Renamed src folder to io_export_psk_psa
This commit is contained in:
73
io_export_psk_psa/__init__.py
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73
io_export_psk_psa/__init__.py
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@@ -0,0 +1,73 @@
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bl_info = {
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"name": "PSK/PSA Exporter",
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"author": "Colin Basnett",
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"version": ( 1, 0, 0 ),
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"blender": ( 2, 80, 0 ),
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"location": "File > Export > PSK Export (.psk)",
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"description": "PSK/PSA Export (.psk)",
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"warning": "",
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"wiki_url": "https://github.com/DarklightGames/io_export_psk_psa",
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"tracker_url": "https://github.com/DarklightGames/io_export_psk_psa/issues",
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"category": "Import-Export"
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}
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if 'bpy' in locals():
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import importlib
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importlib.reload(psk_data)
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importlib.reload(psk_builder)
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importlib.reload(psk_exporter)
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importlib.reload(psk_operator)
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importlib.reload(psa_data)
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importlib.reload(psa_builder)
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importlib.reload(psa_exporter)
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importlib.reload(psa_operator)
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else:
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# if i remove this line, it can be enabled just fine
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from .psk import data as psk_data
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from .psk import builder as psk_builder
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from .psk import exporter as psk_exporter
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from .psk import operator as psk_operator
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from .psa import data as psa_data
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from .psa import builder as psa_builder
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from .psa import exporter as psa_exporter
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from .psa import operator as psa_operator
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import bpy
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from bpy.props import IntProperty, CollectionProperty
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classes = [
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psk_operator.PskExportOperator,
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psa_operator.PsaExportOperator,
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psa_operator.PSA_UL_ActionList,
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psa_operator.ActionListItem
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]
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def psk_menu_func(self, context):
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self.layout.operator(psk_operator.PskExportOperator.bl_idname, text ='Unreal PSK (.psk)')
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def psa_menu_func(self, context):
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self.layout.operator(psa_operator.PsaExportOperator.bl_idname, text='Unreal PSA (.psa)')
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def register():
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for cls in classes:
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bpy.utils.register_class(cls)
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bpy.types.TOPBAR_MT_file_export.append(psk_menu_func)
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bpy.types.TOPBAR_MT_file_export.append(psa_menu_func)
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bpy.types.Scene.psa_action_list = CollectionProperty(type=psa_operator.ActionListItem)
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bpy.types.Scene.psa_action_list_index = IntProperty(name='index for list??', default=0)
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def unregister():
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del bpy.types.Scene.psa_action_list_index
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del bpy.types.Scene.psa_action_list
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bpy.types.TOPBAR_MT_file_export.remove(psa_menu_func)
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bpy.types.TOPBAR_MT_file_export.remove(psk_menu_func)
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for cls in reversed(classes):
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bpy.utils.unregister_class(cls)
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if __name__ == '__main__':
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register()
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31
io_export_psk_psa/data.py
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31
io_export_psk_psa/data.py
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@@ -0,0 +1,31 @@
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from ctypes import *
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class Vector3(Structure):
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_fields_ = [
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('x', c_float),
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('y', c_float),
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('z', c_float),
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]
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class Quaternion(Structure):
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_fields_ = [
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('x', c_float),
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('y', c_float),
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('z', c_float),
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('w', c_float),
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]
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class Section(Structure):
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_fields_ = [
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('name', c_char * 20),
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('type_flags', c_int32),
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('data_size', c_int32),
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('data_count', c_int32)
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]
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def __init__(self, *args, **kw):
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super().__init__(*args, **kw)
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self.type_flags = 1999801
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0
io_export_psk_psa/psa/__init__.py
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0
io_export_psk_psa/psa/__init__.py
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130
io_export_psk_psa/psa/builder.py
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130
io_export_psk_psa/psa/builder.py
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from .data import *
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class PsaBuilderOptions(object):
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def __init__(self):
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self.actions = []
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# https://git.cth451.me/cth451/blender-addons/blob/master/io_export_unreal_psk_psa.py
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class PsaBuilder(object):
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def __init__(self):
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# TODO: add options in here (selected anims, eg.)
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pass
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def build(self, context, options) -> Psa:
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object = context.view_layer.objects.active
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if object.type != 'ARMATURE':
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raise RuntimeError('Selected object must be an Armature')
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armature = object
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if armature.animation_data is None:
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raise RuntimeError('No animation data for armature')
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psa = Psa()
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bones = list(armature.data.bones)
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# The order of the armature bones and the pose bones is not guaranteed to be the same.
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# As as a result, we need to reconstruct the list of pose bones in the same order as the
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# armature bones.
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bone_names = [x.name for x in bones]
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pose_bones = [(bone_names.index(bone.name), bone) for bone in armature.pose.bones]
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pose_bones.sort(key=lambda x: x[0])
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pose_bones = [x[1] for x in pose_bones]
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for bone in bones:
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psa_bone = Psa.Bone()
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psa_bone.name = bytes(bone.name, encoding='utf-8')
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psa_bone.children_count = len(bone.children)
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try:
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psa_bone.parent_index = bones.index(bone.parent)
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except ValueError:
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psa_bone.parent_index = -1
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if bone.parent is not None:
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rotation = bone.matrix.to_quaternion()
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rotation.x = -rotation.x
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rotation.y = -rotation.y
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rotation.z = -rotation.z
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quat_parent = bone.parent.matrix.to_quaternion().inverted()
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parent_head = quat_parent @ bone.parent.head
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parent_tail = quat_parent @ bone.parent.tail
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location = (parent_tail - parent_head) + bone.head
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else:
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location = armature.matrix_local @ bone.head
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rot_matrix = bone.matrix @ armature.matrix_local.to_3x3()
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rotation = rot_matrix.to_quaternion()
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psa_bone.location.x = location.x
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psa_bone.location.y = location.y
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psa_bone.location.z = location.z
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psa_bone.rotation.x = rotation.x
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psa_bone.rotation.y = rotation.y
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psa_bone.rotation.z = rotation.z
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psa_bone.rotation.w = rotation.w
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psa.bones.append(psa_bone)
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frame_start_index = 0
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for action in options.actions:
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if len(action.fcurves) == 0:
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continue
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armature.animation_data.action = action
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context.view_layer.update()
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frame_min, frame_max = [int(x) for x in action.frame_range]
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sequence = Psa.Sequence()
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sequence.name = bytes(action.name, encoding='utf-8')
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sequence.frame_count = frame_max - frame_min + 1
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sequence.frame_start_index = frame_start_index
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sequence.fps = 30 # TODO: fill in later with r
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frame_count = frame_max - frame_min + 1
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for frame in range(frame_count):
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context.scene.frame_set(frame)
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for bone in pose_bones:
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# TODO: is the cast-to-matrix necessary? (guessing no)
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key = Psa.Key()
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pose_bone_matrix = bone.matrix
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if bone.parent is not None:
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pose_bone_parent_matrix = bone.parent.matrix
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pose_bone_matrix = pose_bone_parent_matrix.inverted() @ pose_bone_matrix
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location = pose_bone_matrix.to_translation()
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rotation = pose_bone_matrix.to_quaternion().normalized()
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if bone.parent is not None:
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rotation.x = -rotation.x
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rotation.y = -rotation.y
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rotation.z = -rotation.z
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key.location.x = location.x
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key.location.y = location.y
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key.location.z = location.z
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key.rotation.x = rotation.x
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key.rotation.y = rotation.y
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key.rotation.z = rotation.z
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key.rotation.w = rotation.w
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key.time = 1.0 / sequence.fps
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psa.keys.append(key)
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frame_start_index += 1
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sequence.bone_count = len(pose_bones)
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sequence.track_time = frame_count
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psa.sequences.append(sequence)
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return psa
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44
io_export_psk_psa/psa/data.py
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44
io_export_psk_psa/psa/data.py
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@@ -0,0 +1,44 @@
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from typing import List
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from ..data import *
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class Psa(object):
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class Bone(Structure):
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_fields_ = [
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('name', c_char * 64),
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('flags', c_int32),
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('children_count', c_int32),
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('parent_index', c_int32),
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('rotation', Quaternion),
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('location', Vector3),
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('padding', c_char * 16)
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]
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class Sequence(Structure):
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_fields_ = [
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('name', c_char * 64),
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('group', c_char * 64),
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('bone_count', c_int32),
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('root_include', c_int32),
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('compression_style', c_int32),
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('key_quotum', c_int32), # what the fuck is a quotum
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('key_reduction', c_float),
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('track_time', c_float),
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('fps', c_float),
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('start_bone', c_int32),
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('frame_start_index', c_int32),
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('frame_count', c_int32)
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]
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class Key(Structure):
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_fields_ = [
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('location', Vector3),
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('rotation', Quaternion),
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('time', c_float)
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]
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def __init__(self):
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self.bones: List[Psa.Bone] = []
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self.sequences: List[Psa.Sequence] = []
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self.keys: List[Psa.Key] = []
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27
io_export_psk_psa/psa/exporter.py
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27
io_export_psk_psa/psa/exporter.py
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@@ -0,0 +1,27 @@
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from typing import Type
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from .data import *
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class PsaExporter(object):
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def __init__(self, psa: Psa):
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self.psa: Psa = psa
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# This method is shared by both PSA/K file formats, move this?
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@staticmethod
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def write_section(fp, name: bytes, data_type: Type[Structure] = None, data: list = None):
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section = Section()
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section.name = name
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if data_type is not None and data is not None:
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section.data_size = sizeof(data_type)
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section.data_count = len(data)
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fp.write(section)
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if data is not None:
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for datum in data:
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fp.write(datum)
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def export(self, path: str):
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with open(path, 'wb') as fp:
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self.write_section(fp, b'ANIMHEAD')
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self.write_section(fp, b'BONENAMES', Psa.Bone, self.psa.bones)
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self.write_section(fp, b'ANIMINFO', Psa.Sequence, self.psa.sequences)
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self.write_section(fp, b'ANIMKEYS', Psa.Key, self.psa.keys)
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104
io_export_psk_psa/psa/operator.py
Normal file
104
io_export_psk_psa/psa/operator.py
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@@ -0,0 +1,104 @@
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from bpy.types import Operator, Action, UIList, PropertyGroup
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from bpy_extras.io_utils import ExportHelper
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from bpy.props import StringProperty, BoolProperty, CollectionProperty, PointerProperty
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from .builder import PsaBuilder, PsaBuilderOptions
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from .exporter import PsaExporter
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import bpy
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import re
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class ActionListItem(PropertyGroup):
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action: PointerProperty(type=Action)
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is_selected: BoolProperty(default=False)
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@property
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def name(self):
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return self.action.name
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class PSA_UL_ActionList(UIList):
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def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
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layout.alignment = 'LEFT'
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layout.prop(item, 'is_selected', icon_only=True)
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layout.label(text=item.action.name)
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def filter_items(self, context, data, property):
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# TODO: returns two lists, apparently
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actions = getattr(data, property)
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flt_flags = []
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flt_neworder = []
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if self.filter_name:
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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)
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return flt_flags, flt_neworder
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class PsaExportOperator(Operator, ExportHelper):
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bl_idname = 'export.psa'
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bl_label = 'Export'
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__doc__ = 'PSA Exporter (.psa)'
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filename_ext = '.psa'
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filter_glob : StringProperty(default='*.psa', options={'HIDDEN'})
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filepath : StringProperty(
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name='File Path',
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description='File path used for exporting the PSA file',
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maxlen=1024,
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default='')
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def __init__(self):
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self.armature = None
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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box = layout.box()
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box.label(text='Actions', icon='ACTION')
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row = box.row()
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row.template_list('PSA_UL_ActionList', 'asd', scene, 'psa_action_list', scene, 'psa_action_list_index', rows=len(context.scene.psa_action_list))
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def is_action_for_armature(self, action):
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bone_names = [x.name for x in self.armature.data.bones]
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print(bone_names)
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for fcurve in action.fcurves:
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match = re.match('pose\.bones\["(.+)"\].\w+', fcurve.data_path)
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if not match:
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continue
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bone_name = match.group(1)
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if bone_name not in bone_names:
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return False
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return True
|
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def invoke(self, context, event):
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if context.view_layer.objects.active.type != 'ARMATURE':
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self.report({'ERROR_INVALID_CONTEXT'}, 'The selected object must be an armature.')
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return {'CANCELLED'}
|
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self.armature = context.view_layer.objects.active
|
||||
|
||||
context.scene.psa_action_list.clear()
|
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for action in bpy.data.actions:
|
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item = context.scene.psa_action_list.add()
|
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item.action = action
|
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if self.is_action_for_armature(action):
|
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item.is_selected = True
|
||||
|
||||
if len(context.scene.psa_action_list) == 0:
|
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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)
|
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exporter = PsaExporter(psk)
|
||||
exporter.export(self.filepath)
|
||||
return {'FINISHED'}
|
||||
0
io_export_psk_psa/psk/__init__.py
Normal file
0
io_export_psk_psa/psk/__init__.py
Normal file
158
io_export_psk_psa/psk/builder.py
Normal file
158
io_export_psk_psa/psk/builder.py
Normal file
@@ -0,0 +1,158 @@
|
||||
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
|
||||
72
io_export_psk_psa/psk/data.py
Normal file
72
io_export_psk_psa/psk/data.py
Normal file
@@ -0,0 +1,72 @@
|
||||
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] = []
|
||||
38
io_export_psk_psa/psk/exporter.py
Normal file
38
io_export_psk_psa/psk/exporter.py
Normal file
@@ -0,0 +1,38 @@
|
||||
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)
|
||||
26
io_export_psk_psa/psk/operator.py
Normal file
26
io_export_psk_psa/psk/operator.py
Normal file
@@ -0,0 +1,26 @@
|
||||
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'}
|
||||
Reference in New Issue
Block a user