DummyRoot data injection for ZA, matrix_local-with-bone-parent bug workaround, ENVL indicies start from one (fixing ZE bug), auto transform application for children of bones in a skeleton used for skinning done but commented out for further decision

This commit is contained in:
Will Snyder
2020-11-29 18:32:17 -05:00
parent 20ad9a48d5
commit 791a033d08
6 changed files with 79 additions and 30 deletions

View File

@@ -38,23 +38,37 @@ def gather_models(apply_modifiers: bool, export_target: str, skeleton_only: bool
models_list += expand_armature(obj)
continue
if skeleton_only:
continue
model = Model()
model.name = obj.name
model.model_type = get_model_type(obj)
model.model_type = get_model_type(obj, skeleton_only)
model.hidden = get_is_model_hidden(obj)
transform = obj.matrix_local
transform_reset = Matrix.Identity(4)
if obj.parent_bone:
model.parent = obj.parent_bone
transform = obj.parent.data.bones[obj.parent_bone].matrix_local.inverted() @ transform
# matrix_local, when called on an armature child also parented to a bone, appears to be broken.
# At the very least, the results contradict the docs...
armature_relative_transform = obj.parent.matrix_world.inverted() @ obj.matrix_world
bone_relative_transform = obj.parent.data.bones[obj.parent_bone].matrix_local.inverted() @ armature_relative_transform
transform = bone_relative_transform
'''
# Since the transforms of direct bone children are discarded by ZEngine (but not ZEditor), we apply the transform
# before geometry extraction, then apply the inversion after.
if obj.type in MESH_OBJECT_TYPES:
obj.data.transform(bone_relative_transform)
transform_reset = bone_relative_transform.inverted()
transform = Matrix.Identity(4)
'''
else:
if obj.parent is not None:
if obj.parent.type == "ARMATURE":
model.parent = obj.parent.parent.name
transform = obj.parent.matrix_local @ transform
else:
model.parent = obj.parent.name
@@ -63,6 +77,7 @@ def gather_models(apply_modifiers: bool, export_target: str, skeleton_only: bool
model.transform.translation = convert_vector_space(local_translation)
if obj.type in MESH_OBJECT_TYPES:
mesh = obj.to_mesh()
model.geometry = create_mesh_geometry(mesh, obj.vertex_groups)
obj.to_mesh_clear()
@@ -70,21 +85,25 @@ def gather_models(apply_modifiers: bool, export_target: str, skeleton_only: bool
_, _, world_scale = obj.matrix_world.decompose()
world_scale = convert_scale_space(world_scale)
scale_segments(world_scale, model.geometry)
for segment in model.geometry:
if len(segment.positions) > MAX_MSH_VERTEX_COUNT:
raise RuntimeError(f"Object '{obj.name}' has resulted in a .msh geometry segment that has "
f"more than {MAX_MSH_VERTEX_COUNT} vertices! Split the object's mesh up "
f"and try again!")
if obj.vertex_groups:
model.bone_map = [group.name for group in obj.vertex_groups]
obj.data.transform(transform_reset)
if get_is_collision_primitive(obj):
model.collisionprimitive = get_collision_primitive(obj)
if obj.vertex_groups:
model.bone_map = [group.name for group in obj.vertex_groups]
models_list.append(model)
return models_list
@@ -215,10 +234,10 @@ def create_mesh_geometry(mesh: bpy.types.Mesh, has_weights: bool) -> List[Geomet
return segments
def get_model_type(obj: bpy.types.Object) -> ModelType:
def get_model_type(obj: bpy.types.Object, skel_only: bool) -> ModelType:
""" Get the ModelType for a Blender object. """
if obj.type in MESH_OBJECT_TYPES:
if obj.type in MESH_OBJECT_TYPES and not skel_only:
if obj.vertex_groups:
return ModelType.SKIN
else:
@@ -372,7 +391,11 @@ def expand_armature(obj: bpy.types.Object) -> List[Model]:
transform = bone.parent.matrix_local.inverted() @ transform
model.parent = bone.parent.name
else:
model.parent = "tst_prop"
model.parent = obj.parent.name
for child_obj in obj.children:
if child_obj.vertex_groups and not get_is_model_hidden(obj) and not obj.parent_bone:
model.parent = child_obj.name
local_translation, local_rotation, _ = transform.decompose()