Skeleton related functions separated into msh_skeleton_utilities + CollisionPrimProperties added for imported primitives that don't have proper names + misc changes to avoid circular imports + minor refactors
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@@ -4,20 +4,23 @@
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import bpy
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import bmesh
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import math
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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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from .msh_model_gather import *
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from .msh_skeleton_properties import *
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from .msh_skeleton_utilities import *
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from .msh_model_gather import get_is_model_hidden
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from .crc import *
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import os
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# Extracts and applies anims in the scene to the currently selected armature
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def extract_and_apply_anim(filename : str, scene : Scene):
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@@ -100,170 +103,7 @@ def extract_and_apply_anim(filename : str, scene : Scene):
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'''
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Creates armature from the required nodes.
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Assumes the required_skeleton is already sorted by parent.
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Uses model_map to get the world matrix of each bone (hacky, see NOTE)
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'''
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def required_skeleton_to_armature(required_skeleton : List[Model], model_map : Dict[str, bpy.types.Object], msh_scene : Scene) -> bpy.types.Object:
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armature = bpy.data.armatures.new("skeleton")
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armature_obj = bpy.data.objects.new("skeleton", armature)
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bpy.context.view_layer.active_layer_collection.collection.objects.link(armature_obj)
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bones_set = set([model.name for model in required_skeleton])
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armature_obj.select_set(True)
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bpy.context.view_layer.objects.active = armature_obj
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bpy.ops.object.mode_set(mode='EDIT')
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for bone in required_skeleton:
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edit_bone = armature.edit_bones.new(bone.name)
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if bone.parent and bone.parent in bones_set:
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edit_bone.parent = armature.edit_bones[bone.parent]
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'''
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NOTE: I recall there being some rare issue with the get_world_matrix utility func.
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Never bothered to figure it out and referencing the bone object's world mat always works.
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Bone objects will be deleted later.
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'''
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bone_obj = model_map[bone.name]
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edit_bone.matrix = bone_obj.matrix_world
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edit_bone.tail = bone_obj.matrix_world @ Vector((0.0,1.0,0.0))
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bone_children = [b for b in get_model_children(bone, required_skeleton)]
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'''
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Perhaps we'll add an option for importing bones tip-to-tail, but that would
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require preserving their original transforms as changing the tail position
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changes the bones' transform...
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'''
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tail_pos = Vector()
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if bone_children:
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for bone_child in bone_children:
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tail_pos += bone_obj.matrix_world.translation
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tail_pos = tail_pos / len(bone_children)
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edit_bone.length = .5 #(tail_pos - edit_bone.head).magnitude
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else:
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bone_length = .5# edit_bone.parent.length if edit_bone.parent is not None else .5
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edit_bone.tail = bone_obj.matrix_world @ Vector((0.0,bone_length,0.0))
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bpy.ops.object.mode_set(mode='OBJECT')
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armature_obj.select_set(True)
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bpy.context.view_layer.update()
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return armature_obj
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'''
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Ok, so this method is crucial. What this does is:
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1) Find all nodes that are weighted to by skinned segments.
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2) A node must be included in the armature if:
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- It is in SKL2 and is not the scene root
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- It is weighted to
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- It has a parent and child that must be in the armature
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'''
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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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'''
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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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'''
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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 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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for weight in weight_set:
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model_weighted_to = scene.models[weight.bone]
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if to_crc(model_weighted_to.name) not in skeleton_hashes:
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skeleton_hashes.add(to_crc(model_weighted_to.name))
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# The result of this function (to be sorted by parent)
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required_skeleton_models = []
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# Set of nodes to be included in required skeleton/were visited
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visited_nodes = set()
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'''
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Here we add all skeleton nodes (except root) and any necessary ancestors to the armature.
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- e.g. in bone_x/eff_x/eff_y, the effectors do not have to be in armature, as they are not ancestors of a bone
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- but in bone_x/eff_x/eff_y/bone_y, they do.
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'''
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for bone in sort_by_parent(scene.models):
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# make sure we exclude the scene root and any nodes irrelevant to the armature
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if not bone.parent or to_crc(bone.name) not in skeleton_hashes:
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continue
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potential_bones = [bone]
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visited_nodes.add(bone.name)
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# Stacked transform will be needed if we decide to include an option for excluding effectors/roots
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#stacked_transform = model_transform_to_matrix(bone.transform)
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curr_ancestor = model_dict[bone.parent]
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while True:
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# If we hit a non-skin scene root, that means we just add the bone we started with, no ancestors.
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if not curr_ancestor.parent and curr_ancestor.model_type != ModelType.SKIN:
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required_skeleton_models.append(bone)
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visited_nodes.add(bone.name)
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break
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# If we encounter another bone, a skin, or a previously visited object, we need to add the bone and its
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# ancestors.
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elif to_crc(curr_ancestor.name) in scene.skeleton or curr_ancestor.model_type == ModelType.SKIN or curr_ancestor.name in visited_nodes:
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for potential_bone in potential_bones:
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required_skeleton_models.append(potential_bone)
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visited_nodes.add(potential_bone.name)
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break
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# Add ancestor to potential bones, update next ancestor
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else:
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if curr_ancestor.name not in visited_nodes:
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potential_bones.insert(0, curr_ancestor)
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curr_ancestor = model_dict[curr_ancestor.parent]
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#stacked_transform = model_transform_to_matrix(curr_ancestor.transform) @ stacked_transform
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return required_skeleton_models
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# Create the msh hierachy. Armatures are not created here.
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# Create the msh hierachy. Armatures are not created here. Much of this could use some optimization...
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def extract_models(scene: Scene, materials_map : Dict[str, bpy.types.Material]) -> Dict[str, bpy.types.Object]:
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# This will be filled with model names -> Blender objects and returned
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@@ -274,27 +114,32 @@ def extract_models(scene: Scene, materials_map : Dict[str, bpy.types.Material])
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for model in sorted_models:
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new_obj = None
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if model.model_type == ModelType.STATIC or model.model_type == ModelType.SKIN:
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if model.model_type == ModelType.STATIC or model.model_type == ModelType.SKIN or model.model_type == ModelType.SHADOWVOLUME:
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new_mesh = bpy.data.meshes.new(model.name)
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verts = []
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faces = []
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offset = 0
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mat_name = ""
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full_texcoords = []
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weights_offsets = {}
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face_range_to_material_index = []
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if model.geometry:
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#if model.collisionprimitive is None:
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# print(f"On model: {model.name}")
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for i,seg in enumerate(model.geometry):
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if i == 0:
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mat_name = seg.material_name
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verts += [tuple(convert_vector_space(v)) for v in seg.positions]
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#if model.collisionprimitive is None:
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# print("Importing segment with material: {} with and {} verts".format(seg.material_name, len(seg.positions)))
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if seg.weights:
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weights_offsets[offset] = seg.weights
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@@ -303,6 +148,8 @@ def extract_models(scene: Scene, materials_map : Dict[str, bpy.types.Material])
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else:
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full_texcoords += [(0.0,0.0) for _ in range(len(seg.positions))]
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face_range_lower = len(faces)
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if seg.triangles:
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faces += [tuple([ind + offset for ind in tri]) for tri in seg.triangles]
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else:
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@@ -311,13 +158,17 @@ def extract_models(scene: Scene, materials_map : Dict[str, bpy.types.Material])
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face = tuple([offset + strip[j] for j in range(i,i+3)])
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faces.append(face)
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face_range_upper = len(faces)
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face_range_to_material_index.append((face_range_lower, face_range_upper, i))
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offset += len(seg.positions)
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new_mesh.from_pydata(verts, [], faces)
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new_mesh.update()
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new_mesh.validate()
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# If tex coords are present, add material and UV data
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if full_texcoords:
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edit_mesh = bmesh.new()
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@@ -326,7 +177,12 @@ def extract_models(scene: Scene, materials_map : Dict[str, bpy.types.Material])
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uvlayer = edit_mesh.loops.layers.uv.verify()
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for edit_mesh_face in edit_mesh.faces:
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mesh_face = faces[edit_mesh_face.index]
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face_index = edit_mesh_face.index
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mesh_face = faces[face_index]
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for frL, frU, ind in face_range_to_material_index:
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if face_index >= frL and face_index < frU:
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edit_mesh_face.material_index = ind
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for i,loop in enumerate(edit_mesh_face.loops):
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@@ -334,7 +190,8 @@ def extract_models(scene: Scene, materials_map : Dict[str, bpy.types.Material])
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loop[uvlayer].uv = tuple([texcoord.x, texcoord.y])
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edit_mesh.to_mesh(new_mesh)
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edit_mesh.free()
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edit_mesh.free()
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new_obj = bpy.data.objects.new(new_mesh.name, new_mesh)
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@@ -348,21 +205,19 @@ 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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'''
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Assign Materials - will do per segment later...
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'''
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if mat_name:
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material = materials_map[mat_name]
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if new_obj.data.materials:
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new_obj.data.materials[0] = material
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else:
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new_obj.data.materials.append(material)
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'''
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Assign Material slots
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'''
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if model.geometry:
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for seg in model.geometry:
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if seg.material_name:
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material = materials_map[seg.material_name]
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new_obj.data.materials.append(material)
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else:
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@@ -380,6 +235,9 @@ def extract_models(scene: Scene, materials_map : Dict[str, bpy.types.Material])
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new_obj.rotation_mode = "QUATERNION"
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new_obj.rotation_quaternion = convert_rotation_space(model.transform.rotation)
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if model.collisionprimitive is not None:
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new_obj.swbf_msh_coll_prim.prim_type = model.collisionprimitive.shape.value
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bpy.context.collection.objects.link(new_obj)
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@@ -404,7 +262,7 @@ def extract_materials(folder_path: str, scene: Scene) -> Dict[str, bpy.types.Mat
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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_material_props(material, new_mat.swbf_msh)
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fill_material_props(material, new_mat.swbf_msh_mat)
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extracted_materials[material_name] = new_mat
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@@ -430,10 +288,10 @@ def extract_scene(filepath: str, scene: Scene):
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armature = None if not skel else required_skeleton_to_armature(skel, model_map, scene)
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if armature is not None:
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preserved = armature.data.swbf_msh_skel
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preserved_skel = armature.data.swbf_msh_skel
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for model in scene.models:
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if to_crc(model.name) in scene.skeleton:
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entry = preserved.add()
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if to_crc(model.name) in scene.skeleton or model.model_type == ModelType.BONE:
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entry = preserved_skel.add()
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entry.name = model.name
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