mirror of
https://github.com/DarklightGames/io_scene_psk_psa.git
synced 2024-11-24 06:50:13 +01:00
320 lines
14 KiB
Python
320 lines
14 KiB
Python
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, 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 ..shared.helpers import *
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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: Optional[Object] = None
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class PskBuildOptions(object):
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def __init__(self):
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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.materials: List[Material] = []
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self.should_enforce_bone_name_restrictions = False
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def get_psk_input_objects(context) -> PskInputObjects:
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input_objects = PskInputObjects()
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for selected_object in context.view_layer.objects.selected:
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if selected_object.type == 'MESH':
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input_objects.mesh_objects.append(selected_object)
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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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for mesh_object in input_objects.mesh_objects:
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if len(mesh_object.data.materials) == 0:
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raise RuntimeError(f'Mesh "{mesh_object.name}" must have at least one material')
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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 mesh_object in input_objects.mesh_objects:
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modifiers = [x for x in mesh_object.modifiers if x.type == 'ARMATURE']
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if len(modifiers) == 0:
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continue
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elif len(modifiers) > 1:
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raise RuntimeError(f'Mesh "{mesh_object.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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armature_modifier_names = [x.name for x in armature_modifier_objects]
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raise RuntimeError(f'All selected meshes must have the same armature modifier, encountered {len(armature_modifier_names)} ({", ".join(armature_modifier_names)})')
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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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class PskBuildResult(object):
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def __init__(self):
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self.psk = None
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self.warnings: List[str] = []
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def build_psk(context, options: PskBuildOptions) -> PskBuildResult:
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input_objects = get_psk_input_objects(context)
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armature_object: bpy.types.Object = input_objects.armature_object
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result = PskBuildResult()
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psk = Psk()
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bones = []
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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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psk_bone.children_count = 0
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psk_bone.parent_index = 0
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psk_bone.location = Vector3.zero()
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psk_bone.rotation = Quaternion.identity()
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psk.bones.append(psk_bone)
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else:
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bone_names = get_export_bone_names(armature_object, options.bone_filter_mode, options.bone_collection_indices)
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armature_data = typing.cast(Armature, armature_object.data)
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bones = [armature_data.bones[bone_name] for bone_name in bone_names]
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# Check that all bone names are valid.
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if options.should_enforce_bone_name_restrictions:
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check_bone_names(map(lambda x: x.name, bones))
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for bone in bones:
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psk_bone = Psk.Bone()
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try:
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psk_bone.name = bytes(bone.name, encoding='windows-1252')
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except UnicodeEncodeError:
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raise RuntimeError(
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f'Bone name "{bone.name}" contains characters that cannot be encoded in the Windows-1252 codepage')
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psk_bone.flags = 0
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psk_bone.children_count = 0
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try:
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parent_index = bones.index(bone.parent)
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psk_bone.parent_index = parent_index
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psk.bones[parent_index].children_count += 1
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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().conjugated()
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inverse_parent_rotation = bone.parent.matrix.to_quaternion().inverted()
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parent_head = inverse_parent_rotation @ bone.parent.head
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parent_tail = inverse_parent_rotation @ bone.parent.tail
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location = (parent_tail - parent_head) + bone.head
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else:
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armature_local_matrix = armature_object.matrix_local
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location = armature_local_matrix @ bone.head
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bone_rotation = bone.matrix.to_quaternion().conjugated()
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local_rotation = armature_local_matrix.to_3x3().to_quaternion().conjugated()
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rotation = bone_rotation @ local_rotation
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rotation.conjugate()
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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.w = rotation.w
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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.bones.append(psk_bone)
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# MATERIALS
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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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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 = 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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# MATERIALS
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material_indices = [material_names.index(material_slot.material.name) for material_slot in input_mesh_object.material_slots]
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# MESH DATA
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if options.use_raw_mesh_data:
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mesh_object = input_mesh_object
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mesh_data = input_mesh_object.data
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else:
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# Create a copy of the mesh object after non-armature modifiers are applied.
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# Temporarily force the armature into the rest position.
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# We will undo this later.
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old_pose_position = None
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if armature_object is not None:
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old_pose_position = armature_object.data.pose_position
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armature_object.data.pose_position = 'REST'
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depsgraph = context.evaluated_depsgraph_get()
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bm = bmesh.new()
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bm.from_object(input_mesh_object, depsgraph)
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mesh_data = bpy.data.meshes.new('')
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bm.to_mesh(mesh_data)
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del bm
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mesh_object = bpy.data.objects.new('', mesh_data)
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mesh_object.matrix_world = input_mesh_object.matrix_world
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scale = (input_mesh_object.scale.x, input_mesh_object.scale.y, input_mesh_object.scale.z)
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# Negative scaling in Blender results in inverted normals after the scale is applied. However, if the scale
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# is not applied, the normals will appear unaffected in the viewport. The evaluated mesh data used in the
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# export will have the scale applied, but this behavior is not obvious to the user.
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#
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# In order to have the exporter be as WYSIWYG as possible, we need to check for negative scaling and invert
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# the normals if necessary. If two axes have negative scaling and the third has positive scaling, the
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# normals will be correct. We can detect this by checking if the number of negative scaling axes is odd. If
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# it is, we need to invert the normals of the mesh by swapping the order of the vertices in each face.
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should_flip_normals = sum(1 for x in scale if x < 0) % 2 == 1
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# Copy the vertex groups
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for vertex_group in input_mesh_object.vertex_groups:
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mesh_object.vertex_groups.new(name=vertex_group.name)
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# Restore the previous pose position on the armature.
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if old_pose_position is not None:
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armature_object.data.pose_position = old_pose_position
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vertex_offset = len(psk.points)
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# VERTICES
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for vertex in mesh_data.vertices:
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point = Vector3()
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v = mesh_object.matrix_world @ vertex.co
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point.x = v.x
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point.y = v.y
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point.z = v.z
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psk.points.append(point)
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uv_layer = mesh_data.uv_layers.active.data
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# WEDGES
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mesh_data.calc_loop_triangles()
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# Build a list of non-unique wedges.
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wedges = []
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for loop_index, loop in enumerate(mesh_data.loops):
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wedges.append(Psk.Wedge(
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point_index=loop.vertex_index + vertex_offset,
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u=uv_layer[loop_index].uv[0],
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v=1.0 - uv_layer[loop_index].uv[1]
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))
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# Assign material indices to the wedges.
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for triangle in mesh_data.loop_triangles:
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for loop_index in triangle.loops:
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wedges[loop_index].material_index = material_indices[triangle.material_index]
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# Populate the list of wedges with unique wedges & build a look-up table of loop indices to wedge indices
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wedge_indices = dict()
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loop_wedge_indices = np.full(len(mesh_data.loops), -1)
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for loop_index, wedge in enumerate(wedges):
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wedge_hash = hash(wedge)
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if wedge_hash in wedge_indices:
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loop_wedge_indices[loop_index] = wedge_indices[wedge_hash]
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else:
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wedge_index = len(psk.wedges)
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wedge_indices[wedge_hash] = wedge_index
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psk.wedges.append(wedge)
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loop_wedge_indices[loop_index] = wedge_index
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# FACES
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poly_groups, groups = mesh_data.calc_smooth_groups(use_bitflags=True)
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psk_face_start_index = len(psk.faces)
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for f in mesh_data.loop_triangles:
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face = Psk.Face()
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face.material_index = material_indices[f.material_index]
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face.wedge_indices[0] = loop_wedge_indices[f.loops[2]]
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face.wedge_indices[1] = loop_wedge_indices[f.loops[1]]
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face.wedge_indices[2] = loop_wedge_indices[f.loops[0]]
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face.smoothing_groups = poly_groups[f.polygon_index]
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psk.faces.append(face)
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if should_flip_normals:
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# Invert the normals of the faces.
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for face in psk.faces[psk_face_start_index:]:
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face.wedge_indices[0], face.wedge_indices[2] = face.wedge_indices[2], face.wedge_indices[0]
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# WEIGHTS
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if armature_object is not None:
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armature_data = typing.cast(Armature, armature_object.data)
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# Because the vertex groups may contain entries for which there is no matching bone in the armature,
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# we must filter them out and not export any weights for these vertex groups.
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bone_names = [x.name for x in bones]
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vertex_group_names = [x.name for x in mesh_object.vertex_groups]
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vertex_group_bone_indices = dict()
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for vertex_group_index, vertex_group_name in enumerate(vertex_group_names):
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try:
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vertex_group_bone_indices[vertex_group_index] = bone_names.index(vertex_group_name)
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except ValueError:
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# The vertex group does not have a matching bone in the list of bones to be exported.
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# Check to see if there is an associated bone for this vertex group that exists in the armature.
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# If there is, we can traverse the ancestors of that bone to find an alternate bone to use for
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# weighting the vertices belonging to this vertex group.
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if vertex_group_name in armature_data.bones:
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bone = armature_data.bones[vertex_group_name]
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while bone is not None:
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try:
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bone_index = bone_names.index(bone.name)
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vertex_group_bone_indices[vertex_group_index] = bone_index
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break
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except ValueError:
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bone = bone.parent
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for vertex_group_index, vertex_group in enumerate(mesh_object.vertex_groups):
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if vertex_group_index not in vertex_group_bone_indices:
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# Vertex group has no associated bone, skip it.
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continue
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bone_index = vertex_group_bone_indices[vertex_group_index]
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for vertex_index in range(len(mesh_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 not options.use_raw_mesh_data:
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bpy.data.objects.remove(mesh_object)
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bpy.data.meshes.remove(mesh_data)
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del mesh_data
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context.window_manager.progress_update(object_index)
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context.window_manager.progress_end()
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result.psk = psk
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return result
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