PSK exporting now works minimally for mesh info (bone info etc. needs work).
This commit is contained in:
@@ -1,5 +1,6 @@
|
||||
import bpy
|
||||
import bmesh
|
||||
import mathutils
|
||||
from .psk import Psk, Vector3
|
||||
|
||||
|
||||
@@ -41,25 +42,83 @@ class PskBuilder(object):
|
||||
|
||||
psk = Psk()
|
||||
|
||||
# vertices
|
||||
for vertex in mesh.vertices:
|
||||
# VERTICES
|
||||
for vertex in object.data.vertices:
|
||||
psk.points.append(Vector3(*vertex.co))
|
||||
|
||||
# TODO: wedges (a "wedge" is actually a UV'd vertex, basically)
|
||||
# for wedge in mesh.wedges:
|
||||
# pass
|
||||
# WEDGES
|
||||
uv_layer = object.data.uv_layers.active.data
|
||||
psk.wedges = [psk.Wedge() for _ in range(len(object.data.loops))]
|
||||
|
||||
# materials
|
||||
for loop_index, loop in enumerate(object.data.loops):
|
||||
wedge = psk.wedges[loop_index]
|
||||
wedge.material_index = -1
|
||||
wedge.point_index = loop.vertex_index
|
||||
wedge.u, wedge.v = uv_layer[loop_index].uv
|
||||
psk.wedges.append(wedge)
|
||||
|
||||
# MATERIALS
|
||||
for i, m in enumerate(object.data.materials):
|
||||
material = Psk.Material()
|
||||
material.name = m.name
|
||||
material.texture_index = i
|
||||
psk.materials.append(material)
|
||||
|
||||
# TODO: should we make the wedges/faces at the same time??
|
||||
f = Psk.Face()
|
||||
# f.wedge_index_1 = 0
|
||||
# FACES
|
||||
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)
|
||||
|
||||
# TODO: weights
|
||||
# BONES
|
||||
bone_list = list(armature_object.data.bones)
|
||||
for b in armature_object.data.bones:
|
||||
bone = psk.Bone()
|
||||
bone.name = b.name
|
||||
bone.children_count = len(b.children)
|
||||
bone.flags = 0 # look up what this is
|
||||
bone.length = 10.0 # TODO: not sure what this is
|
||||
try:
|
||||
bone.parent_index = bone_list.index(b.parent)
|
||||
except ValueError:
|
||||
# this should be -1?
|
||||
bone.parent_index = 0
|
||||
rotation = b.matrix.to_quaternion()
|
||||
bone.position.x = b.head.x
|
||||
bone.position.y = b.head.y
|
||||
bone.position.z = b.head.z
|
||||
bone.rotation.x = rotation.x
|
||||
bone.rotation.y = rotation.y
|
||||
bone.rotation.z = rotation.z
|
||||
bone.rotation.w = rotation.w
|
||||
# TODO: not sure what "size" is supposed to be
|
||||
bone.size.x = 1
|
||||
bone.size.y = 1
|
||||
bone.size.z = 1
|
||||
psk.bones.append(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)):
|
||||
weight = vertex_group.weight(vertex_index)
|
||||
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
|
||||
|
||||
Reference in New Issue
Block a user