Normals importing as part of custom split set. Mesh import code moved to seperate file

This commit is contained in:
William Herald Snyder
2022-09-19 14:39:02 -04:00
parent fe1e16a117
commit 5d86a88411
2 changed files with 197 additions and 121 deletions

View File

@@ -13,6 +13,7 @@ from .msh_material_to_blend import *
from .msh_model import *
from .msh_skeleton_utilities import *
from .msh_model_gather import get_is_model_hidden
from .msh_mesh_to_blend import model_to_mesh_object
from .crc import *
@@ -118,132 +119,13 @@ def extract_models(scene: Scene, materials_map : Dict[str, bpy.types.Material])
sorted_models : List[Model] = sort_by_parent(scene.models)
for model in sorted_models:
new_obj = None
if model.model_type == ModelType.STATIC or model.model_type == ModelType.SKIN or model.model_type == ModelType.SHADOWVOLUME:
new_mesh = bpy.data.meshes.new(model.name)
verts = []
faces = []
offset = 0
new_obj = model_to_mesh_object(model, scene, materials_map)
full_texcoords = []
weights_offsets = {}
face_range_to_material_index = []
materials_to_use = []
segment_index = 0
if model.geometry:
def validate_segment(segment : GeometrySegment):
if not segment.positions:
return False
if not segment.triangles and not segment.triangle_strips and not segment.polygons:
return False
if not segment.material_name:
return False
return True
for seg in model.geometry:
if not validate_segment(seg):
continue
verts += [tuple(convert_vector_space(v)) for v in seg.positions]
materials_to_use.append(seg.material_name)
if seg.weights:
weights_offsets[offset] = seg.weights
if seg.texcoords:
full_texcoords += seg.texcoords
else:
full_texcoords += [(0.0,0.0) for _ in range(len(seg.positions))]
face_range_lower = len(faces)
if seg.triangles:
faces += [tuple([ind + offset for ind in tri]) for tri in seg.triangles]
elif seg.triangle_strips:
for strip in seg.triangle_strips:
for i in range(len(strip) - 2):
if i % 2 == 0:
face = tuple([offset + strip[j] for j in [i,i+1,i+2]])
else:
face = tuple([offset + strip[j] for j in [i,i+2,i+1]])
faces.append(face)
elif seg.polygons:
faces += [tuple([ind + offset for ind in polygon]) for polygon in seg.polygons]
face_range_upper = len(faces)
face_range_to_material_index.append((face_range_lower, face_range_upper, segment_index))
offset += len(seg.positions)
segment_index += 1
new_mesh.from_pydata(verts, [], faces)
new_mesh.update()
new_mesh.validate()
# If tex coords are present, add material and UV data
if full_texcoords:
edit_mesh = bmesh.new()
edit_mesh.from_mesh(new_mesh)
uvlayer = edit_mesh.loops.layers.uv.verify()
for edit_mesh_face in edit_mesh.faces:
face_index = edit_mesh_face.index
mesh_face = faces[face_index]
for frL, frU, ind in face_range_to_material_index:
if face_index >= frL and face_index < frU:
edit_mesh_face.material_index = ind
for i,loop in enumerate(edit_mesh_face.loops):
texcoord = full_texcoords[mesh_face[i]]
loop[uvlayer].uv = tuple([texcoord[0], texcoord[1]])
edit_mesh.to_mesh(new_mesh)
edit_mesh.free()
new_obj = bpy.data.objects.new(new_mesh.name, new_mesh)
vertex_groups_indicies = {}
for offset in weights_offsets:
for i, weight_set in enumerate(weights_offsets[offset]):
for weight in weight_set:
index = weight.bone
if index not in vertex_groups_indicies:
model_name = scene.models[index].name
vertex_groups_indicies[index] = new_obj.vertex_groups.new(name=model_name)
vertex_groups_indicies[index].add([offset + i], weight.weight, 'ADD')
'''
Assign Material slots
'''
for material_name in materials_to_use:
material = materials_map[material_name]
new_obj.data.materials.append(material)
else:
new_obj = bpy.data.objects.new(model.name, None)