elif options.sequence_source == 'TIMELINE_MARKERS' and len(options.marker_names) == 0:
raise RuntimeError('No timeline markers were selected for export')
psa = Psa()
armature = active_object
bones = list(armature.data.bones)
# The order of the armature bones and the pose bones is not guaranteed to be the same.
# As a result, we need to reconstruct the list of pose bones in the same order as the
# armature bones.
bone_names = [x.name for x in bones]
pose_bones = [(bone_names.index(bone.name), bone) for bone in armature.pose.bones]
pose_bones.sort(key=lambda x: x[0])
pose_bones = [x[1] for x in pose_bones]
# Get a list of all the bone indices and instigator bones for the bone filter settings.
export_bone_names = get_export_bone_names(armature, options.bone_filter_mode, options.bone_group_indices)
bone_indices = [bone_names.index(x) for x in export_bone_names]
# Make the bone lists contain only the bones that are going to be exported.
bones = [bones[bone_index] for bone_index in bone_indices]
pose_bones = [pose_bones[bone_index] for bone_index in bone_indices]
# No bones are going to be exported.
if len(bones) == 0:
raise RuntimeError('No bones available for export')
# Check that all bone names are valid.
check_bone_names(map(lambda bone: bone.name, bones))
# Build list of PSA bones.
for bone in bones:
psa_bone = Psa.Bone()
psa_bone.name = bytes(bone.name, encoding='windows-1252')
try:
parent_index = bones.index(bone.parent)
psa_bone.parent_index = parent_index
psa.bones[parent_index].children_count += 1
except ValueError:
psa_bone.parent_index = -1
if bone.parent is not None:
rotation = bone.matrix.to_quaternion().conjugated()
inverse_parent_rotation = bone.parent.matrix.to_quaternion().inverted()
parent_head = inverse_parent_rotation @ bone.parent.head
parent_tail = inverse_parent_rotation @ bone.parent.tail
location = (parent_tail - parent_head) + bone.head
else:
raise ValueError(f'Unhandled sequence source: {options.sequence_source}')
location = armature.matrix_local @ bone.head
rot_matrix = bone.matrix @ armature.matrix_local.to_3x3()
rotation = rot_matrix.to_quaternion()
# Add prefixes and suffices to the names of the export sequences and strip whitespace.
for export_sequence in export_sequences:
export_sequence.name = f'{options.sequence_name_prefix}{export_sequence.name}{options.sequence_name_suffix}'.strip()
psa_bone.location.x = location.x
psa_bone.location.y = location.y
psa_bone.location.z = location.z
# Now build the PSA sequences.
# We actually alter the timeline frame and simply record the resultant pose bone matrices.
frame_start_index = 0
psa_bone.rotation.x = rotation.x
psa_bone.rotation.y = rotation.y
psa_bone.rotation.z = rotation.z
psa_bone.rotation.w = rotation.w
for export_sequence in export_sequences:
armature.animation_data.action = export_sequence.nla_state.action
context.view_layer.update()
psa.bones.append(psa_bone)
psa_sequence = Psa.Sequence()
# Populate the export sequence list.
class NlaState:
def __init__(self):
self.frame_min = 0
self.frame_max = 0
self.action = None
frame_min = export_sequence.nla_state.frame_min
frame_max = export_sequence.nla_state.frame_max
frame_count = frame_max - frame_min + 1
class ExportSequence:
def __init__(self):
self.name = ''
self.nla_state = NlaState()
self.fps = 30.0
psa_sequence.name = bytes(export_sequence.name, encoding='windows-1252')
psa_sequence.frame_count = frame_count
psa_sequence.frame_start_index = frame_start_index
psa_sequence.fps = export_sequence.fps
export_sequences = []
frame_count = frame_max - frame_min + 1
for frame in range(frame_count):
context.scene.frame_set(frame_min + frame)
for pose_bone in pose_bones:
key = Psa.Key()
if pose_bone.parent is not None:
pose_bone_matrix = pose_bone.matrix
pose_bone_parent_matrix = pose_bone.parent.matrix
pose_bone_matrix = pose_bone_parent_matrix.inverted() @ pose_bone_matrix
else:
if options.root_motion:
# Export root motion
pose_bone_matrix = armature.matrix_world @ pose_bone.matrix
else:
pose_bone_matrix = pose_bone.matrix
location = pose_bone_matrix.to_translation()
rotation = pose_bone_matrix.to_quaternion().normalized()
if pose_bone.parent is not None:
rotation.conjugate()
key.location.x = location.x
key.location.y = location.y
key.location.z = location.z
key.rotation.x = rotation.x
key.rotation.y = rotation.y
key.rotation.z = rotation.z
key.rotation.w = rotation.w
key.time = 1.0 / psa_sequence.fps
psa.keys.append(key)
psa_sequence.bone_count = len(pose_bones)
psa_sequence.track_time = frame_count
frame_start_index += frame_count
psa.sequences[export_sequence.name] = psa_sequence
return psa
def get_timeline_marker_sequence_frame_ranges(self, object, context, options: PsaBuilderOptions) -> Dict:
# Timeline markers need to be sorted so that we can determine the sequence start and end positions.
sequence_frame_ranges = dict()
sorted_timeline_markers = list(sorted(context.scene.timeline_markers, key=lambda x: x.frame))
sorted_timeline_marker_names = list(map(lambda x: x.name, sorted_timeline_markers))
for marker_name in options.marker_names:
marker = context.scene.timeline_markers[marker_name]
frame_min = marker.frame
# Determine the final frame of the sequence based on the next marker.
# If no subsequent marker exists, use the maximum frame_end from all NLA strips.
marker_index = sorted_timeline_marker_names.index(marker_name)
next_marker_index = marker_index + 1
frame_max = 0
if next_marker_index < len(sorted_timeline_markers):
# There is a next marker. Use that next marker's frame position as the last frame of this sequence.
frame_max = sorted_timeline_markers[next_marker_index].frame
if options.should_trim_timeline_marker_sequences:
nla_strips = get_nla_strips_in_timeframe(object, marker.frame, frame_max)
if len(nla_strips) > 0:
frame_max = min(frame_max, max(map(lambda nla_strip: nla_strip.frame_end, nla_strips)))
frame_min = max(frame_min, min(map(lambda nla_strip: nla_strip.frame_start, nla_strips)))
else:
# No strips in between this marker and the next, just export this as a one-frame animation.
frame_max = frame_min
else:
# There is no next marker.
# Find the final frame of all the NLA strips and use that as the last frame of this sequence.
for nla_track in object.animation_data.nla_tracks:
if nla_track.mute:
continue
for strip in nla_track.strips:
frame_max = max(frame_max, strip.frame_end)
if frame_min == frame_max:
if options.sequence_source == 'ACTIONS':
for action in options.actions:
if len(action.fcurves) == 0:
continue
export_sequence = ExportSequence()
export_sequence.nla_state.action = action
export_sequence.name = get_psa_sequence_name(action, options.should_use_original_sequence_names)
frame_min, frame_max = [int(x) for x in action.frame_range]
export_sequence.nla_state.frame_min = frame_min
export_sequence.nla_state.frame_max = frame_max
export_sequence.fps = get_sequence_fps(context, options, [action])
export_sequences.append(export_sequence)
pass
elif options.sequence_source == 'TIMELINE_MARKERS':
sequence_frame_ranges = get_timeline_marker_sequence_frame_ranges(animation_data, context, options)
sequence_frame_ranges[marker_name] = int(frame_min), int(frame_max)
for name, (frame_min, frame_max) in sequence_frame_ranges.items():
export_sequence = ExportSequence()
export_sequence.name = name
export_sequence.nla_state.action = None
export_sequence.nla_state.frame_min = frame_min
export_sequence.nla_state.frame_max = frame_max
nla_strips_actions = set(
map(lambda x: x.action, get_nla_strips_in_timeframe(animation_data, frame_min, frame_max)))
export_sequence.fps = get_sequence_fps(context, options, nla_strips_actions)
export_sequences.append(export_sequence)
else:
raise ValueError(f'Unhandled sequence source: {options.sequence_source}')
return sequence_frame_ranges
# Add prefixes and suffices to the names of the export sequences and strip whitespace.
for export_sequence in export_sequences:
export_sequence.name = f'{options.sequence_name_prefix}{export_sequence.name}{options.sequence_name_suffix}'.strip()
# Now build the PSA sequences.
# We actually alter the timeline frame and simply record the resultant pose bone matrices.
frame_start_index = 0
for export_sequence in export_sequences:
# Link the action to the animation data and update view layer.
animation_data.action = export_sequence.nla_state.action
context.view_layer.update()
frame_min = export_sequence.nla_state.frame_min
frame_max = export_sequence.nla_state.frame_max
frame_count = frame_max - frame_min + 1
psa_sequence = Psa.Sequence()
psa_sequence.name = bytes(export_sequence.name, encoding='windows-1252')
psa_sequence.frame_count = frame_count
psa_sequence.frame_start_index = frame_start_index
psa_sequence.fps = export_sequence.fps
for frame in range(frame_count):
context.scene.frame_set(frame_min + frame)
for pose_bone in pose_bones:
key = Psa.Key()
if pose_bone.parent is not None:
pose_bone_matrix = pose_bone.matrix
pose_bone_parent_matrix = pose_bone.parent.matrix
pose_bone_matrix = pose_bone_parent_matrix.inverted() @ pose_bone_matrix
else:
if options.root_motion:
# Export root motion
pose_bone_matrix = armature.matrix_world @ pose_bone.matrix
else:
pose_bone_matrix = pose_bone.matrix
location = pose_bone_matrix.to_translation()
rotation = pose_bone_matrix.to_quaternion().normalized()
if pose_bone.parent is not None:
rotation.conjugate()
key.location.x = location.x
key.location.y = location.y
key.location.z = location.z
key.rotation.x = rotation.x
key.rotation.y = rotation.y
key.rotation.z = rotation.z
key.rotation.w = rotation.w
key.time = 1.0 / psa_sequence.fps
psa.keys.append(key)
psa_sequence.bone_count = len(pose_bones)
psa_sequence.track_time = frame_count
frame_start_index += frame_count
psa.sequences[export_sequence.name] = psa_sequence
return psa

View File

@ -10,18 +10,13 @@ from bpy.props import BoolProperty, CollectionProperty, EnumProperty, FloatPrope
from bpy.types import Action, Operator, PropertyGroup, UIList
from bpy_extras.io_utils import ExportHelper
from .builder import PsaBuilder, PsaBuilderOptions
from .builder import PsaBuildOptions, build_psa
from .data import *
from ..helpers import *
from ..types import BoneGroupListItem
class PsaExporter(object):
def __init__(self, psa: Psa):
self.psa: Psa = psa
# This method is shared by both PSA/K file formats, move this?
@staticmethod
def export_psa(psa: Psa, path: str):
def write_section(fp, name: bytes, data_type: Type[Structure] = None, data: list = None):
section = Section()
section.name = name
@ -32,13 +27,11 @@ class PsaExporter(object):
if data is not None:
for datum in data:
fp.write(datum)
def export(self, path: str):
with open(path, 'wb') as fp:
self.write_section(fp, b'ANIMHEAD')
self.write_section(fp, b'BONENAMES', Psa.Bone, self.psa.bones)
self.write_section(fp, b'ANIMINFO', Psa.Sequence, list(self.psa.sequences.values()))
self.write_section(fp, b'ANIMKEYS', Psa.Key, self.psa.keys)
with open(path, 'wb') as fp:
write_section(fp, b'ANIMHEAD')
write_section(fp, b'BONENAMES', Psa.Bone, psa.bones)
write_section(fp, b'ANIMINFO', Psa.Sequence, list(psa.sequences.values()))
write_section(fp, b'ANIMKEYS', Psa.Key, psa.keys)
class PsaExportActionListItem(PropertyGroup):
@ -64,12 +57,26 @@ def should_use_original_sequence_names_updated(_, context):
update_action_names(context)
def psa_export_property_group_animation_data_override_poll(_context, obj):
return obj.animation_data is not None
class PsaExportPropertyGroup(PropertyGroup):
root_motion: BoolProperty(
name='Root Motion',
options=set(),
default=False,
description='When set, the root bone will be transformed as it appears in the scene',
description='The root bone will be transformed as it appears in the scene',
)
should_override_animation_data: BoolProperty(
name='Override Animation Data',
options=set(),
default=False,
description='Use the animation data from a different object instead of the selected object'
)
animation_data_override: PointerProperty(
type=bpy.types.Object,
poll=psa_export_property_group_animation_data_override_poll
)
sequence_source: EnumProperty(
name='Source',
@ -191,8 +198,11 @@ class PsaExportOperator(Operator, ExportHelper):
# SOURCE
layout.prop(pg, 'sequence_source', text='Source')
# ROOT MOTION
layout.prop(pg, 'root_motion', text='Root Motion')
if pg.sequence_source == 'TIMELINE_MARKERS':
# ANIMDATA SOURCE
layout.prop(pg, 'should_override_animation_data')
if pg.should_override_animation_data:
layout.prop(pg, 'animation_data_override', text='')
# SELECT ALL/NONE
row = layout.row(align=True)
@ -249,15 +259,17 @@ class PsaExportOperator(Operator, ExportHelper):
layout.template_list('PSX_UL_BoneGroupList', '', pg, 'bone_group_list', pg, 'bone_group_list_index',
rows=rows)
def should_action_be_selected_by_default(self, action):
return action is not None and action.asset_data is None
layout.separator()
# ROOT MOTION
layout.prop(pg, 'root_motion', text='Root Motion')
def is_action_for_armature(self, action):
if len(action.fcurves) == 0:
return False
bone_names = set([x.name for x in self.armature.data.bones])
for fcurve in action.fcurves:
match = re.match(r'pose\.bones\["(.+)"\].\w+', fcurve.data_path)
match = re.match(r'pose\.bones\["(.+)"].\w+', fcurve.data_path)
if not match:
continue
bone_name = match.group(1)
@ -273,7 +285,7 @@ class PsaExportOperator(Operator, ExportHelper):
if context.view_layer.objects.active.type != 'ARMATURE':
raise RuntimeError('The selected object must be an armature')
def invoke(self, context, event):
def invoke(self, context, _event):
try:
self._check_context(context)
except RuntimeError as e:
@ -290,7 +302,7 @@ class PsaExportOperator(Operator, ExportHelper):
item = pg.action_list.add()
item.action = action
item.name = action.name
item.is_selected = self.should_action_be_selected_by_default(action)
item.is_selected = False
update_action_names(context)
@ -299,6 +311,7 @@ class PsaExportOperator(Operator, ExportHelper):
for marker in context.scene.timeline_markers:
item = pg.marker_list.add()
item.name = marker.name
item.is_selected = False
if len(pg.action_list) == 0 and len(pg.marker_list) == 0:
# If there are no actions at all, we have nothing to export, so just cancel the operation.
@ -318,7 +331,9 @@ class PsaExportOperator(Operator, ExportHelper):
actions = [x.action for x in pg.action_list if x.is_selected]
marker_names = [x.name for x in pg.marker_list if x.is_selected]
options = PsaBuilderOptions()
options = PsaBuildOptions()
options.should_override_animation_data = pg.should_override_animation_data
options.animation_data_override = pg.animation_data_override
options.fps_source = pg.fps_source
options.fps_custom = pg.fps_custom
options.sequence_source = pg.sequence_source
@ -332,16 +347,14 @@ class PsaExportOperator(Operator, ExportHelper):
options.sequence_name_suffix = pg.sequence_name_suffix
options.root_motion = pg.root_motion
builder = PsaBuilder()
try:
psa = builder.build(context, options)
psa = build_psa(context, options)
except RuntimeError as e:
self.report({'ERROR_INVALID_CONTEXT'}, str(e))
return {'CANCELLED'}
exporter = PsaExporter(psa)
exporter.export(self.filepath)
export_psa(psa, self.filepath)
return {'FINISHED'}
@ -368,8 +381,7 @@ def filter_sequences(pg: PsaExportPropertyGroup, sequences: bpy.types.bpy_prop_c
return flt_flags
def get_visible_sequences(pg: PsaExportPropertyGroup, sequences: bpy.types.bpy_prop_collection) -> List[
PsaExportActionListItem]:
def get_visible_sequences(pg: PsaExportPropertyGroup, sequences: bpy.types.bpy_prop_collection) -> List[PsaExportActionListItem]:
visible_sequences = []
for i, flag in enumerate(filter_sequences(pg, sequences)):
if bool(flag & (1 << 30)):
@ -401,10 +413,9 @@ class PSA_UL_ExportSequenceList(UIList):
subrow = row.row(align=True)
subrow.prop(pg, 'sequence_filter_asset', icon_only=True, icon='ASSET_MANAGER')
def filter_items(self, context, data, property):
def filter_items(self, context, data, prop):
pg = context.scene.psa_export
actions = getattr(data, property)
actions = getattr(data, prop)
flt_flags = filter_sequences(pg, actions)
flt_neworder = bpy.types.UI_UL_list.sort_items_by_name(actions, 'name')
return flt_flags, flt_neworder

View File

@ -26,198 +26,195 @@ class PsaImportOptions(object):
self.action_name_prefix = ''
class PsaImporter(object):
def __init__(self):
pass
def import_psa(psa_reader: PsaReader, armature_object, options: PsaImportOptions):
sequences = map(lambda x: psa_reader.sequences[x], options.sequence_names)
armature_data = armature_object.data
def import_psa(self, psa_reader: PsaReader, armature_object, options: PsaImportOptions):
sequences = map(lambda x: psa_reader.sequences[x], options.sequence_names)
armature_data = armature_object.data
class ImportBone(object):
def __init__(self, psa_bone: Psa.Bone):
self.psa_bone: Psa.Bone = psa_bone
self.parent: Optional[ImportBone] = None
self.armature_bone = None
self.pose_bone = None
self.orig_loc: Vector = Vector()
self.orig_quat: Quaternion = Quaternion()
self.post_quat: Quaternion = Quaternion()
self.fcurves = []
class ImportBone(object):
def __init__(self, psa_bone: Psa.Bone):
self.psa_bone: Psa.Bone = psa_bone
self.parent: Optional[ImportBone] = None
self.armature_bone = None
self.pose_bone = None
self.orig_loc: Vector = Vector()
self.orig_quat: Quaternion = Quaternion()
self.post_quat: Quaternion = Quaternion()
self.fcurves = []
def calculate_fcurve_data(import_bone: ImportBone, key_data: []):
# Convert world-space transforms to local-space transforms.
key_rotation = Quaternion(key_data[0:4])
key_location = Vector(key_data[4:])
q = import_bone.post_quat.copy()
q.rotate(import_bone.orig_quat)
quat = q
q = import_bone.post_quat.copy()
if import_bone.parent is None:
q.rotate(key_rotation.conjugated())
else:
q.rotate(key_rotation)
quat.rotate(q.conjugated())
loc = key_location - import_bone.orig_loc
loc.rotate(import_bone.post_quat.conjugated())
return quat.w, quat.x, quat.y, quat.z, loc.x, loc.y, loc.z
def calculate_fcurve_data(import_bone: ImportBone, key_data: []):
# Convert world-space transforms to local-space transforms.
key_rotation = Quaternion(key_data[0:4])
key_location = Vector(key_data[4:])
q = import_bone.post_quat.copy()
q.rotate(import_bone.orig_quat)
quat = q
q = import_bone.post_quat.copy()
if import_bone.parent is None:
q.rotate(key_rotation.conjugated())
# Create an index mapping from bones in the PSA to bones in the target armature.
psa_to_armature_bone_indices = {}
armature_bone_names = [x.name for x in armature_data.bones]
psa_bone_names = []
for psa_bone_index, psa_bone in enumerate(psa_reader.bones):
psa_bone_name = psa_bone.name.decode('windows-1252')
psa_bone_names.append(psa_bone_name)
try:
psa_to_armature_bone_indices[psa_bone_index] = armature_bone_names.index(psa_bone_name)
except ValueError:
pass
# Report if there are missing bones in the target armature.
missing_bone_names = set(psa_bone_names).difference(set(armature_bone_names))
if len(missing_bone_names) > 0:
print(
f'The armature object \'{armature_object.name}\' is missing the following bones that exist in the PSA:')
print(list(sorted(missing_bone_names)))
del armature_bone_names
# Create intermediate bone data for import operations.
import_bones = []
import_bones_dict = dict()
for psa_bone_index, psa_bone in enumerate(psa_reader.bones):
bone_name = psa_bone.name.decode('windows-1252')
if psa_bone_index not in psa_to_armature_bone_indices: # TODO: replace with bone_name in armature_data.bones
# PSA bone does not map to armature bone, skip it and leave an empty bone in its place.
import_bones.append(None)
continue
import_bone = ImportBone(psa_bone)
import_bone.armature_bone = armature_data.bones[bone_name]
import_bone.pose_bone = armature_object.pose.bones[bone_name]
import_bones_dict[bone_name] = import_bone
import_bones.append(import_bone)
for import_bone in filter(lambda x: x is not None, import_bones):
armature_bone = import_bone.armature_bone
if armature_bone.parent is not None and armature_bone.parent.name in psa_bone_names:
import_bone.parent = import_bones_dict[armature_bone.parent.name]
# Calculate the original location & rotation of each bone (in world-space maybe?)
if armature_bone.get('orig_quat') is not None:
# TODO: ideally we don't rely on bone auxiliary data like this, the non-aux data path is incorrect
# (animations are flipped 180 around Z)
import_bone.orig_quat = Quaternion(armature_bone['orig_quat'])
import_bone.orig_loc = Vector(armature_bone['orig_loc'])
import_bone.post_quat = Quaternion(armature_bone['post_quat'])
else:
if import_bone.parent is not None:
import_bone.orig_loc = armature_bone.matrix_local.translation - armature_bone.parent.matrix_local.translation
import_bone.orig_loc.rotate(armature_bone.parent.matrix_local.to_quaternion().conjugated())
import_bone.orig_quat = armature_bone.matrix_local.to_quaternion()
import_bone.orig_quat.rotate(armature_bone.parent.matrix_local.to_quaternion().conjugated())
import_bone.orig_quat.conjugate()
else:
q.rotate(key_rotation)
quat.rotate(q.conjugated())
loc = key_location - import_bone.orig_loc
loc.rotate(import_bone.post_quat.conjugated())
return quat.w, quat.x, quat.y, quat.z, loc.x, loc.y, loc.z
import_bone.orig_loc = armature_bone.matrix_local.translation.copy()
import_bone.orig_quat = armature_bone.matrix_local.to_quaternion()
import_bone.post_quat = import_bone.orig_quat.conjugated()
# Create an index mapping from bones in the PSA to bones in the target armature.
psa_to_armature_bone_indices = {}
armature_bone_names = [x.name for x in armature_data.bones]
psa_bone_names = []
for psa_bone_index, psa_bone in enumerate(psa_reader.bones):
psa_bone_name = psa_bone.name.decode('windows-1252')
psa_bone_names.append(psa_bone_name)
try:
psa_to_armature_bone_indices[psa_bone_index] = armature_bone_names.index(psa_bone_name)
except ValueError:
pass
# Create and populate the data for new sequences.
actions = []
for sequence in sequences:
# Add the action.
sequence_name = sequence.name.decode('windows-1252')
action_name = options.action_name_prefix + sequence_name
# Report if there are missing bones in the target armature.
missing_bone_names = set(psa_bone_names).difference(set(armature_bone_names))
if len(missing_bone_names) > 0:
print(
f'The armature object \'{armature_object.name}\' is missing the following bones that exist in the PSA:')
print(list(sorted(missing_bone_names)))
del armature_bone_names
if options.should_overwrite and action_name in bpy.data.actions:
action = bpy.data.actions[action_name]
else:
action = bpy.data.actions.new(name=action_name)
# Create intermediate bone data for import operations.
import_bones = []
import_bones_dict = dict()
if options.should_write_keyframes:
# Remove existing f-curves (replace with action.fcurves.clear() in Blender 3.2)
while len(action.fcurves) > 0:
action.fcurves.remove(action.fcurves[-1])
for psa_bone_index, psa_bone in enumerate(psa_reader.bones):
bone_name = psa_bone.name.decode('windows-1252')
if psa_bone_index not in psa_to_armature_bone_indices: # TODO: replace with bone_name in armature_data.bones
# PSA bone does not map to armature bone, skip it and leave an empty bone in its place.
import_bones.append(None)
continue
import_bone = ImportBone(psa_bone)
import_bone.armature_bone = armature_data.bones[bone_name]
import_bone.pose_bone = armature_object.pose.bones[bone_name]
import_bones_dict[bone_name] = import_bone
import_bones.append(import_bone)
# Create f-curves for the rotation and location of each bone.
for psa_bone_index, armature_bone_index in psa_to_armature_bone_indices.items():
import_bone = import_bones[psa_bone_index]
pose_bone = import_bone.pose_bone
rotation_data_path = pose_bone.path_from_id('rotation_quaternion')
location_data_path = pose_bone.path_from_id('location')
import_bone.fcurves = [
action.fcurves.new(rotation_data_path, index=0, action_group=pose_bone.name), # Qw
action.fcurves.new(rotation_data_path, index=1, action_group=pose_bone.name), # Qx
action.fcurves.new(rotation_data_path, index=2, action_group=pose_bone.name), # Qy
action.fcurves.new(rotation_data_path, index=3, action_group=pose_bone.name), # Qz
action.fcurves.new(location_data_path, index=0, action_group=pose_bone.name), # Lx
action.fcurves.new(location_data_path, index=1, action_group=pose_bone.name), # Ly
action.fcurves.new(location_data_path, index=2, action_group=pose_bone.name), # Lz
]
for import_bone in filter(lambda x: x is not None, import_bones):
armature_bone = import_bone.armature_bone
if armature_bone.parent is not None and armature_bone.parent.name in psa_bone_names:
import_bone.parent = import_bones_dict[armature_bone.parent.name]
# Calculate the original location & rotation of each bone (in world-space maybe?)
if armature_bone.get('orig_quat') is not None:
# TODO: ideally we don't rely on bone auxiliary data like this, the non-aux data path is incorrect (animations are flipped 180 around Z)
import_bone.orig_quat = Quaternion(armature_bone['orig_quat'])
import_bone.orig_loc = Vector(armature_bone['orig_loc'])
import_bone.post_quat = Quaternion(armature_bone['post_quat'])
else:
if import_bone.parent is not None:
import_bone.orig_loc = armature_bone.matrix_local.translation - armature_bone.parent.matrix_local.translation
import_bone.orig_loc.rotate(armature_bone.parent.matrix_local.to_quaternion().conjugated())
import_bone.orig_quat = armature_bone.matrix_local.to_quaternion()
import_bone.orig_quat.rotate(armature_bone.parent.matrix_local.to_quaternion().conjugated())
import_bone.orig_quat.conjugate()
else:
import_bone.orig_loc = armature_bone.matrix_local.translation.copy()
import_bone.orig_quat = armature_bone.matrix_local.to_quaternion()
import_bone.post_quat = import_bone.orig_quat.conjugated()
# Read the sequence data matrix from the PSA.
sequence_data_matrix = psa_reader.read_sequence_data_matrix(sequence_name)
keyframe_write_matrix = np.ones(sequence_data_matrix.shape, dtype=np.int8)
# Create and populate the data for new sequences.
actions = []
for sequence in sequences:
# Add the action.
sequence_name = sequence.name.decode('windows-1252')
action_name = options.action_name_prefix + sequence_name
# Convert the sequence's data from world-space to local-space.
for bone_index, import_bone in enumerate(import_bones):
if import_bone is None:
continue
for frame_index in range(sequence.frame_count):
# This bone has writeable keyframes for this frame.
key_data = sequence_data_matrix[frame_index, bone_index]
# Calculate the local-space key data for the bone.
sequence_data_matrix[frame_index, bone_index] = calculate_fcurve_data(import_bone, key_data)
if options.should_overwrite and action_name in bpy.data.actions:
action = bpy.data.actions[action_name]
else:
action = bpy.data.actions.new(name=action_name)
if options.should_write_keyframes:
# Remove existing f-curves (replace with action.fcurves.clear() in Blender 3.2)
while len(action.fcurves) > 0:
action.fcurves.remove(action.fcurves[-1])
# Create f-curves for the rotation and location of each bone.
for psa_bone_index, armature_bone_index in psa_to_armature_bone_indices.items():
import_bone = import_bones[psa_bone_index]
pose_bone = import_bone.pose_bone
rotation_data_path = pose_bone.path_from_id('rotation_quaternion')
location_data_path = pose_bone.path_from_id('location')
import_bone.fcurves = [
action.fcurves.new(rotation_data_path, index=0, action_group=pose_bone.name), # Qw
action.fcurves.new(rotation_data_path, index=1, action_group=pose_bone.name), # Qx
action.fcurves.new(rotation_data_path, index=2, action_group=pose_bone.name), # Qy
action.fcurves.new(rotation_data_path, index=3, action_group=pose_bone.name), # Qz
action.fcurves.new(location_data_path, index=0, action_group=pose_bone.name), # Lx
action.fcurves.new(location_data_path, index=1, action_group=pose_bone.name), # Ly
action.fcurves.new(location_data_path, index=2, action_group=pose_bone.name), # Lz
]
# Read the sequence data matrix from the PSA.
sequence_data_matrix = psa_reader.read_sequence_data_matrix(sequence_name)
keyframe_write_matrix = np.ones(sequence_data_matrix.shape, dtype=np.int8)
# Convert the sequence's data from world-space to local-space.
# Clean the keyframe data. This is accomplished by writing zeroes to the write matrix when there is an
# insufficiently large change in the data from the last written frame.
if options.should_clean_keys:
threshold = 0.001
for bone_index, import_bone in enumerate(import_bones):
if import_bone is None:
continue
for frame_index in range(sequence.frame_count):
for fcurve_index in range(len(import_bone.fcurves)):
# Get all the keyframe data for the bone's f-curve data from the sequence data matrix.
fcurve_frame_data = sequence_data_matrix[:, bone_index, fcurve_index]
last_written_datum = 0
for frame_index, datum in enumerate(fcurve_frame_data):
# If the f-curve data is not different enough to the last written frame, un-mark this data for writing.
if frame_index > 0 and abs(datum - last_written_datum) < threshold:
keyframe_write_matrix[frame_index, bone_index, fcurve_index] = 0
else:
last_written_datum = datum
# Write the keyframes out!
for frame_index in range(sequence.frame_count):
for bone_index, import_bone in enumerate(import_bones):
if import_bone is None:
continue
bone_has_writeable_keyframes = any(keyframe_write_matrix[frame_index, bone_index])
if bone_has_writeable_keyframes:
# This bone has writeable keyframes for this frame.
key_data = sequence_data_matrix[frame_index, bone_index]
# Calculate the local-space key data for the bone.
sequence_data_matrix[frame_index, bone_index] = calculate_fcurve_data(import_bone, key_data)
for fcurve, should_write, datum in zip(import_bone.fcurves,
keyframe_write_matrix[frame_index, bone_index],
key_data):
if should_write:
fcurve.keyframe_points.insert(frame_index, datum, options={'FAST'})
# Clean the keyframe data. This is accomplished by writing zeroes to the write matrix when there is an
# insufficiently large change in the data from the last written frame.
if options.should_clean_keys:
threshold = 0.001
for bone_index, import_bone in enumerate(import_bones):
if import_bone is None:
continue
for fcurve_index in range(len(import_bone.fcurves)):
# Get all the keyframe data for the bone's f-curve data from the sequence data matrix.
fcurve_frame_data = sequence_data_matrix[:, bone_index, fcurve_index]
last_written_datum = 0
for frame_index, datum in enumerate(fcurve_frame_data):
# If the f-curve data is not different enough to the last written frame, un-mark this data for writing.
if frame_index > 0 and abs(datum - last_written_datum) < threshold:
keyframe_write_matrix[frame_index, bone_index, fcurve_index] = 0
else:
last_written_datum = datum
# Write
if options.should_write_metadata:
action['psa_sequence_name'] = sequence_name
action['psa_sequence_fps'] = sequence.fps
# Write the keyframes out!
for frame_index in range(sequence.frame_count):
for bone_index, import_bone in enumerate(import_bones):
if import_bone is None:
continue
bone_has_writeable_keyframes = any(keyframe_write_matrix[frame_index, bone_index])
if bone_has_writeable_keyframes:
# This bone has writeable keyframes for this frame.
key_data = sequence_data_matrix[frame_index, bone_index]
for fcurve, should_write, datum in zip(import_bone.fcurves,
keyframe_write_matrix[frame_index, bone_index],
key_data):
if should_write:
fcurve.keyframe_points.insert(frame_index, datum, options={'FAST'})
action.use_fake_user = options.should_use_fake_user
# Write
if options.should_write_metadata:
action['psa_sequence_name'] = sequence_name
action['psa_sequence_fps'] = sequence.fps
actions.append(action)
action.use_fake_user = options.should_use_fake_user
actions.append(action)
# If the user specifies, store the new animations as strips on a non-contributing NLA track.
if options.should_stash:
if armature_object.animation_data is None:
armature_object.animation_data_create()
for action in actions:
nla_track = armature_object.animation_data.nla_tracks.new()
nla_track.name = action.name
nla_track.mute = True
nla_track.strips.new(name=action.name, start=0, action=action)
# If the user specifies, store the new animations as strips on a non-contributing NLA track.
if options.should_stash:
if armature_object.animation_data is None:
armature_object.animation_data_create()
for action in actions:
nla_track = armature_object.animation_data.nla_tracks.new()
nla_track.name = action.name
nla_track.mute = True
nla_track.strips.new(name=action.name, start=0, action=action)
class PsaImportActionListItem(PropertyGroup):
@ -389,6 +386,9 @@ class PsaImportSequencesFromText(Operator):
def execute(self, context):
pg = context.scene.psa_import
if pg.select_text is None:
self.report({'ERROR_INVALID_CONTEXT'}, 'No text block selected')
return {'CANCELLED'}
contents = pg.select_text.as_string()
count = 0
for line in contents.split('\n'):
@ -403,7 +403,7 @@ class PsaImportSequencesFromText(Operator):
class PsaImportSequencesSelectAll(Operator):
bl_idname = 'psa_import.sequences_select_all'
bl_label = 'All'
bl_description = 'Select all visible sequences'
bl_description = 'Select all sequences'
bl_options = {'INTERNAL'}
@classmethod
@ -589,7 +589,7 @@ class PsaImportOperator(Operator):
options.should_write_metadata = pg.should_write_metadata
options.should_write_keyframes = pg.should_write_keyframes
PsaImporter().import_psa(psa_reader, context.view_layer.objects.active, options)
import_psa(psa_reader, context.view_layer.objects.active, options)
self.report({'INFO'}, f'Imported {len(sequence_names)} action(s)')

View File

@ -7,8 +7,8 @@ from .data import *
class PsaReader(object):
"""
This class reads the sequences and bone information immediately upon instantiation and hold onto a file handle.
The key data is not read into memory upon instantiation due to it's potentially very large size.
This class reads the sequences and bone information immediately upon instantiation and holds onto a file handle.
The keyframe data is not read into memory upon instantiation due to it's potentially very large size.
To read the key data for a particular sequence, call `read_sequence_keys`.
"""

View File

@ -1,7 +1,10 @@
from collections import OrderedDict
from typing import Dict, List
from .data import *
from ..helpers import *
import bmesh
import bpy
class PskInputObjects(object):
@ -10,227 +13,253 @@ class PskInputObjects(object):
self.armature_object = None
class PskBuilderOptions(object):
class PskBuildOptions(object):
def __init__(self):
self.bone_filter_mode = 'ALL'
self.bone_group_indices = []
self.bone_group_indices: List[int] = []
self.use_raw_mesh_data = True
self.material_names: List[str] = []
class PskBuilder(object):
def __init__(self):
pass
def get_psk_input_objects(context) -> PskInputObjects:
input_objects = PskInputObjects()
for selected_object in context.view_layer.objects.selected:
if selected_object.type != 'MESH':
raise RuntimeError(f'Selected object "{selected_object.name}" is not a mesh')
@staticmethod
def get_input_objects(context) -> PskInputObjects:
input_objects = PskInputObjects()
for obj in context.view_layer.objects.selected:
if obj.type != 'MESH':
raise RuntimeError(f'Selected object "{obj.name}" is not a mesh')
input_objects.mesh_objects = context.view_layer.objects.selected
input_objects.mesh_objects = context.view_layer.objects.selected
if len(input_objects.mesh_objects) == 0:
raise RuntimeError('At least one mesh must be selected')
if len(input_objects.mesh_objects) == 0:
raise RuntimeError('At least one mesh must be selected')
for mesh_object in input_objects.mesh_objects:
if len(mesh_object.data.materials) == 0:
raise RuntimeError(f'Mesh "{mesh_object.name}" must have at least one material')
for obj in input_objects.mesh_objects:
if len(obj.data.materials) == 0:
raise RuntimeError(f'Mesh "{obj.name}" must have at least one material')
# Ensure that there are either no armature modifiers (static mesh)
# or that there is exactly one armature modifier object shared between
# all selected meshes
armature_modifier_objects = set()
# Ensure that there are either no armature modifiers (static mesh)
# or that there is exactly one armature modifier object shared between
# all selected meshes
armature_modifier_objects = set()
for mesh_object in input_objects.mesh_objects:
modifiers = [x for x in mesh_object.modifiers if x.type == 'ARMATURE']
if len(modifiers) == 0:
continue
elif len(modifiers) > 1:
raise RuntimeError(f'Mesh "{mesh_object.name}" must have only one armature modifier')
armature_modifier_objects.add(modifiers[0].object)
for obj in input_objects.mesh_objects:
modifiers = [x for x in obj.modifiers if x.type == 'ARMATURE']
if len(modifiers) == 0:
continue
elif len(modifiers) > 1:
raise RuntimeError(f'Mesh "{obj.name}" must have only one armature modifier')
armature_modifier_objects.add(modifiers[0].object)
if len(armature_modifier_objects) > 1:
raise RuntimeError('All selected meshes must have the same armature modifier')
elif len(armature_modifier_objects) == 1:
input_objects.armature_object = list(armature_modifier_objects)[0]
if len(armature_modifier_objects) > 1:
raise RuntimeError('All selected meshes must have the same armature modifier')
elif len(armature_modifier_objects) == 1:
input_objects.armature_object = list(armature_modifier_objects)[0]
return input_objects
return input_objects
def build(self, context, options: PskBuilderOptions) -> Psk:
input_objects = PskBuilder.get_input_objects(context)
def build_psk(context, options: PskBuildOptions) -> Psk:
input_objects = get_psk_input_objects(context)
armature_object = input_objects.armature_object
armature_object = input_objects.armature_object
psk = Psk()
bones = []
materials = OrderedDict()
psk = Psk()
bones = []
if armature_object is None:
# If the mesh has no armature object, simply assign it a dummy bone at the root to satisfy the requirement
# that a PSK file must have at least one bone.
if armature_object is None:
# If the mesh has no armature object, simply assign it a dummy bone at the root to satisfy the requirement
# that a PSK file must have at least one bone.
psk_bone = Psk.Bone()
psk_bone.name = bytes('root', encoding='windows-1252')
psk_bone.flags = 0
psk_bone.children_count = 0
psk_bone.parent_index = 0
psk_bone.location = Vector3.zero()
psk_bone.rotation = Quaternion.identity()
psk.bones.append(psk_bone)
else:
bone_names = get_export_bone_names(armature_object, options.bone_filter_mode, options.bone_group_indices)
bones = [armature_object.data.bones[bone_name] for bone_name in bone_names]
# Check that all bone names are valid.
check_bone_names(map(lambda x: x.name, bones))
for bone in bones:
psk_bone = Psk.Bone()
psk_bone.name = bytes('root', encoding='windows-1252')
psk_bone.name = bytes(bone.name, encoding='windows-1252')
psk_bone.flags = 0
psk_bone.children_count = 0
psk_bone.parent_index = 0
psk_bone.location = Vector3.zero()
psk_bone.rotation = Quaternion.identity()
try:
parent_index = bones.index(bone.parent)
psk_bone.parent_index = parent_index
psk.bones[parent_index].children_count += 1
except ValueError:
psk_bone.parent_index = -1
if bone.parent is not None:
rotation = bone.matrix.to_quaternion().conjugated()
quat_parent = bone.parent.matrix.to_quaternion().inverted()
parent_head = quat_parent @ bone.parent.head
parent_tail = quat_parent @ bone.parent.tail
location = (parent_tail - parent_head) + bone.head
else:
local_matrix = armature_object.matrix_local
location = local_matrix @ bone.head
rot_matrix = bone.matrix @ local_matrix.to_3x3()
rotation = rot_matrix.to_quaternion()
psk_bone.location.x = location.x
psk_bone.location.y = location.y
psk_bone.location.z = location.z
psk_bone.rotation.w = rotation.w
psk_bone.rotation.x = rotation.x
psk_bone.rotation.y = rotation.y
psk_bone.rotation.z = rotation.z
psk.bones.append(psk_bone)
# MATERIALS
material_names = options.material_names
for material_name in material_names:
psk_material = Psk.Material()
psk_material.name = bytes(material_name, encoding='windows-1252')
psk_material.texture_index = len(psk.materials)
psk.materials.append(psk_material)
for input_mesh_object in input_objects.mesh_objects:
# MATERIALS
material_indices = [material_names.index(material.name) for material in input_mesh_object.data.materials]
if options.use_raw_mesh_data:
mesh_object = input_mesh_object
mesh_data = input_mesh_object.data
else:
bone_names = get_export_bone_names(armature_object, options.bone_filter_mode, options.bone_group_indices)
bones = [armature_object.data.bones[bone_name] for bone_name in bone_names]
# Create a copy of the mesh object after non-armature modifiers are applied.
for bone in bones:
psk_bone = Psk.Bone()
psk_bone.name = bytes(bone.name, encoding='windows-1252')
psk_bone.flags = 0
psk_bone.children_count = 0
# Temporarily deactivate any armature modifiers on the input mesh object.
active_armature_modifiers = [x for x in filter(lambda x: x.type == 'ARMATURE' and x.is_active, input_mesh_object.modifiers)]
for modifier in active_armature_modifiers:
modifier.show_viewport = False
depsgraph = context.evaluated_depsgraph_get()
bm = bmesh.new()
bm.from_object(input_mesh_object, depsgraph)
mesh_data = bpy.data.meshes.new('')
bm.to_mesh(mesh_data)
del bm
mesh_object = bpy.data.objects.new('', mesh_data)
mesh_object.matrix_world = input_mesh_object.matrix_world
# Copy the vertex groups
for vertex_group in input_mesh_object.vertex_groups:
mesh_object.vertex_groups.new(name=vertex_group.name)
# Reactivate previously active armature modifiers
for modifier in active_armature_modifiers:
modifier.show_viewport = True
vertex_offset = len(psk.points)
# VERTICES
for vertex in mesh_data.vertices:
point = Vector3()
v = mesh_object.matrix_world @ vertex.co
point.x = v.x
point.y = v.y
point.z = v.z
psk.points.append(point)
uv_layer = mesh_data.uv_layers.active.data
# WEDGES
mesh_data.calc_loop_triangles()
# Build a list of non-unique wedges.
wedges = []
for loop_index, loop in enumerate(mesh_data.loops):
wedge = Psk.Wedge()
wedge.point_index = loop.vertex_index + vertex_offset
wedge.u, wedge.v = uv_layer[loop_index].uv
wedge.v = 1.0 - wedge.v
wedges.append(wedge)
# Assign material indices to the wedges.
for triangle in mesh_data.loop_triangles:
for loop_index in triangle.loops:
wedges[loop_index].material_index = material_indices[triangle.material_index]
# Populate the list of wedges with unique wedges & build a look-up table of loop indices to wedge indices
wedge_indices = {}
loop_wedge_indices = [-1] * len(mesh_data.loops)
for loop_index, wedge in enumerate(wedges):
wedge_hash = hash(wedge)
if wedge_hash in wedge_indices:
loop_wedge_indices[loop_index] = wedge_indices[wedge_hash]
else:
wedge_index = len(psk.wedges)
wedge_indices[wedge_hash] = wedge_index
psk.wedges.append(wedge)
loop_wedge_indices[loop_index] = wedge_index
# FACES
poly_groups, groups = mesh_data.calc_smooth_groups(use_bitflags=True)
for f in mesh_data.loop_triangles:
face = Psk.Face()
face.material_index = material_indices[f.material_index]
face.wedge_indices[0] = loop_wedge_indices[f.loops[2]]
face.wedge_indices[1] = loop_wedge_indices[f.loops[1]]
face.wedge_indices[2] = loop_wedge_indices[f.loops[0]]
face.smoothing_groups = poly_groups[f.polygon_index]
psk.faces.append(face)
# WEIGHTS
if armature_object is not None:
# Because the vertex groups may contain entries for which there is no matching bone in the armature,
# we must filter them out and not export any weights for these vertex groups.
bone_names = [x.name for x in bones]
vertex_group_names = [x.name for x in mesh_object.vertex_groups]
vertex_group_bone_indices = dict()
for vertex_group_index, vertex_group_name in enumerate(vertex_group_names):
try:
parent_index = bones.index(bone.parent)
psk_bone.parent_index = parent_index
psk.bones[parent_index].children_count += 1
vertex_group_bone_indices[vertex_group_index] = bone_names.index(vertex_group_name)
except ValueError:
psk_bone.parent_index = 0
if bone.parent is not None:
rotation = bone.matrix.to_quaternion()
rotation.x = -rotation.x
rotation.y = -rotation.y
rotation.z = -rotation.z
quat_parent = bone.parent.matrix.to_quaternion().inverted()
parent_head = quat_parent @ bone.parent.head
parent_tail = quat_parent @ bone.parent.tail
location = (parent_tail - parent_head) + bone.head
else:
location = armature_object.matrix_local @ bone.head
rot_matrix = bone.matrix @ armature_object.matrix_local.to_3x3()
rotation = rot_matrix.to_quaternion()
psk_bone.location.x = location.x
psk_bone.location.y = location.y
psk_bone.location.z = location.z
psk_bone.rotation.x = rotation.x
psk_bone.rotation.y = rotation.y
psk_bone.rotation.z = rotation.z
psk_bone.rotation.w = rotation.w
psk.bones.append(psk_bone)
for object in input_objects.mesh_objects:
vertex_offset = len(psk.points)
# VERTICES
for vertex in object.data.vertices:
point = Vector3()
v = object.matrix_world @ vertex.co
point.x = v.x
point.y = v.y
point.z = v.z
psk.points.append(point)
uv_layer = object.data.uv_layers.active.data
# MATERIALS
material_indices = []
for i, m in enumerate(object.data.materials):
if m is None:
raise RuntimeError('Material cannot be empty (index ' + str(i) + ')')
if m.name in materials:
# Material already evaluated, just get its index.
material_index = list(materials.keys()).index(m.name)
else:
# New material.
material = Psk.Material()
material.name = bytes(m.name, encoding='utf-8')
material.texture_index = len(psk.materials)
psk.materials.append(material)
materials[m.name] = m
material_index = material.texture_index
material_indices.append(material_index)
# WEDGES
object.data.calc_loop_triangles()
# Build a list of non-unique wedges.
wedges = []
for loop_index, loop in enumerate(object.data.loops):
wedge = Psk.Wedge()
wedge.point_index = loop.vertex_index + vertex_offset
wedge.u, wedge.v = uv_layer[loop_index].uv
wedge.v = 1.0 - wedge.v
wedges.append(wedge)
# Assign material indices to the wedges.
for triangle in object.data.loop_triangles:
for loop_index in triangle.loops:
wedges[loop_index].material_index = material_indices[triangle.material_index]
# Populate the list of wedges with unique wedges & build a look-up table of loop indices to wedge indices
wedge_indices = {}
loop_wedge_indices = [-1] * len(object.data.loops)
for loop_index, wedge in enumerate(wedges):
wedge_hash = hash(wedge)
if wedge_hash in wedge_indices:
loop_wedge_indices[loop_index] = wedge_indices[wedge_hash]
else:
wedge_index = len(psk.wedges)
wedge_indices[wedge_hash] = wedge_index
psk.wedges.append(wedge)
loop_wedge_indices[loop_index] = wedge_index
# FACES
poly_groups, groups = object.data.calc_smooth_groups(use_bitflags=True)
for f in object.data.loop_triangles:
face = Psk.Face()
face.material_index = material_indices[f.material_index]
face.wedge_indices[0] = loop_wedge_indices[f.loops[2]]
face.wedge_indices[1] = loop_wedge_indices[f.loops[1]]
face.wedge_indices[2] = loop_wedge_indices[f.loops[0]]
face.smoothing_groups = poly_groups[f.polygon_index]
psk.faces.append(face)
# WEIGHTS
if armature_object is not None:
# Because the vertex groups may contain entries for which there is no matching bone in the armature,
# we must filter them out and not export any weights for these vertex groups.
bone_names = [x.name for x in bones]
vertex_group_names = [x.name for x in object.vertex_groups]
vertex_group_bone_indices = dict()
for vertex_group_index, vertex_group_name in enumerate(vertex_group_names):
# The vertex group does not have a matching bone in the list of bones to be exported.
# Check to see if there is an associated bone for this vertex group that exists in the armature.
# If there is, we can traverse the ancestors of that bone to find an alternate bone to use for
# weighting the vertices belonging to this vertex group.
if vertex_group_name in armature_object.data.bones:
bone = armature_object.data.bones[vertex_group_name]
while bone is not None:
try:
bone_index = bone_names.index(bone.name)
vertex_group_bone_indices[vertex_group_index] = bone_index
break
except ValueError:
bone = bone.parent
for vertex_group_index, vertex_group in enumerate(mesh_object.vertex_groups):
if vertex_group_index not in vertex_group_bone_indices:
# Vertex group has no associated bone, skip it.
continue
bone_index = vertex_group_bone_indices[vertex_group_index]
for vertex_index in range(len(mesh_data.vertices)):
try:
vertex_group_bone_indices[vertex_group_index] = bone_names.index(vertex_group_name)
except ValueError:
# The vertex group does not have a matching bone in the list of bones to be exported.
# Check to see if there is an associated bone for this vertex group that exists in the armature.
# If there is, we can traverse the ancestors of that bone to find an alternate bone to use for
# weighting the vertices belonging to this vertex group.
if vertex_group_name in armature_object.data.bones:
bone = armature_object.data.bones[vertex_group_name]
while bone is not None:
try:
bone_index = bone_names.index(bone.name)
vertex_group_bone_indices[vertex_group_index] = bone_index
break
except ValueError:
bone = bone.parent
for vertex_group_index, vertex_group in enumerate(object.vertex_groups):
if vertex_group_index not in vertex_group_bone_indices:
# Vertex group has no associated bone, skip it.
weight = vertex_group.weight(vertex_index)
except RuntimeError:
continue
bone_index = vertex_group_bone_indices[vertex_group_index]
for vertex_index in range(len(object.data.vertices)):
try:
weight = vertex_group.weight(vertex_index)
except RuntimeError:
continue
if weight == 0.0:
continue
w = Psk.Weight()
w.bone_index = bone_index
w.point_index = vertex_offset + vertex_index
w.weight = weight
psk.weights.append(w)
if weight == 0.0:
continue
w = Psk.Weight()
w.bone_index = bone_index
w.point_index = vertex_offset + vertex_index
w.weight = weight
psk.weights.append(w)
return psk
if not options.use_raw_mesh_data:
bpy.data.objects.remove(mesh_object)
bpy.data.meshes.remove(mesh_data)
del mesh_data
return psk

View File

@ -1,10 +1,10 @@
from typing import Type
from bpy.props import StringProperty, CollectionProperty, IntProperty, EnumProperty
from bpy.types import Operator, PropertyGroup
from bpy.props import BoolProperty, StringProperty, CollectionProperty, IntProperty, EnumProperty, PointerProperty
from bpy.types import Operator, PropertyGroup, UIList, Material
from bpy_extras.io_utils import ExportHelper
from .builder import PskBuilder, PskBuilderOptions
from .builder import build_psk, PskBuildOptions, get_psk_input_objects
from .data import *
from ..helpers import populate_bone_group_list
from ..types import BoneGroupListItem
@ -15,55 +15,50 @@ MAX_BONE_COUNT = 256
MAX_MATERIAL_COUNT = 256
class PskExporter(object):
def _write_section(fp, name: bytes, data_type: Type[Structure] = None, data: list = None):
section = Section()
section.name = name
if data_type is not None and data is not None:
section.data_size = sizeof(data_type)
section.data_count = len(data)
fp.write(section)
if data is not None:
for datum in data:
fp.write(datum)
def __init__(self, psk: Psk):
self.psk: Psk = psk
@staticmethod
def write_section(fp, name: bytes, data_type: Type[Structure] = None, data: list = None):
section = Section()
section.name = name
if data_type is not None and data is not None:
section.data_size = sizeof(data_type)
section.data_count = len(data)
fp.write(section)
if data is not None:
for datum in data:
fp.write(datum)
def export_psk(psk: Psk, path: str):
if len(psk.wedges) > MAX_WEDGE_COUNT:
raise RuntimeError(f'Number of wedges ({len(psk.wedges)}) exceeds limit of {MAX_WEDGE_COUNT}')
if len(psk.bones) > MAX_BONE_COUNT:
raise RuntimeError(f'Number of bones ({len(psk.bones)}) exceeds limit of {MAX_BONE_COUNT}')
if len(psk.points) > MAX_POINT_COUNT:
raise RuntimeError(f'Numbers of vertices ({len(psk.points)}) exceeds limit of {MAX_POINT_COUNT}')
if len(psk.materials) > MAX_MATERIAL_COUNT:
raise RuntimeError(f'Number of materials ({len(psk.materials)}) exceeds limit of {MAX_MATERIAL_COUNT}')
def export(self, path: str):
if len(self.psk.wedges) > MAX_WEDGE_COUNT:
raise RuntimeError(f'Number of wedges ({len(self.psk.wedges)}) exceeds limit of {MAX_WEDGE_COUNT}')
if len(self.psk.bones) > MAX_BONE_COUNT:
raise RuntimeError(f'Number of bones ({len(self.psk.bones)}) exceeds limit of {MAX_BONE_COUNT}')
if len(self.psk.points) > MAX_POINT_COUNT:
raise RuntimeError(f'Numbers of vertices ({len(self.psk.points)}) exceeds limit of {MAX_POINT_COUNT}')
if len(self.psk.materials) > MAX_MATERIAL_COUNT:
raise RuntimeError(f'Number of materials ({len(self.psk.materials)}) exceeds limit of {MAX_MATERIAL_COUNT}')
with open(path, 'wb') as fp:
_write_section(fp, b'ACTRHEAD')
_write_section(fp, b'PNTS0000', Vector3, psk.points)
with open(path, 'wb') as fp:
self.write_section(fp, b'ACTRHEAD')
self.write_section(fp, b'PNTS0000', Vector3, self.psk.points)
wedges = []
for index, w in enumerate(psk.wedges):
wedge = Psk.Wedge16()
wedge.material_index = w.material_index
wedge.u = w.u
wedge.v = w.v
wedge.point_index = w.point_index
wedges.append(wedge)
wedges = []
for index, w in enumerate(self.psk.wedges):
wedge = Psk.Wedge16()
wedge.material_index = w.material_index
wedge.u = w.u
wedge.v = w.v
wedge.point_index = w.point_index
wedges.append(wedge)
self.write_section(fp, b'VTXW0000', Psk.Wedge16, wedges)
self.write_section(fp, b'FACE0000', Psk.Face, self.psk.faces)
self.write_section(fp, b'MATT0000', Psk.Material, self.psk.materials)
self.write_section(fp, b'REFSKELT', Psk.Bone, self.psk.bones)
self.write_section(fp, b'RAWWEIGHTS', Psk.Weight, self.psk.weights)
_write_section(fp, b'VTXW0000', Psk.Wedge16, wedges)
_write_section(fp, b'FACE0000', Psk.Face, psk.faces)
_write_section(fp, b'MATT0000', Psk.Material, psk.materials)
_write_section(fp, b'REFSKELT', Psk.Bone, psk.bones)
_write_section(fp, b'RAWWEIGHTS', Psk.Weight, psk.weights)
def is_bone_filter_mode_item_available(context, identifier):
input_objects = PskBuilder.get_input_objects(context)
input_objects = get_psk_input_objects(context)
armature_object = input_objects.armature_object
if identifier == 'BONE_GROUPS':
if not armature_object or not armature_object.pose or not armature_object.pose.bone_groups:
@ -72,6 +67,75 @@ def is_bone_filter_mode_item_available(context, identifier):
return True
class PSK_UL_MaterialList(UIList):
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
row = layout.row()
row.label(text=str(item.material_name), icon='MATERIAL')
class MaterialListItem(PropertyGroup):
material_name: StringProperty()
index: IntProperty()
@property
def name(self):
return self.material_name
def populate_material_list(mesh_objects, material_list):
material_list.clear()
material_names = []
for mesh_object in mesh_objects:
for i, material in enumerate(mesh_object.data.materials):
# TODO: put this in the poll arg?
if material is None:
raise RuntimeError('Material cannot be empty (index ' + str(i) + ')')
if material.name not in material_names:
material_names.append(material.name)
for index, material_name in enumerate(material_names):
m = material_list.add()
m.material_name = material_name
m.index = index
class PskMaterialListItemMoveUp(Operator):
bl_idname = 'psk_export.material_list_item_move_up'
bl_label = 'Move Up'
bl_options = {'INTERNAL'}
bl_description = 'Move the selected material up one slot'
@classmethod
def poll(cls, context):
pg = context.scene.psk_export
return pg.material_list_index > 0
def execute(self, context):
pg = context.scene.psk_export
pg.material_list.move(pg.material_list_index, pg.material_list_index - 1)
pg.material_list_index -= 1
return {"FINISHED"}
class PskMaterialListItemMoveDown(Operator):
bl_idname = 'psk_export.material_list_item_move_down'
bl_label = 'Move Down'
bl_options = {'INTERNAL'}
bl_description = 'Move the selected material down one slot'
@classmethod
def poll(cls, context):
pg = context.scene.psk_export
return pg.material_list_index < len(pg.material_list) - 1
def execute(self, context):
pg = context.scene.psk_export
pg.material_list.move(pg.material_list_index, pg.material_list_index + 1)
pg.material_list_index += 1
return {"FINISHED"}
class PskExportOperator(Operator, ExportHelper):
bl_idname = 'export.psk'
bl_label = 'Export'
@ -88,7 +152,7 @@ class PskExportOperator(Operator, ExportHelper):
def invoke(self, context, event):
try:
input_objects = PskBuilder.get_input_objects(context)
input_objects = get_psk_input_objects(context)
except RuntimeError as e:
self.report({'ERROR_INVALID_CONTEXT'}, str(e))
return {'CANCELLED'}
@ -97,6 +161,7 @@ class PskExportOperator(Operator, ExportHelper):
# Populate bone groups list.
populate_bone_group_list(input_objects.armature_object, pg.bone_group_list)
populate_material_list(input_objects.mesh_objects, pg.material_list)
context.window_manager.fileselect_add(self)
@ -105,7 +170,7 @@ class PskExportOperator(Operator, ExportHelper):
@classmethod
def poll(cls, context):
try:
PskBuilder.get_input_objects(context)
get_psk_input_objects(context)
except RuntimeError as e:
cls.poll_message_set(str(e))
return False
@ -116,11 +181,12 @@ class PskExportOperator(Operator, ExportHelper):
scene = context.scene
pg = scene.psk_export
layout.prop(pg, 'use_raw_mesh_data')
# BONES
box = layout.box()
box.label(text='Bones', icon='BONE_DATA')
layout.label(text='Bones', icon='BONE_DATA')
bone_filter_mode_items = pg.bl_rna.properties['bone_filter_mode'].enum_items_static
row = box.row(align=True)
row = layout.row(align=True)
for item in bone_filter_mode_items:
identifier = item.identifier
item_layout = row.row(align=True)
@ -128,20 +194,32 @@ class PskExportOperator(Operator, ExportHelper):
item_layout.enabled = is_bone_filter_mode_item_available(context, identifier)
if pg.bone_filter_mode == 'BONE_GROUPS':
row = box.row()
row = layout.row()
rows = max(3, min(len(pg.bone_group_list), 10))
row.template_list('PSX_UL_BoneGroupList', '', pg, 'bone_group_list', pg, 'bone_group_list_index', rows=rows)
layout.separator()
# MATERIALS
layout.label(text='Materials', icon='MATERIAL')
row = layout.row()
rows = max(3, min(len(pg.bone_group_list), 10))
row.template_list('PSK_UL_MaterialList', '', pg, 'material_list', pg, 'material_list_index', rows=rows)
col = row.column(align=True)
col.operator(PskMaterialListItemMoveUp.bl_idname, text='', icon='TRIA_UP')
col.operator(PskMaterialListItemMoveDown.bl_idname, text='', icon='TRIA_DOWN')
def execute(self, context):
pg = context.scene.psk_export
builder = PskBuilder()
options = PskBuilderOptions()
options = PskBuildOptions()
options.bone_filter_mode = pg.bone_filter_mode
options.bone_group_indices = [x.index for x in pg.bone_group_list if x.is_selected]
options.use_raw_mesh_data = pg.use_raw_mesh_data
options.material_names = [m.material_name for m in pg.material_list]
try:
psk = builder.build(context, options)
exporter = PskExporter(psk)
exporter.export(self.filepath)
psk = build_psk(context, options)
export_psk(psk, self.filepath)
except RuntimeError as e:
self.report({'ERROR_INVALID_CONTEXT'}, str(e))
return {'CANCELLED'}
@ -161,9 +239,16 @@ class PskExportPropertyGroup(PropertyGroup):
)
bone_group_list: CollectionProperty(type=BoneGroupListItem)
bone_group_list_index: IntProperty(default=0)
use_raw_mesh_data: BoolProperty(default=False, name='Raw Mesh Data', description='No modifiers will be evaluated as part of the exported mesh')
material_list: CollectionProperty(type=MaterialListItem)
material_list_index: IntProperty(default=0)
classes = (
MaterialListItem,
PSK_UL_MaterialList,
PskMaterialListItemMoveUp,
PskMaterialListItemMoveDown,
PskExportOperator,
PskExportPropertyGroup
PskExportPropertyGroup,
)

View File

@ -12,25 +12,26 @@ from bpy_extras.io_utils import ImportHelper
from mathutils import Quaternion, Vector, Matrix
from .data import Psk
from .reader import PskReader
from .reader import read_psk
from ..helpers import rgb_to_srgb
class PskImportOptions(object):
def __init__(self):
self.name = ''
self.should_import_mesh = True
self.should_import_vertex_colors = True
self.vertex_color_space = 'sRGB'
self.should_import_vertex_normals = True
self.should_import_extra_uvs = True
self.should_import_skeleton = True
self.bone_length = 1.0
class PskImporter(object):
def __init__(self):
pass
def import_psk(psk: Psk, context, options: PskImportOptions):
armature_object = None
def import_psk(self, psk: Psk, context, options: PskImportOptions):
if options.should_import_skeleton:
# ARMATURE
armature_data = bpy.data.armatures.new(options.name)
armature_object = bpy.data.objects.new(options.name, armature_data)
@ -109,7 +110,8 @@ class PskImporter(object):
edit_bone['orig_loc'] = import_bone.local_translation
edit_bone['post_quat'] = import_bone.local_rotation.conjugated()
# MESH
# MESH
if options.should_import_mesh:
mesh_data = bpy.data.meshes.new(options.name)
mesh_object = bpy.data.objects.new(options.name, mesh_data)
@ -211,24 +213,25 @@ class PskImporter(object):
# Get a list of all bones that have weights associated with them.
vertex_group_bone_indices = set(map(lambda weight: weight.bone_index, psk.weights))
for import_bone in map(lambda x: import_bones[x], sorted(list(vertex_group_bone_indices))):
import_bone.vertex_group = mesh_object.vertex_groups.new(
name=import_bone.psk_bone.name.decode('windows-1252'))
vertex_groups = [None] * len(psk.bones)
for bone_index, psk_bone in map(lambda x: (x, psk.bones[x]), vertex_group_bone_indices):
vertex_groups[bone_index] = mesh_object.vertex_groups.new(name=psk_bone.name.decode('windows-1252'))
for weight in psk.weights:
import_bones[weight.bone_index].vertex_group.add((weight.point_index,), weight.weight, 'ADD')
# Add armature modifier to our mesh object.
armature_modifier = mesh_object.modifiers.new(name='Armature', type='ARMATURE')
armature_modifier.object = armature_object
mesh_object.parent = armature_object
vertex_groups[weight.bone_index].add((weight.point_index,), weight.weight, 'ADD')
context.scene.collection.objects.link(mesh_object)
try:
bpy.ops.object.mode_set(mode='OBJECT')
except:
pass
# Add armature modifier to our mesh object.
if options.should_import_skeleton:
armature_modifier = mesh_object.modifiers.new(name='Armature', type='ARMATURE')
armature_modifier.object = armature_object
mesh_object.parent = armature_object
try:
bpy.ops.object.mode_set(mode='OBJECT')
except:
pass
class PskImportPropertyGroup(PropertyGroup):
@ -260,6 +263,18 @@ class PskImportPropertyGroup(PropertyGroup):
options=set(),
description='Import extra UV maps from PSKX files, if available'
)
should_import_mesh: BoolProperty(
default=True,
name='Import Mesh',
options=set(),
description='Import mesh'
)
should_import_skeleton: BoolProperty(
default=True,
name='Import Skeleton',
options=set(),
description='Import skeleton'
)
bone_length: FloatProperty(
default=1.0,
min=sys.float_info.epsilon,
@ -273,7 +288,7 @@ class PskImportPropertyGroup(PropertyGroup):
class PskImportOperator(Operator, ImportHelper):
bl_idname = 'import.psk'
bl_label = 'Export'
bl_label = 'Import'
bl_options = {'INTERNAL', 'UNDO'}
__doc__ = 'Load a PSK file'
filename_ext = '.psk'
@ -286,29 +301,42 @@ class PskImportOperator(Operator, ImportHelper):
def execute(self, context):
pg = context.scene.psk_import
reader = PskReader()
psk = reader.read(self.filepath)
psk = read_psk(self.filepath)
options = PskImportOptions()
options.name = os.path.splitext(os.path.basename(self.filepath))[0]
options.should_import_mesh = pg.should_import_mesh
options.should_import_extra_uvs = pg.should_import_extra_uvs
options.should_import_vertex_colors = pg.should_import_vertex_colors
options.should_import_vertex_normals = pg.should_import_vertex_normals
options.vertex_color_space = pg.vertex_color_space
options.should_import_skeleton = pg.should_import_skeleton
options.bone_length = pg.bone_length
PskImporter().import_psk(psk, context, options)
import_psk(psk, context, options)
return {'FINISHED'}
def draw(self, context):
pg = context.scene.psk_import
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
layout.prop(pg, 'should_import_vertex_normals')
layout.prop(pg, 'should_import_extra_uvs')
layout.prop(pg, 'should_import_vertex_colors')
if pg.should_import_vertex_colors:
layout.prop(pg, 'vertex_color_space')
layout.prop(pg, 'bone_length')
layout.prop(pg, 'should_import_mesh')
row = layout.column()
row.use_property_split = True
row.use_property_decorate = False
if pg.should_import_mesh:
row.prop(pg, 'should_import_vertex_normals')
row.prop(pg, 'should_import_extra_uvs')
row.prop(pg, 'should_import_vertex_colors')
if pg.should_import_vertex_colors:
row.prop(pg, 'vertex_color_space')
layout.prop(pg, 'should_import_skeleton')
row = layout.column()
row.use_property_split = True
row.use_property_decorate = False
if pg.should_import_skeleton:
row.prop(pg, 'bone_length')
classes = (

View File

@ -3,53 +3,48 @@ import ctypes
from .data import *
class PskReader(object):
def _read_types(fp, data_class: ctypes.Structure, section: Section, data):
buffer_length = section.data_size * section.data_count
buffer = fp.read(buffer_length)
offset = 0
for _ in range(section.data_count):
data.append(data_class.from_buffer_copy(buffer, offset))
offset += section.data_size
def __init__(self):
pass
@staticmethod
def read_types(fp, data_class: ctypes.Structure, section: Section, data):
buffer_length = section.data_size * section.data_count
buffer = fp.read(buffer_length)
offset = 0
for _ in range(section.data_count):
data.append(data_class.from_buffer_copy(buffer, offset))
offset += section.data_size
def read(self, path) -> Psk:
psk = Psk()
with open(path, 'rb') as fp:
while fp.read(1):
fp.seek(-1, 1)
section = Section.from_buffer_copy(fp.read(ctypes.sizeof(Section)))
if section.name == b'ACTRHEAD':
pass
elif section.name == b'PNTS0000':
PskReader.read_types(fp, Vector3, section, psk.points)
elif section.name == b'VTXW0000':
if section.data_size == ctypes.sizeof(Psk.Wedge16):
PskReader.read_types(fp, Psk.Wedge16, section, psk.wedges)
elif section.data_size == ctypes.sizeof(Psk.Wedge32):
PskReader.read_types(fp, Psk.Wedge32, section, psk.wedges)
else:
raise RuntimeError('Unrecognized wedge format')
elif section.name == b'FACE0000':
PskReader.read_types(fp, Psk.Face, section, psk.faces)
elif section.name == b'MATT0000':
PskReader.read_types(fp, Psk.Material, section, psk.materials)
elif section.name == b'REFSKELT':
PskReader.read_types(fp, Psk.Bone, section, psk.bones)
elif section.name == b'RAWWEIGHTS':
PskReader.read_types(fp, Psk.Weight, section, psk.weights)
elif section.name == b'FACE3200':
PskReader.read_types(fp, Psk.Face32, section, psk.faces)
elif section.name == b'VERTEXCOLOR':
PskReader.read_types(fp, Color, section, psk.vertex_colors)
elif section.name.startswith(b'EXTRAUVS'):
PskReader.read_types(fp, Vector2, section, psk.extra_uvs)
elif section.name == b'VTXNORMS':
PskReader.read_types(fp, Vector3, section, psk.vertex_normals)
def read_psk(path) -> Psk:
psk = Psk()
with open(path, 'rb') as fp:
while fp.read(1):
fp.seek(-1, 1)
section = Section.from_buffer_copy(fp.read(ctypes.sizeof(Section)))
if section.name == b'ACTRHEAD':
pass
elif section.name == b'PNTS0000':
_read_types(fp, Vector3, section, psk.points)
elif section.name == b'VTXW0000':
if section.data_size == ctypes.sizeof(Psk.Wedge16):
_read_types(fp, Psk.Wedge16, section, psk.wedges)
elif section.data_size == ctypes.sizeof(Psk.Wedge32):
_read_types(fp, Psk.Wedge32, section, psk.wedges)
else:
raise RuntimeError(f'Unrecognized section "{section.name} at position {15:fp.tell()}"')
return psk
raise RuntimeError('Unrecognized wedge format')
elif section.name == b'FACE0000':
_read_types(fp, Psk.Face, section, psk.faces)
elif section.name == b'MATT0000':
_read_types(fp, Psk.Material, section, psk.materials)
elif section.name == b'REFSKELT':
_read_types(fp, Psk.Bone, section, psk.bones)
elif section.name == b'RAWWEIGHTS':
_read_types(fp, Psk.Weight, section, psk.weights)
elif section.name == b'FACE3200':
_read_types(fp, Psk.Face32, section, psk.faces)
elif section.name == b'VERTEXCOLOR':
_read_types(fp, Color, section, psk.vertex_colors)
elif section.name.startswith(b'EXTRAUVS'):
_read_types(fp, Vector2, section, psk.extra_uvs)
elif section.name == b'VTXNORMS':
_read_types(fp, Vector3, section, psk.vertex_normals)
else:
raise RuntimeError(f'Unrecognized section "{section.name} at position {15:fp.tell()}"')
return psk

View File

@ -15,10 +15,6 @@ class BoneGroupListItem(PropertyGroup):
count: IntProperty()
is_selected: BoolProperty(default=False)
@property
def name(self):
return self.name
classes = (
BoneGroupListItem,