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https://github.com/DarklightGames/io_scene_psk_psa.git
synced 2025-02-17 18:19:15 +01:00
The PSK export context is now consistently checked and proper errors are thrown before getting into the file dialog.
This commit is contained in:
parent
fd0b494d53
commit
63ccc92a9f
@ -5,47 +5,53 @@ from .data import *
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# https://github.com/bwrsandman/blender-addons/blob/master/io_export_unreal_psk_psa.py
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# https://github.com/bwrsandman/blender-addons/blob/master/io_export_unreal_psk_psa.py
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class PskInputObjects(object):
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def __init__(self):
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self.mesh_objects = []
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self.armature_object = None
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class PskBuilder(object):
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class PskBuilder(object):
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def __init__(self):
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def __init__(self):
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# TODO: add options in here
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pass
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pass
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def build(self, context) -> Psk:
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@staticmethod
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# TODO: it would be nice to be able to do this with MULTIPLE meshes so long as they both have the same armature
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def get_input_objects(context) -> PskInputObjects:
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mesh_objects =[]
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input_objects = PskInputObjects()
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for object in context.view_layer.objects.selected:
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for obj in context.view_layer.objects.selected:
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if object.type != 'MESH':
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if obj.type != 'MESH':
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raise RuntimeError(f'Selected object "{object.name}" is not a mesh')
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raise RuntimeError(f'Selected object "{obj.name}" is not a mesh')
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mesh_objects.append(object)
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if len(mesh_objects) == 0:
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input_objects.mesh_objects = context.view_layer.objects.selected
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if len(input_objects.mesh_objects) == 0:
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raise RuntimeError('At least one mesh must be selected')
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raise RuntimeError('At least one mesh must be selected')
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for object in mesh_objects:
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for obj in input_objects.mesh_objects:
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if len(object.data.materials) == 0:
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if len(obj.data.materials) == 0:
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raise RuntimeError(f'Mesh "{object.name}" must have at least one material')
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raise RuntimeError(f'Mesh "{obj.name}" must have at least one material')
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# ensure that there is exactly one armature modifier object shared between all selected meshes
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# ensure that there is exactly one armature modifier object shared between all selected meshes
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armature_modifier_objects = set()
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armature_modifier_objects = set()
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for object in mesh_objects:
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for obj in input_objects.mesh_objects:
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modifiers = [x for x in object.modifiers if x.type == 'ARMATURE']
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modifiers = [x for x in obj.modifiers if x.type == 'ARMATURE']
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if len(modifiers) != 1:
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if len(modifiers) != 1:
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raise RuntimeError(f'Mesh "{object.name}" must have one armature modifier')
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raise RuntimeError(f'Mesh "{obj.name}" must have one armature modifier')
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armature_modifier_objects.add(modifiers[0].object)
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armature_modifier_objects.add(modifiers[0].object)
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if len(armature_modifier_objects) > 1:
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if len(armature_modifier_objects) > 1:
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raise RuntimeError('All selected meshes must have the same armature modifier')
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raise RuntimeError('All selected meshes must have the same armature modifier')
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armature_object = list(armature_modifier_objects)[0]
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input_objects.armature_object = list(armature_modifier_objects)[0]
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if armature_object is None:
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if input_objects.armature_object is None:
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raise RuntimeError('Armature modifier has no linked object')
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raise RuntimeError('Armature modifier has no linked object')
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# TODO: probably requires at least one bone? not sure
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return input_objects
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wedge_count = sum([len(m.data.loops) for m in mesh_objects])
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def build(self, context) -> Psk:
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print(wedge_count)
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input_objects = PskBuilder.get_input_objects(context)
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wedge_count = sum([len(m.data.loops) for m in input_objects.mesh_objects])
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if wedge_count <= 65536:
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if wedge_count <= 65536:
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wedge_type = Psk.Wedge16
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wedge_type = Psk.Wedge16
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else:
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else:
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@ -55,7 +61,7 @@ class PskBuilder(object):
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materials = OrderedDict()
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materials = OrderedDict()
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bones = list(armature_object.data.bones)
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bones = list(input_objects.armature_object.data.bones)
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for bone in bones:
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for bone in bones:
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psk_bone = Psk.Bone()
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psk_bone = Psk.Bone()
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psk_bone.name = bytes(bone.name, encoding='utf-8')
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psk_bone.name = bytes(bone.name, encoding='utf-8')
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@ -77,8 +83,8 @@ class PskBuilder(object):
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parent_tail = quat_parent @ bone.parent.tail
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parent_tail = quat_parent @ bone.parent.tail
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location = (parent_tail - parent_head) + bone.head
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location = (parent_tail - parent_head) + bone.head
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else:
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else:
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location = armature_object.matrix_local @ bone.head
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location = input_objects.armature_object.matrix_local @ bone.head
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rot_matrix = bone.matrix @ armature_object.matrix_local.to_3x3()
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rot_matrix = bone.matrix @ input_objects.armature_object.matrix_local.to_3x3()
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rotation = rot_matrix.to_quaternion()
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rotation = rot_matrix.to_quaternion()
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psk_bone.location.x = location.x
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psk_bone.location.x = location.x
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@ -97,7 +103,7 @@ class PskBuilder(object):
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weight_offset = 0
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weight_offset = 0
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# TODO: if there is an edge-split modifier, we need to apply it (maybe?)
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# TODO: if there is an edge-split modifier, we need to apply it (maybe?)
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for object in mesh_objects:
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for object in input_objects.mesh_objects:
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# VERTICES
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# VERTICES
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for vertex in object.data.vertices:
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for vertex in object.data.vertices:
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point = Vector3()
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point = Vector3()
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@ -154,7 +160,7 @@ class PskBuilder(object):
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# WEIGHTS
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# WEIGHTS
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# TODO: bone ~> vg might not be 1:1, provide a nice error message if this is the case
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# TODO: bone ~> vg might not be 1:1, provide a nice error message if this is the case
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armature = armature_object.data
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armature = input_objects.armature_object.data
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bone_names = [x.name for x in armature.bones]
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bone_names = [x.name for x in armature.bones]
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vertex_group_names = [x.name for x in object.vertex_groups]
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vertex_group_names = [x.name for x in object.vertex_groups]
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bone_indices = [bone_names.index(name) for name in vertex_group_names]
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bone_indices = [bone_names.index(name) for name in vertex_group_names]
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@ -19,33 +19,11 @@ class PskExportOperator(Operator, ExportHelper):
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default='')
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default='')
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def invoke(self, context, event):
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def invoke(self, context, event):
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# object = context.view_layer.objects.active
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try:
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#
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PskBuilder.get_input_objects(context)
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# if object.type != 'MESH':
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except RuntimeError as e:
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# self.report({'ERROR_INVALID_CONTEXT'}, 'The selected object must be a mesh.')
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self.report({'ERROR_INVALID_CONTEXT'}, str(e))
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# return {'CANCELLED'}
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return {'CANCELLED'}
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#
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# if len(object.data.materials) == 0:
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# self.report({'ERROR_INVALID_CONTEXT'}, 'Mesh must have at least one material')
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# return {'CANCELLED'}
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#
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# # ensure that there is exactly one armature modifier
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# modifiers = [x for x in object.modifiers if x.type == 'ARMATURE']
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#
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# if len(modifiers) != 1:
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# self.report({'ERROR_INVALID_CONTEXT'}, 'Mesh must have one armature modifier')
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# return {'CANCELLED'}
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#
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# armature_modifier = modifiers[0]
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# armature_object = armature_modifier.object
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#
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# if object.modifiers[-1] != armature_modifier:
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# self.report({'ERROR_INVALID_CONTEXT'}, 'Armature modifier must be the last modifier in the stack')
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# return {'CANCELLED'}
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#
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# if armature_object is None:
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# self.report({'ERROR_INVALID_CONTEXT'}, 'Armature modifier has no linked object')
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# return {'CANCELLED'}
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context.window_manager.fileselect_add(self)
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context.window_manager.fileselect_add(self)
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return {'RUNNING_MODAL'}
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return {'RUNNING_MODAL'}
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