diff --git a/io_export_psk_psa/psa/operator.py b/io_export_psk_psa/psa/operator.py index 019b6d8..817b778 100644 --- a/io_export_psk_psa/psa/operator.py +++ b/io_export_psk_psa/psa/operator.py @@ -58,15 +58,15 @@ class PsaExportOperator(Operator, ExportHelper): def is_action_for_armature(self, action): if len(action.fcurves) == 0: return False - bone_names = [x.name for x in self.armature.data.bones] + bone_names = set([x.name for x in self.armature.data.bones]) for fcurve in action.fcurves: - match = re.match('pose\.bones\["(.+)"\].\w+', fcurve.data_path) + match = re.match(r'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 + if bone_name in bone_names: + return True + return False def invoke(self, context, event): if context.view_layer.objects.active.type != 'ARMATURE': diff --git a/io_export_psk_psa/psk/builder.py b/io_export_psk_psa/psk/builder.py index a5d9698..d324469 100644 --- a/io_export_psk_psa/psk/builder.py +++ b/io_export_psk_psa/psk/builder.py @@ -1,107 +1,67 @@ import bpy import bmesh +from collections import OrderedDict from .data import * +# https://github.com/bwrsandman/blender-addons/blob/master/io_export_unreal_psk_psa.py + +class PskInputObjects(object): + def __init__(self): + self.mesh_objects = [] + self.armature_object = None class PskBuilder(object): def __init__(self): - # TODO: add options in here pass - def build(self, context) -> Psk: - object = context.view_layer.objects.active + @staticmethod + def get_input_objects(context) -> PskInputObjects: + input_objects = PskInputObjects() + for obj in context.view_layer.objects.selected: + if obj.type != 'MESH': + raise RuntimeError(f'Selected object "{obj.name}" is not a mesh') - if object.type != 'MESH': - raise RuntimeError('Selected object must be a mesh') + input_objects.mesh_objects = context.view_layer.objects.selected - if len(object.data.materials) == 0: - raise RuntimeError('Mesh must have at least one material') + if len(input_objects.mesh_objects) == 0: + raise RuntimeError('At least one mesh must be selected') - # ensure that there is exactly one armature modifier - modifiers = [x for x in object.modifiers if x.type == 'ARMATURE'] + for obj in input_objects.mesh_objects: + if len(obj.data.materials) == 0: + raise RuntimeError(f'Mesh "{obj.name}" must have at least one material') - if len(modifiers) != 1: - raise RuntimeError('Mesh must have one armature modifier') + # ensure that there is exactly one armature modifier object shared between all selected meshes + armature_modifier_objects = set() - armature_modifier = modifiers[0] - armature_object = armature_modifier.object + for obj in input_objects.mesh_objects: + modifiers = [x for x in obj.modifiers if x.type == 'ARMATURE'] + if len(modifiers) != 1: + raise RuntimeError(f'Mesh "{obj.name}" must have one armature modifier') + armature_modifier_objects.add(modifiers[0].object) - if object.modifiers[-1] != armature_modifier: - raise RuntimeError('Armature modifier must be the last modifier in the stack') + if len(armature_modifier_objects) > 1: + raise RuntimeError('All selected meshes must have the same armature modifier') - if armature_object is None: + input_objects.armature_object = list(armature_modifier_objects)[0] + + if input_objects.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 + return input_objects - # 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: + def build(self, context) -> Psk: + input_objects = PskBuilder.get_input_objects(context) + wedge_count = sum([len(m.data.loops) for m in input_objects.mesh_objects]) + if wedge_count <= 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) + psk = Psk() - # 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) + materials = OrderedDict() - # 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 - # TODO: maybe we should use the EDIT bones instead??? - bones = list(armature_object.data.bones) + bones = list(input_objects.armature_object.data.bones) for bone in bones: psk_bone = Psk.Bone() psk_bone.name = bytes(bone.name, encoding='utf-8') @@ -123,8 +83,8 @@ class PskBuilder(object): 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() + location = input_objects.armature_object.matrix_local @ bone.head + rot_matrix = bone.matrix @ input_objects.armature_object.matrix_local.to_3x3() rotation = rot_matrix.to_quaternion() psk_bone.location.x = location.x @@ -138,25 +98,89 @@ class PskBuilder(object): 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) + vertex_offset = 0 + wedge_offset = 0 + weight_offset = 0 + + # TODO: if there is an edge-split modifier, we need to apply it (maybe?) + for object in input_objects.mesh_objects: + # VERTICES + for vertex in object.data.vertices: + point = Vector3() + v = object.matrix_world @ vertex.co + point.x = v.x + point.y = v.y + point.z = v.z + psk.points.append(point) + + # WEDGES + uv_layer = object.data.uv_layers.active.data + # needs to be additive!!! + psk.wedges.extend([wedge_type() for _ in range(len(object.data.loops))]) + + for loop_index, loop in enumerate(object.data.loops): + wedge = psk.wedges[wedge_offset + loop_index] + wedge.material_index = 0 # NOTE: this material index is set properly while building the faces + wedge.point_index = loop.vertex_index + vertex_offset + wedge.u, wedge.v = uv_layer[loop_index].uv + wedge.v = 1.0 - wedge.v + psk.wedges.append(wedge) + + # MATERIALS + material_indices = [] + for i, m in enumerate(object.data.materials): + if m is None: + raise RuntimeError('Material cannot be empty (index ' + str(i) + ')') + if m.name in materials: + material_index = list(materials.keys()).index(m.name) + else: + material = Psk.Material() + material.name = bytes(m.name, encoding='utf-8') + material.texture_index = len(psk.materials) + psk.materials.append(material) + materials[m.name] = m + material_index = material.texture_index + material_indices.append(material_index) + + # 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 = material_indices[f.material_index] + face.wedge_index_1 = f.loops[2] + wedge_offset + face.wedge_index_2 = f.loops[1] + wedge_offset + face.wedge_index_3 = f.loops[0] + wedge_offset + 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[wedge_offset + f.loops[i]].material_index = face.material_index + + # WEIGHTS + # TODO: bone ~> vg might not be 1:1, provide a nice error message if this is the case + armature = input_objects.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_offset + vertex_index + w.weight = weight + psk.weights.append(w) + + vertex_offset += len(psk.points) + wedge_offset += len(psk.wedges) + weight_offset += len(psk.weights) return psk diff --git a/io_export_psk_psa/psk/operator.py b/io_export_psk_psa/psk/operator.py index 9505eb8..0291385 100644 --- a/io_export_psk_psa/psk/operator.py +++ b/io_export_psk_psa/psk/operator.py @@ -19,32 +19,10 @@ class PskExportOperator(Operator, ExportHelper): default='') def invoke(self, context, event): - object = context.view_layer.objects.active - - if object.type != 'MESH': - self.report({'ERROR_INVALID_CONTEXT'}, 'The selected object must be a mesh.') - return {'CANCELLED'} - - if len(object.data.materials) == 0: - self.report({'ERROR_INVALID_CONTEXT'}, 'Mesh must have at least one material') - return {'CANCELLED'} - - # ensure that there is exactly one armature modifier - modifiers = [x for x in object.modifiers if x.type == 'ARMATURE'] - - if len(modifiers) != 1: - self.report({'ERROR_INVALID_CONTEXT'}, 'Mesh must have one armature modifier') - return {'CANCELLED'} - - armature_modifier = modifiers[0] - armature_object = armature_modifier.object - - if object.modifiers[-1] != armature_modifier: - self.report({'ERROR_INVALID_CONTEXT'}, 'Armature modifier must be the last modifier in the stack') - return {'CANCELLED'} - - if armature_object is None: - self.report({'ERROR_INVALID_CONTEXT'}, 'Armature modifier has no linked object') + try: + PskBuilder.get_input_objects(context) + except RuntimeError as e: + self.report({'ERROR_INVALID_CONTEXT'}, str(e)) return {'CANCELLED'} context.window_manager.fileselect_add(self)