Typing and naming improvements
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@@ -1,5 +1,8 @@
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import typing
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import bmesh
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import bpy
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from bpy.types import Armature
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from .data import *
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from ..helpers import *
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@@ -59,7 +62,7 @@ def get_psk_input_objects(context) -> PskInputObjects:
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def build_psk(context, options: PskBuildOptions) -> Psk:
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input_objects = get_psk_input_objects(context)
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armature_object = input_objects.armature_object
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armature_object: bpy.types.Object = input_objects.armature_object
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psk = Psk()
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bones = []
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@@ -77,7 +80,8 @@ def build_psk(context, options: PskBuildOptions) -> Psk:
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psk.bones.append(psk_bone)
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else:
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bone_names = get_export_bone_names(armature_object, options.bone_filter_mode, options.bone_group_indices)
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bones = [armature_object.data.bones[bone_name] for bone_name in bone_names]
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armature_data = typing.cast(Armature, armature_object.data)
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bones = [armature_data.bones[bone_name] for bone_name in bone_names]
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# Check that all bone names are valid.
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if not options.should_ignore_bone_name_restrictions:
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@@ -98,9 +102,9 @@ def build_psk(context, options: PskBuildOptions) -> Psk:
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if bone.parent is not None:
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rotation = bone.matrix.to_quaternion().conjugated()
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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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inverse_parent_rotation = bone.parent.matrix.to_quaternion().inverted()
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parent_head = inverse_parent_rotation @ bone.parent.head
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parent_tail = inverse_parent_rotation @ bone.parent.tail
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location = (parent_tail - parent_head) + bone.head
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else:
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armature_local_matrix = armature_object.matrix_local
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@@ -219,6 +223,7 @@ def build_psk(context, options: PskBuildOptions) -> Psk:
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# WEIGHTS
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if armature_object is not None:
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armature_data = typing.cast(Armature, armature_object.data)
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# Because the vertex groups may contain entries for which there is no matching bone in the armature,
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# we must filter them out and not export any weights for these vertex groups.
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bone_names = [x.name for x in bones]
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@@ -232,8 +237,8 @@ def build_psk(context, options: PskBuildOptions) -> Psk:
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# Check to see if there is an associated bone for this vertex group that exists in the armature.
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# If there is, we can traverse the ancestors of that bone to find an alternate bone to use for
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# weighting the vertices belonging to this vertex group.
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if vertex_group_name in armature_object.data.bones:
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bone = armature_object.data.bones[vertex_group_name]
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if vertex_group_name in armature_data.bones:
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bone = armature_data.bones[vertex_group_name]
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while bone is not None:
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try:
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bone_index = bone_names.index(bone.name)
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