mirror of
https://github.com/DarklightGames/io_scene_psk_psa.git
synced 2024-11-13 18:00:52 +01:00
Merge branch 'master' into blender-4.1
This commit is contained in:
commit
b67c734687
@ -3,7 +3,7 @@ from bpy.app.handlers import persistent
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bl_info = {
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'name': 'PSK/PSA Importer/Exporter',
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'author': 'Colin Basnett, Yurii Ti',
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'version': (6, 1, 2),
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'version': (6, 2, 0),
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'blender': (4, 0, 0),
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'description': 'PSK/PSA Import/Export (.psk/.psa)',
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'warning': '',
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@ -24,6 +24,8 @@ if 'bpy' in locals():
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importlib.reload(psk_writer)
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importlib.reload(psk_builder)
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importlib.reload(psk_importer)
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importlib.reload(psk_properties)
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importlib.reload(psk_ui)
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importlib.reload(psk_export_properties)
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importlib.reload(psk_export_operators)
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importlib.reload(psk_export_ui)
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@ -51,6 +53,8 @@ else:
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from .psk import writer as psk_writer
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from .psk import builder as psk_builder
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from .psk import importer as psk_importer
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from .psk import properties as psk_properties
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from .psk import ui as psk_ui
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from .psk.export import properties as psk_export_properties
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from .psk.export import operators as psk_export_operators
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from .psk.export import ui as psk_export_ui
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@ -73,6 +77,8 @@ import bpy
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from bpy.props import PointerProperty
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classes = psx_types.classes +\
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psk_properties.classes +\
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psk_ui.classes +\
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psk_import_operators.classes +\
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psk_export_properties.classes +\
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psk_export_operators.classes +\
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@ -108,6 +114,7 @@ def register():
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bpy.types.TOPBAR_MT_file_import.append(psk_import_menu_func)
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bpy.types.TOPBAR_MT_file_export.append(psa_export_menu_func)
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bpy.types.TOPBAR_MT_file_import.append(psa_import_menu_func)
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bpy.types.Material.psk = PointerProperty(type=psk_properties.PSX_PG_material)
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bpy.types.Scene.psa_import = PointerProperty(type=psa_import_properties.PSA_PG_import)
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bpy.types.Scene.psa_export = PointerProperty(type=psa_export_properties.PSA_PG_export)
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bpy.types.Scene.psk_export = PointerProperty(type=psk_export_properties.PSK_PG_export)
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@ -115,6 +122,7 @@ def register():
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def unregister():
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del bpy.types.Material.psk
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del bpy.types.Scene.psa_import
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del bpy.types.Scene.psa_export
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del bpy.types.Scene.psk_export
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@ -111,7 +111,7 @@ def get_animation_data_object(context: Context) -> Object:
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if active_object.type != 'ARMATURE':
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raise RuntimeError('Selected object must be an Armature')
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if pg.should_override_animation_data:
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if pg.sequence_source != 'ACTIONS' and pg.should_override_animation_data:
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animation_data_object = pg.animation_data_override
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else:
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animation_data_object = active_object
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@ -3,9 +3,10 @@ from typing import Optional
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import bmesh
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import bpy
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import numpy as np
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from bpy.types import Armature
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from bpy.types import Armature, Material
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from .data import *
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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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@ -20,7 +21,7 @@ class PskBuildOptions(object):
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self.bone_filter_mode = 'ALL'
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self.bone_collection_indices: List[int] = []
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self.use_raw_mesh_data = True
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self.material_names: List[str] = []
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self.materials: List[Material] = []
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self.should_enforce_bone_name_restrictions = False
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@ -75,9 +76,9 @@ def build_psk(context, options: PskBuildOptions) -> PskBuildResult:
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psk = Psk()
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bones = []
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if armature_object is None:
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# If the mesh has no armature object, simply assign it a dummy bone at the root to satisfy the requirement
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# that a PSK file must have at least one bone.
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if armature_object is None or len(armature_object.data.bones) == 0:
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# If the mesh has no armature object or no bones, simply assign it a dummy bone at the root to satisfy the
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# requirement that a PSK file must have at least one bone.
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psk_bone = Psk.Bone()
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psk_bone.name = bytes('root', encoding='windows-1252')
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psk_bone.flags = 0
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@ -138,19 +139,21 @@ def build_psk(context, options: PskBuildOptions) -> PskBuildResult:
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psk.bones.append(psk_bone)
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# MATERIALS
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material_names = options.material_names
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for material_name in material_names:
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for material in options.materials:
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psk_material = Psk.Material()
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try:
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psk_material.name = bytes(material_name, encoding='windows-1252')
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psk_material.name = bytes(material.name, encoding='windows-1252')
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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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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 = 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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material_names = [m.name for m in options.materials]
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for object_index, input_mesh_object in enumerate(input_objects.mesh_objects):
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should_flip_normals = False
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@ -20,19 +20,19 @@ def is_bone_filter_mode_item_available(context, identifier):
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def populate_material_list(mesh_objects, material_list):
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material_list.clear()
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material_names = []
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materials = []
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for mesh_object in mesh_objects:
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for i, material_slot in enumerate(mesh_object.material_slots):
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material = material_slot.material
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# TODO: put this in the poll arg?
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if material is None:
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raise RuntimeError('Material slot cannot be empty (index ' + str(i) + ')')
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if material.name not in material_names:
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material_names.append(material.name)
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if material not in materials:
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materials.append(material)
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for index, material_name in enumerate(material_names):
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for index, material in enumerate(materials):
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m = material_list.add()
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m.material_name = material_name
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m.material = material
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m.index = index
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@ -159,9 +159,9 @@ class PSK_OT_export(Operator, ExportHelper):
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options.bone_filter_mode = pg.bone_filter_mode
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options.bone_collection_indices = [x.index for x in pg.bone_collection_list if x.is_selected]
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options.use_raw_mesh_data = pg.use_raw_mesh_data
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options.material_names = [m.material_name for m in pg.material_list]
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options.materials = [m.material for m in pg.material_list]
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options.should_enforce_bone_name_restrictions = pg.should_enforce_bone_name_restrictions
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try:
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result = build_psk(context, options)
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for warning in result.warnings:
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@ -1,11 +1,11 @@
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from bpy.props import EnumProperty, CollectionProperty, IntProperty, BoolProperty, StringProperty
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from bpy.types import PropertyGroup
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from bpy.props import EnumProperty, CollectionProperty, IntProperty, BoolProperty, PointerProperty
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from bpy.types import PropertyGroup, Material
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from ...types import PSX_PG_bone_collection_list_item
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class PSK_PG_material_list_item(PropertyGroup):
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material_name: StringProperty()
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material: PointerProperty(type=Material)
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index: IntProperty()
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@ -4,7 +4,7 @@ from bpy.types import UIList
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class PSK_UL_materials(UIList):
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def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
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row = layout.row()
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row.label(text=str(getattr(item, 'material_name')), icon='MATERIAL')
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row.prop(item.material, 'name', text='', emboss=False, icon_value=layout.icon(item.material))
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classes = (
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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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48
io_scene_psk_psa/psk/properties.py
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48
io_scene_psk_psa/psk/properties.py
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@ -0,0 +1,48 @@
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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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('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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('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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mesh_triangle_type: EnumProperty(items=mesh_triangle_types_items, name='Triangle Type')
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mesh_triangle_bit_flags: EnumProperty(items=mesh_triangle_bit_flags_items, name='Triangle Bit Flags',
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options={'ENUM_FLAG'})
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mesh_triangle_types_items_dict = {item[0]: item[3] for item in mesh_triangle_types_items}
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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 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.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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28
io_scene_psk_psa/psk/ui.py
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28
io_scene_psk_psa/psk/ui.py
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@ -0,0 +1,28 @@
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from bpy.types import Panel
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class PSK_PT_material(Panel):
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bl_label = 'PSK Material'
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bl_idname = 'PSK_PT_material'
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = 'material'
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bl_options = {'DEFAULT_CLOSED'}
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@classmethod
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def poll(cls, context):
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return context.material is not None
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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layout.use_property_decorate = False
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material = context.material
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layout.prop(material.psk, 'mesh_triangle_type')
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col = layout.column()
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col.prop(material.psk, 'mesh_triangle_bit_flags', expand=True, text='Flags')
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classes = (
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PSK_PT_material,
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)
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@ -51,5 +51,5 @@ classes = (
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PSX_PG_action_export,
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PSX_PG_bone_collection_list_item,
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PSX_UL_bone_collection_list,
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PSX_PT_action
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PSX_PT_action,
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)
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