Moved things around for packaging on Blender extensions

This commit is contained in:
Colin Basnett
2024-05-27 14:56:37 -07:00
parent a47b4a1e04
commit fdb74ef7d0
36 changed files with 93 additions and 70 deletions

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psk/__init__.py Normal file
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psk/builder.py Normal file
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from typing import Optional
import bmesh
import bpy
import numpy as np
from bpy.types import Armature, Material
from .data import *
from .properties import triangle_type_and_bit_flags_to_poly_flags
from ..shared.helpers import *
class PskInputObjects(object):
def __init__(self):
self.mesh_objects = []
self.armature_object: Optional[Object] = None
class PskBuildOptions(object):
def __init__(self):
self.bone_filter_mode = 'ALL'
self.bone_collection_indices: List[int] = []
self.use_raw_mesh_data = True
self.materials: List[Material] = []
self.should_enforce_bone_name_restrictions = False
def get_psk_input_objects(context) -> PskInputObjects:
input_objects = PskInputObjects()
for selected_object in context.view_layer.objects.selected:
if selected_object.type != 'MESH':
raise RuntimeError(f'Selected object "{selected_object.name}" is not a mesh')
input_objects.mesh_objects = context.view_layer.objects.selected
if len(input_objects.mesh_objects) == 0:
raise RuntimeError('At least one mesh must be selected')
for mesh_object in input_objects.mesh_objects:
if len(mesh_object.data.materials) == 0:
raise RuntimeError(f'Mesh "{mesh_object.name}" must have at least one material')
# Ensure that there are either no armature modifiers (static mesh)
# or that there is exactly one armature modifier object shared between
# all selected meshes
armature_modifier_objects = set()
for mesh_object in input_objects.mesh_objects:
modifiers = [x for x in mesh_object.modifiers if x.type == 'ARMATURE']
if len(modifiers) == 0:
continue
elif len(modifiers) > 1:
raise RuntimeError(f'Mesh "{mesh_object.name}" must have only one armature modifier')
armature_modifier_objects.add(modifiers[0].object)
if len(armature_modifier_objects) > 1:
armature_modifier_names = [x.name for x in armature_modifier_objects]
raise RuntimeError(f'All selected meshes must have the same armature modifier, encountered {len(armature_modifier_names)} ({", ".join(armature_modifier_names)})')
elif len(armature_modifier_objects) == 1:
input_objects.armature_object = list(armature_modifier_objects)[0]
return input_objects
class PskBuildResult(object):
def __init__(self):
self.psk = None
self.warnings: List[str] = []
def build_psk(context, options: PskBuildOptions) -> PskBuildResult:
input_objects = get_psk_input_objects(context)
armature_object: bpy.types.Object = input_objects.armature_object
result = PskBuildResult()
psk = Psk()
bones = []
if armature_object is None or len(armature_object.data.bones) == 0:
# If the mesh has no armature object or no bones, simply assign it a dummy bone at the root to satisfy the
# requirement that a PSK file must have at least one bone.
psk_bone = Psk.Bone()
psk_bone.name = bytes('root', encoding='windows-1252')
psk_bone.flags = 0
psk_bone.children_count = 0
psk_bone.parent_index = 0
psk_bone.location = Vector3.zero()
psk_bone.rotation = Quaternion.identity()
psk.bones.append(psk_bone)
else:
bone_names = get_export_bone_names(armature_object, options.bone_filter_mode, options.bone_collection_indices)
armature_data = typing.cast(Armature, armature_object.data)
bones = [armature_data.bones[bone_name] for bone_name in bone_names]
# Check that all bone names are valid.
if options.should_enforce_bone_name_restrictions:
check_bone_names(map(lambda x: x.name, bones))
for bone in bones:
psk_bone = Psk.Bone()
try:
psk_bone.name = bytes(bone.name, encoding='windows-1252')
except UnicodeEncodeError:
raise RuntimeError(
f'Bone name "{bone.name}" contains characters that cannot be encoded in the Windows-1252 codepage')
psk_bone.flags = 0
psk_bone.children_count = 0
try:
parent_index = bones.index(bone.parent)
psk_bone.parent_index = parent_index
psk.bones[parent_index].children_count += 1
except ValueError:
psk_bone.parent_index = 0
if bone.parent is not None:
rotation = bone.matrix.to_quaternion().conjugated()
inverse_parent_rotation = bone.parent.matrix.to_quaternion().inverted()
parent_head = inverse_parent_rotation @ bone.parent.head
parent_tail = inverse_parent_rotation @ bone.parent.tail
location = (parent_tail - parent_head) + bone.head
else:
armature_local_matrix = armature_object.matrix_local
location = armature_local_matrix @ bone.head
bone_rotation = bone.matrix.to_quaternion().conjugated()
local_rotation = armature_local_matrix.to_3x3().to_quaternion().conjugated()
rotation = bone_rotation @ local_rotation
rotation.conjugate()
psk_bone.location.x = location.x
psk_bone.location.y = location.y
psk_bone.location.z = location.z
psk_bone.rotation.w = rotation.w
psk_bone.rotation.x = rotation.x
psk_bone.rotation.y = rotation.y
psk_bone.rotation.z = rotation.z
psk.bones.append(psk_bone)
# MATERIALS
for material in options.materials:
psk_material = Psk.Material()
try:
psk_material.name = bytes(material.name, encoding='windows-1252')
except UnicodeEncodeError:
raise RuntimeError(f'Material name "{material.name}" contains characters that cannot be encoded in the Windows-1252 codepage')
psk_material.texture_index = len(psk.materials)
psk_material.poly_flags = triangle_type_and_bit_flags_to_poly_flags(material.psk.mesh_triangle_type,
material.psk.mesh_triangle_bit_flags)
psk.materials.append(psk_material)
context.window_manager.progress_begin(0, len(input_objects.mesh_objects))
material_names = [m.name for m in options.materials]
for object_index, input_mesh_object in enumerate(input_objects.mesh_objects):
should_flip_normals = False
# MATERIALS
material_indices = [material_names.index(material_slot.material.name) for material_slot in input_mesh_object.material_slots]
# MESH DATA
if options.use_raw_mesh_data:
mesh_object = input_mesh_object
mesh_data = input_mesh_object.data
else:
# Create a copy of the mesh object after non-armature modifiers are applied.
# Temporarily force the armature into the rest position.
# We will undo this later.
old_pose_position = None
if armature_object is not None:
old_pose_position = armature_object.data.pose_position
armature_object.data.pose_position = 'REST'
depsgraph = context.evaluated_depsgraph_get()
bm = bmesh.new()
bm.from_object(input_mesh_object, depsgraph)
mesh_data = bpy.data.meshes.new('')
bm.to_mesh(mesh_data)
del bm
mesh_object = bpy.data.objects.new('', mesh_data)
mesh_object.matrix_world = input_mesh_object.matrix_world
scale = (input_mesh_object.scale.x, input_mesh_object.scale.y, input_mesh_object.scale.z)
# Negative scaling in Blender results in inverted normals after the scale is applied. However, if the scale
# is not applied, the normals will appear unaffected in the viewport. The evaluated mesh data used in the
# export will have the scale applied, but this behavior is not obvious to the user.
#
# In order to have the exporter be as WYSIWYG as possible, we need to check for negative scaling and invert
# the normals if necessary. If two axes have negative scaling and the third has positive scaling, the
# normals will be correct. We can detect this by checking if the number of negative scaling axes is odd. If
# it is, we need to invert the normals of the mesh by swapping the order of the vertices in each face.
should_flip_normals = sum(1 for x in scale if x < 0) % 2 == 1
# Copy the vertex groups
for vertex_group in input_mesh_object.vertex_groups:
mesh_object.vertex_groups.new(name=vertex_group.name)
# Restore the previous pose position on the armature.
if old_pose_position is not None:
armature_object.data.pose_position = old_pose_position
vertex_offset = len(psk.points)
# VERTICES
for vertex in mesh_data.vertices:
point = Vector3()
v = mesh_object.matrix_world @ vertex.co
point.x = v.x
point.y = v.y
point.z = v.z
psk.points.append(point)
uv_layer = mesh_data.uv_layers.active.data
# WEDGES
mesh_data.calc_loop_triangles()
# Build a list of non-unique wedges.
wedges = []
for loop_index, loop in enumerate(mesh_data.loops):
wedges.append(Psk.Wedge(
point_index=loop.vertex_index + vertex_offset,
u=uv_layer[loop_index].uv[0],
v=1.0 - uv_layer[loop_index].uv[1]
))
# Assign material indices to the wedges.
for triangle in mesh_data.loop_triangles:
for loop_index in triangle.loops:
wedges[loop_index].material_index = material_indices[triangle.material_index]
# Populate the list of wedges with unique wedges & build a look-up table of loop indices to wedge indices
wedge_indices = dict()
loop_wedge_indices = np.full(len(mesh_data.loops), -1)
for loop_index, wedge in enumerate(wedges):
wedge_hash = hash(wedge)
if wedge_hash in wedge_indices:
loop_wedge_indices[loop_index] = wedge_indices[wedge_hash]
else:
wedge_index = len(psk.wedges)
wedge_indices[wedge_hash] = wedge_index
psk.wedges.append(wedge)
loop_wedge_indices[loop_index] = wedge_index
# FACES
poly_groups, groups = mesh_data.calc_smooth_groups(use_bitflags=True)
psk_face_start_index = len(psk.faces)
for f in mesh_data.loop_triangles:
face = Psk.Face()
face.material_index = material_indices[f.material_index]
face.wedge_indices[0] = loop_wedge_indices[f.loops[2]]
face.wedge_indices[1] = loop_wedge_indices[f.loops[1]]
face.wedge_indices[2] = loop_wedge_indices[f.loops[0]]
face.smoothing_groups = poly_groups[f.polygon_index]
psk.faces.append(face)
if should_flip_normals:
# Invert the normals of the faces.
for face in psk.faces[psk_face_start_index:]:
face.wedge_indices[0], face.wedge_indices[2] = face.wedge_indices[2], face.wedge_indices[0]
# WEIGHTS
if armature_object is not None:
armature_data = typing.cast(Armature, armature_object.data)
# Because the vertex groups may contain entries for which there is no matching bone in the armature,
# we must filter them out and not export any weights for these vertex groups.
bone_names = [x.name for x in bones]
vertex_group_names = [x.name for x in mesh_object.vertex_groups]
vertex_group_bone_indices = dict()
for vertex_group_index, vertex_group_name in enumerate(vertex_group_names):
try:
vertex_group_bone_indices[vertex_group_index] = bone_names.index(vertex_group_name)
except ValueError:
# The vertex group does not have a matching bone in the list of bones to be exported.
# Check to see if there is an associated bone for this vertex group that exists in the armature.
# If there is, we can traverse the ancestors of that bone to find an alternate bone to use for
# weighting the vertices belonging to this vertex group.
if vertex_group_name in armature_data.bones:
bone = armature_data.bones[vertex_group_name]
while bone is not None:
try:
bone_index = bone_names.index(bone.name)
vertex_group_bone_indices[vertex_group_index] = bone_index
break
except ValueError:
bone = bone.parent
for vertex_group_index, vertex_group in enumerate(mesh_object.vertex_groups):
if vertex_group_index not in vertex_group_bone_indices:
# Vertex group has no associated bone, skip it.
continue
bone_index = vertex_group_bone_indices[vertex_group_index]
for vertex_index in range(len(mesh_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)
if not options.use_raw_mesh_data:
bpy.data.objects.remove(mesh_object)
bpy.data.meshes.remove(mesh_data)
del mesh_data
context.window_manager.progress_update(object_index)
context.window_manager.progress_end()
result.psk = psk
return result

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from typing import List
from ..shared.data import *
class Psk(object):
class Wedge(object):
def __init__(self, point_index: int, u: float, v: float, material_index: int = 0):
self.point_index: int = point_index
self.u: float = u
self.v: float = v
self.material_index = material_index
def __hash__(self):
return hash(f'{self.point_index}-{self.u}-{self.v}-{self.material_index}')
class Wedge16(Structure):
_fields_ = [
('point_index', c_uint32),
('u', c_float),
('v', c_float),
('material_index', c_uint8),
('reserved', c_int8),
('padding2', c_int16)
]
class Wedge32(Structure):
_fields_ = [
('point_index', c_uint32),
('u', c_float),
('v', c_float),
('material_index', c_uint32)
]
class Face(Structure):
_fields_ = [
('wedge_indices', c_uint16 * 3),
('material_index', c_uint8),
('aux_material_index', c_uint8),
('smoothing_groups', c_int32)
]
class Face32(Structure):
_pack_ = 1
_fields_ = [
('wedge_indices', c_uint32 * 3),
('material_index', c_uint8),
('aux_material_index', c_uint8),
('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),
]
class MorphInfo(Structure):
_fields_ = [
('name', c_char * 64),
('vertex_count', c_int32)
]
class MorphData(Structure):
_fields_ = [
('position_delta', Vector3),
('tangent_z_delta', Vector3),
('point_index', c_int32)
]
@property
def has_extra_uvs(self):
return len(self.extra_uvs) > 0
@property
def has_vertex_colors(self):
return len(self.vertex_colors) > 0
@property
def has_vertex_normals(self):
return len(self.vertex_normals) > 0
@property
def has_material_references(self):
return len(self.material_references) > 0
@property
def has_morph_data(self):
return len(self.morph_infos) > 0
def __init__(self):
self.points: List[Vector3] = []
self.wedges: List[Psk.Wedge] = []
self.faces: List[Psk.Face] = []
self.materials: List[Psk.Material] = []
self.weights: List[Psk.Weight] = []
self.bones: List[Psk.Bone] = []
self.extra_uvs: List[Vector2] = []
self.vertex_colors: List[Color] = []
self.vertex_normals: List[Vector3] = []
self.morph_infos: List[Psk.MorphInfo] = []
self.morph_data: List[Psk.MorphData] = []
self.material_references: List[str] = []

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psk/export/__init__.py Normal file
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psk/export/operators.py Normal file
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from bpy.props import StringProperty
from bpy.types import Operator
from bpy_extras.io_utils import ExportHelper
from ..builder import build_psk, PskBuildOptions, get_psk_input_objects
from ..writer import write_psk
from ...shared.helpers import populate_bone_collection_list
def is_bone_filter_mode_item_available(context, identifier):
input_objects = get_psk_input_objects(context)
armature_object = input_objects.armature_object
if identifier == 'BONE_COLLECTIONS':
if armature_object is None or armature_object.data is None or len(armature_object.data.collections) == 0:
return False
# else if... you can set up other conditions if you add more options
return True
def populate_material_list(mesh_objects, material_list):
material_list.clear()
materials = []
for mesh_object in mesh_objects:
for i, material_slot in enumerate(mesh_object.material_slots):
material = material_slot.material
# TODO: put this in the poll arg?
if material is None:
raise RuntimeError('Material slot cannot be empty (index ' + str(i) + ')')
if material not in materials:
materials.append(material)
for index, material in enumerate(materials):
m = material_list.add()
m.material = material
m.index = index
class PSK_OT_material_list_move_up(Operator):
bl_idname = 'psk_export.material_list_item_move_up'
bl_label = 'Move Up'
bl_options = {'INTERNAL'}
bl_description = 'Move the selected material up one slot'
@classmethod
def poll(cls, context):
pg = getattr(context.scene, 'psk_export')
return pg.material_list_index > 0
def execute(self, context):
pg = getattr(context.scene, 'psk_export')
pg.material_list.move(pg.material_list_index, pg.material_list_index - 1)
pg.material_list_index -= 1
return {'FINISHED'}
class PSK_OT_material_list_move_down(Operator):
bl_idname = 'psk_export.material_list_item_move_down'
bl_label = 'Move Down'
bl_options = {'INTERNAL'}
bl_description = 'Move the selected material down one slot'
@classmethod
def poll(cls, context):
pg = getattr(context.scene, 'psk_export')
return pg.material_list_index < len(pg.material_list) - 1
def execute(self, context):
pg = getattr(context.scene, 'psk_export')
pg.material_list.move(pg.material_list_index, pg.material_list_index + 1)
pg.material_list_index += 1
return {'FINISHED'}
class PSK_OT_export(Operator, ExportHelper):
bl_idname = 'export.psk'
bl_label = 'Export'
bl_options = {'INTERNAL', 'UNDO'}
__doc__ = 'Export mesh and armature to 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 invoke(self, context, event):
try:
input_objects = get_psk_input_objects(context)
except RuntimeError as e:
self.report({'ERROR_INVALID_CONTEXT'}, str(e))
return {'CANCELLED'}
pg = getattr(context.scene, 'psk_export')
populate_bone_collection_list(input_objects.armature_object, pg.bone_collection_list)
try:
populate_material_list(input_objects.mesh_objects, pg.material_list)
except RuntimeError as e:
self.report({'ERROR_INVALID_CONTEXT'}, str(e))
return {'CANCELLED'}
context.window_manager.fileselect_add(self)
return {'RUNNING_MODAL'}
@classmethod
def poll(cls, context):
try:
get_psk_input_objects(context)
except RuntimeError as e:
cls.poll_message_set(str(e))
return False
return True
def draw(self, context):
layout = self.layout
pg = getattr(context.scene, 'psk_export')
# MESH
mesh_header, mesh_panel = layout.panel('01_mesh', default_closed=False)
mesh_header.label(text='Mesh', icon='MESH_DATA')
if mesh_panel:
mesh_panel.prop(pg, 'use_raw_mesh_data')
# BONES
bones_header, bones_panel = layout.panel('02_bones', default_closed=False)
bones_header.label(text='Bones', icon='BONE_DATA')
if bones_panel:
bone_filter_mode_items = pg.bl_rna.properties['bone_filter_mode'].enum_items_static
row = bones_panel.row(align=True)
for item in bone_filter_mode_items:
identifier = item.identifier
item_layout = row.row(align=True)
item_layout.prop_enum(pg, 'bone_filter_mode', item.identifier)
item_layout.enabled = is_bone_filter_mode_item_available(context, identifier)
if pg.bone_filter_mode == 'BONE_COLLECTIONS':
row = bones_panel.row()
rows = max(3, min(len(pg.bone_collection_list), 10))
row.template_list('PSX_UL_bone_collection_list', '', pg, 'bone_collection_list', pg, 'bone_collection_list_index', rows=rows)
bones_panel.prop(pg, 'should_enforce_bone_name_restrictions')
# MATERIALS
materials_header, materials_panel = layout.panel('03_materials', default_closed=False)
materials_header.label(text='Materials', icon='MATERIAL')
if materials_panel:
row = materials_panel.row()
rows = max(3, min(len(pg.bone_collection_list), 10))
row.template_list('PSK_UL_materials', '', pg, 'material_list', pg, 'material_list_index', rows=rows)
col = row.column(align=True)
col.operator(PSK_OT_material_list_move_up.bl_idname, text='', icon='TRIA_UP')
col.operator(PSK_OT_material_list_move_down.bl_idname, text='', icon='TRIA_DOWN')
def execute(self, context):
pg = context.scene.psk_export
options = PskBuildOptions()
options.bone_filter_mode = pg.bone_filter_mode
options.bone_collection_indices = [x.index for x in pg.bone_collection_list if x.is_selected]
options.use_raw_mesh_data = pg.use_raw_mesh_data
options.materials = [m.material for m in pg.material_list]
options.should_enforce_bone_name_restrictions = pg.should_enforce_bone_name_restrictions
try:
result = build_psk(context, options)
for warning in result.warnings:
self.report({'WARNING'}, warning)
write_psk(result.psk, self.filepath)
if len(result.warnings) > 0:
self.report({'WARNING'}, f'PSK export successful with {len(result.warnings)} warnings')
else:
self.report({'INFO'}, f'PSK export successful')
except RuntimeError as e:
self.report({'ERROR_INVALID_CONTEXT'}, str(e))
return {'CANCELLED'}
return {'FINISHED'}
classes = (
PSK_OT_material_list_move_up,
PSK_OT_material_list_move_down,
PSK_OT_export,
)

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from bpy.props import EnumProperty, CollectionProperty, IntProperty, BoolProperty, PointerProperty
from bpy.types import PropertyGroup, Material
from ...shared.types import PSX_PG_bone_collection_list_item
empty_set = set()
class PSK_PG_material_list_item(PropertyGroup):
material: PointerProperty(type=Material)
index: IntProperty()
class PSK_PG_export(PropertyGroup):
bone_filter_mode: EnumProperty(
name='Bone Filter',
options=empty_set,
description='',
items=(
('ALL', 'All', 'All bones will be exported'),
('BONE_COLLECTIONS', 'Bone Collections',
'Only bones belonging to the selected bone collections and their ancestors will be exported')
)
)
bone_collection_list: CollectionProperty(type=PSX_PG_bone_collection_list_item)
bone_collection_list_index: IntProperty(default=0)
use_raw_mesh_data: BoolProperty(default=False, name='Raw Mesh Data', description='No modifiers will be evaluated as part of the exported mesh')
material_list: CollectionProperty(type=PSK_PG_material_list_item)
material_list_index: IntProperty(default=0)
should_enforce_bone_name_restrictions: BoolProperty(
default=False,
name='Enforce Bone Name Restrictions',
description='Enforce that bone names must only contain letters, numbers, spaces, hyphens and underscores.\n\n'
'Depending on the engine, improper bone names might not be referenced correctly by scripts'
)
classes = (
PSK_PG_material_list_item,
PSK_PG_export,
)

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psk/export/ui.py Normal file
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from bpy.types import UIList
class PSK_UL_materials(UIList):
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
row = layout.row()
row.prop(item.material, 'name', text='', emboss=False, icon_value=layout.icon(item.material))
classes = (
PSK_UL_materials,
)

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psk/import_/__init__.py Normal file
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psk/import_/operators.py Normal file
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import os
import sys
from bpy.props import StringProperty, BoolProperty, EnumProperty, FloatProperty
from bpy.types import Operator, FileHandler, Context
from bpy_extras.io_utils import ImportHelper
from ..importer import PskImportOptions, import_psk
from ..reader import read_psk
empty_set = set()
class PSK_FH_import(FileHandler):
bl_idname = 'PSK_FH_import'
bl_label = 'File handler for Unreal PSK/PSKX import'
bl_import_operator = 'import_scene.psk'
bl_file_extensions = '.psk;.pskx'
@classmethod
def poll_drop(cls, context: Context):
return context.area and context.area.type == 'VIEW_3D'
class PSK_OT_import(Operator, ImportHelper):
bl_idname = 'import_scene.psk'
bl_label = 'Import'
bl_options = {'INTERNAL', 'UNDO', 'PRESET'}
__doc__ = 'Load a PSK file'
filename_ext = '.psk'
filter_glob: StringProperty(default='*.psk;*.pskx', options={'HIDDEN'})
filepath: StringProperty(
name='File Path',
description='File path used for exporting the PSK file',
maxlen=1024,
default='')
should_import_vertex_colors: BoolProperty(
default=True,
options=empty_set,
name='Import Vertex Colors',
description='Import vertex colors, if available'
)
vertex_color_space: EnumProperty(
name='Vertex Color Space',
options=empty_set,
description='The source vertex color space',
default='SRGBA',
items=(
('LINEAR', 'Linear', ''),
('SRGBA', 'sRGBA', ''),
)
)
should_import_vertex_normals: BoolProperty(
default=True,
name='Import Vertex Normals',
options=empty_set,
description='Import vertex normals, if available'
)
should_import_extra_uvs: BoolProperty(
default=True,
name='Import Extra UVs',
options=empty_set,
description='Import extra UV maps, if available'
)
should_import_mesh: BoolProperty(
default=True,
name='Import Mesh',
options=empty_set,
description='Import mesh'
)
should_import_materials: BoolProperty(
default=True,
name='Import Materials',
options=empty_set,
)
should_import_skeleton: BoolProperty(
default=True,
name='Import Skeleton',
options=empty_set,
description='Import skeleton'
)
bone_length: FloatProperty(
default=1.0,
min=sys.float_info.epsilon,
step=100,
soft_min=1.0,
name='Bone Length',
options=empty_set,
subtype='DISTANCE',
description='Length of the bones'
)
should_import_shape_keys: BoolProperty(
default=True,
name='Import Shape Keys',
options=empty_set,
description='Import shape keys, if available'
)
scale: FloatProperty(
name='Scale',
default=1.0,
soft_min=0.0,
)
def execute(self, context):
psk = read_psk(self.filepath)
options = PskImportOptions()
options.name = os.path.splitext(os.path.basename(self.filepath))[0]
options.should_import_mesh = self.should_import_mesh
options.should_import_extra_uvs = self.should_import_extra_uvs
options.should_import_vertex_colors = self.should_import_vertex_colors
options.should_import_vertex_normals = self.should_import_vertex_normals
options.vertex_color_space = self.vertex_color_space
options.should_import_skeleton = self.should_import_skeleton
options.bone_length = self.bone_length
options.should_import_materials = self.should_import_materials
options.should_import_shape_keys = self.should_import_shape_keys
options.scale = self.scale
if not options.should_import_mesh and not options.should_import_skeleton:
self.report({'ERROR'}, 'Nothing to import')
return {'CANCELLED'}
result = import_psk(psk, context, options)
if len(result.warnings):
message = f'PSK imported with {len(result.warnings)} warning(s)\n'
message += '\n'.join(result.warnings)
self.report({'WARNING'}, message)
else:
self.report({'INFO'}, f'PSK imported ({options.name})')
return {'FINISHED'}
def draw(self, context):
layout = self.layout
row = layout.row()
col = row.column()
col.use_property_split = True
col.use_property_decorate = False
col.prop(self, 'scale')
mesh_header, mesh_panel = layout.panel('mesh_panel_id', default_closed=False)
mesh_header.prop(self, 'should_import_mesh')
if mesh_panel and self.should_import_mesh:
row = mesh_panel.row()
col = row.column()
col.use_property_split = True
col.use_property_decorate = False
col.prop(self, 'should_import_materials', text='Materials')
col.prop(self, 'should_import_vertex_normals', text='Vertex Normals')
col.prop(self, 'should_import_extra_uvs', text='Extra UVs')
col.prop(self, 'should_import_vertex_colors', text='Vertex Colors')
if self.should_import_vertex_colors:
col.prop(self, 'vertex_color_space')
col.prop(self, 'should_import_shape_keys', text='Shape Keys')
skeleton_header, skeleton_panel = layout.panel('skeleton_panel_id', default_closed=False)
skeleton_header.prop(self, 'should_import_skeleton')
if skeleton_panel and self.should_import_skeleton:
row = skeleton_panel.row()
col = row.column()
col.use_property_split = True
col.use_property_decorate = False
col.prop(self, 'bone_length')
classes = (
PSK_OT_import,
PSK_FH_import,
)

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from typing import Optional, List
import bmesh
import bpy
import numpy as np
from bpy.types import VertexGroup
from mathutils import Quaternion, Vector, Matrix
from .data import Psk
from .properties import poly_flags_to_triangle_type_and_bit_flags
from ..shared.helpers import rgb_to_srgb, is_bdk_addon_loaded
class PskImportOptions:
def __init__(self):
self.name = ''
self.should_import_mesh = True
self.should_reuse_materials = True
self.should_import_vertex_colors = True
self.vertex_color_space = 'SRGB'
self.should_import_vertex_normals = True
self.should_import_extra_uvs = True
self.should_import_skeleton = True
self.should_import_shape_keys = True
self.bone_length = 1.0
self.should_import_materials = True
self.scale = 1.0
class ImportBone:
'''
Intermediate bone type for the purpose of construction.
'''
def __init__(self, index: int, psk_bone: Psk.Bone):
self.index: int = index
self.psk_bone: Psk.Bone = psk_bone
self.parent: Optional[ImportBone] = None
self.local_rotation: Quaternion = Quaternion()
self.local_translation: Vector = Vector()
self.world_rotation_matrix: Matrix = Matrix()
self.world_matrix: Matrix = Matrix()
self.vertex_group = None
self.original_rotation: Quaternion = Quaternion()
self.original_location: Vector = Vector()
self.post_rotation: Quaternion = Quaternion()
class PskImportResult:
def __init__(self):
self.warnings: List[str] = []
def import_psk(psk: Psk, context, options: PskImportOptions) -> PskImportResult:
result = PskImportResult()
armature_object = None
mesh_object = None
if options.should_import_skeleton:
# ARMATURE
armature_data = bpy.data.armatures.new(options.name)
armature_object = bpy.data.objects.new(options.name, armature_data)
armature_object.show_in_front = True
context.scene.collection.objects.link(armature_object)
try:
bpy.ops.object.mode_set(mode='OBJECT')
except:
pass
armature_object.select_set(state=True)
bpy.context.view_layer.objects.active = armature_object
bpy.ops.object.mode_set(mode='EDIT')
import_bones = []
for bone_index, psk_bone in enumerate(psk.bones):
import_bone = ImportBone(bone_index, psk_bone)
psk_bone.parent_index = max(0, psk_bone.parent_index)
import_bone.local_rotation = Quaternion(tuple(psk_bone.rotation))
import_bone.local_translation = Vector(tuple(psk_bone.location))
if psk_bone.parent_index == 0 and bone_index == 0:
import_bone.world_rotation_matrix = import_bone.local_rotation.to_matrix()
import_bone.world_matrix = Matrix.Translation(import_bone.local_translation)
import_bones.append(import_bone)
for bone_index, bone in enumerate(import_bones):
if bone.psk_bone.parent_index == 0 and bone_index == 0:
continue
parent = import_bones[bone.psk_bone.parent_index]
bone.parent = parent
bone.world_matrix = parent.world_rotation_matrix.to_4x4()
translation = bone.local_translation.copy()
translation.rotate(parent.world_rotation_matrix)
bone.world_matrix.translation = parent.world_matrix.translation + translation
bone.world_rotation_matrix = bone.local_rotation.conjugated().to_matrix()
bone.world_rotation_matrix.rotate(parent.world_rotation_matrix)
for import_bone in import_bones:
bone_name = import_bone.psk_bone.name.decode('utf-8')
edit_bone = armature_data.edit_bones.new(bone_name)
if import_bone.parent is not None:
edit_bone.parent = armature_data.edit_bones[import_bone.psk_bone.parent_index]
else:
import_bone.local_rotation.conjugate()
edit_bone.tail = Vector((0.0, options.bone_length, 0.0))
edit_bone_matrix = import_bone.local_rotation.conjugated()
edit_bone_matrix.rotate(import_bone.world_matrix)
edit_bone_matrix = edit_bone_matrix.to_matrix().to_4x4()
edit_bone_matrix.translation = import_bone.world_matrix.translation
edit_bone.matrix = edit_bone_matrix
# MESH
if options.should_import_mesh:
mesh_data = bpy.data.meshes.new(options.name)
mesh_object = bpy.data.objects.new(options.name, mesh_data)
# MATERIALS
if options.should_import_materials:
for material_index, psk_material in enumerate(psk.materials):
material_name = psk_material.name.decode('utf-8')
material = None
if options.should_reuse_materials and material_name in bpy.data.materials:
# Material already exists, just re-use it.
material = bpy.data.materials[material_name]
elif is_bdk_addon_loaded() and psk.has_material_references:
# Material does not yet exist, and we have the BDK addon installed.
# Attempt to load it using BDK addon's operator.
material_reference = psk.material_references[material_index]
if material_reference and bpy.ops.bdk.link_material(reference=material_reference) == {'FINISHED'}:
material = bpy.data.materials[material_name]
else:
# Just create a blank material.
material = bpy.data.materials.new(material_name)
mesh_triangle_type, mesh_triangle_bit_flags = poly_flags_to_triangle_type_and_bit_flags(psk_material.poly_flags)
material.psk.mesh_triangle_type = mesh_triangle_type
material.psk.mesh_triangle_bit_flags = mesh_triangle_bit_flags
material.use_nodes = True
mesh_data.materials.append(material)
bm = bmesh.new()
# VERTICES
for point in psk.points:
bm.verts.new(tuple(point))
bm.verts.ensure_lookup_table()
# FACES
invalid_face_indices = set()
for face_index, face in enumerate(psk.faces):
point_indices = map(lambda i: psk.wedges[i].point_index, reversed(face.wedge_indices))
points = [bm.verts[i] for i in point_indices]
try:
bm_face = bm.faces.new(points)
bm_face.material_index = face.material_index
except ValueError:
# This happens for two reasons:
# 1. Two or more of the face's points are the same. (i.e, point indices of [0, 0, 1])
# 2. The face is a duplicate of another face. (i.e., point indices of [0, 1, 2] and [0, 1, 2])
invalid_face_indices.add(face_index)
# TODO: Handle invalid faces better.
if len(invalid_face_indices) > 0:
result.warnings.append(f'Discarded {len(invalid_face_indices)} invalid face(s).')
bm.to_mesh(mesh_data)
# TEXTURE COORDINATES
uv_layer_data_index = 0
uv_layer = mesh_data.uv_layers.new(name='UVMap')
for face_index, face in enumerate(psk.faces):
if face_index in invalid_face_indices:
continue
face_wedges = [psk.wedges[i] for i in reversed(face.wedge_indices)]
for wedge in face_wedges:
uv_layer.data[uv_layer_data_index].uv = wedge.u, 1.0 - wedge.v
uv_layer_data_index += 1
# EXTRA UVS
if psk.has_extra_uvs and options.should_import_extra_uvs:
extra_uv_channel_count = int(len(psk.extra_uvs) / len(psk.wedges))
wedge_index_offset = 0
for extra_uv_index in range(extra_uv_channel_count):
uv_layer_data_index = 0
uv_layer = mesh_data.uv_layers.new(name=f'EXTRAUV{extra_uv_index}')
for face_index, face in enumerate(psk.faces):
if face_index in invalid_face_indices:
continue
for wedge_index in reversed(face.wedge_indices):
u, v = psk.extra_uvs[wedge_index_offset + wedge_index]
uv_layer.data[uv_layer_data_index].uv = u, 1.0 - v
uv_layer_data_index += 1
wedge_index_offset += len(psk.wedges)
# VERTEX COLORS
if psk.has_vertex_colors and options.should_import_vertex_colors:
# Convert vertex colors to sRGB if necessary.
psk_vertex_colors = np.zeros((len(psk.vertex_colors), 4))
for vertex_color_index in range(len(psk.vertex_colors)):
psk_vertex_colors[vertex_color_index,:] = psk.vertex_colors[vertex_color_index].normalized()
match options.vertex_color_space:
case 'SRGBA':
for i in range(psk_vertex_colors.shape[0]):
psk_vertex_colors[i, :3] = tuple(map(lambda x: rgb_to_srgb(x), psk_vertex_colors[i, :3]))
case _:
pass
# Map the PSK vertex colors to the face corners.
face_count = len(psk.faces) - len(invalid_face_indices)
face_corner_colors = np.full((face_count * 3, 4), 1.0)
face_corner_color_index = 0
for face_index, face in enumerate(psk.faces):
if face_index in invalid_face_indices:
continue
for wedge_index in reversed(face.wedge_indices):
face_corner_colors[face_corner_color_index] = psk_vertex_colors[wedge_index]
face_corner_color_index += 1
# Create the vertex color attribute.
face_corner_color_attribute = mesh_data.attributes.new(name='VERTEXCOLOR', type='FLOAT_COLOR', domain='CORNER')
face_corner_color_attribute.data.foreach_set('color', face_corner_colors.flatten())
# VERTEX NORMALS
if psk.has_vertex_normals and options.should_import_vertex_normals:
mesh_data.polygons.foreach_set('use_smooth', [True] * len(mesh_data.polygons))
normals = []
for vertex_normal in psk.vertex_normals:
normals.append(tuple(vertex_normal))
mesh_data.normals_split_custom_set_from_vertices(normals)
else:
mesh_data.shade_smooth()
bm.normal_update()
bm.free()
# WEIGHTS
# Get a list of all bones that have weights associated with them.
vertex_group_bone_indices = set(map(lambda weight: weight.bone_index, psk.weights))
vertex_groups: List[Optional[VertexGroup]] = [None] * len(psk.bones)
for bone_index, psk_bone in map(lambda x: (x, psk.bones[x]), vertex_group_bone_indices):
vertex_groups[bone_index] = mesh_object.vertex_groups.new(name=psk_bone.name.decode('windows-1252'))
for weight in psk.weights:
vertex_groups[weight.bone_index].add((weight.point_index,), weight.weight, 'ADD')
# MORPHS (SHAPE KEYS)
if options.should_import_shape_keys:
morph_data_iterator = iter(psk.morph_data)
if psk.has_morph_data:
mesh_object.shape_key_add(name='MORPH_BASE', from_mix=False)
for morph_info in psk.morph_infos:
shape_key = mesh_object.shape_key_add(name=morph_info.name.decode('windows-1252'), from_mix=False)
for _ in range(morph_info.vertex_count):
morph_data = next(morph_data_iterator)
x, y, z = morph_data.position_delta
shape_key.data[morph_data.point_index].co += Vector((x, -y, z))
context.scene.collection.objects.link(mesh_object)
# Add armature modifier to our mesh object.
if options.should_import_skeleton:
armature_modifier = mesh_object.modifiers.new(name='Armature', type='ARMATURE')
armature_modifier.object = armature_object
mesh_object.parent = armature_object
root_object = armature_object if options.should_import_skeleton else mesh_object
root_object.scale = (options.scale, options.scale, options.scale)
try:
bpy.ops.object.mode_set(mode='OBJECT')
except:
pass
return result

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psk/properties.py Normal file
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from bpy.props import EnumProperty
from bpy.types import PropertyGroup
mesh_triangle_types_items = (
('NORMAL', 'Normal', 'Normal one-sided', 0),
('NORMAL_TWO_SIDED', 'Normal Two-Sided', 'Normal but two-sided', 1),
('TRANSLUCENT', 'Translucent', 'Translucent two-sided', 2),
('MASKED', 'Masked', 'Masked two-sided', 3),
('MODULATE', 'Modulate', 'Modulation blended two-sided', 4),
('PLACEHOLDER', 'Placeholder', 'Placeholder triangle for positioning weapon. Invisible', 8),
)
mesh_triangle_bit_flags_items = (
('UNLIT', 'Unlit', 'Full brightness, no lighting', 16),
('FLAT', 'Flat', 'Flat surface, don\'t do bMeshCurvy thing', 32),
('ENVIRONMENT', 'Environment', 'Environment mapped', 64),
('NO_SMOOTH', 'No Smooth', 'No bilinear filtering on this poly\'s texture', 128),
)
class PSX_PG_material(PropertyGroup):
mesh_triangle_type: EnumProperty(items=mesh_triangle_types_items, name='Triangle Type')
mesh_triangle_bit_flags: EnumProperty(items=mesh_triangle_bit_flags_items, name='Triangle Bit Flags',
options={'ENUM_FLAG'})
mesh_triangle_types_items_dict = {item[0]: item[3] for item in mesh_triangle_types_items}
mesh_triangle_bit_flags_items_dict = {item[0]: item[3] for item in mesh_triangle_bit_flags_items}
def triangle_type_and_bit_flags_to_poly_flags(mesh_triangle_type: str, mesh_triangle_bit_flags: set[str]) -> int:
poly_flags = 0
poly_flags |= mesh_triangle_types_items_dict.get(mesh_triangle_type, 0)
for flag in mesh_triangle_bit_flags:
poly_flags |= mesh_triangle_bit_flags_items_dict.get(flag, 0)
return poly_flags
def poly_flags_to_triangle_type_and_bit_flags(poly_flags: int) -> (str, set[str]):
try:
triangle_type = next(item[0] for item in mesh_triangle_types_items if item[3] == (poly_flags & 15))
except StopIteration:
triangle_type = 'NORMAL'
triangle_bit_flags = {item[0] for item in mesh_triangle_bit_flags_items if item[3] & poly_flags}
return triangle_type, triangle_bit_flags
classes = (
PSX_PG_material,
)

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psk/reader.py Normal file
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import ctypes
import os
import re
import warnings
from pathlib import Path
from .data import *
def _read_types(fp, data_class, section: Section, data):
buffer_length = section.data_size * section.data_count
buffer = fp.read(buffer_length)
offset = 0
for _ in range(section.data_count):
data.append(data_class.from_buffer_copy(buffer, offset))
offset += section.data_size
def _read_material_references(path: str) -> List[str]:
property_file_path = Path(path).with_suffix('.props.txt')
if not property_file_path.is_file():
# Property file does not exist.
return []
# Do a crude regex match to find the Material list entries.
contents = property_file_path.read_text()
pattern = r'Material\s*=\s*([^\s^,]+)'
return re.findall(pattern, contents)
def read_psk(path: str) -> Psk:
psk = Psk()
# Read the PSK file sections.
with open(path, 'rb') as fp:
while fp.read(1):
fp.seek(-1, 1)
section = Section.from_buffer_copy(fp.read(ctypes.sizeof(Section)))
if section.name == b'ACTRHEAD':
pass
elif section.name == b'PNTS0000':
_read_types(fp, Vector3, section, psk.points)
elif section.name == b'VTXW0000':
if section.data_size == ctypes.sizeof(Psk.Wedge16):
_read_types(fp, Psk.Wedge16, section, psk.wedges)
elif section.data_size == ctypes.sizeof(Psk.Wedge32):
_read_types(fp, Psk.Wedge32, section, psk.wedges)
else:
raise RuntimeError('Unrecognized wedge format')
elif section.name == b'FACE0000':
_read_types(fp, Psk.Face, section, psk.faces)
elif section.name == b'MATT0000':
_read_types(fp, Psk.Material, section, psk.materials)
elif section.name == b'REFSKELT':
_read_types(fp, Psk.Bone, section, psk.bones)
elif section.name == b'RAWWEIGHTS':
_read_types(fp, Psk.Weight, section, psk.weights)
elif section.name == b'FACE3200':
_read_types(fp, Psk.Face32, section, psk.faces)
elif section.name == b'VERTEXCOLOR':
_read_types(fp, Color, section, psk.vertex_colors)
elif section.name.startswith(b'EXTRAUVS'):
_read_types(fp, Vector2, section, psk.extra_uvs)
elif section.name == b'VTXNORMS':
_read_types(fp, Vector3, section, psk.vertex_normals)
elif section.name == b'MRPHINFO':
_read_types(fp, Psk.MorphInfo, section, psk.morph_infos)
elif section.name == b'MRPHDATA':
_read_types(fp, Psk.MorphData, section, psk.morph_data)
else:
# Section is not handled, skip it.
fp.seek(section.data_size * section.data_count, os.SEEK_CUR)
warnings.warn(f'Unrecognized section "{section.name} at position {fp.tell():15}"')
'''
UEViewer exports a sidecar file (*.props.txt) with fully-qualified reference paths for each material
(e.g., Texture'Package.Group.Object').
'''
psk.material_references = _read_material_references(path)
'''
Tools like UEViewer and CUE4Parse write the point index as a 32-bit integer, exploiting the fact that due to struct
alignment, there were 16-bits of padding following the original 16-bit point index in the wedge struct.
However, this breaks compatibility with PSK files that were created with older tools that treated the
point index as a 16-bit integer and might have junk data written to the padding bits.
To work around this, we check if each point is still addressable using a 16-bit index, and if it is, assume the
point index is a 16-bit integer and truncate the high bits.
'''
if len(psk.points) <= 65536:
for wedge in psk.wedges:
wedge.point_index &= 0xFFFF
return psk

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psk/ui.py Normal file
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from bpy.types import Panel
class PSK_PT_material(Panel):
bl_label = 'PSK Material'
bl_idname = 'PSK_PT_material'
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = 'material'
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
return context.material is not None
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
material = context.material
layout.prop(material.psk, 'mesh_triangle_type')
col = layout.column()
col.prop(material.psk, 'mesh_triangle_bit_flags', expand=True, text='Flags')
classes = (
PSK_PT_material,
)

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psk/writer.py Normal file
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from ctypes import Structure, sizeof
from typing import Type
from .data import Psk
from ..shared.data import Section, Vector3
MAX_WEDGE_COUNT = 65536
MAX_POINT_COUNT = 4294967296
MAX_BONE_COUNT = 2147483647
MAX_MATERIAL_COUNT = 256
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 write_psk(psk: Psk, path: str):
if len(psk.wedges) > MAX_WEDGE_COUNT:
raise RuntimeError(f'Number of wedges ({len(psk.wedges)}) exceeds limit of {MAX_WEDGE_COUNT}')
if len(psk.points) > MAX_POINT_COUNT:
raise RuntimeError(f'Numbers of vertices ({len(psk.points)}) exceeds limit of {MAX_POINT_COUNT}')
if len(psk.materials) > MAX_MATERIAL_COUNT:
raise RuntimeError(f'Number of materials ({len(psk.materials)}) exceeds limit of {MAX_MATERIAL_COUNT}')
if len(psk.bones) > MAX_BONE_COUNT:
raise RuntimeError(f'Number of bones ({len(psk.bones)}) exceeds limit of {MAX_BONE_COUNT}')
elif len(psk.bones) == 0:
raise RuntimeError(f'At least one bone must be marked for export')
with open(path, 'wb') as fp:
_write_section(fp, b'ACTRHEAD')
_write_section(fp, b'PNTS0000', Vector3, psk.points)
wedges = []
for index, w in enumerate(psk.wedges):
wedge = Psk.Wedge16()
wedge.material_index = w.material_index
wedge.u = w.u
wedge.v = w.v
wedge.point_index = w.point_index
wedges.append(wedge)
_write_section(fp, b'VTXW0000', Psk.Wedge16, wedges)
_write_section(fp, b'FACE0000', Psk.Face, psk.faces)
_write_section(fp, b'MATT0000', Psk.Material, psk.materials)
_write_section(fp, b'REFSKELT', Psk.Bone, psk.bones)
_write_section(fp, b'RAWWEIGHTS', Psk.Weight, psk.weights)