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https://github.com/DarklightGames/io_scene_psk_psa.git
synced 2024-11-27 16:10:48 +01:00
Importing PSKs with poly flags now works
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14116963bb
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@ -6,7 +6,7 @@ import numpy as np
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from bpy.types import Armature, Material
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from .data import *
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from .properties import get_poly_flags
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from .properties import triangle_type_and_bit_flags_to_poly_flags
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from ..helpers import *
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@ -146,8 +146,8 @@ def build_psk(context, options: PskBuildOptions) -> PskBuildResult:
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except UnicodeEncodeError:
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raise RuntimeError(f'Material name "{material.name}" contains characters that cannot be encoded in the Windows-1252 codepage')
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psk_material.texture_index = len(psk.materials)
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psk_material.poly_flags = get_poly_flags(material.psk)
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print(psk_material.name, psk_material.poly_flags)
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psk_material.poly_flags = triangle_type_and_bit_flags_to_poly_flags(material.psk.mesh_triangle_type,
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material.psk.mesh_triangle_bit_flags)
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psk.materials.append(psk_material)
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context.window_manager.progress_begin(0, len(input_objects.mesh_objects))
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@ -7,6 +7,7 @@ from bpy.types import VertexGroup
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from mathutils import Quaternion, Vector, Matrix
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from .data import Psk
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from .properties import poly_flags_to_triangle_type_and_bit_flags
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from ..helpers import rgb_to_srgb, is_bdk_addon_loaded
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@ -134,6 +135,9 @@ def import_psk(psk: Psk, context, options: PskImportOptions) -> PskImportResult:
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else:
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# Just create a blank material.
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material = bpy.data.materials.new(material_name)
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mesh_triangle_type, mesh_triangle_bit_flags = poly_flags_to_triangle_type_and_bit_flags(psk_material.poly_flags)
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material.psk.mesh_triangle_type = mesh_triangle_type
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material.psk.mesh_triangle_bit_flags = mesh_triangle_bit_flags
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material.use_nodes = True
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mesh_data.materials.append(material)
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@ -2,19 +2,19 @@ from bpy.props import EnumProperty
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from bpy.types import PropertyGroup
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mesh_triangle_types_items = (
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('MTT_Normal', 'Normal', 'Normal one-sided', 0),
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('MTT_NormalTwoSided', 'Normal Two-Sided', 'Normal but two-sided', 1),
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('MTT_Translucent', 'Translucent', 'Translucent two-sided', 2),
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('MTT_Masked', 'Masked', 'Masked two-sided', 3),
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('MTT_Modulate', 'Modulate', 'Modulation blended two-sided', 4),
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('MTT_Placeholder', 'Placeholder', 'Placeholder triangle for positioning weapon. Invisible', 8),
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('NORMAL', 'Normal', 'Normal one-sided', 0),
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('NORMAL_TWO_SIDED', 'Normal Two-Sided', 'Normal but two-sided', 1),
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('TRANSLUCENT', 'Translucent', 'Translucent two-sided', 2),
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('MASKED', 'Masked', 'Masked two-sided', 3),
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('MODULATE', 'Modulate', 'Modulation blended two-sided', 4),
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('PLACEHOLDER', 'Placeholder', 'Placeholder triangle for positioning weapon. Invisible', 8),
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)
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mesh_triangle_bit_flags_items = (
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('MTT_Unlit', 'Unlit', 'Full brightness, no lighting', 16),
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('MTT_Flat', 'Flat', 'Flat surface, don\'t do bMeshCurvy thing', 32),
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('MTT_Environment', 'Environment', 'Environment mapped', 64),
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('MTT_NoSmooth', 'No Smooth', 'No bilinear filtering on this poly\'s texture', 128),
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('UNLIT', 'Unlit', 'Full brightness, no lighting', 16),
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('FLAT', 'Flat', 'Flat surface, don\'t do bMeshCurvy thing', 32),
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('ENVIRONMENT', 'Environment', 'Environment mapped', 64),
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('NO_SMOOTH', 'No Smooth', 'No bilinear filtering on this poly\'s texture', 128),
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)
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class PSX_PG_material(PropertyGroup):
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@ -26,13 +26,23 @@ mesh_triangle_types_items_dict = {item[0]: item[3] for item in mesh_triangle_typ
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mesh_triangle_bit_flags_items_dict = {item[0]: item[3] for item in mesh_triangle_bit_flags_items}
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def get_poly_flags(material: PSX_PG_material) -> int:
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def triangle_type_and_bit_flags_to_poly_flags(mesh_triangle_type: str, mesh_triangle_bit_flags: set[str]) -> int:
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poly_flags = 0
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poly_flags |= mesh_triangle_types_items_dict[material.mesh_triangle_type]
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for flag in material.mesh_triangle_bit_flags:
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poly_flags |= mesh_triangle_bit_flags_items_dict[flag]
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poly_flags |= mesh_triangle_types_items_dict.get(mesh_triangle_type, 0)
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for flag in mesh_triangle_bit_flags:
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poly_flags |= mesh_triangle_bit_flags_items_dict.get(flag, 0)
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return poly_flags
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def poly_flags_to_triangle_type_and_bit_flags(poly_flags: int) -> (str, set[str]):
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try:
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triangle_type = next(item[0] for item in mesh_triangle_types_items if item[3] == (poly_flags & 15))
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except StopIteration:
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triangle_type = 'NORMAL'
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triangle_bit_flags = {item[0] for item in mesh_triangle_bit_flags_items if item[3] & poly_flags}
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return triangle_type, triangle_bit_flags
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classes = (
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PSX_PG_material,
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)
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