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16 Commits
6.1.2 ... 6.2.1

Author SHA1 Message Date
Colin Basnett
44a55fc698 Fix for #83
Bones whose parents are not present in the PSA will now simply use the
actual armature parent bone instead of failing the look-up and treating
the bone as a root bone.
2024-03-25 20:20:33 -07:00
Colin Basnett
09cc9e5d51 Added PSA resampling
Fixed PSA import resampling logic
2024-03-25 02:57:32 -07:00
Colin Basnett
d92f2d77d2 Incremented version to 6.2.1 2024-03-25 02:11:13 -07:00
Colin Basnett
9c8b9d922b Fix for issue where using case insensitive bone mapping would fail
Also made case-insensitive bone mapping the default for PSA import
2024-03-25 02:10:00 -07:00
Colin Basnett
20b072f87b Fix for root bone being incorrectly oriented if it wasn't at the identity rotation in the bind pose 2024-03-25 02:08:51 -07:00
Colin Basnett
bd667d4833 Update README.md 2024-03-14 19:13:48 -07:00
Colin Basnett
d81477673b Fixed a script reload issue 2024-03-02 13:15:48 -08:00
Colin Basnett
4d41f1af83 When exporting PSKs, armatures with no bones are now more sensibly handled
umodel, for some reason, exports some models with no bones. For
compatibility and convenience, an armature with no bones may as well not
exist, so we treat it as though it doesn't on export, and a single fake
root bone is added for maximum compatibility.
2024-03-01 15:14:37 -08:00
Colin Basnett
15e2c6ccdd Importing PSKs with poly flags now works 2024-02-29 00:32:42 -08:00
Colin Basnett
14116963bb Incremented version to 6.2.0 2024-02-28 23:21:31 -08:00
Colin Basnett
ead1e3c793 Initial commit of UT99 poly flags 2024-02-28 00:51:33 -08:00
Colin Basnett
ce1a411200 Fix for issue #76 2024-02-17 23:01:42 -08:00
Colin Basnett
82eaddf1cb Increased max bone count to int32 limit 2024-02-12 11:06:52 -08:00
Colin Basnett
eb8cee6973 Markers with empty names are now ignored as export options 2024-02-06 13:29:34 -08:00
Colin Basnett
c2d7eecb4f Minor naming changes and refactoring 2024-02-06 13:26:48 -08:00
Colin Basnett
44100a50f0 Added better handling for exporting meshes with negative scaling
The exporter now corrects the face normals of meshes with negative
scaling that would otherwise be inverted on export. The face orientation
should now always match what is seen in the viewport.
2024-02-06 13:19:45 -08:00
15 changed files with 250 additions and 75 deletions

View File

@@ -10,7 +10,7 @@ This Blender addon allows you to import and export meshes and animations to and
| Blender Version | Addon Version | Long Term Support | | Blender Version | Addon Version | Long Term Support |
|--------------------------------------------------------------|--------------------------------------------------------------------------------|-------------------| |--------------------------------------------------------------|--------------------------------------------------------------------------------|-------------------|
| 4.0+ | [latest](https://github.com/DarklightGames/io_scene_psk_psa/releases/latest) | TBD | | 4.0+ | [latest](https://github.com/DarklightGames/io_scene_psk_psa/releases/latest) | TBD |
| [3.4 - 3.6](https://www.blender.org/download/lts/3-6/) | [5.0.5](https://github.com/DarklightGames/io_scene_psk_psa/releases/tag/5.0.5) | ✅️ June 2025 | | [3.4 - 3.6](https://www.blender.org/download/lts/3-6/) | [5.0.6](https://github.com/DarklightGames/io_scene_psk_psa/releases/tag/5.0.6) | ✅️ June 2025 |
| [2.93 - 3.3](https://www.blender.org/download/releases/3-3/) | [4.3.0](https://github.com/DarklightGames/io_scene_psk_psa/releases/tag/4.3.0) | ✅️ September 2024 | | [2.93 - 3.3](https://www.blender.org/download/releases/3-3/) | [4.3.0](https://github.com/DarklightGames/io_scene_psk_psa/releases/tag/4.3.0) | ✅️ September 2024 |
Bug fixes will be issued for legacy addon versions that are under [Blender's LTS maintenance period](https://www.blender.org/download/lts/). Once the LTS period has ended, legacy addon versions will no longer be supported by the maintainers of this repository, although we will accept pull requests for bug fixes. Bug fixes will be issued for legacy addon versions that are under [Blender's LTS maintenance period](https://www.blender.org/download/lts/). Once the LTS period has ended, legacy addon versions will no longer be supported by the maintainers of this repository, although we will accept pull requests for bug fixes.

View File

@@ -3,7 +3,7 @@ from bpy.app.handlers import persistent
bl_info = { bl_info = {
'name': 'PSK/PSA Importer/Exporter', 'name': 'PSK/PSA Importer/Exporter',
'author': 'Colin Basnett, Yurii Ti', 'author': 'Colin Basnett, Yurii Ti',
'version': (6, 1, 2), 'version': (6, 2, 1),
'blender': (4, 0, 0), 'blender': (4, 0, 0),
'description': 'PSK/PSA Import/Export (.psk/.psa)', 'description': 'PSK/PSA Import/Export (.psk/.psa)',
'warning': '', 'warning': '',
@@ -24,6 +24,8 @@ if 'bpy' in locals():
importlib.reload(psk_writer) importlib.reload(psk_writer)
importlib.reload(psk_builder) importlib.reload(psk_builder)
importlib.reload(psk_importer) importlib.reload(psk_importer)
importlib.reload(psk_properties)
importlib.reload(psk_ui)
importlib.reload(psk_export_properties) importlib.reload(psk_export_properties)
importlib.reload(psk_export_operators) importlib.reload(psk_export_operators)
importlib.reload(psk_export_ui) importlib.reload(psk_export_ui)
@@ -34,6 +36,7 @@ if 'bpy' in locals():
importlib.reload(psa_reader) importlib.reload(psa_reader)
importlib.reload(psa_writer) importlib.reload(psa_writer)
importlib.reload(psa_builder) importlib.reload(psa_builder)
importlib.reload(psa_importer)
importlib.reload(psa_export_properties) importlib.reload(psa_export_properties)
importlib.reload(psa_export_operators) importlib.reload(psa_export_operators)
importlib.reload(psa_export_ui) importlib.reload(psa_export_ui)
@@ -50,6 +53,8 @@ else:
from .psk import writer as psk_writer from .psk import writer as psk_writer
from .psk import builder as psk_builder from .psk import builder as psk_builder
from .psk import importer as psk_importer from .psk import importer as psk_importer
from .psk import properties as psk_properties
from .psk import ui as psk_ui
from .psk.export import properties as psk_export_properties from .psk.export import properties as psk_export_properties
from .psk.export import operators as psk_export_operators from .psk.export import operators as psk_export_operators
from .psk.export import ui as psk_export_ui from .psk.export import ui as psk_export_ui
@@ -72,6 +77,8 @@ import bpy
from bpy.props import PointerProperty from bpy.props import PointerProperty
classes = psx_types.classes +\ classes = psx_types.classes +\
psk_properties.classes +\
psk_ui.classes +\
psk_import_operators.classes +\ psk_import_operators.classes +\
psk_export_properties.classes +\ psk_export_properties.classes +\
psk_export_operators.classes +\ psk_export_operators.classes +\
@@ -107,6 +114,7 @@ def register():
bpy.types.TOPBAR_MT_file_import.append(psk_import_menu_func) bpy.types.TOPBAR_MT_file_import.append(psk_import_menu_func)
bpy.types.TOPBAR_MT_file_export.append(psa_export_menu_func) bpy.types.TOPBAR_MT_file_export.append(psa_export_menu_func)
bpy.types.TOPBAR_MT_file_import.append(psa_import_menu_func) bpy.types.TOPBAR_MT_file_import.append(psa_import_menu_func)
bpy.types.Material.psk = PointerProperty(type=psk_properties.PSX_PG_material)
bpy.types.Scene.psa_import = PointerProperty(type=psa_import_properties.PSA_PG_import) bpy.types.Scene.psa_import = PointerProperty(type=psa_import_properties.PSA_PG_import)
bpy.types.Scene.psa_export = PointerProperty(type=psa_export_properties.PSA_PG_export) bpy.types.Scene.psa_export = PointerProperty(type=psa_export_properties.PSA_PG_export)
bpy.types.Scene.psk_export = PointerProperty(type=psk_export_properties.PSK_PG_export) bpy.types.Scene.psk_export = PointerProperty(type=psk_export_properties.PSK_PG_export)
@@ -114,6 +122,7 @@ def register():
def unregister(): def unregister():
del bpy.types.Material.psk
del bpy.types.Scene.psa_import del bpy.types.Scene.psa_import
del bpy.types.Scene.psa_export del bpy.types.Scene.psa_export
del bpy.types.Scene.psk_export del bpy.types.Scene.psk_export

View File

@@ -47,7 +47,7 @@ def update_actions_and_timeline_markers(context: Context, armature: Armature):
if not is_action_for_armature(armature, action): if not is_action_for_armature(armature, action):
continue continue
if not action.name.startswith('#'): if action.name != '' and not action.name.startswith('#'):
for (name, frame_start, frame_end) in get_sequences_from_action(action): for (name, frame_start, frame_end) in get_sequences_from_action(action):
item = pg.action_list.add() item = pg.action_list.add()
item.action = action item.action = action
@@ -60,7 +60,7 @@ def update_actions_and_timeline_markers(context: Context, armature: Armature):
# Pose markers are not guaranteed to be in frame-order, so make sure that they are. # Pose markers are not guaranteed to be in frame-order, so make sure that they are.
pose_markers = sorted(action.pose_markers, key=lambda x: x.frame) pose_markers = sorted(action.pose_markers, key=lambda x: x.frame)
for pose_marker_index, pose_marker in enumerate(pose_markers): for pose_marker_index, pose_marker in enumerate(pose_markers):
if pose_marker.name.startswith('#'): if pose_marker.name.strip() == '' or pose_marker.name.startswith('#'):
continue continue
for (name, frame_start, frame_end) in get_sequences_from_action_pose_marker(action, pose_markers, pose_marker, pose_marker_index): for (name, frame_start, frame_end) in get_sequences_from_action_pose_marker(action, pose_markers, pose_marker, pose_marker_index):
item = pg.action_list.add() item = pg.action_list.add()
@@ -78,7 +78,7 @@ def update_actions_and_timeline_markers(context: Context, armature: Armature):
for marker_name in marker_names: for marker_name in marker_names:
if marker_name not in sequence_frame_ranges: if marker_name not in sequence_frame_ranges:
continue continue
if marker_name.startswith('#'): if marker_name.strip() == '' or marker_name.startswith('#'):
continue continue
frame_start, frame_end = sequence_frame_ranges[marker_name] frame_start, frame_end = sequence_frame_ranges[marker_name]
sequences = get_sequences_from_name_and_frame_range(marker_name, frame_start, frame_end) sequences = get_sequences_from_name_and_frame_range(marker_name, frame_start, frame_end)
@@ -110,7 +110,7 @@ def get_animation_data_object(context: Context) -> Object:
if active_object.type != 'ARMATURE': if active_object.type != 'ARMATURE':
raise RuntimeError('Selected object must be an Armature') raise RuntimeError('Selected object must be an Armature')
if pg.should_override_animation_data: if pg.sequence_source != 'ACTIONS' and pg.should_override_animation_data:
animation_data_object = pg.animation_data_override animation_data_object = pg.animation_data_override
else: else:
animation_data_object = active_object animation_data_object = active_object

View File

@@ -71,7 +71,8 @@ class PSA_PG_import(PropertyGroup):
('EXACT', 'Exact', 'Bone names must match exactly.', 'EXACT', 0), ('EXACT', 'Exact', 'Bone names must match exactly.', 'EXACT', 0),
('CASE_INSENSITIVE', 'Case Insensitive', 'Bones names must match, ignoring case (e.g., the bone PSA bone ' ('CASE_INSENSITIVE', 'Case Insensitive', 'Bones names must match, ignoring case (e.g., the bone PSA bone '
'\'root\' can be mapped to the armature bone \'Root\')', 'CASE_INSENSITIVE', 1), '\'root\' can be mapped to the armature bone \'Root\')', 'CASE_INSENSITIVE', 1),
) ),
default='CASE_INSENSITIVE'
) )
fps_source: EnumProperty(name='FPS Source', items=( fps_source: EnumProperty(name='FPS Source', items=(
('SEQUENCE', 'Sequence', 'The sequence frame rate matches the original frame rate', 'ACTION', 0), ('SEQUENCE', 'Sequence', 'The sequence frame rate matches the original frame rate', 'ACTION', 0),

View File

@@ -2,7 +2,7 @@ import typing
from typing import List, Optional from typing import List, Optional
import bpy import bpy
import numpy import numpy as np
from bpy.types import FCurve, Object, Context from bpy.types import FCurve, Object, Context
from mathutils import Vector, Quaternion from mathutils import Vector, Quaternion
@@ -64,12 +64,12 @@ class PsaImportResult:
def _get_armature_bone_index_for_psa_bone(psa_bone_name: str, armature_bone_names: List[str], bone_mapping_mode: str = 'EXACT') -> Optional[int]: def _get_armature_bone_index_for_psa_bone(psa_bone_name: str, armature_bone_names: List[str], bone_mapping_mode: str = 'EXACT') -> Optional[int]:
''' """
@param psa_bone_name: The name of the PSA bone. @param psa_bone_name: The name of the PSA bone.
@param armature_bone_names: The names of the bones in the armature. @param armature_bone_names: The names of the bones in the armature.
@param bone_mapping_mode: One of 'EXACT' or 'CASE_INSENSITIVE'. @param bone_mapping_mode: One of 'EXACT' or 'CASE_INSENSITIVE'.
@return: The index of the armature bone that corresponds to the given PSA bone, or None if no such bone exists. @return: The index of the armature bone that corresponds to the given PSA bone, or None if no such bone exists.
''' """
for armature_bone_index, armature_bone_name in enumerate(armature_bone_names): for armature_bone_index, armature_bone_name in enumerate(armature_bone_names):
if bone_mapping_mode == 'CASE_INSENSITIVE': if bone_mapping_mode == 'CASE_INSENSITIVE':
if armature_bone_name.lower() == psa_bone_name.lower(): if armature_bone_name.lower() == psa_bone_name.lower():
@@ -80,6 +80,52 @@ def _get_armature_bone_index_for_psa_bone(psa_bone_name: str, armature_bone_name
return None return None
def _resample_sequence_data_matrix(sequence_data_matrix: np.ndarray, time_step: float = 1.0) -> np.ndarray:
'''
Resamples the sequence data matrix to the target frame count.
@param sequence_data_matrix: FxBx7 matrix where F is the number of frames, B is the number of bones, and X is the
number of data elements per bone.
@param target_frame_count: The number of frames to resample to.
@return: The resampled sequence data matrix, or sequence_data_matrix if no resampling is necessary.
'''
def get_sample_times(source_frame_count: int, time_step: float) -> typing.Iterable[float]:
# TODO: for correctness, we should also emit the target frame time as well (because the last frame can be a
# fractional frame).
time = 0.0
while time < source_frame_count - 1:
yield time
time += time_step
yield source_frame_count - 1
if time_step == 1.0:
# No resampling is necessary.
return sequence_data_matrix
source_frame_count, bone_count = sequence_data_matrix.shape[:2]
sample_times = list(get_sample_times(source_frame_count, time_step))
target_frame_count = len(sample_times)
resampled_sequence_data_matrix = np.zeros((target_frame_count, bone_count, 7), dtype=float)
for sample_index, sample_time in enumerate(sample_times):
frame_index = int(sample_time)
if sample_time % 1.0 == 0.0:
# Sample time has no fractional part, so just copy the frame.
resampled_sequence_data_matrix[sample_index, :, :] = sequence_data_matrix[frame_index, :, :]
else:
# Sample time has a fractional part, so interpolate between two frames.
next_frame_index = frame_index + 1
for bone_index in range(bone_count):
source_frame_1_data = sequence_data_matrix[frame_index, bone_index, :]
source_frame_2_data = sequence_data_matrix[next_frame_index, bone_index, :]
factor = sample_time - frame_index
q = Quaternion((source_frame_1_data[:4])).slerp(Quaternion((source_frame_2_data[:4])), factor)
q.normalize()
l = Vector(source_frame_1_data[4:]).lerp(Vector(source_frame_2_data[4:]), factor)
resampled_sequence_data_matrix[sample_index, bone_index, :] = q.w, q.x, q.y, q.z, l.x, l.y, l.z
return resampled_sequence_data_matrix
def import_psa(context: Context, psa_reader: PsaReader, armature_object: Object, options: PsaImportOptions) -> PsaImportResult: def import_psa(context: Context, psa_reader: PsaReader, armature_object: Object, options: PsaImportOptions) -> PsaImportResult:
result = PsaImportResult() result = PsaImportResult()
sequences = [psa_reader.sequences[x] for x in options.sequence_names] sequences = [psa_reader.sequences[x] for x in options.sequence_names]
@@ -98,7 +144,7 @@ def import_psa(context: Context, psa_reader: PsaReader, armature_object: Object,
if armature_bone_index is not None: if armature_bone_index is not None:
# Ensure that no other PSA bone has been mapped to this armature bone yet. # Ensure that no other PSA bone has been mapped to this armature bone yet.
if armature_bone_index not in armature_to_psa_bone_indices: if armature_bone_index not in armature_to_psa_bone_indices:
psa_to_armature_bone_indices[psa_bone_index] = armature_bone_names.index(psa_bone_name) psa_to_armature_bone_indices[psa_bone_index] = armature_bone_index
armature_to_psa_bone_indices[armature_bone_index] = psa_bone_index armature_to_psa_bone_indices[armature_bone_index] = psa_bone_index
else: else:
# This armature bone has already been mapped to a PSA bone. # This armature bone has already been mapped to a PSA bone.
@@ -127,7 +173,7 @@ def import_psa(context: Context, psa_reader: PsaReader, armature_object: Object,
# Create intermediate bone data for import operations. # Create intermediate bone data for import operations.
import_bones = [] import_bones = []
import_bones_dict = dict() psa_bone_names_to_import_bones = dict()
for (psa_bone_index, psa_bone), psa_bone_name in zip(enumerate(psa_reader.bones), psa_bone_names): for (psa_bone_index, psa_bone), psa_bone_name in zip(enumerate(psa_reader.bones), psa_bone_names):
if psa_bone_index not in psa_to_armature_bone_indices: if psa_bone_index not in psa_to_armature_bone_indices:
@@ -137,15 +183,22 @@ def import_psa(context: Context, psa_reader: PsaReader, armature_object: Object,
import_bone = ImportBone(psa_bone) import_bone = ImportBone(psa_bone)
import_bone.armature_bone = armature_data.bones[psa_bone_name] import_bone.armature_bone = armature_data.bones[psa_bone_name]
import_bone.pose_bone = armature_object.pose.bones[psa_bone_name] import_bone.pose_bone = armature_object.pose.bones[psa_bone_name]
import_bones_dict[psa_bone_name] = import_bone psa_bone_names_to_import_bones[psa_bone_name] = import_bone
import_bones.append(import_bone) import_bones.append(import_bone)
bones_with_missing_parents = []
for import_bone in filter(lambda x: x is not None, import_bones): for import_bone in filter(lambda x: x is not None, import_bones):
armature_bone = import_bone.armature_bone armature_bone = import_bone.armature_bone
if armature_bone.parent is not None and armature_bone.parent.name in psa_bone_names: has_parent = armature_bone.parent is not None
import_bone.parent = import_bones_dict[armature_bone.parent.name] if has_parent:
if armature_bone.parent.name in psa_bone_names:
import_bone.parent = psa_bone_names_to_import_bones[armature_bone.parent.name]
else:
# Add a warning if the parent bone is not in the PSA.
bones_with_missing_parents.append(armature_bone)
# Calculate the original location & rotation of each bone (in world-space maybe?) # Calculate the original location & rotation of each bone (in world-space maybe?)
if import_bone.parent is not None: if has_parent:
import_bone.original_location = armature_bone.matrix_local.translation - armature_bone.parent.matrix_local.translation import_bone.original_location = armature_bone.matrix_local.translation - armature_bone.parent.matrix_local.translation
import_bone.original_location.rotate(armature_bone.parent.matrix_local.to_quaternion().conjugated()) import_bone.original_location.rotate(armature_bone.parent.matrix_local.to_quaternion().conjugated())
import_bone.original_rotation = armature_bone.matrix_local.to_quaternion() import_bone.original_rotation = armature_bone.matrix_local.to_quaternion()
@@ -153,9 +206,16 @@ def import_psa(context: Context, psa_reader: PsaReader, armature_object: Object,
import_bone.original_rotation.conjugate() import_bone.original_rotation.conjugate()
else: else:
import_bone.original_location = armature_bone.matrix_local.translation.copy() import_bone.original_location = armature_bone.matrix_local.translation.copy()
import_bone.original_rotation = armature_bone.matrix_local.to_quaternion() import_bone.original_rotation = armature_bone.matrix_local.to_quaternion().conjugated()
import_bone.post_rotation = import_bone.original_rotation.conjugated() import_bone.post_rotation = import_bone.original_rotation.conjugated()
# Warn about bones with missing parents.
if len(bones_with_missing_parents) > 0:
count = len(bones_with_missing_parents)
message = f'{count} bone(s) have parents that are not present in the PSA:\n' + str([x.name for x in bones_with_missing_parents])
result.warnings.append(message)
context.window_manager.progress_begin(0, len(sequences)) context.window_manager.progress_begin(0, len(sequences))
# Create and populate the data for new sequences. # Create and populate the data for new sequences.
@@ -186,12 +246,9 @@ def import_psa(context: Context, psa_reader: PsaReader, armature_object: Object,
case _: case _:
raise ValueError(f'Unknown FPS source: {options.fps_source}') raise ValueError(f'Unknown FPS source: {options.fps_source}')
keyframe_time_dilation = target_fps / sequence.fps
if options.should_write_keyframes: if options.should_write_keyframes:
# Remove existing f-curves (replace with action.fcurves.clear() in Blender 3.2) # Remove existing f-curves.
while len(action.fcurves) > 0: action.fcurves.clear()
action.fcurves.remove(action.fcurves[-1])
# Create f-curves for the rotation and location of each bone. # Create f-curves for the rotation and location of each bone.
for psa_bone_index, armature_bone_index in psa_to_armature_bone_indices.items(): for psa_bone_index, armature_bone_index in psa_to_armature_bone_indices.items():
@@ -225,19 +282,25 @@ def import_psa(context: Context, psa_reader: PsaReader, armature_object: Object,
# Calculate the local-space key data for the bone. # Calculate the local-space key data for the bone.
sequence_data_matrix[frame_index, bone_index] = _calculate_fcurve_data(import_bone, key_data) sequence_data_matrix[frame_index, bone_index] = _calculate_fcurve_data(import_bone, key_data)
# Write the keyframes out. # Resample the sequence data to the target FPS.
fcurve_data = numpy.zeros(2 * sequence.frame_count, dtype=float) # If the target frame count is the same as the source frame count, this will be a no-op.
resampled_sequence_data_matrix = _resample_sequence_data_matrix(sequence_data_matrix,
time_step=sequence.fps / target_fps)
# Write the keyframes out.
# Note that the f-curve data consists of alternating time and value data.
target_frame_count = resampled_sequence_data_matrix.shape[0]
fcurve_data = np.zeros(2 * target_frame_count, dtype=float)
fcurve_data[0::2] = range(0, target_frame_count)
# Populate the keyframe time data.
fcurve_data[0::2] = [x * keyframe_time_dilation for x in range(sequence.frame_count)]
for bone_index, import_bone in enumerate(import_bones): for bone_index, import_bone in enumerate(import_bones):
if import_bone is None: if import_bone is None:
continue continue
for fcurve_index, fcurve in enumerate(import_bone.fcurves): for fcurve_index, fcurve in enumerate(import_bone.fcurves):
if fcurve is None: if fcurve is None:
continue continue
fcurve_data[1::2] = sequence_data_matrix[:, bone_index, fcurve_index] fcurve_data[1::2] = resampled_sequence_data_matrix[:, bone_index, fcurve_index]
fcurve.keyframe_points.add(sequence.frame_count) fcurve.keyframe_points.add(target_frame_count)
fcurve.keyframe_points.foreach_set('co', fcurve_data) fcurve.keyframe_points.foreach_set('co', fcurve_data)
for fcurve_keyframe in fcurve.keyframe_points: for fcurve_keyframe in fcurve.keyframe_points:
fcurve_keyframe.interpolation = 'LINEAR' fcurve_keyframe.interpolation = 'LINEAR'

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@@ -1,15 +1,19 @@
from typing import Optional
import bmesh import bmesh
import bpy import bpy
from bpy.types import Armature import numpy as np
from bpy.types import Armature, Material
from .data import * from .data import *
from .properties import triangle_type_and_bit_flags_to_poly_flags
from ..helpers import * from ..helpers import *
class PskInputObjects(object): class PskInputObjects(object):
def __init__(self): def __init__(self):
self.mesh_objects = [] self.mesh_objects = []
self.armature_object = None self.armature_object: Optional[Object] = None
class PskBuildOptions(object): class PskBuildOptions(object):
@@ -17,7 +21,7 @@ class PskBuildOptions(object):
self.bone_filter_mode = 'ALL' self.bone_filter_mode = 'ALL'
self.bone_collection_indices: List[int] = [] self.bone_collection_indices: List[int] = []
self.use_raw_mesh_data = True self.use_raw_mesh_data = True
self.material_names: List[str] = [] self.materials: List[Material] = []
self.should_enforce_bone_name_restrictions = False self.should_enforce_bone_name_restrictions = False
@@ -61,7 +65,7 @@ def get_psk_input_objects(context) -> PskInputObjects:
class PskBuildResult(object): class PskBuildResult(object):
def __init__(self): def __init__(self):
self.psk = None self.psk = None
self.warnings = [] self.warnings: List[str] = []
def build_psk(context, options: PskBuildOptions) -> PskBuildResult: def build_psk(context, options: PskBuildOptions) -> PskBuildResult:
@@ -72,9 +76,9 @@ def build_psk(context, options: PskBuildOptions) -> PskBuildResult:
psk = Psk() psk = Psk()
bones = [] bones = []
if armature_object is None: if armature_object is None or len(armature_object.data.bones) == 0:
# If the mesh has no armature object, simply assign it a dummy bone at the root to satisfy the requirement # If the mesh has no armature object or no bones, simply assign it a dummy bone at the root to satisfy the
# that a PSK file must have at least one bone. # requirement that a PSK file must have at least one bone.
psk_bone = Psk.Bone() psk_bone = Psk.Bone()
psk_bone.name = bytes('root', encoding='windows-1252') psk_bone.name = bytes('root', encoding='windows-1252')
psk_bone.flags = 0 psk_bone.flags = 0
@@ -135,21 +139,25 @@ def build_psk(context, options: PskBuildOptions) -> PskBuildResult:
psk.bones.append(psk_bone) psk.bones.append(psk_bone)
# MATERIALS # MATERIALS
material_names = options.material_names for material in options.materials:
for material_name in material_names:
psk_material = Psk.Material() psk_material = Psk.Material()
try: try:
psk_material.name = bytes(material_name, encoding='windows-1252') psk_material.name = bytes(material.name, encoding='windows-1252')
except UnicodeEncodeError: except UnicodeEncodeError:
raise RuntimeError(f'Material name "{material_name}" contains characters that cannot be encoded in the Windows-1252 codepage') 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.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) psk.materials.append(psk_material)
context.window_manager.progress_begin(0, len(input_objects.mesh_objects)) 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): for object_index, input_mesh_object in enumerate(input_objects.mesh_objects):
should_flip_normals = False
# MATERIALS # MATERIALS
material_indices = [material_names.index(material_slot.material.name) for material_slot in input_mesh_object.material_slots] material_indices = [material_names.index(material_slot.material.name) for material_slot in input_mesh_object.material_slots]
@@ -177,8 +185,16 @@ def build_psk(context, options: PskBuildOptions) -> PskBuildResult:
mesh_object.matrix_world = input_mesh_object.matrix_world 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) scale = (input_mesh_object.scale.x, input_mesh_object.scale.y, input_mesh_object.scale.z)
if any(map(lambda x: x < 0, scale)):
result.warnings.append(f'Mesh "{input_mesh_object.name}" has negative scaling which may result in inverted normals.') # 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 # Copy the vertex groups
for vertex_group in input_mesh_object.vertex_groups: for vertex_group in input_mesh_object.vertex_groups:
@@ -207,11 +223,11 @@ def build_psk(context, options: PskBuildOptions) -> PskBuildResult:
# Build a list of non-unique wedges. # Build a list of non-unique wedges.
wedges = [] wedges = []
for loop_index, loop in enumerate(mesh_data.loops): for loop_index, loop in enumerate(mesh_data.loops):
wedge = Psk.Wedge() wedges.append(Psk.Wedge(
wedge.point_index = loop.vertex_index + vertex_offset point_index=loop.vertex_index + vertex_offset,
wedge.u, wedge.v = uv_layer[loop_index].uv u=uv_layer[loop_index].uv[0],
wedge.v = 1.0 - wedge.v v=1.0 - uv_layer[loop_index].uv[1]
wedges.append(wedge) ))
# Assign material indices to the wedges. # Assign material indices to the wedges.
for triangle in mesh_data.loop_triangles: for triangle in mesh_data.loop_triangles:
@@ -219,8 +235,8 @@ def build_psk(context, options: PskBuildOptions) -> PskBuildResult:
wedges[loop_index].material_index = material_indices[triangle.material_index] 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 # Populate the list of wedges with unique wedges & build a look-up table of loop indices to wedge indices
wedge_indices = {} wedge_indices = dict()
loop_wedge_indices = [-1] * len(mesh_data.loops) loop_wedge_indices = np.full(len(mesh_data.loops), -1)
for loop_index, wedge in enumerate(wedges): for loop_index, wedge in enumerate(wedges):
wedge_hash = hash(wedge) wedge_hash = hash(wedge)
if wedge_hash in wedge_indices: if wedge_hash in wedge_indices:
@@ -233,6 +249,7 @@ def build_psk(context, options: PskBuildOptions) -> PskBuildResult:
# FACES # FACES
poly_groups, groups = mesh_data.calc_smooth_groups(use_bitflags=True) 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: for f in mesh_data.loop_triangles:
face = Psk.Face() face = Psk.Face()
face.material_index = material_indices[f.material_index] face.material_index = material_indices[f.material_index]
@@ -242,6 +259,11 @@ def build_psk(context, options: PskBuildOptions) -> PskBuildResult:
face.smoothing_groups = poly_groups[f.polygon_index] face.smoothing_groups = poly_groups[f.polygon_index]
psk.faces.append(face) 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 # WEIGHTS
if armature_object is not None: if armature_object is not None:
armature_data = typing.cast(Armature, armature_object.data) armature_data = typing.cast(Armature, armature_object.data)

View File

@@ -5,11 +5,11 @@ from ..data import *
class Psk(object): class Psk(object):
class Wedge(object): class Wedge(object):
def __init__(self): def __init__(self, point_index: int, u: float, v: float, material_index: int = 0):
self.point_index: int = 0 self.point_index: int = point_index
self.u: float = 0.0 self.u: float = u
self.v: float = 0.0 self.v: float = v
self.material_index: int = 0 self.material_index = material_index
def __hash__(self): def __hash__(self):
return hash(f'{self.point_index}-{self.u}-{self.v}-{self.material_index}') return hash(f'{self.point_index}-{self.u}-{self.v}-{self.material_index}')

View File

@@ -20,19 +20,19 @@ def is_bone_filter_mode_item_available(context, identifier):
def populate_material_list(mesh_objects, material_list): def populate_material_list(mesh_objects, material_list):
material_list.clear() material_list.clear()
material_names = [] materials = []
for mesh_object in mesh_objects: for mesh_object in mesh_objects:
for i, material_slot in enumerate(mesh_object.material_slots): for i, material_slot in enumerate(mesh_object.material_slots):
material = material_slot.material material = material_slot.material
# TODO: put this in the poll arg? # TODO: put this in the poll arg?
if material is None: if material is None:
raise RuntimeError('Material slot cannot be empty (index ' + str(i) + ')') raise RuntimeError('Material slot cannot be empty (index ' + str(i) + ')')
if material.name not in material_names: if material not in materials:
material_names.append(material.name) materials.append(material)
for index, material_name in enumerate(material_names): for index, material in enumerate(materials):
m = material_list.add() m = material_list.add()
m.material_name = material_name m.material = material
m.index = index m.index = index
@@ -159,9 +159,9 @@ class PSK_OT_export(Operator, ExportHelper):
options.bone_filter_mode = pg.bone_filter_mode 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.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.use_raw_mesh_data = pg.use_raw_mesh_data
options.material_names = [m.material_name for m in pg.material_list] options.materials = [m.material for m in pg.material_list]
options.should_enforce_bone_name_restrictions = pg.should_enforce_bone_name_restrictions options.should_enforce_bone_name_restrictions = pg.should_enforce_bone_name_restrictions
try: try:
result = build_psk(context, options) result = build_psk(context, options)
for warning in result.warnings: for warning in result.warnings:

View File

@@ -1,11 +1,11 @@
from bpy.props import EnumProperty, CollectionProperty, IntProperty, BoolProperty, StringProperty from bpy.props import EnumProperty, CollectionProperty, IntProperty, BoolProperty, PointerProperty
from bpy.types import PropertyGroup from bpy.types import PropertyGroup, Material
from ...types import PSX_PG_bone_collection_list_item from ...types import PSX_PG_bone_collection_list_item
class PSK_PG_material_list_item(PropertyGroup): class PSK_PG_material_list_item(PropertyGroup):
material_name: StringProperty() material: PointerProperty(type=Material)
index: IntProperty() index: IntProperty()

View File

@@ -4,7 +4,7 @@ from bpy.types import UIList
class PSK_UL_materials(UIList): class PSK_UL_materials(UIList):
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index): def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
row = layout.row() row = layout.row()
row.label(text=str(getattr(item, 'material_name')), icon='MATERIAL') row.prop(item.material, 'name', text='', emboss=False, icon_value=layout.icon(item.material))
classes = ( classes = (

View File

@@ -7,6 +7,7 @@ from bpy.types import VertexGroup
from mathutils import Quaternion, Vector, Matrix from mathutils import Quaternion, Vector, Matrix
from .data import Psk from .data import Psk
from .properties import poly_flags_to_triangle_type_and_bit_flags
from ..helpers import rgb_to_srgb, is_bdk_addon_loaded from ..helpers import rgb_to_srgb, is_bdk_addon_loaded
@@ -134,6 +135,9 @@ def import_psk(psk: Psk, context, options: PskImportOptions) -> PskImportResult:
else: else:
# Just create a blank material. # Just create a blank material.
material = bpy.data.materials.new(material_name) 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 material.use_nodes = True
mesh_data.materials.append(material) mesh_data.materials.append(material)
@@ -166,38 +170,38 @@ def import_psk(psk: Psk, context, options: PskImportOptions) -> PskImportResult:
bm.to_mesh(mesh_data) bm.to_mesh(mesh_data)
# TEXTURE COORDINATES # TEXTURE COORDINATES
data_index = 0 uv_layer_data_index = 0
uv_layer = mesh_data.uv_layers.new(name='VTXW0000') uv_layer = mesh_data.uv_layers.new(name='VTXW0000')
for face_index, face in enumerate(psk.faces): for face_index, face in enumerate(psk.faces):
if face_index in invalid_face_indices: if face_index in invalid_face_indices:
continue continue
face_wedges = [psk.wedges[i] for i in reversed(face.wedge_indices)] face_wedges = [psk.wedges[i] for i in reversed(face.wedge_indices)]
for wedge in face_wedges: for wedge in face_wedges:
uv_layer.data[data_index].uv = wedge.u, 1.0 - wedge.v uv_layer.data[uv_layer_data_index].uv = wedge.u, 1.0 - wedge.v
data_index += 1 uv_layer_data_index += 1
# EXTRA UVS # EXTRA UVS
if psk.has_extra_uvs and options.should_import_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)) extra_uv_channel_count = int(len(psk.extra_uvs) / len(psk.wedges))
wedge_index_offset = 0 wedge_index_offset = 0
for extra_uv_index in range(extra_uv_channel_count): for extra_uv_index in range(extra_uv_channel_count):
data_index = 0 uv_layer_data_index = 0
uv_layer = mesh_data.uv_layers.new(name=f'EXTRAUV{extra_uv_index}') uv_layer = mesh_data.uv_layers.new(name=f'EXTRAUV{extra_uv_index}')
for face_index, face in enumerate(psk.faces): for face_index, face in enumerate(psk.faces):
if face_index in invalid_face_indices: if face_index in invalid_face_indices:
continue continue
for wedge_index in reversed(face.wedge_indices): for wedge_index in reversed(face.wedge_indices):
u, v = psk.extra_uvs[wedge_index_offset + wedge_index] u, v = psk.extra_uvs[wedge_index_offset + wedge_index]
uv_layer.data[data_index].uv = u, 1.0 - v uv_layer.data[uv_layer_data_index].uv = u, 1.0 - v
data_index += 1 uv_layer_data_index += 1
wedge_index_offset += len(psk.wedges) wedge_index_offset += len(psk.wedges)
# VERTEX COLORS # VERTEX COLORS
if psk.has_vertex_colors and options.should_import_vertex_colors: if psk.has_vertex_colors and options.should_import_vertex_colors:
# Convert vertex colors to sRGB if necessary. # Convert vertex colors to sRGB if necessary.
psk_vertex_colors = np.zeros((len(psk.vertex_colors), 4)) psk_vertex_colors = np.zeros((len(psk.vertex_colors), 4))
for i in range(len(psk.vertex_colors)): for vertex_color_index in range(len(psk.vertex_colors)):
psk_vertex_colors[i,:] = psk.vertex_colors[i].normalized() psk_vertex_colors[vertex_color_index,:] = psk.vertex_colors[vertex_color_index].normalized()
match options.vertex_color_space: match options.vertex_color_space:
case 'SRGBA': case 'SRGBA':
for i in range(psk_vertex_colors.shape[0]): for i in range(psk_vertex_colors.shape[0]):

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@@ -0,0 +1,48 @@
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,
)

View File

@@ -0,0 +1,28 @@
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,
)

View File

@@ -6,7 +6,7 @@ from ..data import Section, Vector3
MAX_WEDGE_COUNT = 65536 MAX_WEDGE_COUNT = 65536
MAX_POINT_COUNT = 4294967296 MAX_POINT_COUNT = 4294967296
MAX_BONE_COUNT = 256 MAX_BONE_COUNT = 2147483647
MAX_MATERIAL_COUNT = 256 MAX_MATERIAL_COUNT = 256

View File

@@ -51,5 +51,5 @@ classes = (
PSX_PG_action_export, PSX_PG_action_export,
PSX_PG_bone_collection_list_item, PSX_PG_bone_collection_list_item,
PSX_UL_bone_collection_list, PSX_UL_bone_collection_list,
PSX_PT_action PSX_PT_action,
) )