Renamed src folder to io_export_psk_psa

This commit is contained in:
Colin Basnett
2020-04-01 17:34:51 -07:00
parent e19c15d60c
commit 584da89c82
12 changed files with 0 additions and 0 deletions

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bl_info = {
"name": "PSK/PSA Exporter",
"author": "Colin Basnett",
"version": ( 1, 0, 0 ),
"blender": ( 2, 80, 0 ),
"location": "File > Export > PSK Export (.psk)",
"description": "PSK/PSA Export (.psk)",
"warning": "",
"wiki_url": "https://github.com/DarklightGames/io_export_psk_psa",
"tracker_url": "https://github.com/DarklightGames/io_export_psk_psa/issues",
"category": "Import-Export"
}
if 'bpy' in locals():
import importlib
importlib.reload(psk_data)
importlib.reload(psk_builder)
importlib.reload(psk_exporter)
importlib.reload(psk_operator)
importlib.reload(psa_data)
importlib.reload(psa_builder)
importlib.reload(psa_exporter)
importlib.reload(psa_operator)
else:
# if i remove this line, it can be enabled just fine
from .psk import data as psk_data
from .psk import builder as psk_builder
from .psk import exporter as psk_exporter
from .psk import operator as psk_operator
from .psa import data as psa_data
from .psa import builder as psa_builder
from .psa import exporter as psa_exporter
from .psa import operator as psa_operator
import bpy
from bpy.props import IntProperty, CollectionProperty
classes = [
psk_operator.PskExportOperator,
psa_operator.PsaExportOperator,
psa_operator.PSA_UL_ActionList,
psa_operator.ActionListItem
]
def psk_menu_func(self, context):
self.layout.operator(psk_operator.PskExportOperator.bl_idname, text ='Unreal PSK (.psk)')
def psa_menu_func(self, context):
self.layout.operator(psa_operator.PsaExportOperator.bl_idname, text='Unreal PSA (.psa)')
def register():
for cls in classes:
bpy.utils.register_class(cls)
bpy.types.TOPBAR_MT_file_export.append(psk_menu_func)
bpy.types.TOPBAR_MT_file_export.append(psa_menu_func)
bpy.types.Scene.psa_action_list = CollectionProperty(type=psa_operator.ActionListItem)
bpy.types.Scene.psa_action_list_index = IntProperty(name='index for list??', default=0)
def unregister():
del bpy.types.Scene.psa_action_list_index
del bpy.types.Scene.psa_action_list
bpy.types.TOPBAR_MT_file_export.remove(psa_menu_func)
bpy.types.TOPBAR_MT_file_export.remove(psk_menu_func)
for cls in reversed(classes):
bpy.utils.unregister_class(cls)
if __name__ == '__main__':
register()

31
io_export_psk_psa/data.py Normal file
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from ctypes import *
class Vector3(Structure):
_fields_ = [
('x', c_float),
('y', c_float),
('z', c_float),
]
class Quaternion(Structure):
_fields_ = [
('x', c_float),
('y', c_float),
('z', c_float),
('w', c_float),
]
class Section(Structure):
_fields_ = [
('name', c_char * 20),
('type_flags', c_int32),
('data_size', c_int32),
('data_count', c_int32)
]
def __init__(self, *args, **kw):
super().__init__(*args, **kw)
self.type_flags = 1999801

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from .data import *
class PsaBuilderOptions(object):
def __init__(self):
self.actions = []
# https://git.cth451.me/cth451/blender-addons/blob/master/io_export_unreal_psk_psa.py
class PsaBuilder(object):
def __init__(self):
# TODO: add options in here (selected anims, eg.)
pass
def build(self, context, options) -> Psa:
object = context.view_layer.objects.active
if object.type != 'ARMATURE':
raise RuntimeError('Selected object must be an Armature')
armature = object
if armature.animation_data is None:
raise RuntimeError('No animation data for armature')
psa = Psa()
bones = list(armature.data.bones)
# The order of the armature bones and the pose bones is not guaranteed to be the same.
# As as a result, we need to reconstruct the list of pose bones in the same order as the
# armature bones.
bone_names = [x.name for x in bones]
pose_bones = [(bone_names.index(bone.name), bone) for bone in armature.pose.bones]
pose_bones.sort(key=lambda x: x[0])
pose_bones = [x[1] for x in pose_bones]
for bone in bones:
psa_bone = Psa.Bone()
psa_bone.name = bytes(bone.name, encoding='utf-8')
psa_bone.children_count = len(bone.children)
try:
psa_bone.parent_index = bones.index(bone.parent)
except ValueError:
psa_bone.parent_index = -1
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.matrix_local @ bone.head
rot_matrix = bone.matrix @ armature.matrix_local.to_3x3()
rotation = rot_matrix.to_quaternion()
psa_bone.location.x = location.x
psa_bone.location.y = location.y
psa_bone.location.z = location.z
psa_bone.rotation.x = rotation.x
psa_bone.rotation.y = rotation.y
psa_bone.rotation.z = rotation.z
psa_bone.rotation.w = rotation.w
psa.bones.append(psa_bone)
frame_start_index = 0
for action in options.actions:
if len(action.fcurves) == 0:
continue
armature.animation_data.action = action
context.view_layer.update()
frame_min, frame_max = [int(x) for x in action.frame_range]
sequence = Psa.Sequence()
sequence.name = bytes(action.name, encoding='utf-8')
sequence.frame_count = frame_max - frame_min + 1
sequence.frame_start_index = frame_start_index
sequence.fps = 30 # TODO: fill in later with r
frame_count = frame_max - frame_min + 1
for frame in range(frame_count):
context.scene.frame_set(frame)
for bone in pose_bones:
# TODO: is the cast-to-matrix necessary? (guessing no)
key = Psa.Key()
pose_bone_matrix = bone.matrix
if bone.parent is not None:
pose_bone_parent_matrix = bone.parent.matrix
pose_bone_matrix = pose_bone_parent_matrix.inverted() @ pose_bone_matrix
location = pose_bone_matrix.to_translation()
rotation = pose_bone_matrix.to_quaternion().normalized()
if bone.parent is not None:
rotation.x = -rotation.x
rotation.y = -rotation.y
rotation.z = -rotation.z
key.location.x = location.x
key.location.y = location.y
key.location.z = location.z
key.rotation.x = rotation.x
key.rotation.y = rotation.y
key.rotation.z = rotation.z
key.rotation.w = rotation.w
key.time = 1.0 / sequence.fps
psa.keys.append(key)
frame_start_index += 1
sequence.bone_count = len(pose_bones)
sequence.track_time = frame_count
psa.sequences.append(sequence)
return psa

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from typing import List
from ..data import *
class Psa(object):
class Bone(Structure):
_fields_ = [
('name', c_char * 64),
('flags', c_int32),
('children_count', c_int32),
('parent_index', c_int32),
('rotation', Quaternion),
('location', Vector3),
('padding', c_char * 16)
]
class Sequence(Structure):
_fields_ = [
('name', c_char * 64),
('group', c_char * 64),
('bone_count', c_int32),
('root_include', c_int32),
('compression_style', c_int32),
('key_quotum', c_int32), # what the fuck is a quotum
('key_reduction', c_float),
('track_time', c_float),
('fps', c_float),
('start_bone', c_int32),
('frame_start_index', c_int32),
('frame_count', c_int32)
]
class Key(Structure):
_fields_ = [
('location', Vector3),
('rotation', Quaternion),
('time', c_float)
]
def __init__(self):
self.bones: List[Psa.Bone] = []
self.sequences: List[Psa.Sequence] = []
self.keys: List[Psa.Key] = []

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from typing import Type
from .data import *
class PsaExporter(object):
def __init__(self, psa: Psa):
self.psa: Psa = psa
# This method is shared by both PSA/K file formats, move this?
@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(self, path: str):
with open(path, 'wb') as fp:
self.write_section(fp, b'ANIMHEAD')
self.write_section(fp, b'BONENAMES', Psa.Bone, self.psa.bones)
self.write_section(fp, b'ANIMINFO', Psa.Sequence, self.psa.sequences)
self.write_section(fp, b'ANIMKEYS', Psa.Key, self.psa.keys)

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from bpy.types import Operator, Action, UIList, PropertyGroup
from bpy_extras.io_utils import ExportHelper
from bpy.props import StringProperty, BoolProperty, CollectionProperty, PointerProperty
from .builder import PsaBuilder, PsaBuilderOptions
from .exporter import PsaExporter
import bpy
import re
class ActionListItem(PropertyGroup):
action: PointerProperty(type=Action)
is_selected: BoolProperty(default=False)
@property
def name(self):
return self.action.name
class PSA_UL_ActionList(UIList):
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
layout.alignment = 'LEFT'
layout.prop(item, 'is_selected', icon_only=True)
layout.label(text=item.action.name)
def filter_items(self, context, data, property):
# TODO: returns two lists, apparently
actions = getattr(data, property)
flt_flags = []
flt_neworder = []
if self.filter_name:
flt_flags = bpy.types.UI_UL_list.filter_items_by_name(self.filter_name, self.bitflag_filter_item, actions, 'name', reverse=self.use_filter_invert)
return flt_flags, flt_neworder
class PsaExportOperator(Operator, ExportHelper):
bl_idname = 'export.psa'
bl_label = 'Export'
__doc__ = 'PSA Exporter (.psa)'
filename_ext = '.psa'
filter_glob : StringProperty(default='*.psa', options={'HIDDEN'})
filepath : StringProperty(
name='File Path',
description='File path used for exporting the PSA file',
maxlen=1024,
default='')
def __init__(self):
self.armature = None
def draw(self, context):
layout = self.layout
scene = context.scene
box = layout.box()
box.label(text='Actions', icon='ACTION')
row = box.row()
row.template_list('PSA_UL_ActionList', 'asd', scene, 'psa_action_list', scene, 'psa_action_list_index', rows=len(context.scene.psa_action_list))
def is_action_for_armature(self, action):
bone_names = [x.name for x in self.armature.data.bones]
print(bone_names)
for fcurve in action.fcurves:
match = re.match('pose\.bones\["(.+)"\].\w+', fcurve.data_path)
if not match:
continue
bone_name = match.group(1)
if bone_name not in bone_names:
return False
return True
def invoke(self, context, event):
if context.view_layer.objects.active.type != 'ARMATURE':
self.report({'ERROR_INVALID_CONTEXT'}, 'The selected object must be an armature.')
return {'CANCELLED'}
self.armature = context.view_layer.objects.active
context.scene.psa_action_list.clear()
for action in bpy.data.actions:
item = context.scene.psa_action_list.add()
item.action = action
if self.is_action_for_armature(action):
item.is_selected = True
if len(context.scene.psa_action_list) == 0:
self.report({'ERROR_INVALID_CONTEXT'}, 'There are no actions to export.')
return {'CANCELLED'}
context.window_manager.fileselect_add(self)
return {'RUNNING_MODAL'}
def execute(self, context):
actions = [x.action for x in context.scene.psa_action_list if x.is_selected]
if len(actions) == 0:
self.report({'ERROR_INVALID_CONTEXT'}, 'No actions were selected for export.')
return {'CANCELLED'}
options = PsaBuilderOptions()
options.actions = actions
builder = PsaBuilder()
psk = builder.build(context, options)
exporter = PsaExporter(psk)
exporter.export(self.filepath)
return {'FINISHED'}

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import bpy
import bmesh
from .data import *
class PskBuilder(object):
def __init__(self):
# TODO: add options in here
pass
def build(self, context) -> Psk:
object = context.view_layer.objects.active
if object.type != 'MESH':
raise RuntimeError('Selected object must be a mesh')
if len(object.data.materials) == 0:
raise RuntimeError('Mesh must have at least one material')
# ensure that there is exactly one armature modifier
modifiers = [x for x in object.modifiers if x.type == 'ARMATURE']
if len(modifiers) != 1:
raise RuntimeError('Mesh must have one armature modifier')
armature_modifier = modifiers[0]
armature_object = armature_modifier.object
if armature_object is None:
raise RuntimeError('Armature modifier has no linked object')
# TODO: probably requires at least one bone? not sure
mesh_data = object.data
# TODO: if there is an edge-split modifier, we need to apply it (maybe?)
# TODO: duplicate all the data
mesh = bpy.data.meshes.new('export')
# copy the contents of the mesh
bm = bmesh.new()
bm.from_mesh(mesh_data)
bmesh.ops.triangulate(bm, faces=bm.faces)
bm.to_mesh(mesh)
bm.free()
del bm
psk = Psk()
# VERTICES
for vertex in object.data.vertices:
point = Vector3()
point.x = vertex.co.x
point.y = vertex.co.y
point.z = vertex.co.z
psk.points.append(point)
# WEDGES
uv_layer = object.data.uv_layers.active.data
if len(object.data.loops) <= 65536:
wedge_type = Psk.Wedge16
else:
wedge_type = Psk.Wedge32
psk.wedges = [wedge_type() for _ in range(len(object.data.loops))]
for loop_index, loop in enumerate(object.data.loops):
wedge = psk.wedges[loop_index]
wedge.material_index = 0
wedge.point_index = loop.vertex_index
wedge.u, wedge.v = uv_layer[loop_index].uv
wedge.v = 1.0 - wedge.v
psk.wedges.append(wedge)
# MATERIALS
for i, m in enumerate(object.data.materials):
if m is None:
raise RuntimeError('Material cannot be empty (index ' + str(i) + ')')
material = Psk.Material()
material.name = bytes(m.name, encoding='utf-8')
material.texture_index = i
psk.materials.append(material)
# FACES
# TODO: this is making the assumption that the mesh is triangulated
object.data.calc_loop_triangles()
poly_groups, groups = object.data.calc_smooth_groups(use_bitflags=True)
for f in object.data.loop_triangles:
face = Psk.Face()
face.material_index = f.material_index
face.wedge_index_1 = f.loops[2]
face.wedge_index_2 = f.loops[1]
face.wedge_index_3 = f.loops[0]
face.smoothing_groups = poly_groups[f.polygon_index]
psk.faces.append(face)
# update the material index of the wedges
for i in range(3):
psk.wedges[f.loops[i]].material_index = f.material_index
# https://github.com/bwrsandman/blender-addons/blob/master/io_export_unreal_psk_psa.py
bones = list(armature_object.data.bones)
for bone in bones:
psk_bone = Psk.Bone()
psk_bone.name = bytes(bone.name, encoding='utf-8')
psk_bone.flags = 0
psk_bone.children_count = len(bone.children)
try:
psk_bone.parent_index = bones.index(bone.parent)
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)
# WEIGHTS
# TODO: bone ~> vg might not be 1:1, provide a nice error message if this is the case
armature = armature_object.data
bone_names = [x.name for x in armature.bones]
vertex_group_names = [x.name for x in object.vertex_groups]
bone_indices = [bone_names.index(name) for name in vertex_group_names]
for vertex_group_index, vertex_group in enumerate(object.vertex_groups):
bone_index = bone_indices[vertex_group_index]
for vertex_index in range(len(object.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_index
w.weight = weight
psk.weights.append(w)
return psk

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from typing import List
from ..data import *
class Psk(object):
class Wedge16(Structure):
_fields_ = [
('point_index', c_int16),
('padding1', c_int16),
('u', c_float),
('v', c_float),
('material_index', c_int8),
('reserved', c_int8),
('padding2', c_int16)
]
class Wedge32(Structure):
_fields_ = [
('point_index', c_int32),
('u', c_float),
('v', c_float),
('material_index', c_int32)
]
class Face(Structure):
_fields_ = [
('wedge_index_1', c_int16),
('wedge_index_2', c_int16),
('wedge_index_3', c_int16),
('material_index', c_int8),
('aux_material_index', c_int8),
('smoothing_groups', c_int32)
]
class Material(Structure):
_fields_ = [
('name', c_char * 64),
('texture_index', c_int32),
('poly_flags', c_int32),
('aux_material', c_int32),
('aux_flags', c_int32),
('lod_bias', c_int32),
('lod_style', c_int32)
]
class Bone(Structure):
_fields_ = [
('name', c_char * 64),
('flags', c_int32),
('children_count', c_int32),
('parent_index', c_int32),
('rotation', Quaternion),
('location', Vector3),
('length', c_float),
('size', Vector3)
]
class Weight(Structure):
_fields_ = [
('weight', c_float),
('point_index', c_int32),
('bone_index', c_int32),
]
def __init__(self):
self.points: List[Vector3] = []
self.wedges: List[Psk.Wedge16] = []
self.faces: List[Psk.Face] = []
self.materials: List[Psk.Material] = []
self.weights: List[Psk.Weight] = []
self.bones: List[Psk.Bone] = []

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from typing import Type
from .data import *
class PskExporter(object):
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(self, path: str):
# TODO: add logic somewhere to assert lengths of ctype structs
with open(path, 'wb') as fp:
self.write_section(fp, b'ACTRHEAD')
self.write_section(fp, b'PNTS0000', Vector3, self.psk.points)
# WEDGES
# TODO: this really should be on the level of the builder, not the exporter
if len(self.psk.wedges) <= 65536:
wedge_type = Psk.Wedge16
else:
wedge_type = Psk.Wedge32
self.write_section(fp, b'VTXW0000', wedge_type, self.psk.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)

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from bpy.types import Operator
from bpy_extras.io_utils import ExportHelper
from bpy.props import StringProperty, BoolProperty, FloatProperty
from .builder import PskBuilder
from .exporter import PskExporter
class PskExportOperator(Operator, ExportHelper):
bl_idname = 'export.psk'
bl_label = 'Export'
__doc__ = 'PSK Exporter (.psk)'
filename_ext = '.psk'
filter_glob: StringProperty(default='*.psk', options={'HIDDEN'})
filepath: StringProperty(
name='File Path',
description='File path used for exporting the PSK file',
maxlen=1024,
default='')
def execute(self, context):
builder = PskBuilder()
psk = builder.build(context)
exporter = PskExporter(psk)
exporter.export(self.filepath)
return {'FINISHED'}