Fill material properties upon import + if SKL2 missing, assume all BONE models are in it + SkeletonProperties only relevant for imported meshes + chunked_file_reader no longer assumes 4-byte alignment
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@@ -8,6 +8,7 @@ from enum import Enum
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from typing import List, Set, Dict, Tuple
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from itertools import zip_longest
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from .msh_scene import Scene
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from .msh_material_to_blend import *
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from .msh_model import *
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from .msh_model_utilities import *
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from .msh_utilities import *
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@@ -118,10 +119,6 @@ def required_skeleton_to_armature(required_skeleton : List[Model], model_map : D
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if to_crc(model.name) in msh_scene.skeleton:
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entry = preserved.add()
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entry.name = model.name
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#loc,rot,_ = model_map[model.name].matrix_world.decompose()
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#entry.loc = loc
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#entry.rot = rot
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#entry.parent = model.parent
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bones_set = set([model.name for model in required_skeleton])
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@@ -186,17 +183,29 @@ def extract_required_skeleton(scene: Scene) -> List[Model]:
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# Will map Model names to Models in scene, for convenience
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model_dict : Dict[str, Model] = {}
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# Will contain hashes of all models that definitely need to be in the skeleton/armature.
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# We initialize it with the contents of SKL2 i.e. the nodes that are animated.
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# For now this includes the scene root, but that'll be excluded later.
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'''
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Will contain hashes of all models that definitely need to be in the skeleton/armature.
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We initialize it with the contents of SKL2 i.e. the nodes that are animated.
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For now this includes the scene root, but that'll be excluded later.
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'''
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skeleton_hashes = set(scene.skeleton)
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# We also need to add all nodes that are weighted to. These are not necessarily in
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# SKL2, as SKL2 seems to only reference nodes that are keyframed.
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'''
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We also need to add all nodes that are weighted to. These are not necessarily in
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SKL2, as SKL2 seems to only reference nodes that are keyframed.
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However, sometimes SKL2 is not included when it should be, but it can be mostly recovered
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by checking which models are BONEs.
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'''
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for model in scene.models:
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model_dict[model.name] = model
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if model.geometry:
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#if to_crc(model.name) in scene.skeleton:
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print("Skel model {} of type {} has parent {}".format(model.name, model.model_type, model.parent))
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if model.model_type == ModelType.BONE:
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skeleton_hashes.add(to_crc(model.name))
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elif model.geometry:
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for seg in model.geometry:
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if seg.weights:
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for weight_set in seg.weights:
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@@ -346,6 +355,7 @@ def extract_models(scene: Scene, materials_map : Dict[str, bpy.types.Material])
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if index not in vertex_groups_indicies:
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model_name = scene.models[index].name
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#print("Adding new vertex group with index {} and model name {}".format(index, model_name))
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vertex_groups_indicies[index] = new_obj.vertex_groups.new(name=model_name)
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vertex_groups_indicies[index].add([offset + i], weight.weight, 'ADD')
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@@ -394,29 +404,14 @@ def extract_materials(folder_path: str, scene: Scene) -> Dict[str, bpy.types.Mat
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new_mat.use_nodes = True
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bsdf = new_mat.node_tree.nodes["Principled BSDF"]
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tex_path_def = os.path.join(folder_path, material.texture0)
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tex_path_alt = os.path.join(folder_path, "PC", material.texture0)
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diffuse_texture_path = find_texture_path(folder_path, material.texture0)
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tex_path = tex_path_def if os.path.exists(tex_path_def) else tex_path_alt
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if os.path.exists(tex_path):
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if diffuse_texture_path:
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texImage = new_mat.node_tree.nodes.new('ShaderNodeTexImage')
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texImage.image = bpy.data.images.load(tex_path)
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new_mat.node_tree.links.new(bsdf.inputs['Base Color'], texImage.outputs['Color'])
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texImage.image = bpy.data.images.load(diffuse_texture_path)
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new_mat.node_tree.links.new(bsdf.inputs['Base Color'], texImage.outputs['Color'])
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# Fill MaterialProperties datablock
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'''
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material_properties = new_mat.swbf_msh
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material_properties.specular_color = material.specular_color.copy()
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material_properties.diffuse_map = material.texture0
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result.rendertype = _read_material_props_rendertype(props)
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result.flags = _read_material_props_flags(props)
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result.data = _read_material_props_data(props)
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result.texture1 = _read_normal_map_or_distortion_map_texture(props)
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result.texture2 = _read_detail_texture(props)
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result.texture3 = _read_envmap_texture(props)
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'''
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fill_material_props(material, new_mat.swbf_msh)
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extracted_materials[material_name] = new_mat
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@@ -434,6 +429,7 @@ def extract_scene(filepath: str, scene: Scene):
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# model_map maps Model names to Blender objects.
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model_map = extract_models(scene, material_map)
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# skel contains all models needed in an armature
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skel = extract_required_skeleton(scene)
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@@ -463,24 +459,16 @@ def extract_scene(filepath: str, scene: Scene):
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has_skin = True
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curr_obj.select_set(True)
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armature.select_set(True)
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bpy.context.view_layer.objects.active = armature
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bpy.ops.object.parent_clear(type='CLEAR')
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bpy.ops.object.parent_set(type='ARMATURE')
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curr_obj.select_set(False)
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armature.select_set(False)
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bpy.context.view_layer.objects.active = None
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curr_obj.parent = armature
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curr_obj.parent_type = 'ARMATURE'
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# Parent the object to a bone if necessary
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else:
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if curr_model.parent in armature.data.bones and curr_model.name not in armature.data.bones:
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# Some of this is redundant, but necessary...
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# Not sure what the different mats do, but saving the worldmat and
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# applying it after clearing the other mats yields correct results...
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worldmat = curr_obj.matrix_world
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# ''
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curr_obj.parent = None
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curr_obj.parent = armature
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curr_obj.parent_type = 'BONE'
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curr_obj.parent_bone = curr_model.parent
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@@ -506,19 +494,9 @@ def extract_scene(filepath: str, scene: Scene):
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if model.name == skeleton_parent_name:
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armature_reparent_obj = None if not skeleton_parent_name else model_map[skeleton_parent_name]
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# Now we reparent the armature to the node (armature_reparent_obj) we just found
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if armature_reparent_obj is not None and armature.name != armature_reparent_obj.name:
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armature.select_set(True)
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armature_reparent_obj.select_set(True)
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bpy.context.view_layer.objects.active = armature_reparent_obj
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bpy.ops.object.parent_set(type='OBJECT')
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armature.select_set(False)
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armature_reparent_obj.select_set(False)
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bpy.context.view_layer.objects.active = None
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armature.parent = armature_reparent_obj
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# If an bone exists in the armature, delete its
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