Refactoring to reduce pointless class encapsulation when just a function would do.

This commit is contained in:
Colin Basnett
2022-06-27 18:10:37 -07:00
parent 616593d0fb
commit 4937f8f779
9 changed files with 956 additions and 960 deletions

View File

@@ -12,265 +12,261 @@ class PskInputObjects(object):
self.armature_object = None
class PskBuilderOptions(object):
class PskBuildOptions(object):
def __init__(self):
self.bone_filter_mode = 'ALL'
self.bone_group_indices = []
self.use_raw_mesh_data = True
class PskBuilder(object):
def __init__(self):
pass
def get_psk_input_objects(context) -> PskInputObjects:
input_objects = PskInputObjects()
for selected_object in context.view_layer.objects.selected:
if selected_object.type != 'MESH':
raise RuntimeError(f'Selected object "{selected_object.name}" is not a mesh')
@staticmethod
def get_input_objects(context) -> PskInputObjects:
input_objects = PskInputObjects()
for selected_object in context.view_layer.objects.selected:
if selected_object.type != 'MESH':
raise RuntimeError(f'Selected object "{selected_object.name}" is not a mesh')
input_objects.mesh_objects = context.view_layer.objects.selected
input_objects.mesh_objects = context.view_layer.objects.selected
if len(input_objects.mesh_objects) == 0:
raise RuntimeError('At least one mesh must be selected')
if len(input_objects.mesh_objects) == 0:
raise RuntimeError('At least one mesh must be selected')
for mesh_object in input_objects.mesh_objects:
if len(mesh_object.data.materials) == 0:
raise RuntimeError(f'Mesh "{mesh_object.name}" must have at least one material')
for mesh_object in input_objects.mesh_objects:
if len(mesh_object.data.materials) == 0:
raise RuntimeError(f'Mesh "{mesh_object.name}" must have at least one material')
# Ensure that there are either no armature modifiers (static mesh)
# or that there is exactly one armature modifier object shared between
# all selected meshes
armature_modifier_objects = set()
# Ensure that there are either no armature modifiers (static mesh)
# or that there is exactly one armature modifier object shared between
# all selected meshes
armature_modifier_objects = set()
for mesh_object in input_objects.mesh_objects:
modifiers = [x for x in mesh_object.modifiers if x.type == 'ARMATURE']
if len(modifiers) == 0:
continue
elif len(modifiers) > 1:
raise RuntimeError(f'Mesh "{mesh_object.name}" must have only one armature modifier')
armature_modifier_objects.add(modifiers[0].object)
for mesh_object in input_objects.mesh_objects:
modifiers = [x for x in mesh_object.modifiers if x.type == 'ARMATURE']
if len(modifiers) == 0:
continue
elif len(modifiers) > 1:
raise RuntimeError(f'Mesh "{mesh_object.name}" must have only one armature modifier')
armature_modifier_objects.add(modifiers[0].object)
if len(armature_modifier_objects) > 1:
raise RuntimeError('All selected meshes must have the same armature modifier')
elif len(armature_modifier_objects) == 1:
input_objects.armature_object = list(armature_modifier_objects)[0]
if len(armature_modifier_objects) > 1:
raise RuntimeError('All selected meshes must have the same armature modifier')
elif len(armature_modifier_objects) == 1:
input_objects.armature_object = list(armature_modifier_objects)[0]
return input_objects
return input_objects
def build(self, context, options: PskBuilderOptions) -> Psk:
input_objects = PskBuilder.get_input_objects(context)
def build_psk(context, options: PskBuildOptions) -> Psk:
input_objects = get_psk_input_objects(context)
armature_object = input_objects.armature_object
armature_object = input_objects.armature_object
psk = Psk()
bones = []
materials = OrderedDict()
psk = Psk()
bones = []
materials = OrderedDict()
if armature_object is None:
# If the mesh has no armature object, simply assign it a dummy bone at the root to satisfy the requirement
# that a PSK file must have at least one bone.
if armature_object is None:
# If the mesh has no armature object, simply assign it a dummy bone at the root to satisfy the requirement
# that a PSK file must have at least one bone.
psk_bone = Psk.Bone()
psk_bone.name = bytes('root', encoding='windows-1252')
psk_bone.flags = 0
psk_bone.children_count = 0
psk_bone.parent_index = 0
psk_bone.location = Vector3.zero()
psk_bone.rotation = Quaternion.identity()
psk.bones.append(psk_bone)
else:
bone_names = get_export_bone_names(armature_object, options.bone_filter_mode, options.bone_group_indices)
bones = [armature_object.data.bones[bone_name] for bone_name in bone_names]
# Check that all bone names are valid.
check_bone_names(map(lambda x: x.name, bones))
for bone in bones:
psk_bone = Psk.Bone()
psk_bone.name = bytes('root', encoding='windows-1252')
psk_bone.name = bytes(bone.name, encoding='windows-1252')
psk_bone.flags = 0
psk_bone.children_count = 0
psk_bone.parent_index = 0
psk_bone.location = Vector3.zero()
psk_bone.rotation = Quaternion.identity()
psk.bones.append(psk_bone)
else:
bone_names = get_export_bone_names(armature_object, options.bone_filter_mode, options.bone_group_indices)
bones = [armature_object.data.bones[bone_name] for bone_name in bone_names]
# Check that all bone names are valid.
check_bone_names(map(lambda x: x.name, bones))
try:
parent_index = bones.index(bone.parent)
psk_bone.parent_index = parent_index
psk.bones[parent_index].children_count += 1
except ValueError:
psk_bone.parent_index = 0
for bone in bones:
psk_bone = Psk.Bone()
psk_bone.name = bytes(bone.name, encoding='windows-1252')
psk_bone.flags = 0
psk_bone.children_count = 0
try:
parent_index = bones.index(bone.parent)
psk_bone.parent_index = parent_index
psk.bones[parent_index].children_count += 1
except ValueError:
psk_bone.parent_index = 0
if bone.parent is not None:
rotation = bone.matrix.to_quaternion()
rotation.x = -rotation.x
rotation.y = -rotation.y
rotation.z = -rotation.z
quat_parent = bone.parent.matrix.to_quaternion().inverted()
parent_head = quat_parent @ bone.parent.head
parent_tail = quat_parent @ bone.parent.tail
location = (parent_tail - parent_head) + bone.head
else:
location = armature_object.matrix_local @ bone.head
rot_matrix = bone.matrix @ armature_object.matrix_local.to_3x3()
rotation = rot_matrix.to_quaternion()
psk_bone.location.x = location.x
psk_bone.location.y = location.y
psk_bone.location.z = location.z
psk_bone.rotation.x = rotation.x
psk_bone.rotation.y = rotation.y
psk_bone.rotation.z = rotation.z
psk_bone.rotation.w = rotation.w
psk.bones.append(psk_bone)
for input_mesh_object in input_objects.mesh_objects:
# MATERIALS
material_indices = []
for i, material in enumerate(input_mesh_object.data.materials):
if material is None:
raise RuntimeError('Material cannot be empty (index ' + str(i) + ')')
if material.name in materials:
# Material already evaluated, just get its index.
material_index = list(materials.keys()).index(material.name)
else:
# New material.
psk_material = Psk.Material()
psk_material.name = bytes(material.name, encoding='windows-1252')
psk_material.texture_index = len(psk.materials)
psk.materials.append(psk_material)
materials[material.name] = material
material_index = psk_material.texture_index
material_indices.append(material_index)
if options.use_raw_mesh_data:
mesh_object = input_mesh_object
mesh_data = input_mesh_object.data
if bone.parent is not None:
rotation = bone.matrix.to_quaternion()
rotation.x = -rotation.x
rotation.y = -rotation.y
rotation.z = -rotation.z
quat_parent = bone.parent.matrix.to_quaternion().inverted()
parent_head = quat_parent @ bone.parent.head
parent_tail = quat_parent @ bone.parent.tail
location = (parent_tail - parent_head) + bone.head
else:
# Create a copy of the mesh object after non-armature modifiers are applied.
location = armature_object.matrix_local @ bone.head
rot_matrix = bone.matrix @ armature_object.matrix_local.to_3x3()
rotation = rot_matrix.to_quaternion()
# Temporarily deactivate any armature modifiers on the input mesh object.
active_armature_modifiers = [x for x in filter(lambda x: x.type == 'ARMATURE' and x.is_active, input_mesh_object.modifiers)]
for modifier in active_armature_modifiers:
modifier.show_viewport = False
psk_bone.location.x = location.x
psk_bone.location.y = location.y
psk_bone.location.z = location.z
depsgraph = context.evaluated_depsgraph_get()
bm = bmesh.new()
bm.from_object(input_mesh_object, depsgraph)
mesh_data = bpy.data.meshes.new('')
bm.to_mesh(mesh_data)
del bm
mesh_object = bpy.data.objects.new('', mesh_data)
mesh_object.matrix_world = input_mesh_object.matrix_world
psk_bone.rotation.x = rotation.x
psk_bone.rotation.y = rotation.y
psk_bone.rotation.z = rotation.z
psk_bone.rotation.w = rotation.w
# Copy the vertex groups
for vertex_group in input_mesh_object.vertex_groups:
mesh_object.vertex_groups.new(name=vertex_group.name)
psk.bones.append(psk_bone)
# Reactivate previously active armature modifiers
for modifier in active_armature_modifiers:
modifier.show_viewport = True
for input_mesh_object in input_objects.mesh_objects:
vertex_offset = len(psk.points)
# MATERIALS
material_indices = []
for i, material in enumerate(input_mesh_object.data.materials):
if material is None:
raise RuntimeError('Material cannot be empty (index ' + str(i) + ')')
if material.name in materials:
# Material already evaluated, just get its index.
material_index = list(materials.keys()).index(material.name)
else:
# New material.
psk_material = Psk.Material()
psk_material.name = bytes(material.name, encoding='windows-1252')
psk_material.texture_index = len(psk.materials)
psk.materials.append(psk_material)
materials[material.name] = material
material_index = psk_material.texture_index
material_indices.append(material_index)
# VERTICES
for vertex in mesh_data.vertices:
point = Vector3()
v = mesh_object.matrix_world @ vertex.co
point.x = v.x
point.y = v.y
point.z = v.z
psk.points.append(point)
if options.use_raw_mesh_data:
mesh_object = input_mesh_object
mesh_data = input_mesh_object.data
else:
# Create a copy of the mesh object after non-armature modifiers are applied.
uv_layer = mesh_data.uv_layers.active.data
# Temporarily deactivate any armature modifiers on the input mesh object.
active_armature_modifiers = [x for x in filter(lambda x: x.type == 'ARMATURE' and x.is_active, input_mesh_object.modifiers)]
for modifier in active_armature_modifiers:
modifier.show_viewport = False
# WEDGES
mesh_data.calc_loop_triangles()
depsgraph = context.evaluated_depsgraph_get()
bm = bmesh.new()
bm.from_object(input_mesh_object, depsgraph)
mesh_data = bpy.data.meshes.new('')
bm.to_mesh(mesh_data)
del bm
mesh_object = bpy.data.objects.new('', mesh_data)
mesh_object.matrix_world = input_mesh_object.matrix_world
# Build a list of non-unique wedges.
wedges = []
for loop_index, loop in enumerate(mesh_data.loops):
wedge = Psk.Wedge()
wedge.point_index = loop.vertex_index + vertex_offset
wedge.u, wedge.v = uv_layer[loop_index].uv
wedge.v = 1.0 - wedge.v
wedges.append(wedge)
# Copy the vertex groups
for vertex_group in input_mesh_object.vertex_groups:
mesh_object.vertex_groups.new(name=vertex_group.name)
# Assign material indices to the wedges.
for triangle in mesh_data.loop_triangles:
for loop_index in triangle.loops:
wedges[loop_index].material_index = material_indices[triangle.material_index]
# Reactivate previously active armature modifiers
for modifier in active_armature_modifiers:
modifier.show_viewport = True
# Populate the list of wedges with unique wedges & build a look-up table of loop indices to wedge indices
wedge_indices = {}
loop_wedge_indices = [-1] * len(mesh_data.loops)
for loop_index, wedge in enumerate(wedges):
wedge_hash = hash(wedge)
if wedge_hash in wedge_indices:
loop_wedge_indices[loop_index] = wedge_indices[wedge_hash]
else:
wedge_index = len(psk.wedges)
wedge_indices[wedge_hash] = wedge_index
psk.wedges.append(wedge)
loop_wedge_indices[loop_index] = wedge_index
vertex_offset = len(psk.points)
# FACES
poly_groups, groups = mesh_data.calc_smooth_groups(use_bitflags=True)
for f in mesh_data.loop_triangles:
face = Psk.Face()
face.material_index = material_indices[f.material_index]
face.wedge_indices[0] = loop_wedge_indices[f.loops[2]]
face.wedge_indices[1] = loop_wedge_indices[f.loops[1]]
face.wedge_indices[2] = loop_wedge_indices[f.loops[0]]
face.smoothing_groups = poly_groups[f.polygon_index]
psk.faces.append(face)
# VERTICES
for vertex in mesh_data.vertices:
point = Vector3()
v = mesh_object.matrix_world @ vertex.co
point.x = v.x
point.y = v.y
point.z = v.z
psk.points.append(point)
# WEIGHTS
if armature_object is not None:
# Because the vertex groups may contain entries for which there is no matching bone in the armature,
# we must filter them out and not export any weights for these vertex groups.
bone_names = [x.name for x in bones]
vertex_group_names = [x.name for x in mesh_object.vertex_groups]
vertex_group_bone_indices = dict()
for vertex_group_index, vertex_group_name in enumerate(vertex_group_names):
uv_layer = mesh_data.uv_layers.active.data
# WEDGES
mesh_data.calc_loop_triangles()
# Build a list of non-unique wedges.
wedges = []
for loop_index, loop in enumerate(mesh_data.loops):
wedge = Psk.Wedge()
wedge.point_index = loop.vertex_index + vertex_offset
wedge.u, wedge.v = uv_layer[loop_index].uv
wedge.v = 1.0 - wedge.v
wedges.append(wedge)
# Assign material indices to the wedges.
for triangle in mesh_data.loop_triangles:
for loop_index in triangle.loops:
wedges[loop_index].material_index = material_indices[triangle.material_index]
# Populate the list of wedges with unique wedges & build a look-up table of loop indices to wedge indices
wedge_indices = {}
loop_wedge_indices = [-1] * len(mesh_data.loops)
for loop_index, wedge in enumerate(wedges):
wedge_hash = hash(wedge)
if wedge_hash in wedge_indices:
loop_wedge_indices[loop_index] = wedge_indices[wedge_hash]
else:
wedge_index = len(psk.wedges)
wedge_indices[wedge_hash] = wedge_index
psk.wedges.append(wedge)
loop_wedge_indices[loop_index] = wedge_index
# FACES
poly_groups, groups = mesh_data.calc_smooth_groups(use_bitflags=True)
for f in mesh_data.loop_triangles:
face = Psk.Face()
face.material_index = material_indices[f.material_index]
face.wedge_indices[0] = loop_wedge_indices[f.loops[2]]
face.wedge_indices[1] = loop_wedge_indices[f.loops[1]]
face.wedge_indices[2] = loop_wedge_indices[f.loops[0]]
face.smoothing_groups = poly_groups[f.polygon_index]
psk.faces.append(face)
# WEIGHTS
if armature_object is not None:
# Because the vertex groups may contain entries for which there is no matching bone in the armature,
# we must filter them out and not export any weights for these vertex groups.
bone_names = [x.name for x in bones]
vertex_group_names = [x.name for x in mesh_object.vertex_groups]
vertex_group_bone_indices = dict()
for vertex_group_index, vertex_group_name in enumerate(vertex_group_names):
try:
vertex_group_bone_indices[vertex_group_index] = bone_names.index(vertex_group_name)
except ValueError:
# The vertex group does not have a matching bone in the list of bones to be exported.
# Check to see if there is an associated bone for this vertex group that exists in the armature.
# If there is, we can traverse the ancestors of that bone to find an alternate bone to use for
# weighting the vertices belonging to this vertex group.
if vertex_group_name in armature_object.data.bones:
bone = armature_object.data.bones[vertex_group_name]
while bone is not None:
try:
bone_index = bone_names.index(bone.name)
vertex_group_bone_indices[vertex_group_index] = bone_index
break
except ValueError:
bone = bone.parent
for vertex_group_index, vertex_group in enumerate(mesh_object.vertex_groups):
if vertex_group_index not in vertex_group_bone_indices:
# Vertex group has no associated bone, skip it.
continue
bone_index = vertex_group_bone_indices[vertex_group_index]
for vertex_index in range(len(mesh_data.vertices)):
try:
vertex_group_bone_indices[vertex_group_index] = bone_names.index(vertex_group_name)
except ValueError:
# The vertex group does not have a matching bone in the list of bones to be exported.
# Check to see if there is an associated bone for this vertex group that exists in the armature.
# If there is, we can traverse the ancestors of that bone to find an alternate bone to use for
# weighting the vertices belonging to this vertex group.
if vertex_group_name in armature_object.data.bones:
bone = armature_object.data.bones[vertex_group_name]
while bone is not None:
try:
bone_index = bone_names.index(bone.name)
vertex_group_bone_indices[vertex_group_index] = bone_index
break
except ValueError:
bone = bone.parent
for vertex_group_index, vertex_group in enumerate(mesh_object.vertex_groups):
if vertex_group_index not in vertex_group_bone_indices:
# Vertex group has no associated bone, skip it.
weight = vertex_group.weight(vertex_index)
except RuntimeError:
continue
bone_index = vertex_group_bone_indices[vertex_group_index]
for vertex_index in range(len(mesh_data.vertices)):
try:
weight = vertex_group.weight(vertex_index)
except RuntimeError:
continue
if weight == 0.0:
continue
w = Psk.Weight()
w.bone_index = bone_index
w.point_index = vertex_offset + vertex_index
w.weight = weight
psk.weights.append(w)
if weight == 0.0:
continue
w = Psk.Weight()
w.bone_index = bone_index
w.point_index = vertex_offset + vertex_index
w.weight = weight
psk.weights.append(w)
if not options.use_raw_mesh_data:
bpy.data.objects.remove(mesh_object)
bpy.data.meshes.remove(mesh_data)
del mesh_data
if not options.use_raw_mesh_data:
bpy.data.objects.remove(mesh_object)
bpy.data.meshes.remove(mesh_data)
del mesh_data
return psk
return psk

View File

@@ -4,7 +4,7 @@ from bpy.props import BoolProperty, StringProperty, CollectionProperty, IntPrope
from bpy.types import Operator, PropertyGroup
from bpy_extras.io_utils import ExportHelper
from .builder import PskBuilder, PskBuilderOptions
from .builder import build_psk, PskBuildOptions, get_psk_input_objects
from .data import *
from ..helpers import populate_bone_group_list
from ..types import BoneGroupListItem
@@ -15,55 +15,50 @@ MAX_BONE_COUNT = 256
MAX_MATERIAL_COUNT = 256
class PskExporter(object):
def _write_section(fp, name: bytes, data_type: Type[Structure] = None, data: list = None):
section = Section()
section.name = name
if data_type is not None and data is not None:
section.data_size = sizeof(data_type)
section.data_count = len(data)
fp.write(section)
if data is not None:
for datum in data:
fp.write(datum)
def __init__(self, psk: Psk):
self.psk: Psk = psk
@staticmethod
def write_section(fp, name: bytes, data_type: Type[Structure] = None, data: list = None):
section = Section()
section.name = name
if data_type is not None and data is not None:
section.data_size = sizeof(data_type)
section.data_count = len(data)
fp.write(section)
if data is not None:
for datum in data:
fp.write(datum)
def export_psk(psk: Psk, path: str):
if len(psk.wedges) > MAX_WEDGE_COUNT:
raise RuntimeError(f'Number of wedges ({len(psk.wedges)}) exceeds limit of {MAX_WEDGE_COUNT}')
if len(psk.bones) > MAX_BONE_COUNT:
raise RuntimeError(f'Number of bones ({len(psk.bones)}) exceeds limit of {MAX_BONE_COUNT}')
if len(psk.points) > MAX_POINT_COUNT:
raise RuntimeError(f'Numbers of vertices ({len(psk.points)}) exceeds limit of {MAX_POINT_COUNT}')
if len(psk.materials) > MAX_MATERIAL_COUNT:
raise RuntimeError(f'Number of materials ({len(psk.materials)}) exceeds limit of {MAX_MATERIAL_COUNT}')
def export(self, path: str):
if len(self.psk.wedges) > MAX_WEDGE_COUNT:
raise RuntimeError(f'Number of wedges ({len(self.psk.wedges)}) exceeds limit of {MAX_WEDGE_COUNT}')
if len(self.psk.bones) > MAX_BONE_COUNT:
raise RuntimeError(f'Number of bones ({len(self.psk.bones)}) exceeds limit of {MAX_BONE_COUNT}')
if len(self.psk.points) > MAX_POINT_COUNT:
raise RuntimeError(f'Numbers of vertices ({len(self.psk.points)}) exceeds limit of {MAX_POINT_COUNT}')
if len(self.psk.materials) > MAX_MATERIAL_COUNT:
raise RuntimeError(f'Number of materials ({len(self.psk.materials)}) exceeds limit of {MAX_MATERIAL_COUNT}')
with open(path, 'wb') as fp:
_write_section(fp, b'ACTRHEAD')
_write_section(fp, b'PNTS0000', Vector3, psk.points)
with open(path, 'wb') as fp:
self.write_section(fp, b'ACTRHEAD')
self.write_section(fp, b'PNTS0000', Vector3, self.psk.points)
wedges = []
for index, w in enumerate(psk.wedges):
wedge = Psk.Wedge16()
wedge.material_index = w.material_index
wedge.u = w.u
wedge.v = w.v
wedge.point_index = w.point_index
wedges.append(wedge)
wedges = []
for index, w in enumerate(self.psk.wedges):
wedge = Psk.Wedge16()
wedge.material_index = w.material_index
wedge.u = w.u
wedge.v = w.v
wedge.point_index = w.point_index
wedges.append(wedge)
self.write_section(fp, b'VTXW0000', Psk.Wedge16, wedges)
self.write_section(fp, b'FACE0000', Psk.Face, self.psk.faces)
self.write_section(fp, b'MATT0000', Psk.Material, self.psk.materials)
self.write_section(fp, b'REFSKELT', Psk.Bone, self.psk.bones)
self.write_section(fp, b'RAWWEIGHTS', Psk.Weight, self.psk.weights)
_write_section(fp, b'VTXW0000', Psk.Wedge16, wedges)
_write_section(fp, b'FACE0000', Psk.Face, psk.faces)
_write_section(fp, b'MATT0000', Psk.Material, psk.materials)
_write_section(fp, b'REFSKELT', Psk.Bone, psk.bones)
_write_section(fp, b'RAWWEIGHTS', Psk.Weight, psk.weights)
def is_bone_filter_mode_item_available(context, identifier):
input_objects = PskBuilder.get_input_objects(context)
input_objects = get_psk_input_objects(context)
armature_object = input_objects.armature_object
if identifier == 'BONE_GROUPS':
if not armature_object or not armature_object.pose or not armature_object.pose.bone_groups:
@@ -88,7 +83,7 @@ class PskExportOperator(Operator, ExportHelper):
def invoke(self, context, event):
try:
input_objects = PskBuilder.get_input_objects(context)
input_objects = get_psk_input_objects(context)
except RuntimeError as e:
self.report({'ERROR_INVALID_CONTEXT'}, str(e))
return {'CANCELLED'}
@@ -105,7 +100,7 @@ class PskExportOperator(Operator, ExportHelper):
@classmethod
def poll(cls, context):
try:
PskBuilder.get_input_objects(context)
get_psk_input_objects(context)
except RuntimeError as e:
cls.poll_message_set(str(e))
return False
@@ -136,15 +131,13 @@ class PskExportOperator(Operator, ExportHelper):
def execute(self, context):
pg = context.scene.psk_export
builder = PskBuilder()
options = PskBuilderOptions()
options = PskBuildOptions()
options.bone_filter_mode = pg.bone_filter_mode
options.bone_group_indices = [x.index for x in pg.bone_group_list if x.is_selected]
options.use_raw_mesh_data = pg.use_raw_mesh_data
try:
psk = builder.build(context, options)
exporter = PskExporter(psk)
exporter.export(self.filepath)
psk = build_psk(context, options)
export_psk(psk, self.filepath)
except RuntimeError as e:
self.report({'ERROR_INVALID_CONTEXT'}, str(e))
return {'CANCELLED'}

View File

@@ -12,7 +12,7 @@ from bpy_extras.io_utils import ImportHelper
from mathutils import Quaternion, Vector, Matrix
from .data import Psk
from .reader import PskReader
from .reader import read_psk
from ..helpers import rgb_to_srgb
@@ -26,209 +26,205 @@ class PskImportOptions(object):
self.bone_length = 1.0
class PskImporter(object):
def __init__(self):
def import_psk(psk: Psk, context, options: PskImportOptions):
# ARMATURE
armature_data = bpy.data.armatures.new(options.name)
armature_object = bpy.data.objects.new(options.name, armature_data)
armature_object.show_in_front = True
context.scene.collection.objects.link(armature_object)
try:
bpy.ops.object.mode_set(mode='OBJECT')
except:
pass
def import_psk(self, psk: Psk, context, options: PskImportOptions):
# ARMATURE
armature_data = bpy.data.armatures.new(options.name)
armature_object = bpy.data.objects.new(options.name, armature_data)
armature_object.show_in_front = True
armature_object.select_set(state=True)
bpy.context.view_layer.objects.active = armature_object
context.scene.collection.objects.link(armature_object)
bpy.ops.object.mode_set(mode='EDIT')
# Intermediate bone type for the purpose of construction.
class ImportBone(object):
def __init__(self, index: int, psk_bone: Psk.Bone):
self.index: int = index
self.psk_bone: Psk.Bone = psk_bone
self.parent: Optional[ImportBone] = None
self.local_rotation: Quaternion = Quaternion()
self.local_translation: Vector = Vector()
self.world_rotation_matrix: Matrix = Matrix()
self.world_matrix: Matrix = Matrix()
self.vertex_group = None
self.orig_quat: Quaternion = Quaternion()
self.orig_loc: Vector = Vector()
self.post_quat: Quaternion = Quaternion()
import_bones = []
for bone_index, psk_bone in enumerate(psk.bones):
import_bone = ImportBone(bone_index, psk_bone)
psk_bone.parent_index = max(0, psk_bone.parent_index)
import_bone.local_rotation = Quaternion(tuple(psk_bone.rotation))
import_bone.local_translation = Vector(tuple(psk_bone.location))
if psk_bone.parent_index == 0 and bone_index == 0:
import_bone.world_rotation_matrix = import_bone.local_rotation.to_matrix()
import_bone.world_matrix = Matrix.Translation(import_bone.local_translation)
import_bones.append(import_bone)
for bone_index, bone in enumerate(import_bones):
if bone.psk_bone.parent_index == 0 and bone_index == 0:
continue
parent = import_bones[bone.psk_bone.parent_index]
bone.parent = parent
bone.world_matrix = parent.world_rotation_matrix.to_4x4()
translation = bone.local_translation.copy()
translation.rotate(parent.world_rotation_matrix)
bone.world_matrix.translation = parent.world_matrix.translation + translation
bone.world_rotation_matrix = bone.local_rotation.conjugated().to_matrix()
bone.world_rotation_matrix.rotate(parent.world_rotation_matrix)
for import_bone in import_bones:
bone_name = import_bone.psk_bone.name.decode('utf-8')
edit_bone = armature_data.edit_bones.new(bone_name)
if import_bone.parent is not None:
edit_bone.parent = armature_data.edit_bones[import_bone.psk_bone.parent_index]
else:
import_bone.local_rotation.conjugate()
edit_bone.tail = Vector((0.0, options.bone_length, 0.0))
edit_bone_matrix = import_bone.local_rotation.conjugated()
edit_bone_matrix.rotate(import_bone.world_matrix)
edit_bone_matrix = edit_bone_matrix.to_matrix().to_4x4()
edit_bone_matrix.translation = import_bone.world_matrix.translation
edit_bone.matrix = edit_bone_matrix
# Store bind pose information in the bone's custom properties.
# This information is used when importing animations from PSA files.
edit_bone['orig_quat'] = import_bone.local_rotation
edit_bone['orig_loc'] = import_bone.local_translation
edit_bone['post_quat'] = import_bone.local_rotation.conjugated()
# MESH
mesh_data = bpy.data.meshes.new(options.name)
mesh_object = bpy.data.objects.new(options.name, mesh_data)
# MATERIALS
for material in psk.materials:
# TODO: re-use of materials should be an option
bpy_material = bpy.data.materials.new(material.name.decode('utf-8'))
mesh_data.materials.append(bpy_material)
bm = bmesh.new()
# VERTICES
for point in psk.points:
bm.verts.new(tuple(point))
bm.verts.ensure_lookup_table()
degenerate_face_indices = set()
for face_index, face in enumerate(psk.faces):
point_indices = [bm.verts[psk.wedges[i].point_index] for i in reversed(face.wedge_indices)]
try:
bpy.ops.object.mode_set(mode='OBJECT')
except:
pass
bm_face = bm.faces.new(point_indices)
bm_face.material_index = face.material_index
except ValueError:
degenerate_face_indices.add(face_index)
armature_object.select_set(state=True)
bpy.context.view_layer.objects.active = armature_object
if len(degenerate_face_indices) > 0:
print(f'WARNING: Discarded {len(degenerate_face_indices)} degenerate face(s).')
bpy.ops.object.mode_set(mode='EDIT')
bm.to_mesh(mesh_data)
# Intermediate bone type for the purpose of construction.
class ImportBone(object):
def __init__(self, index: int, psk_bone: Psk.Bone):
self.index: int = index
self.psk_bone: Psk.Bone = psk_bone
self.parent: Optional[ImportBone] = None
self.local_rotation: Quaternion = Quaternion()
self.local_translation: Vector = Vector()
self.world_rotation_matrix: Matrix = Matrix()
self.world_matrix: Matrix = Matrix()
self.vertex_group = None
self.orig_quat: Quaternion = Quaternion()
self.orig_loc: Vector = Vector()
self.post_quat: Quaternion = Quaternion()
# TEXTURE COORDINATES
data_index = 0
uv_layer = mesh_data.uv_layers.new(name='VTXW0000')
for face_index, face in enumerate(psk.faces):
if face_index in degenerate_face_indices:
continue
face_wedges = [psk.wedges[i] for i in reversed(face.wedge_indices)]
for wedge in face_wedges:
uv_layer.data[data_index].uv = wedge.u, 1.0 - wedge.v
data_index += 1
import_bones = []
# EXTRA UVS
if psk.has_extra_uvs and options.should_import_extra_uvs:
extra_uv_channel_count = int(len(psk.extra_uvs) / len(psk.wedges))
wedge_index_offset = 0
for extra_uv_index in range(extra_uv_channel_count):
data_index = 0
uv_layer = mesh_data.uv_layers.new(name=f'EXTRAUV{extra_uv_index}')
for face_index, face in enumerate(psk.faces):
if face_index in degenerate_face_indices:
continue
for wedge_index in reversed(face.wedge_indices):
u, v = psk.extra_uvs[wedge_index_offset + wedge_index]
uv_layer.data[data_index].uv = u, 1.0 - v
data_index += 1
wedge_index_offset += len(psk.wedges)
for bone_index, psk_bone in enumerate(psk.bones):
import_bone = ImportBone(bone_index, psk_bone)
psk_bone.parent_index = max(0, psk_bone.parent_index)
import_bone.local_rotation = Quaternion(tuple(psk_bone.rotation))
import_bone.local_translation = Vector(tuple(psk_bone.location))
if psk_bone.parent_index == 0 and bone_index == 0:
import_bone.world_rotation_matrix = import_bone.local_rotation.to_matrix()
import_bone.world_matrix = Matrix.Translation(import_bone.local_translation)
import_bones.append(import_bone)
# VERTEX COLORS
if psk.has_vertex_colors and options.should_import_vertex_colors:
size = (len(psk.points), 4)
vertex_colors = np.full(size, inf)
vertex_color_data = mesh_data.vertex_colors.new(name='VERTEXCOLOR')
ambiguous_vertex_color_point_indices = []
for bone_index, bone in enumerate(import_bones):
if bone.psk_bone.parent_index == 0 and bone_index == 0:
continue
parent = import_bones[bone.psk_bone.parent_index]
bone.parent = parent
bone.world_matrix = parent.world_rotation_matrix.to_4x4()
translation = bone.local_translation.copy()
translation.rotate(parent.world_rotation_matrix)
bone.world_matrix.translation = parent.world_matrix.translation + translation
bone.world_rotation_matrix = bone.local_rotation.conjugated().to_matrix()
bone.world_rotation_matrix.rotate(parent.world_rotation_matrix)
for import_bone in import_bones:
bone_name = import_bone.psk_bone.name.decode('utf-8')
edit_bone = armature_data.edit_bones.new(bone_name)
if import_bone.parent is not None:
edit_bone.parent = armature_data.edit_bones[import_bone.psk_bone.parent_index]
for wedge_index, wedge in enumerate(psk.wedges):
point_index = wedge.point_index
psk_vertex_color = psk.vertex_colors[wedge_index].normalized()
if vertex_colors[point_index, 0] != inf and tuple(vertex_colors[point_index]) != psk_vertex_color:
ambiguous_vertex_color_point_indices.append(point_index)
else:
import_bone.local_rotation.conjugate()
vertex_colors[point_index] = psk_vertex_color
edit_bone.tail = Vector((0.0, options.bone_length, 0.0))
edit_bone_matrix = import_bone.local_rotation.conjugated()
edit_bone_matrix.rotate(import_bone.world_matrix)
edit_bone_matrix = edit_bone_matrix.to_matrix().to_4x4()
edit_bone_matrix.translation = import_bone.world_matrix.translation
edit_bone.matrix = edit_bone_matrix
if options.vertex_color_space == 'SRGBA':
for i in range(vertex_colors.shape[0]):
vertex_colors[i, :3] = tuple(map(lambda x: rgb_to_srgb(x), vertex_colors[i, :3]))
# Store bind pose information in the bone's custom properties.
# This information is used when importing animations from PSA files.
edit_bone['orig_quat'] = import_bone.local_rotation
edit_bone['orig_loc'] = import_bone.local_translation
edit_bone['post_quat'] = import_bone.local_rotation.conjugated()
for loop_index, loop in enumerate(mesh_data.loops):
vertex_color = vertex_colors[loop.vertex_index]
if vertex_color is not None:
vertex_color_data.data[loop_index].color = vertex_color
else:
vertex_color_data.data[loop_index].color = 1.0, 1.0, 1.0, 1.0
# MESH
mesh_data = bpy.data.meshes.new(options.name)
mesh_object = bpy.data.objects.new(options.name, mesh_data)
if len(ambiguous_vertex_color_point_indices) > 0:
print(f'WARNING: {len(ambiguous_vertex_color_point_indices)} vertex(es) with ambiguous vertex colors.')
# MATERIALS
for material in psk.materials:
# TODO: re-use of materials should be an option
bpy_material = bpy.data.materials.new(material.name.decode('utf-8'))
mesh_data.materials.append(bpy_material)
# VERTEX NORMALS
if psk.has_vertex_normals and options.should_import_vertex_normals:
mesh_data.polygons.foreach_set("use_smooth", [True] * len(mesh_data.polygons))
normals = []
for vertex_normal in psk.vertex_normals:
normals.append(tuple(vertex_normal))
mesh_data.normals_split_custom_set_from_vertices(normals)
mesh_data.use_auto_smooth = True
bm = bmesh.new()
bm.normal_update()
bm.free()
# VERTICES
for point in psk.points:
bm.verts.new(tuple(point))
# Get a list of all bones that have weights associated with them.
vertex_group_bone_indices = set(map(lambda weight: weight.bone_index, psk.weights))
for import_bone in map(lambda x: import_bones[x], sorted(list(vertex_group_bone_indices))):
import_bone.vertex_group = mesh_object.vertex_groups.new(
name=import_bone.psk_bone.name.decode('windows-1252'))
bm.verts.ensure_lookup_table()
for weight in psk.weights:
import_bones[weight.bone_index].vertex_group.add((weight.point_index,), weight.weight, 'ADD')
degenerate_face_indices = set()
for face_index, face in enumerate(psk.faces):
point_indices = [bm.verts[psk.wedges[i].point_index] for i in reversed(face.wedge_indices)]
try:
bm_face = bm.faces.new(point_indices)
bm_face.material_index = face.material_index
except ValueError:
degenerate_face_indices.add(face_index)
# Add armature modifier to our mesh object.
armature_modifier = mesh_object.modifiers.new(name='Armature', type='ARMATURE')
armature_modifier.object = armature_object
mesh_object.parent = armature_object
if len(degenerate_face_indices) > 0:
print(f'WARNING: Discarded {len(degenerate_face_indices)} degenerate face(s).')
context.scene.collection.objects.link(mesh_object)
bm.to_mesh(mesh_data)
# TEXTURE COORDINATES
data_index = 0
uv_layer = mesh_data.uv_layers.new(name='VTXW0000')
for face_index, face in enumerate(psk.faces):
if face_index in degenerate_face_indices:
continue
face_wedges = [psk.wedges[i] for i in reversed(face.wedge_indices)]
for wedge in face_wedges:
uv_layer.data[data_index].uv = wedge.u, 1.0 - wedge.v
data_index += 1
# EXTRA UVS
if psk.has_extra_uvs and options.should_import_extra_uvs:
extra_uv_channel_count = int(len(psk.extra_uvs) / len(psk.wedges))
wedge_index_offset = 0
for extra_uv_index in range(extra_uv_channel_count):
data_index = 0
uv_layer = mesh_data.uv_layers.new(name=f'EXTRAUV{extra_uv_index}')
for face_index, face in enumerate(psk.faces):
if face_index in degenerate_face_indices:
continue
for wedge_index in reversed(face.wedge_indices):
u, v = psk.extra_uvs[wedge_index_offset + wedge_index]
uv_layer.data[data_index].uv = u, 1.0 - v
data_index += 1
wedge_index_offset += len(psk.wedges)
# VERTEX COLORS
if psk.has_vertex_colors and options.should_import_vertex_colors:
size = (len(psk.points), 4)
vertex_colors = np.full(size, inf)
vertex_color_data = mesh_data.vertex_colors.new(name='VERTEXCOLOR')
ambiguous_vertex_color_point_indices = []
for wedge_index, wedge in enumerate(psk.wedges):
point_index = wedge.point_index
psk_vertex_color = psk.vertex_colors[wedge_index].normalized()
if vertex_colors[point_index, 0] != inf and tuple(vertex_colors[point_index]) != psk_vertex_color:
ambiguous_vertex_color_point_indices.append(point_index)
else:
vertex_colors[point_index] = psk_vertex_color
if options.vertex_color_space == 'SRGBA':
for i in range(vertex_colors.shape[0]):
vertex_colors[i, :3] = tuple(map(lambda x: rgb_to_srgb(x), vertex_colors[i, :3]))
for loop_index, loop in enumerate(mesh_data.loops):
vertex_color = vertex_colors[loop.vertex_index]
if vertex_color is not None:
vertex_color_data.data[loop_index].color = vertex_color
else:
vertex_color_data.data[loop_index].color = 1.0, 1.0, 1.0, 1.0
if len(ambiguous_vertex_color_point_indices) > 0:
print(f'WARNING: {len(ambiguous_vertex_color_point_indices)} vertex(es) with ambiguous vertex colors.')
# VERTEX NORMALS
if psk.has_vertex_normals and options.should_import_vertex_normals:
mesh_data.polygons.foreach_set("use_smooth", [True] * len(mesh_data.polygons))
normals = []
for vertex_normal in psk.vertex_normals:
normals.append(tuple(vertex_normal))
mesh_data.normals_split_custom_set_from_vertices(normals)
mesh_data.use_auto_smooth = True
bm.normal_update()
bm.free()
# Get a list of all bones that have weights associated with them.
vertex_group_bone_indices = set(map(lambda weight: weight.bone_index, psk.weights))
for import_bone in map(lambda x: import_bones[x], sorted(list(vertex_group_bone_indices))):
import_bone.vertex_group = mesh_object.vertex_groups.new(
name=import_bone.psk_bone.name.decode('windows-1252'))
for weight in psk.weights:
import_bones[weight.bone_index].vertex_group.add((weight.point_index,), weight.weight, 'ADD')
# Add armature modifier to our mesh object.
armature_modifier = mesh_object.modifiers.new(name='Armature', type='ARMATURE')
armature_modifier.object = armature_object
mesh_object.parent = armature_object
context.scene.collection.objects.link(mesh_object)
try:
bpy.ops.object.mode_set(mode='OBJECT')
except:
pass
try:
bpy.ops.object.mode_set(mode='OBJECT')
except:
pass
class PskImportPropertyGroup(PropertyGroup):
@@ -286,8 +282,9 @@ class PskImportOperator(Operator, ImportHelper):
def execute(self, context):
pg = context.scene.psk_import
reader = PskReader()
psk = reader.read(self.filepath)
psk = read_psk(self.filepath)
options = PskImportOptions()
options.name = os.path.splitext(os.path.basename(self.filepath))[0]
options.should_import_extra_uvs = pg.should_import_extra_uvs
@@ -295,7 +292,9 @@ class PskImportOperator(Operator, ImportHelper):
options.should_import_vertex_normals = pg.should_import_vertex_normals
options.vertex_color_space = pg.vertex_color_space
options.bone_length = pg.bone_length
PskImporter().import_psk(psk, context, options)
import_psk(psk, context, options)
return {'FINISHED'}
def draw(self, context):

View File

@@ -3,53 +3,48 @@ import ctypes
from .data import *
class PskReader(object):
def _read_types(fp, data_class: ctypes.Structure, section: Section, data):
buffer_length = section.data_size * section.data_count
buffer = fp.read(buffer_length)
offset = 0
for _ in range(section.data_count):
data.append(data_class.from_buffer_copy(buffer, offset))
offset += section.data_size
def __init__(self):
pass
@staticmethod
def read_types(fp, data_class: ctypes.Structure, section: Section, data):
buffer_length = section.data_size * section.data_count
buffer = fp.read(buffer_length)
offset = 0
for _ in range(section.data_count):
data.append(data_class.from_buffer_copy(buffer, offset))
offset += section.data_size
def read(self, path) -> Psk:
psk = Psk()
with open(path, 'rb') as fp:
while fp.read(1):
fp.seek(-1, 1)
section = Section.from_buffer_copy(fp.read(ctypes.sizeof(Section)))
if section.name == b'ACTRHEAD':
pass
elif section.name == b'PNTS0000':
PskReader.read_types(fp, Vector3, section, psk.points)
elif section.name == b'VTXW0000':
if section.data_size == ctypes.sizeof(Psk.Wedge16):
PskReader.read_types(fp, Psk.Wedge16, section, psk.wedges)
elif section.data_size == ctypes.sizeof(Psk.Wedge32):
PskReader.read_types(fp, Psk.Wedge32, section, psk.wedges)
else:
raise RuntimeError('Unrecognized wedge format')
elif section.name == b'FACE0000':
PskReader.read_types(fp, Psk.Face, section, psk.faces)
elif section.name == b'MATT0000':
PskReader.read_types(fp, Psk.Material, section, psk.materials)
elif section.name == b'REFSKELT':
PskReader.read_types(fp, Psk.Bone, section, psk.bones)
elif section.name == b'RAWWEIGHTS':
PskReader.read_types(fp, Psk.Weight, section, psk.weights)
elif section.name == b'FACE3200':
PskReader.read_types(fp, Psk.Face32, section, psk.faces)
elif section.name == b'VERTEXCOLOR':
PskReader.read_types(fp, Color, section, psk.vertex_colors)
elif section.name.startswith(b'EXTRAUVS'):
PskReader.read_types(fp, Vector2, section, psk.extra_uvs)
elif section.name == b'VTXNORMS':
PskReader.read_types(fp, Vector3, section, psk.vertex_normals)
def read_psk(path) -> Psk:
psk = Psk()
with open(path, 'rb') as fp:
while fp.read(1):
fp.seek(-1, 1)
section = Section.from_buffer_copy(fp.read(ctypes.sizeof(Section)))
if section.name == b'ACTRHEAD':
pass
elif section.name == b'PNTS0000':
_read_types(fp, Vector3, section, psk.points)
elif section.name == b'VTXW0000':
if section.data_size == ctypes.sizeof(Psk.Wedge16):
_read_types(fp, Psk.Wedge16, section, psk.wedges)
elif section.data_size == ctypes.sizeof(Psk.Wedge32):
_read_types(fp, Psk.Wedge32, section, psk.wedges)
else:
raise RuntimeError(f'Unrecognized section "{section.name} at position {15:fp.tell()}"')
return psk
raise RuntimeError('Unrecognized wedge format')
elif section.name == b'FACE0000':
_read_types(fp, Psk.Face, section, psk.faces)
elif section.name == b'MATT0000':
_read_types(fp, Psk.Material, section, psk.materials)
elif section.name == b'REFSKELT':
_read_types(fp, Psk.Bone, section, psk.bones)
elif section.name == b'RAWWEIGHTS':
_read_types(fp, Psk.Weight, section, psk.weights)
elif section.name == b'FACE3200':
_read_types(fp, Psk.Face32, section, psk.faces)
elif section.name == b'VERTEXCOLOR':
_read_types(fp, Color, section, psk.vertex_colors)
elif section.name.startswith(b'EXTRAUVS'):
_read_types(fp, Vector2, section, psk.extra_uvs)
elif section.name == b'VTXNORMS':
_read_types(fp, Vector3, section, psk.vertex_normals)
else:
raise RuntimeError(f'Unrecognized section "{section.name} at position {15:fp.tell()}"')
return psk