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mirror of https://github.com/DarklightGames/io_scene_psk_psa.git synced 2025-01-31 11:53:47 +01:00

Added the ability for users to export "static meshes" for meshes that don't have armature modifiers

This commit is contained in:
Colin Basnett 2021-08-14 18:00:16 -07:00
parent e51013eec7
commit a76215569d

View File

@ -30,22 +30,23 @@ class PskBuilder(object):
if len(obj.data.materials) == 0:
raise RuntimeError(f'Mesh "{obj.name}" must have at least one material')
# ensure that there is exactly one armature modifier object shared between all selected meshes
# 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 obj in input_objects.mesh_objects:
modifiers = [x for x in obj.modifiers if x.type == 'ARMATURE']
if len(modifiers) != 1:
raise RuntimeError(f'Mesh "{obj.name}" must have one armature modifier')
if len(modifiers) == 0:
continue
elif len(modifiers) == 2:
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')
input_objects.armature_object = list(armature_modifier_objects)[0]
if input_objects.armature_object is None:
raise RuntimeError('Armature modifier has no linked object')
elif len(armature_modifier_objects) == 1:
input_objects.armature_object = list(armature_modifier_objects)[0]
return input_objects
@ -61,42 +62,53 @@ class PskBuilder(object):
materials = OrderedDict()
bones = list(input_objects.armature_object.data.bones)
for bone in bones:
if input_objects.armature_object is None:
# Static mesh (no armature)
psk_bone = Psk.Bone()
psk_bone.name = bytes(bone.name, encoding='utf-8')
psk_bone.name = bytes('static', encoding='utf-8')
psk_bone.flags = 0
psk_bone.children_count = len(bone.children)
try:
psk_bone.parent_index = bones.index(bone.parent)
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 = input_objects.armature_object.matrix_local @ bone.head
rot_matrix = bone.matrix @ input_objects.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_bone.children_count = 0
psk_bone.parent_index = 0
psk_bone.location = Vector3(0, 0, 0)
psk_bone.rotation = Quaternion(0, 0, 0, 1)
psk.bones.append(psk_bone)
else:
bones = list(input_objects.armature_object.data.bones)
for bone in bones:
psk_bone = Psk.Bone()
psk_bone.name = bytes(bone.name, encoding='utf-8')
psk_bone.flags = 0
psk_bone.children_count = len(bone.children)
try:
psk_bone.parent_index = bones.index(bone.parent)
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 = input_objects.armature_object.matrix_local @ bone.head
rot_matrix = bone.matrix @ input_objects.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)
vertex_offset = 0
wedge_offset = 0
@ -143,7 +155,6 @@ class PskBuilder(object):
material_indices.append(material_index)
# FACES
# TODO: this is making the assumption that the mesh is triangulated
object.data.calc_loop_triangles()
poly_groups, groups = object.data.calc_smooth_groups(use_bitflags=True)
for f in object.data.loop_triangles:
@ -160,24 +171,25 @@ class PskBuilder(object):
# WEIGHTS
# TODO: bone ~> vg might not be 1:1, provide a nice error message if this is the case
armature = input_objects.armature_object.data
bone_names = [x.name for x in armature.bones]
vertex_group_names = [x.name for x in object.vertex_groups]
bone_indices = [bone_names.index(name) for name in vertex_group_names]
for vertex_group_index, vertex_group in enumerate(object.vertex_groups):
bone_index = 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 input_objects.armature_object is not None:
armature = input_objects.armature_object.data
bone_names = [x.name for x in armature.bones]
vertex_group_names = [x.name for x in object.vertex_groups]
bone_indices = [bone_names.index(name) for name in vertex_group_names]
for vertex_group_index, vertex_group in enumerate(object.vertex_groups):
bone_index = 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)
vertex_offset += len(psk.points)
wedge_offset += len(psk.wedges)