Minor envelope progress

This commit is contained in:
Will Snyder
2020-10-14 16:06:04 -04:00
parent 2599a7203e
commit 1892a1cdbd
5 changed files with 93 additions and 45 deletions

View File

@@ -4,7 +4,7 @@
import bpy
import math
from enum import Enum
from typing import List, Set, Dict, Tuple
from typing import List, Set, Dict, Tuple, Set
from itertools import zip_longest
from .msh_model import *
from .msh_model_utilities import *
@@ -22,11 +22,7 @@ def gather_models(apply_modifiers: bool, export_target: str) -> List[Model]:
parents = create_parents_set()
models_list: List[Model] = []
model_indices: Dict[str, int] = {}
for i, uneval_obj in enumerate(select_objects(export_target)):
if not (uneval_obj.type in SKIPPED_OBJECT_TYPES and uneval_obj.name not in parents):
model_indices[uneval_obj.name] = i
skeleton: bpy.types.Armature = None
for uneval_obj in select_objects(export_target):
if uneval_obj.type in SKIPPED_OBJECT_TYPES and uneval_obj.name not in parents:
@@ -50,19 +46,23 @@ def gather_models(apply_modifiers: bool, export_target: str) -> List[Model]:
if obj.parent is not None:
if obj.parent.type == "ARMATURE":
model.parent = obj.parent.parent.name
else:
model.parent = obj.parent.name
skeleton = obj.parent
parent_bone_name = obj.parent_bone
if parent_bone_name == "":
model.parent = obj.parent.parent
else:
model.parent = parent_bone_name
if model.model_type == ModelType.SKIN:
model.vgroups_to_modelnames_map = {}
for i, vgroup in enumerate(obj.vertex_groups):
vgroups_to_modelnames_map[i] = vgroup.name
if obj.type in MESH_OBJECT_TYPES:
mesh = obj.to_mesh()
vgroups_to_indices = {}
for i, vgroup in enumerate(obj.vertex_groups):
vgroups_to_indices[i] = model_indices[vgroup.name]
model.geometry = create_mesh_geometry(mesh, vgroups_to_indices)
mesh = obj.to_mesh()
model.geometry = create_mesh_geometry(mesh, model.model_type == ModelType.SKIN)
obj.to_mesh_clear()
_, _, world_scale = obj.matrix_world.decompose()
@@ -80,6 +80,30 @@ def gather_models(apply_modifiers: bool, export_target: str) -> List[Model]:
models_list.append(model)
for bone in skeleton.data.bones:
model = Model()
model.name = bone.name
model.model_type = ModelType.NULL
model.hidden = False
local_translation, local_rotation, _ = bone.matrix_local.decompose()
model.transform.rotation = convert_rotation_space(local_rotation)
model.transform.translation = convert_vector_space(local_translation)
parent_name = bone.parent
if parent_name is not None:
model.parent = parent_name
else:
if skeleton.parent is not None:
model.parent = skeleton.parent.name
else:
model.parent = None
models_list.append(model)
return models_list
def create_parents_set() -> Set[str]:
@@ -94,7 +118,7 @@ def create_parents_set() -> Set[str]:
return parents
def create_mesh_geometry(mesh: bpy.types.Mesh, vgrps_to_indices : Dict[int, int]) -> List[GeometrySegment]:
def create_mesh_geometry(mesh: bpy.types.Mesh, is_skinned : bool) -> List[GeometrySegment]:
""" Creates a list of GeometrySegment objects from a Blender mesh.
Does NOT create triangle strips in the GeometrySegment however. """
@@ -115,10 +139,6 @@ def create_mesh_geometry(mesh: bpy.types.Mesh, vgrps_to_indices : Dict[int, int]
for segment in segments:
segment.colors = []
if vgrps_to_indices:
for segment in segments:
segment.weights = []
for segment, material in zip(segments, mesh.materials):
segment.material_name = material.name
@@ -172,13 +192,15 @@ def create_mesh_geometry(mesh: bpy.types.Mesh, vgrps_to_indices : Dict[int, int]
segment.positions.append(convert_vector_space(mesh.vertices[vertex_index].co))
segment.normals.append(convert_vector_space(vertex_normal))
if vgrps_to_indices is not None:
for i,grp_el in mesh.vertices[vertex_index].groups:
segment.weights.append(tuple(vgrps_to_indices[grp_el.group], grp_el.weight))
if i > 3:
break
while (i < 3):
segment.weights.append(tuple(0,0.0))
if is_skinned:
for i,grp_el in mesh.vertices[vertex_index].groups:
segment.weights.append(tuple(grp_el.group, grp_el.weight))
print("Adding weight to group {grp_el.group} of value {grp_el.weight}")
if i > 3: #will have to look into aramture/skin settings for limiting envolopes to 4 weights...
break
while i < 3:
segment.weights.append(tuple(0,0.0))
i+=1
if mesh.uv_layers.active is None:
segment.texcoords.append(Vector((0.0, 0.0)))