* Multiple meshes can now be exported as a single PSK

* Mesh object transforms are now properly accounted for when exporting a PSK
* Fixed a bug where the PSA export dialog wouldn't auto-select valid actions
This commit is contained in:
Colin Basnett
2021-08-01 13:30:14 -07:00
parent c531256e92
commit fd0b494d53
3 changed files with 144 additions and 126 deletions

View File

@@ -58,15 +58,15 @@ class PsaExportOperator(Operator, ExportHelper):
def is_action_for_armature(self, action): def is_action_for_armature(self, action):
if len(action.fcurves) == 0: if len(action.fcurves) == 0:
return False 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: 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: if not match:
continue continue
bone_name = match.group(1) bone_name = match.group(1)
if bone_name not in bone_names: if bone_name in bone_names:
return False return True
return True return False
def invoke(self, context, event): def invoke(self, context, event):
if context.view_layer.objects.active.type != 'ARMATURE': if context.view_layer.objects.active.type != 'ARMATURE':

View File

@@ -1,7 +1,9 @@
import bpy import bpy
import bmesh import bmesh
from collections import OrderedDict
from .data import * from .data import *
# https://github.com/bwrsandman/blender-addons/blob/master/io_export_unreal_psk_psa.py
class PskBuilder(object): class PskBuilder(object):
def __init__(self): def __init__(self):
@@ -9,98 +11,50 @@ class PskBuilder(object):
pass pass
def build(self, context) -> Psk: def build(self, context) -> Psk:
object = context.view_layer.objects.active # TODO: it would be nice to be able to do this with MULTIPLE meshes so long as they both have the same armature
mesh_objects =[]
for object in context.view_layer.objects.selected:
if object.type != 'MESH':
raise RuntimeError(f'Selected object "{object.name}" is not a mesh')
mesh_objects.append(object)
if object.type != 'MESH': if len(mesh_objects) == 0:
raise RuntimeError('Selected object must be a mesh') raise RuntimeError('At least one mesh must be selected')
if len(object.data.materials) == 0: for object in mesh_objects:
raise RuntimeError('Mesh must have at least one material') if len(object.data.materials) == 0:
raise RuntimeError(f'Mesh "{object.name}" must have at least one material')
# ensure that there is exactly one armature modifier # ensure that there is exactly one armature modifier object shared between all selected meshes
modifiers = [x for x in object.modifiers if x.type == 'ARMATURE'] armature_modifier_objects = set()
if len(modifiers) != 1: for object in mesh_objects:
raise RuntimeError('Mesh must have one armature modifier') modifiers = [x for x in object.modifiers if x.type == 'ARMATURE']
if len(modifiers) != 1:
raise RuntimeError(f'Mesh "{object.name}" must have one armature modifier')
armature_modifier_objects.add(modifiers[0].object)
armature_modifier = modifiers[0] if len(armature_modifier_objects) > 1:
armature_object = armature_modifier.object raise RuntimeError('All selected meshes must have the same armature modifier')
if object.modifiers[-1] != armature_modifier: armature_object = list(armature_modifier_objects)[0]
raise RuntimeError('Armature modifier must be the last modifier in the stack')
if armature_object is None: if armature_object is None:
raise RuntimeError('Armature modifier has no linked object') raise RuntimeError('Armature modifier has no linked object')
# TODO: probably requires at least one bone? not sure # 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?) wedge_count = sum([len(m.data.loops) for m in mesh_objects])
print(wedge_count)
# TODO: duplicate all the data if wedge_count <= 65536:
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 wedge_type = Psk.Wedge16
else: else:
wedge_type = Psk.Wedge32 wedge_type = Psk.Wedge32
psk.wedges = [wedge_type() for _ in range(len(object.data.loops))]
for loop_index, loop in enumerate(object.data.loops): psk = Psk()
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 materials = OrderedDict()
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
# TODO: maybe we should use the EDIT bones instead???
bones = list(armature_object.data.bones) bones = list(armature_object.data.bones)
for bone in bones: for bone in bones:
psk_bone = Psk.Bone() psk_bone = Psk.Bone()
@@ -138,25 +92,89 @@ class PskBuilder(object):
psk.bones.append(psk_bone) psk.bones.append(psk_bone)
# WEIGHTS vertex_offset = 0
# TODO: bone ~> vg might not be 1:1, provide a nice error message if this is the case wedge_offset = 0
armature = armature_object.data weight_offset = 0
bone_names = [x.name for x in armature.bones]
vertex_group_names = [x.name for x in object.vertex_groups] # TODO: if there is an edge-split modifier, we need to apply it (maybe?)
bone_indices = [bone_names.index(name) for name in vertex_group_names] for object in mesh_objects:
for vertex_group_index, vertex_group in enumerate(object.vertex_groups): # VERTICES
bone_index = bone_indices[vertex_group_index] for vertex in object.data.vertices:
for vertex_index in range(len(object.data.vertices)): point = Vector3()
try: v = object.matrix_world @ vertex.co
weight = vertex_group.weight(vertex_index) point.x = v.x
except RuntimeError: point.y = v.y
continue point.z = v.z
if weight == 0.0: psk.points.append(point)
continue
w = Psk.Weight() # WEDGES
w.bone_index = bone_index uv_layer = object.data.uv_layers.active.data
w.point_index = vertex_index # needs to be additive!!!
w.weight = weight psk.wedges.extend([wedge_type() for _ in range(len(object.data.loops))])
psk.weights.append(w)
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 = 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 return psk

View File

@@ -19,33 +19,33 @@ class PskExportOperator(Operator, ExportHelper):
default='') default='')
def invoke(self, context, event): def invoke(self, context, event):
object = context.view_layer.objects.active # object = context.view_layer.objects.active
#
if object.type != 'MESH': # if object.type != 'MESH':
self.report({'ERROR_INVALID_CONTEXT'}, 'The selected object must be a mesh.') # self.report({'ERROR_INVALID_CONTEXT'}, 'The selected object must be a mesh.')
return {'CANCELLED'} # return {'CANCELLED'}
#
if len(object.data.materials) == 0: # if len(object.data.materials) == 0:
self.report({'ERROR_INVALID_CONTEXT'}, 'Mesh must have at least one material') # self.report({'ERROR_INVALID_CONTEXT'}, 'Mesh must have at least one material')
return {'CANCELLED'} # return {'CANCELLED'}
#
# ensure that there is exactly one armature modifier # # ensure that there is exactly one armature modifier
modifiers = [x for x in object.modifiers if x.type == 'ARMATURE'] # modifiers = [x for x in object.modifiers if x.type == 'ARMATURE']
#
if len(modifiers) != 1: # if len(modifiers) != 1:
self.report({'ERROR_INVALID_CONTEXT'}, 'Mesh must have one armature modifier') # self.report({'ERROR_INVALID_CONTEXT'}, 'Mesh must have one armature modifier')
return {'CANCELLED'} # return {'CANCELLED'}
#
armature_modifier = modifiers[0] # armature_modifier = modifiers[0]
armature_object = armature_modifier.object # armature_object = armature_modifier.object
#
if object.modifiers[-1] != armature_modifier: # if object.modifiers[-1] != armature_modifier:
self.report({'ERROR_INVALID_CONTEXT'}, 'Armature modifier must be the last modifier in the stack') # self.report({'ERROR_INVALID_CONTEXT'}, 'Armature modifier must be the last modifier in the stack')
return {'CANCELLED'} # return {'CANCELLED'}
#
if armature_object is None: # if armature_object is None:
self.report({'ERROR_INVALID_CONTEXT'}, 'Armature modifier has no linked object') # self.report({'ERROR_INVALID_CONTEXT'}, 'Armature modifier has no linked object')
return {'CANCELLED'} # return {'CANCELLED'}
context.window_manager.fileselect_add(self) context.window_manager.fileselect_add(self)
return {'RUNNING_MODAL'} return {'RUNNING_MODAL'}