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https://github.com/DarklightGames/io_scene_psk_psa.git
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Added the ability for users to export "static meshes" for meshes that don't have armature modifiers
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@ -30,22 +30,23 @@ class PskBuilder(object):
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if len(obj.data.materials) == 0:
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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 are either no armature modifiers (static mesh)
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# or that there is exactly one armature modifier object shared between
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# all selected meshes
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armature_modifier_objects = set()
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for obj in input_objects.mesh_objects:
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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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raise RuntimeError(f'Mesh "{obj.name}" must have one armature modifier')
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if len(modifiers) == 0:
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continue
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elif len(modifiers) == 2:
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raise RuntimeError(f'Mesh "{obj.name}" must have only one armature modifier')
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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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raise RuntimeError('All selected meshes must have the same armature modifier')
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input_objects.armature_object = list(armature_modifier_objects)[0]
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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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elif len(armature_modifier_objects) == 1:
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input_objects.armature_object = list(armature_modifier_objects)[0]
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return input_objects
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@ -61,42 +62,53 @@ class PskBuilder(object):
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materials = OrderedDict()
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bones = list(input_objects.armature_object.data.bones)
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for bone in bones:
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if input_objects.armature_object is None:
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# Static mesh (no armature)
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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('static', encoding='utf-8')
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psk_bone.flags = 0
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psk_bone.children_count = len(bone.children)
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try:
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psk_bone.parent_index = bones.index(bone.parent)
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except ValueError:
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psk_bone.parent_index = 0
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if bone.parent is not None:
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rotation = bone.matrix.to_quaternion()
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rotation.x = -rotation.x
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rotation.y = -rotation.y
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rotation.z = -rotation.z
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quat_parent = bone.parent.matrix.to_quaternion().inverted()
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parent_head = quat_parent @ bone.parent.head
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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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else:
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location = input_objects.armature_object.matrix_local @ bone.head
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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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psk_bone.location.x = location.x
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psk_bone.location.y = location.y
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psk_bone.location.z = location.z
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psk_bone.rotation.x = rotation.x
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psk_bone.rotation.y = rotation.y
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psk_bone.rotation.z = rotation.z
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psk_bone.rotation.w = rotation.w
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psk_bone.children_count = 0
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psk_bone.parent_index = 0
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psk_bone.location = Vector3(0, 0, 0)
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psk_bone.rotation = Quaternion(0, 0, 0, 1)
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psk.bones.append(psk_bone)
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else:
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bones = list(input_objects.armature_object.data.bones)
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for bone in bones:
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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.flags = 0
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psk_bone.children_count = len(bone.children)
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try:
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psk_bone.parent_index = bones.index(bone.parent)
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except ValueError:
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psk_bone.parent_index = 0
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if bone.parent is not None:
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rotation = bone.matrix.to_quaternion()
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rotation.x = -rotation.x
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rotation.y = -rotation.y
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rotation.z = -rotation.z
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quat_parent = bone.parent.matrix.to_quaternion().inverted()
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parent_head = quat_parent @ bone.parent.head
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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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else:
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location = input_objects.armature_object.matrix_local @ bone.head
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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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psk_bone.location.x = location.x
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psk_bone.location.y = location.y
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psk_bone.location.z = location.z
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psk_bone.rotation.x = rotation.x
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psk_bone.rotation.y = rotation.y
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psk_bone.rotation.z = rotation.z
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psk_bone.rotation.w = rotation.w
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psk.bones.append(psk_bone)
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vertex_offset = 0
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wedge_offset = 0
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@ -143,7 +155,6 @@ class PskBuilder(object):
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material_indices.append(material_index)
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# FACES
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# TODO: this is making the assumption that the mesh is triangulated
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object.data.calc_loop_triangles()
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poly_groups, groups = object.data.calc_smooth_groups(use_bitflags=True)
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for f in object.data.loop_triangles:
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@ -160,24 +171,25 @@ class PskBuilder(object):
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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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armature = input_objects.armature_object.data
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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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bone_indices = [bone_names.index(name) for name in vertex_group_names]
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for vertex_group_index, vertex_group in enumerate(object.vertex_groups):
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bone_index = bone_indices[vertex_group_index]
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for vertex_index in range(len(object.data.vertices)):
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try:
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weight = vertex_group.weight(vertex_index)
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except RuntimeError:
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continue
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if weight == 0.0:
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continue
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w = Psk.Weight()
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w.bone_index = bone_index
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w.point_index = vertex_offset + vertex_index
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w.weight = weight
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psk.weights.append(w)
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if input_objects.armature_object is not None:
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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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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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for vertex_group_index, vertex_group in enumerate(object.vertex_groups):
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bone_index = bone_indices[vertex_group_index]
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for vertex_index in range(len(object.data.vertices)):
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try:
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weight = vertex_group.weight(vertex_index)
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except RuntimeError:
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continue
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if weight == 0.0:
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continue
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w = Psk.Weight()
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w.bone_index = bone_index
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w.point_index = vertex_offset + vertex_index
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w.weight = weight
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psk.weights.append(w)
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vertex_offset += len(psk.points)
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wedge_offset += len(psk.wedges)
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