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12 Commits

Author SHA1 Message Date
Colin Basnett
c51a8f21df Fixed a bug with materials in PSK export 2024-04-21 00:55:58 -07:00
Colin Basnett
06b1dd10a8 Merged main 2024-04-12 11:39:48 -07:00
Colin Basnett
ff090baffb Updated localizations 2024-03-24 23:30:36 -07:00
Colin Basnett
7e1693dbb3 Translated the README the Japanese 2024-03-22 23:58:51 -07:00
Colin Basnett
56c847e791 Initial commit of scripts for importing & exporting translations from weblate 2024-03-19 01:08:21 -07:00
Colin Basnett
d48534f1a5 Loads of work on localization
Also updated some of the operator UI to use the new panels
2024-03-15 03:02:15 -07:00
Colin Basnett
ea539d542f Merge branch 'blender-4.1' into i18n-jp
# Conflicts:
#	io_scene_psk_psa/__init__.py
#	io_scene_psk_psa/psk/export/operators.py
#	io_scene_psk_psa/psk/export/ui.py
#	io_scene_psk_psa/psk/import_/operators.py
2024-03-14 19:19:19 -07:00
Colin Basnett
7adf817673 Some more 日本語 translations 2023-10-19 12:59:12 -07:00
Colin Basnett
f92231091c Merge branch 'blender-4.0' into i18n-jp
# Conflicts:
#	io_scene_psk_psa/psa/export/properties.py
#	io_scene_psk_psa/types.py
2023-10-04 23:29:31 -07:00
Colin Basnett
66fa656b12 More localization work 2023-08-04 16:28:31 -07:00
Colin Basnett
a73655fc98 Fixed a bug where the action list would not be populated for PSA export if the armature had not had it's animation data initialized 2023-08-04 16:27:50 -07:00
Colin Basnett
38a8dab100 Initial commit for Japanese translations 2023-08-01 21:49:29 -07:00
62 changed files with 2044 additions and 4562 deletions

4
.gitattributes vendored
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@@ -1,4 +0,0 @@
*.psk filter=lfs diff=lfs merge=lfs -text
*.psa filter=lfs diff=lfs merge=lfs -text
*.pskx filter=lfs diff=lfs merge=lfs -text
*.blend filter=lfs diff=lfs merge=lfs -text

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@@ -1,76 +0,0 @@
name: tests
on:
workflow_dispatch:
push:
branches: [ "main" ]
pull_request:
branches: [ "main" ]
jobs:
build:
runs-on: ubuntu-latest
strategy:
matrix:
blender-version: [ 4.4 ]
env:
ADDON_NAME: io_scene_psk_psa
steps:
- uses: actions/checkout@v3
with:
lfs: true
- name: Checkout LFS objects
run: git lfs checkout
- uses: SebRollen/toml-action@v1.2.0
id: read_manifest
with:
file: '${{ env.ADDON_NAME }}/blender_manifest.toml'
field: 'version'
- name: Install Blender Dependencies
run: |
sudo apt-get update -y
sudo apt-get install libxxf86vm-dev -y
sudo apt-get install libxfixes3 -y
sudo apt-get install libxi-dev -y
sudo apt-get install libxkbcommon-x11-0 -y
sudo apt-get install libgl1 -y
sudo apt-get install libglx-mesa0 -y
sudo apt-get install python3 -y
- name: Install Requirements
run: |
python3 -m pip install --upgrade pip
python3 -m pip install virtualenv
python3 -m virtualenv venv
source venv/bin/activate
pip install pytest-blender
pip install blender-downloader
- name: Install Blender
run: |
source venv/bin/activate
blender_executable="$(blender-downloader ${{ matrix.blender-version }} --extract --print-blender-executable)"
echo "BLENDER_EXECUTABLE=${blender_executable}" >> $GITHUB_ENV
blender_python="$(pytest-blender --blender-executable "$blender_executable")"
echo "BLENDER_PYTHON=${blender_python}" >> $GITHUB_ENV
# Write the BLENDER_PYTHON path to the console for debugging
# Deactivate the virtualenv to avoid conflicts with the system python
deactivate
$blender_python -m ensurepip
$blender_python -m pip install -r tests/requirements.txt
- name: Build extension
run: |
pushd ./${{ env.ADDON_NAME }}
# Run blender using the environment variable set by the action
${{ env.BLENDER_EXECUTABLE }} --command extension build
mkdir artifact
unzip -q ${{ env.ADDON_NAME }}-${{ steps.read_manifest.outputs.value }}.zip -d ./artifact
popd
- name: Run tests
run: |
source venv/bin/activate
pytest -svv tests --blender-addons-dirs .
- name: Archive addon
uses: actions/upload-artifact@v4
with:
name: ${{ env.ADDON_NAME }}-${{ github.ref_name }}-${{ github.sha }}
path: |
./${{ env.ADDON_NAME }}/artifact/*

1
.gitignore vendored
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@@ -105,4 +105,3 @@ venv.bak/
# PyCharm
.idea
*.blend1

3
.gitmodules vendored Normal file
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@@ -0,0 +1,3 @@
[submodule "extern/io_scene_psk_psa-translations"]
path = extern/io_scene_psk_psa-translations
url = https://github.com/DarklightGames/io_scene_psk_psa-translations.git

17
.vscode/tasks.json vendored
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@@ -1,17 +0,0 @@
{
// See https://go.microsoft.com/fwlink/?LinkId=733558
// for the documentation about the tasks.json format
"version": "2.0.0",
"tasks": [
{
"label": "io_scene_psk_psa: test",
"type": "shell",
"command": "docker run -it --volume ${PWD}:/io_scene_psk_psa --volume ${PWD}/io_scene_psk_psa:/addons/io_scene_psk_psa --volume ${PWD}/tests:/tests $(docker build -q .)",
"problemMatcher": [],
"group": {
"kind": "build",
"isDefault": true
}
}
]
}

674
COPYING
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@@ -1,674 +0,0 @@
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IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
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If the disclaimer of warranty and limitation of liability provided
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END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
state the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <https://www.gnu.org/licenses/>.
Also add information on how to contact you by electronic and paper mail.
If the program does terminal interaction, make it output a short
notice like this when it starts in an interactive mode:
<program> Copyright (C) <year> <name of author>
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate
parts of the General Public License. Of course, your program's commands
might be different; for a GUI interface, you would use an "about box".
You should also get your employer (if you work as a programmer) or school,
if any, to sign a "copyright disclaimer" for the program, if necessary.
For more information on this, and how to apply and follow the GNU GPL, see
<https://www.gnu.org/licenses/>.
The GNU General Public License does not permit incorporating your program
into proprietary programs. If your program is a subroutine library, you
may consider it more useful to permit linking proprietary applications with
the library. If this is what you want to do, use the GNU Lesser General
Public License instead of this License. But first, please read
<https://www.gnu.org/licenses/why-not-lgpl.html>.

View File

@@ -1,34 +0,0 @@
FROM ubuntu:22.04
ARG BLENDER_VERSION=4.4
RUN apt-get update -y && \
apt-get install -y libxxf86vm-dev libxfixes3 libxi-dev libxkbcommon-x11-0 libgl1 libglx-mesa0 python3 python3-pip \
libxrender1 libsm6
RUN pip install --upgrade pip
RUN pip install pytest-blender
RUN pip install blender-downloader
# Set BLENDER_EXECUTABLE and BLENDER_PYTHON as environment variables
RUN BLENDER_EXECUTABLE=$(blender-downloader $BLENDER_VERSION --extract --remove-compressed --print-blender-executable) && \
BLENDER_PYTHON=$(pytest-blender --blender-executable "${BLENDER_EXECUTABLE}") && \
echo "export BLENDER_EXECUTABLE=${BLENDER_EXECUTABLE}" >> /etc/environment && \
echo "export BLENDER_PYTHON=${BLENDER_PYTHON}" >> /etc/environment && \
echo $BLENDER_EXECUTABLE > /blender_executable_path
RUN pip install pytest-cov
# Source the environment variables and install Python dependencies
RUN . /etc/environment && \
$BLENDER_PYTHON -m ensurepip && \
$BLENDER_PYTHON -m pip install pytest pytest-cov
# Persist BLENDER_EXECUTABLE as an environment variable
RUN echo $(cat /blender_executable_path) > /tmp/blender_executable_path_env && \
export BLENDER_EXECUTABLE=$(cat /tmp/blender_executable_path_env)
ENV BLENDER_EXECUTABLE /tmp/blender_executable_path_env
ENTRYPOINT [ "/bin/bash", "-c" ]
WORKDIR /io_scene_psk_psa
CMD ["source tests/test.sh"]

21
LICENSE Normal file
View File

@@ -0,0 +1,21 @@
MIT License
Copyright (c) 2019 Darklight Games
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

84
README-JP.md Normal file
View File

@@ -0,0 +1,84 @@
[![Blender](https://img.shields.io/badge/Blender->=2.9-blue?logo=blender&logoColor=white)](https://www.blender.org/download/ "Download Blender")
[![GitHub release](https://img.shields.io/github/release/DarklightGames/io_scene_psk_psa?include_prereleases=&sort=semver&color=blue)](https://github.com/DarklightGames/io_scene_psk_psa/releases/)
[![ko-fi](https://ko-fi.com/img/githubbutton_sm.svg)](https://ko-fi.com/L4L3853VR)
この Blender アドオンを使用すると、Unreal Engine の多くのバージョンで使用されている [PSK および PSA ファイル形式](https://wiki.beyondunreal.com/PSK_%26_PSA_file_formats) との間でメッシュとアニメーションをインポートおよびエクスポートできます。
# 互換性
| Blenderのバージョン | アドオンのバージョン | Long Term Support |
|--------------------------------------------------------------|--------------------------------------------------------------------------------|-------------------|
| 4.0+ | [最新](https://github.com/DarklightGames/io_scene_psk_psa/releases/latest) | 未定 |
| [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) | ✅️ 2025年6月 |
| [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) | ✅️ 202年9月 |
バグ修正は、[Blender の LTS メンテナンス期間](https://www.blender.org/download/lts/)中のレガシー アドオン バージョンに対して発行されます。 LTS 期間が終了すると、レガシー アドオン バージョンはこのリポジトリのメンテナによってサポートされなくなりますが、バグ修正のためのプル リクエストは受け付けます。
# 機能
* PSK および PSA ファイルをインポートする。
* 非標準のファイル セクション データ (頂点法線、追加の UV チャンネル、頂点カラー、シェイプ キーなど) をインポートします。
* 多数のシーケンスを含む PSA ファイルを操作する場合の効率的なワークフローのためのきめ細かい PSA シーケンス インポート。
* PSA シーケンスのメタデータ (フレーム レートなど) はインポート時に保存されるため、このデータをエクスポート時に再利用できます。
* ボーン コレクションは PSK/PSA エクスポートから除外できます。 これは、IK コントローラなどの寄与しないボーンを除外する場合に便利です。
* PSA シーケンスは、アクションから直接エクスポートすることも、シーンの [タイムライン マーカー](https://docs.blender.org/manual/ja/latest/animation/markers.html) または NLA トラック ストリップを使用して描写することもでき、[NLA](https://docs.blender.org/manual/ja/latest/editors/nla/index.html) シーケンスを作成するとき。
* 複数のメッシュ オブジェクトをエクスポートするときにマテリアル スロットを手動で並べ替えます。
# 取り付け
1. 最新バージョンの zip ファイルを [Releases](https://github.com/DarklightGames/io_export_psk_psa/releases) ページからダウンロードします。
2. Blender 4.0.0 以降を開きます。
3. Blender の設定に移動します (`編集` > `プリファレンス`)。
4. `アドオン`タブを選択します。
5. `インストール...`ボタンをクリックします。
6. 先ほどダウンロードした `.zip` ファイルを選択し、`アドオンのインストール`をクリックします。
7. 新しく追加された`インポート-エクスポート: PSK/PSA Importer/Exporter`アドオンを有効にします。
# 使用方法
## PSKのエクスポート
1. エクスポートするアーマチュア オブジェクトを選択します。
2. `ファイル` > `エクスポート` > `Unreal PSK (.psk)`に移動します.
3. ファイル名を入力して`エクスポート`をクリックします.
## PSK/PSKXのインポート
1. `ファイル` > `インポート` > `Unreal PSK (.psk/.pskx)`に移動します.
2. インポートしたい PSK ファイルを選択し、`インポート`をクリックします。
## PSAのエクスポート
1. エクスポートするアーマチュア オブジェクトを選択します。
2. `ファイル` > `エクスポート` > `Unreal PSA (.psa)`に移動します.
3. ファイル名を入力し、`エクスポート`をクリックします。
## PSAのインポート
1. アニメーションを読み込みたいアーマチュアを選択します。
2. `ファイル` > `インポート` > `Unreal PSA (.psa)`に移動します。
3. アニメーションのインポート元となる PSA ファイルを選択します.
4. インポートしたいアニメーションを選択し、`インポート`をクリックします。
> アーマチュアに適用されたインポートされたアクションを確認するには、[ドープ シート](https://docs.blender.org/manual/ja/latest/editors/dope_sheet/introduction.html) エディタまたは [ノンリニアアニメーション](https://docs.blender.org/manual/ja/latest/editors/nla/introduction.html) エディタを使用する必要があります。
## ローカライゼーション
現在、次の言語がサポートされています。
| 言語 | 地位 | 方法 |
|-|-|-|
| 英語 (English) | ✅️ | 🧑 |
| 日本語 | ✅️ | 🤖 |
翻訳に問題がある場合は、お気軽に [Weblate](https://weblate.darklightgames.com/projects/io_scene_psk_psa/) に修正を送信してください。
自分の母国語に対するサポートの追加をご希望の場合は、[問題を報告して](http://github.com/DarklightGames/io_scene_psk_psa/issues)ください。
# FAQ
## PSA をインポートした後にアニメーションが表示されないのはなぜですか?
PSA アニメーションをインポートしても、アクションはアーマチュアに自動的に適用されません。これは、PSA には複数のシーケンスをインポートできるため、また、インポーターが必要のないときにシーンを変更するのは悪い形式であるためです。
PSA インポーターは、PSA 内の選択されたシーケンスごとに[アクション](https://docs.blender.org/manual/ja/latest/animation/actions.html)を作成します。これらのアクションは、[アクション エディター](https://docs.blender.org/manual/ja/latest/editors/dope_sheet/action.html)または [NLA エディター](https://docs.blender.org/manual/ja/latest/editors/nla/index.html)を介してアーマチュアに適用できます。
## [UE Viewer](https://www.gildor.org/en/projects/umodel) から抽出した PSK をインポートすると、メッシュ面の法線が不正確になるのはなぜですか?
モデルのメッシュ法線を保持することがワークフローにとって重要な場合、UE Viewer から PSK ファイルをエクスポートすることはお勧めできません。これは、UE Viewer が元の[スムージング グループ](https://en.wikipedia.org/wiki/Smoothing_group)を再構築しようとしないためです。その結果、インポートされた PSK ファイルの法線は、Blender にインポートされたときに不正確になるため、手動で修正する必要があります。
回避策として、[glTF](https://en.wikipedia.org/wiki/GlTF) 形式は明示的な法線をサポートしており、UE Viewer はエクスポート時にメッシュ法線を正しく保存できるため、代わりに UE Viewer から glTF メッシュをエクスポートすることをお勧めします。ただし、インポートされた glTF アーマチュアは、Blender にインポートされたときにボーンの方向が間違っている可能性があります。これを軽減するには、PSK のアーマチュアと glTF のメッシュを組み合わせて最良の結果を得ることができます。

View File

@@ -1,27 +1,37 @@
[![Blender](https://img.shields.io/badge/Blender%20Extension-Download-blue?logo=blender&logoColor=white)](https://extensions.blender.org/add-ons/io-scene-psk-psa/ "Download Blender")
[![tests](https://github.com/DarklightGames/io_scene_psk_psa/actions/workflows/main.yml/badge.svg)](https://github.com/DarklightGames/io_scene_psk_psa/actions/workflows/main.yml)
[![Blender](https://img.shields.io/badge/Blender->=2.9-blue?logo=blender&logoColor=white)](https://www.blender.org/download/ "Download Blender")
[![GitHub release](https://img.shields.io/github/release/DarklightGames/io_scene_psk_psa?include_prereleases=&sort=semver&color=blue)](https://github.com/DarklightGames/io_scene_psk_psa/releases/)
[![ko-fi](https://ko-fi.com/img/githubbutton_sm.svg)](https://ko-fi.com/L4L3853VR)
This Blender addon allows you to import and export meshes and animations to and from the [PSK and PSA file formats](https://wiki.beyondunreal.com/PSK_%26_PSA_file_formats) used in many versions of the Unreal Engine.
This software is licensed under the [GPLv3](https://www.gnu.org/licenses/gpl-3.0.html) license.
# Compatibility
# Installation
For Blender 4.2 and higher, download the latest version from the [Blender Extensions](https://extensions.blender.org/add-ons/io-scene-psk-psa/) platform.
| Blender Version | Addon Version | Long Term Support |
|--------------------------------------------------------------|--------------------------------------------------------------------------------|-------------------|
| 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 |
| [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 |
For Blender 4.1 and lower, see [Legacy Compatibility](#legacy-compatibility).
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.
# Features
* Full PSK/PSA import and export capabilities.
* Non-standard file section data (.pskx) is supported for import only (vertex normals, extra UV channels, vertex colors, shape keys).
* Non-standard file section data is supported for import only (vertex normals, extra UV channels, vertex colors, shape keys).
* Fine-grained PSA sequence importing for efficient workflow when working with large PSA files.
* PSA sequence metadata (e.g., frame rate) is preserved on import, allowing this data to be reused on export.
* [Bone collections](https://docs.blender.org/manual/en/latest/animation/armatures/bones/bone_collections.html#bone-collections) can be excluded from PSK/PSA export (useful for excluding non-contributing bones such as IK controllers).
* PSA sequences can be exported directly from actions or delineated using a scene's [timeline markers](https://docs.blender.org/manual/en/latest/animation/markers.html), pose markers, or NLA track strips, allowing direct use of the [NLA](https://docs.blender.org/manual/en/latest/editors/nla/index.html) when creating sequences.
* Manual re-ordering of material slots.
* Multiple armature objects can be exported to a single PSK or PSA file, allowing seamless use of [action slots](https://docs.blender.org/manual/en/latest/animation/actions.html#action-slots).
* Support for exporting instance collections.
* PSA sequence metadata (e.g., frame rate, sequence name) is preserved on import, allowing this data to be reused on export.
* Specific bone collections can be excluded from PSK/PSA export (useful for excluding non-contributing bones such as IK controllers).
* PSA sequences can be exported directly from actions or delineated using a scene's [timeline markers](https://docs.blender.org/manual/en/latest/animation/markers.html) or NLA track strips, allowing direct use of the [NLA](https://docs.blender.org/manual/en/latest/editors/nla/index.html) when creating sequences.
* Manual re-ordering of material slots when exporting multiple mesh objects.
# Installation
1. Download the zip file for the latest version from the [releases](https://github.com/DarklightGames/io_export_psk_psa/releases) page.
2. Open Blender 4.0.0 or later.
3. Navigate to the Blender Preferences (`Edit` > `Preferences`).
4. Select the `Add-ons` tab.
5. Click the `Install...` button.
6. Select the .zip file that you downloaded earlier and click `Install Add-on`.
7. Enable the newly added `Import-Export: PSK/PSA Importer/Exporter` addon.
# Usage
## Exporting a PSK
@@ -46,45 +56,27 @@ For Blender 4.1 and lower, see [Legacy Compatibility](#legacy-compatibility).
> Note that in order to see the imported actions applied to your armature, you must use the [Dope Sheet](https://docs.blender.org/manual/en/latest/editors/dope_sheet/introduction.html) or [Nonlinear Animation](https://docs.blender.org/manual/en/latest/editors/nla/introduction.html) editors.
## Localization
The following languages are currently supported:
| Language | Status | Method |
|----------------|--------|--------|
| English | ✅️ | 🧑 |
| Japanese (日本語) | ✅️ | 🤖 |
If you notice any issues with the translations, please feel free to submit a correction on [Weblate](https://weblate.darklightgames.com/projects/io_scene_psk_psa/).
If you would like to see support add for your own native language, please [open an issue](http://github.com/DarklightGames/io_scene_psk_psa/issues) and we will consider adding it.
# FAQ
## Why can't I see the animations imported from my PSA?
Simply importing an animation into the scene will not automatically apply the action to the armature. This is in part because a PSA can have multiple sequences imported from it, and also that it's generally bad form for importers to modify the scene in ways that the user may not expect.
Simply importing an animation into the scene will not automatically apply the action to the armature. This is in part because a PSA can have multiple sequences imported from it, and also that it's generally bad form for importers to modify the scene when they don't need to.
The PSA importer creates [Actions](https://docs.blender.org/manual/en/latest/animation/actions.html) for each of the selected sequences in the PSA. These actions can be applied to your armature via the [Action Editor](https://docs.blender.org/manual/en/latest/editors/dope_sheet/action.html) or [NLA Editor](https://docs.blender.org/manual/en/latest/editors/nla/index.html).
## Why are imported PSKs too big/too small?
The PSK format, unlike other more modern formats, has no explicit or implicit unit system. Each game has its own convention as to what the base distance unit will represent. As such, this addon makes no assumptions as to the unit scale of the imported PSKs. If you think that your models are being imported into Blender either too big or too small, there are a couple ways to remedy this.
The method I prefer is to simply change the Blender [scene properties](https://docs.blender.org/manual/en/4.4/scene_layout/scene/properties.html#units) to match the unit system and scale for the game you're using. This is non-destructive and ensures that the unit scaling of any PSK or PSA exports from Blender will match the source file from which it was derived.
The second option is to simply change the `Scale` value on the PSK import dialog. This will scale the armature by the factor provided. Note that this is more destructive, but may be preferable if you don't intend on exporting PSKs or PSAs to a game engine.
## How do I control shading for PSK exports?
The PSK format does not support vertex normals and instead uses [smoothing groups](https://en.wikipedia.org/wiki/Smoothing_group) to control shading. Note that a mesh's Custom Split Normals Data will be ignored when exporting to PSK. Therefore, the best way to control shading is to use sharp edges and the Edge Split modifier.
## Why are the mesh normals not accurate when importing a PSK extracted from [UE Viewer](https://www.gildor.org/en/projects/umodel)?
If preserving the mesh normals of models is important for your workflow, it is *not recommended* to export PSK files from UE Viewer. This is because UE Viewer makes no attempt to reconstruct the original [smoothing groups](https://en.wikipedia.org/wiki/Smoothing_group). As a result, the normals of imported PSK files will be incorrect when imported into Blender and will need to be manually fixed.
There is a [pull request](https://github.com/gildor2/UEViewer/pull/277) to add support for exporting explicit normals from UE Viewer, although UEViewer's maintainer has seemingly abandoned the project.
# Legacy Compatibility
Below is a table of the latest addon versions that are compatible with older versions of Blender. These versions are no longer maintained and may contain bugs that have been fixed in newer versions. It is recommended to use the latest version of the addon for the best experience.
| Blender Version| Addon Version |
|-|-|
| [4.1](https://www.blender.org/download/releases/4-1/) | [7.0.0](https://github.com/DarklightGames/io_scene_psk_psa/releases/tag/7.0.0) |
| [4.0](https://www.blender.org/download/releases/4-0/) | [6.2.1](https://github.com/DarklightGames/io_scene_psk_psa/releases/tag/6.2.1) |
| [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) |
| [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) |
# Testing
To execute the automated tests, run:
```
./test.sh
````
This will create a [Docker](https://www.docker.com/) container with and run the tests inside it. The tests are executed using [pytest](https://docs.pytest.org/en/stable/) and the results will be displayed in the terminal.
For now, the tests are not exhaustive and primarily focus on sanity checking the most common use cases (PSK & PSA import). New tests will likely be made to cover new features and prevent further regressions of reported issues.
As a workaround, it is recommended to export [glTF](https://en.wikipedia.org/wiki/GlTF) meshes out of UE Viewer instead, since the glTF format has support for explicit normals and UE Viewer can correctly preserve the mesh normals on export. Note, however, that the imported glTF armature may have it's bones oriented incorrectly when imported into Blender. To mitigate this, you can combine the armature of PSK and the mesh of the glTF for best results.

41
build.py Normal file
View File

@@ -0,0 +1,41 @@
import os
import subprocess
from fnmatch import fnmatch
from zipfile import ZipFile, ZIP_DEFLATED
ignore_patterns = [
'*/__pycache__/*',
'*/.git/*',
'*/.github/*',
'*/.idea/*',
'*/venv/*',
'*/.gitignore',
'*/.gitattributes',
'*/build/*',
'*/build.py',
]
def zipdir(path, zip_file: ZipFile):
for root, dirs, files in os.walk(path):
for file in files:
if file != zip_file.filename and not any(fnmatch(os.path.join(root, file), pattern) for pattern in ignore_patterns):
zip_file.write(os.path.join(root, file))
# Get the branch name.
branch = subprocess.check_output(['git', 'rev-parse', '--abbrev-ref', 'HEAD']).decode('utf-8').strip()
# Get the most recent tag.
tag = subprocess.check_output(['git', 'describe', '--tags', '--abbrev=0']).decode('utf-8').strip()
# Create a zip file of the current directory.
zip_path = f'./build/io_scene_psk_psa-{branch}-{tag}.zip'
# Check that the directory exists, if it doesn't, create it.
if not os.path.exists('./build'):
os.makedirs('./build')
zipf = ZipFile(zip_path, 'w', ZIP_DEFLATED)
zipdir('.', zipf)
zipf.close()

View File

@@ -1,13 +1,24 @@
from bpy.app.handlers import persistent
bl_info = {
'name': 'PSK/PSA Importer/Exporter',
'author': 'Colin Basnett, Yurii Ti',
'version': (6, 2, 0),
'blender': (4, 0, 0),
'description': 'PSK/PSA Import/Export (.psk/.psa)',
'warning': '',
'doc_url': 'https://github.com/DarklightGames/io_scene_psk_psa',
'tracker_url': 'https://github.com/DarklightGames/io_scene_psk_psa/issues',
'category': 'Import-Export'
}
if 'bpy' in locals():
import importlib
importlib.reload(shared_data)
importlib.reload(shared_helpers)
importlib.reload(shared_types)
importlib.reload(shared_dfs)
importlib.reload(shared_ui)
importlib.reload(psx_data)
importlib.reload(psx_helpers)
importlib.reload(psx_types)
importlib.reload(psx_i18n)
importlib.reload(psk_data)
importlib.reload(psk_reader)
@@ -34,55 +45,51 @@ if 'bpy' in locals():
importlib.reload(psa_import_operators)
importlib.reload(psa_import_ui)
else:
from .shared import data as shared_data, types as shared_types, helpers as shared_helpers
from .shared import dfs as shared_dfs, ui as shared_ui
from .psk import (
builder as psk_builder,
data as psk_data,
importer as psk_importer,
properties as psk_properties,
writer as psk_writer,
)
from .psk import reader as psk_reader, ui as psk_ui
from .psk.export import (
operators as psk_export_operators,
properties as psk_export_properties,
ui as psk_export_ui,
)
# if i remove this line, it can be enabled just fine
from . import data as psx_data
from . import helpers as psx_helpers
from . import types as psx_types
from . import i18n as psx_i18n
from .psk import data as psk_data
from .psk import reader as psk_reader
from .psk import writer as psk_writer
from .psk import builder as psk_builder
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 operators as psk_export_operators
from .psk.export import ui as psk_export_ui
from .psk.import_ import operators as psk_import_operators
from .psa import (
config as psa_config,
data as psa_data,
writer as psa_writer,
reader as psa_reader,
builder as psa_builder,
importer as psa_importer,
)
from .psa.export import (
properties as psa_export_properties,
ui as psa_export_ui,
operators as psa_export_operators,
)
from .psa import data as psa_data
from .psa import config as psa_config
from .psa import reader as psa_reader
from .psa import writer as psa_writer
from .psa import builder as psa_builder
from .psa import importer as psa_importer
from .psa.export import properties as psa_export_properties
from .psa.export import operators as psa_export_operators
from .psa.export import ui as psa_export_ui
from .psa.import_ import properties as psa_import_properties
from .psa.import_ import operators as psa_import_operators
from .psa.import_ import ui as psa_import_ui, properties as psa_import_properties
from .psa.import_ import ui as psa_import_ui
import bpy
from bpy.props import PointerProperty
classes = shared_types.classes + \
shared_ui.classes + \
psk_properties.classes + \
psk_ui.classes + \
psk_import_operators.classes + \
psk_export_properties.classes + \
psk_export_operators.classes + \
classes = psx_types.classes +\
psk_properties.classes +\
psk_ui.classes +\
psk_import_operators.classes +\
psk_export_properties.classes +\
psk_export_operators.classes +\
psk_export_ui.classes + \
psa_export_properties.classes + \
psa_export_operators.classes + \
psa_export_properties.classes +\
psa_export_operators.classes +\
psa_export_ui.classes + \
psa_import_properties.classes + \
psa_import_operators.classes + \
psa_import_properties.classes +\
psa_import_operators.classes +\
psa_import_ui.classes
@@ -105,21 +112,23 @@ def psa_import_menu_func(self, context):
def register():
for cls in classes:
bpy.utils.register_class(cls)
bpy.types.TOPBAR_MT_file_export.append(psk_export_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_import.append(psa_import_menu_func)
bpy.types.Material.psk = PointerProperty(type=psk_properties.PSX_PG_material, options={'HIDDEN'})
bpy.types.Scene.psx_export = PointerProperty(type=shared_types.PSX_PG_scene_export, options={'HIDDEN'})
bpy.types.Scene.psa_import = PointerProperty(type=psa_import_properties.PSA_PG_import, options={'HIDDEN'})
bpy.types.Scene.psa_export = PointerProperty(type=psa_export_properties.PSA_PG_export, options={'HIDDEN'})
bpy.types.Scene.psk_export = PointerProperty(type=psk_export_properties.PSK_PG_export, options={'HIDDEN'})
bpy.types.Action.psa_export = PointerProperty(type=shared_types.PSX_PG_action_export, options={'HIDDEN'})
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_export = PointerProperty(type=psa_export_properties.PSA_PG_export)
bpy.types.Scene.psk_export = PointerProperty(type=psk_export_properties.PSK_PG_export)
bpy.types.Action.psa_export = PointerProperty(type=psx_types.PSX_PG_action_export)
bpy.app.translations.register(__name__, psx_i18n.langs)
def unregister():
bpy.app.translations.unregister(__name__)
del bpy.types.Material.psk
del bpy.types.Scene.psx_export
del bpy.types.Scene.psa_import
del bpy.types.Scene.psa_export
del bpy.types.Scene.psk_export

View File

@@ -1,27 +0,0 @@
schema_version = "1.0.0"
id = "io_scene_psk_psa"
version = "8.2.1"
name = "Unreal PSK/PSA (.psk/.psa)"
tagline = "Import and export PSK and PSA files used in Unreal Engine"
maintainer = "Colin Basnett <cmbasnett@gmail.com>"
type = "add-on"
website = "https://github.com/DarklightGames/io_scene_psk_psa/"
tags = ["Game Engine", "Import-Export"]
blender_version_min = "4.4.0"
# Optional: maximum supported Blender version
# blender_version_max = "5.1.0"
license = [
"SPDX:GPL-3.0-or-later",
]
[build]
paths_exclude_pattern = [
"/.git/",
"__pycache__/",
"/venv/",
"/.github/",
".gitignore",
]
[permissions]
files = "Read and write PSK and PSA files from and to disk"

View File

@@ -1,4 +1,4 @@
from ctypes import Structure, c_char, c_int32, c_float, c_ubyte
from ctypes import *
from typing import Tuple
@@ -17,18 +17,13 @@ class Color(Structure):
yield self.a
def __eq__(self, other):
return self.r == other.r and self.g == other.g and self.b == other.b and self.a == other.a
return all(map(lambda x: x[0] == x[1], zip(self, other)))
def __repr__(self):
return repr(tuple(self))
def normalized(self) -> Tuple:
return (
self.r / 255.0,
self.g / 255.0,
self.b / 255.0,
self.a / 255.0
)
return tuple(map(lambda x: x / 255.0, iter(self)))
class Vector2(Structure):
@@ -87,19 +82,6 @@ class Quaternion(Structure):
return Quaternion(0, 0, 0, 1)
class PsxBone(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 Section(Structure):
_fields_ = [
('name', c_char * 20),

176
io_scene_psk_psa/helpers.py Normal file
View File

@@ -0,0 +1,176 @@
import re
import typing
from typing import List, Iterable
import addon_utils
import bpy.types
from bpy.types import NlaStrip, Object, AnimData
def rgb_to_srgb(c: float):
if c > 0.0031308:
return 1.055 * (pow(c, (1.0 / 2.4))) - 0.055
else:
return 12.92 * c
def get_nla_strips_in_frame_range(animation_data: AnimData, frame_min: float, frame_max: float) -> List[NlaStrip]:
if animation_data is None:
return []
strips = []
for nla_track in animation_data.nla_tracks:
if nla_track.mute:
continue
for strip in nla_track.strips:
if (strip.frame_start < frame_min and strip.frame_end > frame_max) or \
(frame_min <= strip.frame_start < frame_max) or \
(frame_min < strip.frame_end <= frame_max):
strips.append(strip)
return strips
def populate_bone_collection_list(armature_object: Object, bone_collection_list: bpy.props.CollectionProperty) -> None:
'''
Updates the bone collections collection.
Bone collection selections are preserved between updates unless none of the groups were previously selected;
otherwise, all collections are selected by default.
'''
has_selected_collections = any([g.is_selected for g in bone_collection_list])
unassigned_collection_is_selected, selected_assigned_collection_names = True, []
if armature_object is None:
return
if has_selected_collections:
# Preserve group selections before clearing the list.
# We handle selections for the unassigned group separately to cover the edge case
# where there might be an actual group with 'Unassigned' as its name.
unassigned_collection_idx, unassigned_collection_is_selected = next(iter([
(i, g.is_selected) for i, g in enumerate(bone_collection_list) if g.index == -1]), (-1, False))
selected_assigned_collection_names = [
g.name for i, g in enumerate(bone_collection_list) if i != unassigned_collection_idx and g.is_selected]
bone_collection_list.clear()
armature = armature_object.data
if armature is None:
return
item = bone_collection_list.add()
item.name = bpy.app.translations.pgettext_iface('Unassigned')
item.index = -1
# Count the number of bones without an assigned bone collection
item.count = sum(map(lambda bone: 1 if len(bone.collections) == 0 else 0, armature.bones))
item.is_selected = unassigned_collection_is_selected
for bone_collection_index, bone_collection in enumerate(armature.collections):
item = bone_collection_list.add()
item.name = bone_collection.name
item.index = bone_collection_index
item.count = len(bone_collection.bones)
item.is_selected = bone_collection.name in selected_assigned_collection_names if has_selected_collections else True
def check_bone_names(bone_names: Iterable[str]):
pattern = re.compile(r'^[a-zA-Z\d_\- ]+$')
invalid_bone_names = [x for x in bone_names if pattern.match(x) is None]
if len(invalid_bone_names) > 0:
message = bpy.app.translations.pgettext_iface(
'The following bone names are invalid: {invalid_bone_names}.\n'
'Bone names must only contain letters, numbers, spaces, hyphens and underscores.\n'
'You can bypass this by disabling "Enforce Bone Name Restrictions" in the export settings'
)
raise RuntimeError(message.format(invalid_bone_names=str(invalid_bone_names)))
def get_export_bone_names(armature_object: Object, bone_filter_mode: str, bone_collection_indices: List[int]) -> List[str]:
'''
Returns a sorted list of bone indices that should be exported for the given bone filter mode and bone collections.
Note that the ancestors of bones within the bone collections will also be present in the returned list.
:param armature_object: Blender object with type 'ARMATURE'
:param bone_filter_mode: One of ['ALL', 'BONE_COLLECTIONS']
:param bone_collection_indices: List of bone collection indices to be exported.
:return: A sorted list of bone indices that should be exported.
'''
if armature_object is None or armature_object.type != 'ARMATURE':
raise ValueError('An armature object must be supplied')
armature_data = typing.cast(bpy.types.Armature, armature_object.data)
bones = armature_data.bones
bone_names = [x.name for x in bones]
# Get a list of the bone indices that we are explicitly including.
bone_index_stack = []
is_exporting_unassigned_bone_collections = -1 in bone_collection_indices
bone_collections = list(armature_data.collections)
for bone_index, bone in enumerate(bones):
# Check if this bone is in any of the collections in the bone collection indices list.
this_bone_collection_indices = set(bone_collections.index(x) for x in bone.collections)
is_in_exported_bone_collections = len(set(bone_collection_indices).intersection(this_bone_collection_indices)) > 0
if bone_filter_mode == 'ALL' or \
(len(bone.collections) == 0 and is_exporting_unassigned_bone_collections) or \
is_in_exported_bone_collections:
bone_index_stack.append((bone_index, None))
# For each bone that is explicitly being added, recursively walk up the hierarchy and ensure that all of
# those ancestor bone indices are also in the list.
bone_indices = dict()
while len(bone_index_stack) > 0:
bone_index, instigator_bone_index = bone_index_stack.pop()
bone = bones[bone_index]
if bone.parent is not None:
parent_bone_index = bone_names.index(bone.parent.name)
if parent_bone_index not in bone_indices:
bone_index_stack.append((parent_bone_index, bone_index))
bone_indices[bone_index] = instigator_bone_index
# Sort the bone index list in-place.
bone_indices = [(x[0], x[1]) for x in bone_indices.items()]
bone_indices.sort(key=lambda x: x[0])
# Split out the bone indices and the instigator bone names into separate lists.
# We use the bone names for the return values because the bone name is a more universal way of referencing them.
# For example, users of this function may modify bone lists, which would invalidate the indices and require an
# index mapping scheme to resolve it. Using strings is more comfy and results in less code downstream.
instigator_bone_names = [bones[x[1]].name if x[1] is not None else None for x in bone_indices]
bone_names = [bones[x[0]].name for x in bone_indices]
# Ensure that the hierarchy we are sending back has a single root bone.
bone_indices = [x[0] for x in bone_indices]
root_bones = [bones[bone_index] for bone_index in bone_indices if bones[bone_index].parent is None]
if len(root_bones) > 1:
# There is more than one root bone.
# Print out why each root bone was included by linking it to one of the explicitly included bones.
root_bone_names = [bone.name for bone in root_bones]
for root_bone_name in root_bone_names:
bone_name = root_bone_name
while True:
# Traverse the instigator chain until the end to find the true instigator bone.
# TODO: in future, it would be preferential to have a readout of *all* instigator bones.
instigator_bone_name = instigator_bone_names[bone_names.index(bone_name)]
if instigator_bone_name is None:
message = bpy.app.translations.pgettext_iface('Root bone "{root_bone_name}" was included because {bone_name} was marked for export')
message = message.format(root_bone_name=root_bone_name, bone_name=bone_name)
print(message)
break
bone_name = instigator_bone_name
message = bpy.app.translations.pgettext_iface(
'Exported bone hierarchy must have a single root bone.\n'
'The bone hierarchy marked for export has {root_bone_count} root bones: {root_bone_names}.\n'
'Additional debugging information has been written to the console.'
)
raise RuntimeError(message.format(root_bone_count=len(root_bones), root_bone_names=str(root_bone_names)))
return bone_names
def is_bdk_addon_loaded():
return addon_utils.check('bdk_addon')[1]

216
io_scene_psk_psa/i18n.py Normal file
View File

@@ -0,0 +1,216 @@
langs = {'ja': {('*', 'Action Metadata'): 'アクションメタデータ',
('*', 'Additional data will be written to the properties of the Action (e.g., frame rate)'): 'アクションのプロパティに追加データが書き込まれます '
'(フレームレートなど)',
('*', 'All bones will be exported'): 'すべてのボーンがエクスポートされます',
('*', 'All selected meshes must have the same armature modifier, encountered {count} ({names})'): '選択したすべてのメッシュには同じアーマチュア修飾子が必要です。検出されたアーマチュア修飾子は '
'{count} '
'({names})',
('*', 'An armature must be selected'): 'アーマチュアを選択する必要があります',
('*', 'An armature object must be supplied'): 'アーマチュアオブジェクトを指定する必要があります',
('*', 'Assign each imported action a fake user so that the data block is always saved'): 'インポートされた各アクションにフェイクユーザーを割り当てて、データブロックが常に保存されるようにします',
('*', 'At least one bone must be marked for export'): '少なくとも 1 '
'つのボーンをエクスポート対象としてマークする必要があります',
('*', 'At least one mesh must be selected'): '少なくとも 1 '
'つのメッシュを選択する必要があります',
('*', 'Bone Collections'): 'ボーンコレクション',
('*', 'Bone Filter'): 'ボーンフィルター',
('*', 'Bone Length'): 'ボーンの長さ',
('*', 'Bone Name Mapping'): 'ボーン名マッピング',
('*', 'Bone name "{name}" contains characters that cannot be encoded in the Windows-1252 codepage'): 'ボーン名「{name}」には、Windows-1252 '
'コードページではエンコードできない文字が含まれています',
('*', 'Bone names must match exactly'): 'ボーン名は正確に一致する必要があります',
('*', 'Bone names restrictions will be enforced. Note that bone names without properly formatted names may not be able to be referenced by some versions of the Unreal Engine'): 'ボーン名の制限が適用されます。ボーン名が正しくフォーマットされていないと、Unreal '
'Engine '
'のバージョンによっては参照できない場合があることに注意してください',
('*', 'Bones'): 'ボーンズ',
('*', "Bones names must match, ignoring case (e.g., the PSA bone 'aBcDeF' can be mapped to the armature bone 'ABCDEF')"): 'ボーンの名前は大文字と小文字を区別しないで一致する必要があります '
'(例:PSAボーン '
"'abcDef' "
'はアーマチュアボーン '
"'ABCDEF' "
'にマッピングできます)',
('*', 'Case Insensitive'): '大文字と小文字を区別しない',
('*', 'Compression Ratio'): '圧縮率',
('*', 'Context'): 'コンテキスト',
('*', 'Convert keyframes to read-only samples. Recommended if you do not plan on editing the actions directly'): 'キーフレームを読み取り専用サンプルに変換します。アクションを直接編集する予定がない場合におすすめです',
('*', 'Convert to Samples'): 'サンプルに変換',
('*', 'Custom FPS'): 'カスタムFPS',
('*', 'Deselect All'): 'すべて選択解除',
('*', 'Deselect all bone collections'): 'すべてのボーンコレクションを選択解除',
('*', 'Deselect all visible sequences'): '表示されているシーケンスをすべて選択解除',
('*', 'Discarded {count} invalid face(s)'): '{count}個の無効なフェースが廃棄されました',
('*', 'Duplicate action: {action_name}'): 'アクションが重複しています:{action_name}',
('*', 'Each sequence name should be on a new line'): '各シーケンス名は新しい行にする必要があります',
('*', 'Enforce Bone Name Restrictions'): 'ボーン名制限を強制',
('*', 'Enforce that bone names must only contain letters, numbers, spaces, hyphens and underscores.\n\nDepending on the engine, improper bone names might not be referenced correctly by scripts'): 'ボーン名には文字、数字、スペース、ハイフン、アンダースコアのみを含めるようにしてください。\n'
'\n'
'エンジンによっては、不適切なボーン名がスクリプトで正しく参照されない場合があります',
('*', 'Exact'): '正確',
('*', 'Export'): 'エクスポート',
('*', 'Export actions to PSA'): 'アクションをPSAにエクスポート',
('*', 'Export mesh and armature to PSK'): 'メッシュとアーマチュアを PSK にエクスポート',
('*', 'Exported bone hierarchy must have a single root bone.\nThe bone hierarchy marked for export has {root_bone_count} root bones: {root_bone_names}.\nAdditional debugging information has been written to the console.'): 'エクスポートされたボーン階層にはルートボーンが '
'1 '
'つ必要です。\n'
'エクスポート対象としてマークされたボーン階層には '
'{root_bone_count} '
'個のルートボーン '
'({root_bone_names}) '
'があります。\n'
'追加のデバッグ情報がコンソールに書き込まれました。',
('*', 'Extra UVs'): '追加のUV',
('*', 'FPS Source'): 'FPSソース',
('*', 'Failed to read PSA config file: {error}'): 'PSA構成ファイルを読み込めませんでした:{error}',
('*', 'Fake User'): 'フェイクユーザー',
('*', 'File Path'): 'ファイルパス',
('*', 'File path used for exporting the PSA file'): 'PSAファイルのエクスポートに使用するファイルパス',
('*', 'File path used for exporting the PSK file'): 'PSKファイルのエクスポートに使用するファイルパス',
('*', 'File path used for importing the PSA file'): 'PSAファイルのインポートに使用するファイルパス',
('*', 'Filter by Name'): '名前で絞り込む',
('*', 'Filter using regular expressions'): '正規表現を使用してフィルタリングする',
('*', 'Flags'): '国旗',
('*', "If an action with a matching name already exists, the existing action will have it's data overwritten instead of a new action being created"): '一致する名前のアクションが既に存在する場合、新しいアクションが作成されるのではなく、既存のアクションのデータが上書きされます',
('*', 'Import'): 'インポート',
('*', 'Import Extra UVs'): '追加のUVをインポート',
('*', 'Import Shape Keys'): 'シェイプキーをインポート',
('*', 'Import Vertex Colors'): '頂点カラーをインポート',
('*', 'Import Vertex Normals'): '頂点法線をインポート',
('*', 'Import extra UVs, if available'): '追加の UV (可能な場合) をインポートする',
('*', 'Import shape keys, if available'): 'シェイプキーをインポートする (可能な場合)',
('*', 'Import the selected animations into the scene as actions'): '選択したアニメーションをアクションとしてシーンにインポートします',
('*', 'Import vertex colors, if available'): '頂点カラーをインポート (可能な場合)',
('*', 'Import vertex normals, if available'): '頂点法線 (可能な場合) をインポートする',
('*', 'Imported {action_count} action(s)'): 'インポートされた{action_count}アクション',
('*', 'Imported {action_count} action(s) with {warning_count} warning(s)'): '{action_count}個のアクションが{warning_count}個の警告付きでインポートされました',
('*', 'Invalid FPS source: {fps_source}'): 'FPSソースが無効です:{fps_source}',
('*', 'Invert filtering (show hidden items, and vice versa)'): '反転フィルタリング '
'(隠しアイテムを表示、その逆)',
('*', 'Keyframe Quota'): 'キーフレームクォータ',
('*', 'Load a PSK file'): 'PSKファイルを読み込む',
('*', 'Material name "{name}" contains characters that cannot be encoded in the Windows-1252 codepage'): 'マテリアル名「{name}」には、Windows-1252 '
'コードページではエンコードできない文字が含まれています',
('*', 'Material slot cannot be empty (index {index})'): 'マテリアルスロットを空にすることはできません '
'(インデックス{index})',
('*', 'Materials'): 'マテリアル',
('*', 'Mesh "{object_name}" must have at least one material'): 'メッシュ「{object_name}」には少なくとも1つのマテリアルが必要です',
('*', 'Mesh "{object_name}" must have only one armature modifier'): 'メッシュ「{object_name}」にはアーマチュアモディファイヤが '
'1 '
'つだけ必要です',
('*', 'Metadata'): 'メタデータ',
('*', 'Modulate'): '変調する',
('*', 'Move the selected material down one slot'): '選択したマテリアルを1スロット下に移動',
('*', 'Move the selected material up one slot'): '選択したマテリアルを1つ上のスロットに移動',
('*', 'NLA Track'): 'NLAトラック',
('*', 'NLA Track Index'): 'NLAトラックインデックス',
('*', 'NLA Track Strips'): 'NLAトラックストリップ',
('*', 'No NLA track strips were selected for export'): 'エクスポート対象のNLAトラックストリップが選択されていません',
('*', 'No Smooth'): 'スムーズなし',
('*', 'No actions were selected for export'): 'エクスポートするアクションが選択されていません',
('*', 'No animation data for object "{name}"'): 'オブジェクト「{name}」のアニメーションデータはありません',
('*', 'No bones available for export'): 'エクスポートできるボーンはありません',
('*', 'No modifiers will be evaluated as part of the exported mesh'): 'エクスポートされたメッシュの一部として評価されるモディファイヤはありません',
('*', 'No sequences selected'): 'シーケンスが選択されていません',
('*', 'No text block selected'): 'テキストブロックが選択されていません',
('*', 'No timeline markers were selected for export'): 'エクスポートするタイムラインマーカーが選択されていません',
('*', 'Normal Two-Sided'): 'ノーマル両面',
('*', 'Nothing to import'): 'インポートするものはありません',
('*', 'Number of bones ({bone_count}) exceeds limit of {MAX_BONE_COUNT}'): 'ボーンの数({bone_count})が{MAX_BONE_COUNT}の制限を超えています',
('*', 'Number of materials ({material_count}) exceeds limit of {MAX_MATERIAL_COUNT}'): 'マテリアルの数({material_count})が{MAX_MATERIAL_COUNT}の制限を超えています',
('*', 'Number of wedges ({wedge_count}) exceeds limit of {MAX_WEDGE_COUNT}'): 'ウェッジの数({wedge_count})が{MAX_WEDGE_COUNT}の制限を超えています',
('*', 'Numbers of vertices ({point_count}) exceeds limit of {MAX_POINT_COUNT}'): '頂点の数({point_count})が{MAX_POINT_COUNT}の制限を超えています',
('*', 'Only Show Selected'): '選択したものだけを表示',
('*', 'Only bones belonging to the selected bone collections and their ancestors will be exported'): '選択したボーンコレクションに属するボーンとその祖先だけがエクスポートされます',
('*', "Only show items matching this name (use '*' as wildcard)"): 'この名前に一致するアイテムのみを表示 '
'(ワイルドカードとして「*」を使用)',
('*', 'Only show selected sequences'): '選択したシーケンスのみを表示',
('*', 'Override Animation Data'): 'アニメーションデータをオーバーライドする',
('*', 'PSA Export'): 'PSAエクスポート',
('*', 'PSA bone {bone_index} ({bone_name}) could not be mapped to armature bone {armature_bone_index} ({armature_bone_name}) because the armature bone is already mapped to PSA bone {mapped_psa_bone_index} ({mapped_psa_bone_name})'): 'アーマチュアボーンは既に '
'PSA '
'ボーン{mapped_psa_bone_index}({mapped_psa_bone_name})にマップされているため、PSA '
'ボーン{bone_index}({bone_name})をアーマチュアボーン{armature_bone_index}({mapped_psa_bone_name})にマッピングできませんでした',
('*', 'PSA export successful'): 'PSAのエクスポートが成功しました',
('*', 'PSK Material'): 'PSKマテリアル',
('*', 'PSK export successful'): 'PSKのエクスポートが成功しました',
('*', 'PSK export successful with {warning_count} warnings'): 'PSKエクスポートは成功しましたが、警告が{warning_count}件ありました',
('*', 'PSK imported ({name})'): 'PSKがインポートされました ({name})',
('*', 'PSK imported with {count} warning(s)'): 'PSKをインポートすると{count}つの警告が発生しました',
('*', 'PSK/PSA Import/Export (.psk/.psa)'): 'PSK/PSA インポート/エクスポート '
'(.psk/.psa)',
('*', 'PSK/PSA Importer/Exporter'): 'PSK/PSA インポーター/エクスポーター',
('*', 'Prefix Action Name'): 'プレフィックスアクション名',
('*', 'Raw Mesh Data'): '未加工メッシュデータ',
('*', 'Regular Expression'): '正規表現',
('*', 'RemoveTracks'): 'RemoveTracks',
('*', 'Reversed'): '逆転しました',
('*', 'Root Motion'): 'ルートモーション',
('*', 'Root bone "{root_bone_name}" was included because {bone_name} was marked for export'): 'ルートボーン「{root_bone_name}」が含まれたのは、「{bone_name}」がエクスポート対象としてマークされているためです',
('*', 'Select All'): 'すべて選択',
('*', 'Select By Text List'): 'テキストリストで選択',
('*', 'Select a PSA file'): 'PSAファイルを選択',
('*', 'Select all bone collections'): 'すべてのボーンコレクションを選択',
('*', 'Select all visible sequences'): '表示されているシーケンスをすべて選択',
('*', 'Select sequences by name from text list'): 'テキストリストから名前でシーケンスを選択',
('*', 'Selected object "{object_name}" is not a mesh'): '選択したオブジェクト「{object_name}」はメッシュではありません',
('*', 'Selected object must be an Armature'): '選択したオブジェクトはアーマチュアでなければなりません',
('*', 'Selected {count} sequence(s)'): '選択した{count}シーケンス',
('*', 'Sequence'): 'シーケンス',
('*', 'Sequence name "{name}" contains characters that cannot be encoded in the Windows-1252 codepage'): 'シーケンス名「{name}」には、Windows-1252 '
'コードページではエンコードできない文字が含まれています',
('*', 'Sequences'): 'シーケンス',
('*', 'Sequences are delineated by scene timeline markers'): 'シーケンスはシーンのタイムラインマーカーによって描かれます',
('*', 'Sequences are delineated by the start & end times of strips on the selected NLA track'): 'シーケンスは、選択した '
'NLA '
'トラックのストリップの開始時間と終了時間によって示されます',
('*', 'Sequences will be exported using actions'): 'シーケンスはアクションを使用してエクスポートされます',
('*', 'Shape Keys'): 'シェイプキー',
('*', 'Show actions that belong to an asset library'): 'アセットライブラリに属するアクションを表示',
('*', 'Show reversed sequences'): '逆のシーケンスを表示',
('*', 'Source'): 'ソース',
('*', 'Stash'): '保留',
('*', 'Stash each imported action as a strip on a new non-contributing NLA track'): 'インポートした各アクションを、コントリビューションされていない新しい '
'NLA '
'トラックにストリップとして保存する',
('*', 'The active object must be an armature'): 'アクティブオブジェクトはアーマチュアでなければなりません',
('*', "The armature '{armature_name}' is missing {count} bones that exist in the PSA:\n{missing_bone_names}"): 'アーマチュア「{armature_name}」にはPSAに存在する{count}個のボーンがありません:\n'
'{missing_bone_names}',
('*', 'The following bone names are invalid: {invalid_bone_names}.\nBone names must only contain letters, numbers, spaces, hyphens and underscores.\nYou can bypass this by disabling "Enforce Bone Name Restrictions" in the export settings.'): '次のボーン名は無効です:{invalid_bone_names}\n'
'ボーン名に使用できるのは、文字、数字、スペース、ハイフン、アンダースコアのみです。\n'
'エクスポート設定で「ボーン名制限を強制」を無効にすることで、これを回避できます',
('*', 'The frame rate of the exported sequence'): 'エクスポートされたシーケンスのフレームレート',
('*', 'The frame rate to which the imported sequences will be resampled to'): 'インポートしたシーケンスをリサンプリングするときのフレームレート',
('*', "The frame rate will be determined by action's FPS property found in the PSA Export panel.\n\nIf the Sequence Source is Timeline Markers, the lowest value of all contributing actions will be used"): 'フレームレートは、PSAエクスポートのパネルにあるアクションのFPSプロパティによって決まります。\n'
'\n'
'シーケンスソースがタイムラインマーカーの場合、関連するすべてのアクションのうち最も低い値が使用されます',
('*', 'The keyframe sampling ratio of the exported sequence.\n\nA compression ratio of 1.0 will export all frames, while a compression ratio of 0.5 will export half of the frames'): 'エクスポートされたシーケンスのキーフレームサンプリング比。\n'
'\n'
'圧縮率が1.0の場合はすべてのフレームがエクスポートされ、圧縮率が0.5の場合はフレームの半分がエクスポートされます',
('*', 'The method by which bones from the PSA file are mapped to the bones of the armature'): 'PSAファイルのボーンをアーマチュアのボーンにマッピングする方法',
('*', 'The minimum number of keyframes to be exported'): 'エクスポートするキーフレームの最小数',
('*', 'The selected object must be an armature'): '選択したオブジェクトはアーマチュアでなければなりません',
('*', 'The sequence frame rate matches the original frame rate'): 'シーケンスのフレームレートは元のフレームレートと一致します',
('*', 'The sequence is resampled to a custom frame rate'): 'シーケンスはカスタムフレームレートにリサンプリングされます',
('*', 'The sequence is resampled to the frame rate of the scene'): 'シーケンスはシーンのフレームレートに合わせてリサンプリングされます',
('*', 'The source vertex color space'): 'ソース頂点カラースペース',
('*', 'Translucent'): '半透明',
('*', 'Triangle Bit Flags'): 'トライアングルビットフラグ',
('*', 'Triangle Type'): 'トライアングルタイプ',
('*', 'Unhandled section "{section_name}" at position {position}'): '{position}の位置にある未処理のセクション「{section_name}',
('*', 'Unhandled sequence source: {sequence_source}'): '未処理のシーケンスソース:{sequence_source}',
('*', 'Unlit'): '明かりなし',
('*', 'Unreal PSA (.psa)'): 'アンリアルPSA (.psa)',
('*', 'Unreal PSK (.psk)'): 'アンリアルPSK (.psk)',
('*', 'Unreal PSK (.psk/.pskx)'): 'アンリアルPSK (.psk/.pskx)',
('*', 'Unrecognized wedge format'): '認識されないウェッジフォーマット',
('*', 'Use Config File'): '設定ファイルを使用',
('*', 'Use the .config file that is sometimes generated when the PSA file is exported from UEViewer. This file contains options that can be used to filter out certain bones tracks from the imported actions'): 'PSA '
'ファイルをUEViewerからエクスポートしたときに生成されることがある.configファイルを使用してください。このファイルには、インポートしたアクションから特定のボーントラックを除外するためのオプションが含まれています',
('*', 'Use the animation data from a different object instead of the selected object'): '選択したオブジェクトの代わりに別のオブジェクトのアニメーションデータを使用する',
('*', 'Vertex Color Space'): '頂点カラースペース',
('*', 'Vertex Colors'): '頂点カラー',
('*', 'Vertex Normals'): '頂点法線',
('*', 'When enabled, the root bone will be transformed as it appears in the scene.\n\nYou might want to disable this if you are exporting an animation for an armature that is attached to another object, such as a weapon or a shield'): '有効にすると、ルートボーンはシーンに表示されているとおりにトランスフォームされます。\n'
'\n'
'武器や盾など、別のオブジェクトにアタッチされているアーマチュアのアニメーションをエクスポートする場合は、これを無効にすると良いかもしれません',
('*', 'Write'): '書き込み',
('*', 'sRGBA'): 'sRGBA'}}

View File

@@ -1,10 +1,10 @@
from bpy.types import Action, AnimData, Context, Object, PoseBone
from typing import Optional
from .data import Psa
from typing import Dict, List, Optional, Tuple
from mathutils import Matrix, Quaternion, Vector
import bpy.app.translations
from bpy.types import Armature, Bone, Action, PoseBone
from ..shared.helpers import create_psx_bones, get_coordinate_system_transform
from .data import *
from ..helpers import *
class PsaBuildSequence:
@@ -14,9 +14,7 @@ class PsaBuildSequence:
self.frame_start: int = 0
self.frame_end: int = 0
def __init__(self, armature_object: Object, anim_data: AnimData):
self.armature_object = armature_object
self.anim_data = anim_data
def __init__(self):
self.name: str = ''
self.nla_state: PsaBuildSequence.NlaState = PsaBuildSequence.NlaState()
self.compression_ratio: float = 1.0
@@ -26,121 +24,121 @@ class PsaBuildSequence:
class PsaBuildOptions:
def __init__(self):
self.armature_objects: List[Object] = []
self.animation_data: Optional[AnimData] = None
self.sequences: List[PsaBuildSequence] = []
self.bone_filter_mode: str = 'ALL'
self.bone_collection_indices: List[PsaBoneCollectionIndex] = []
self.bone_collection_indices: List[int] = []
self.should_enforce_bone_name_restrictions: bool = False
self.sequence_name_prefix: str = ''
self.sequence_name_suffix: str = ''
self.scale = 1.0
self.sampling_mode: str = 'INTERPOLATED' # One of ('INTERPOLATED', 'SUBFRAME')
self.export_space = 'WORLD'
self.forward_axis = 'X'
self.up_axis = 'Z'
self.root_bone_name = 'ROOT'
self.sequence_source = 'ACTIONS' # One of ('ACTIONS', 'TIMELINE_MARKERS', 'NLA_STRIPS')
@property
def bone_collection_primary_key(self) -> str:
return 'DATA' if self.sequence_source == 'ACTIVE_ACTION' else 'OBJECT'
self.root_motion: bool = False
def _get_pose_bone_location_and_rotation(
pose_bone: Optional[PoseBone],
armature_object: Optional[Object],
export_space: str,
scale: Vector,
coordinate_system_transform: Matrix,
has_false_root_bone: bool,
) -> Tuple[Vector, Quaternion]:
is_false_root_bone = pose_bone is None and armature_object is None
if is_false_root_bone:
pose_bone_matrix = coordinate_system_transform
elif pose_bone.parent is not None:
def _get_pose_bone_location_and_rotation(pose_bone: PoseBone, armature_object: Object, options: PsaBuildOptions):
if pose_bone.parent is not None:
pose_bone_matrix = pose_bone.matrix
pose_bone_parent_matrix = pose_bone.parent.matrix
pose_bone_matrix = pose_bone_parent_matrix.inverted() @ pose_bone_matrix
else:
# Root bone
if has_false_root_bone:
if options.root_motion:
# Get the bone's pose matrix, taking the armature object's world matrix into account.
pose_bone_matrix = armature_object.matrix_world @ pose_bone.matrix
else:
# Get the bone's pose matrix and transform it into the export space.
# In the case of an 'ARMATURE' export space, this will be the inverse of armature object's world matrix.
# Otherwise, it will be the identity matrix.
match export_space:
case 'ARMATURE':
pose_bone_matrix = pose_bone.matrix
case 'WORLD':
pose_bone_matrix = armature_object.matrix_world @ pose_bone.matrix
case 'ROOT':
pose_bone_matrix = Matrix.Identity(4)
case _:
assert False, f'Invalid export space: {export_space}'
# The root bone is the only bone that should be transformed by the coordinate system transform, since all
# other bones are relative to their parent bones.
pose_bone_matrix = coordinate_system_transform @ pose_bone_matrix
# Use the bind pose matrix for the root bone.
pose_bone_matrix = pose_bone.matrix
location = pose_bone_matrix.to_translation()
rotation = pose_bone_matrix.to_quaternion().normalized()
# Don't apply scale to the root bone of armatures if we have a false root.
if not has_false_root_bone or (pose_bone is None or pose_bone.parent is not None):
location *= scale
if has_false_root_bone:
is_child_bone = not is_false_root_bone
else:
is_child_bone = pose_bone.parent is not None
if is_child_bone:
if pose_bone.parent is not None:
rotation.conjugate()
return location, rotation
def build_psa(context: Context, options: PsaBuildOptions) -> Psa:
def build_psa(context: bpy.types.Context, options: PsaBuildOptions) -> Psa:
active_object = context.view_layer.objects.active
psa = Psa()
armature_objects_for_bones = options.armature_objects
if options.sequence_source == 'ACTIVE_ACTION' and len(options.armature_objects) >= 2:
# Make sure that the data-block for all the selected armature objects is the same.
if any(map(lambda o: o.data != options.armature_objects[0].data, options.armature_objects[1:])):
raise RuntimeError('All armature objects must share the same data-block when exporting from the active action')
armature_objects_for_bones = [options.armature_objects[0]]
armature_object = active_object
armature_data = typing.cast(Armature, armature_object.data)
bones: List[Bone] = list(iter(armature_data.bones))
psx_bone_create_result = create_psx_bones(
armature_objects=armature_objects_for_bones,
export_space=options.export_space,
root_bone_name=options.root_bone_name,
forward_axis=options.forward_axis,
up_axis=options.up_axis,
scale=options.scale,
bone_filter_mode=options.bone_filter_mode,
bone_collection_indices=options.bone_collection_indices,
bone_collection_primary_key=options.bone_collection_primary_key,
)
# The order of the armature bones and the pose bones is not guaranteed to be the same.
# As a result, we need to reconstruct the list of pose bones in the same order as the
# armature bones.
bone_names = [x.name for x in bones]
pose_bones = [(bone_names.index(bone.name), bone) for bone in armature_object.pose.bones]
pose_bones.sort(key=lambda x: x[0])
pose_bones = [x[1] for x in pose_bones]
# Build list of PSA bones.
# Note that the PSA bones are just here to validate the hierarchy.
# The bind pose information is not used by the engine.
psa.bones = [psx_bone for psx_bone, _ in psx_bone_create_result.bones]
# Get a list of all the bone indices and instigator bones for the bone filter settings.
export_bone_names = get_export_bone_names(armature_object, options.bone_filter_mode, options.bone_collection_indices)
bone_indices = [bone_names.index(x) for x in export_bone_names]
# Make the bone lists contain only the bones that are going to be exported.
bones = [bones[bone_index] for bone_index in bone_indices]
pose_bones = [pose_bones[bone_index] for bone_index in bone_indices]
# No bones are going to be exported.
if len(psa.bones) == 0:
if len(bones) == 0:
raise RuntimeError('No bones available for export')
# Check that all bone names are valid.
if options.should_enforce_bone_name_restrictions:
check_bone_names(map(lambda bone: bone.name, bones))
# Build list of PSA bones.
for bone in bones:
psa_bone = Psa.Bone()
try:
psa_bone.name = bytes(bone.name, encoding='windows-1252')
except UnicodeEncodeError:
message = bpy.app.translations.pgettext_iface('Bone name "{name}" contains characters that cannot be encoded in the Windows-1252 codepage')
raise RuntimeError(message.format(name=bone.name))
try:
parent_index = bones.index(bone.parent)
psa_bone.parent_index = parent_index
psa.bones[parent_index].children_count += 1
except ValueError:
psa_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()
psa_bone.location.x = location.x
psa_bone.location.y = location.y
psa_bone.location.z = location.z
psa_bone.rotation.x = rotation.x
psa_bone.rotation.y = rotation.y
psa_bone.rotation.z = rotation.z
psa_bone.rotation.w = rotation.w
psa.bones.append(psa_bone)
# Add prefixes and suffices to the names of the export sequences and strip whitespace.
for export_sequence in options.sequences:
export_sequence.name = f'{options.sequence_name_prefix}{export_sequence.name}{options.sequence_name_suffix}'
export_sequence.name = export_sequence.name.strip()
# Save each armature object's current action and frame so that we can restore the state once we are done.
saved_armature_object_actions = {o: o.animation_data.action for o in options.armature_objects}
# Save the current action and frame so that we can restore the state once we are done.
saved_frame_current = context.scene.frame_current
saved_action = options.animation_data.action
# Now build the PSA sequences.
# We actually alter the timeline frame and simply record the resultant pose bone matrices.
@@ -148,170 +146,64 @@ def build_psa(context: Context, options: PsaBuildOptions) -> Psa:
context.window_manager.progress_begin(0, len(options.sequences))
coordinate_system_transform = get_coordinate_system_transform(options.forward_axis, options.up_axis)
for export_sequence_index, export_sequence in enumerate(options.sequences):
# Link the action to the animation data and update view layer.
options.animation_data.action = export_sequence.nla_state.action
context.view_layer.update()
frame_start = export_sequence.nla_state.frame_start
frame_end = export_sequence.nla_state.frame_end
# Calculate the frame step based on the compression factor.
frame_extents = abs(frame_end - frame_start)
frame_count_raw = frame_extents + 1
frame_count = max(1, max(export_sequence.key_quota, int(frame_count_raw * export_sequence.compression_ratio)))
frame_step = frame_extents / (frame_count - 1) if frame_count > 1 else 0.0
frame_count = max(export_sequence.key_quota, int(frame_count_raw * export_sequence.compression_ratio))
try:
frame_step = frame_extents / (frame_count - 1)
except ZeroDivisionError:
frame_step = 0.0
sequence_duration = frame_count_raw / export_sequence.fps
# If this is a reverse sequence, we need to reverse the frame step.
if frame_start > frame_end:
frame_step = -frame_step
sequence_duration = frame_count_raw / export_sequence.fps
psa_sequence = Psa.Sequence()
try:
psa_sequence.name = bytes(export_sequence.name, encoding='windows-1252')
except UnicodeEncodeError:
raise RuntimeError(
f'Sequence name "{export_sequence.name}" contains characters that cannot be encoded in the Windows-1252 codepage')
message = bpy.app.translations.pgettext_iface('Sequence name "{name}" contains characters that cannot be encoded in the Windows-1252 codepage')
message = message.format(name=export_sequence.name)
raise RuntimeError(message)
psa_sequence.frame_count = frame_count
psa_sequence.frame_start_index = frame_start_index
psa_sequence.fps = frame_count / sequence_duration
psa_sequence.bone_count = len(psa.bones)
psa_sequence.bone_count = len(pose_bones)
psa_sequence.track_time = frame_count
psa_sequence.key_reduction = 1.0
frame = float(frame_start)
# Link the action to the animation data and update view layer.
for armature_object in options.armature_objects:
armature_object.animation_data.action = export_sequence.nla_state.action
for _ in range(frame_count):
context.scene.frame_set(frame=int(frame), subframe=frame % 1.0)
context.view_layer.update()
for pose_bone in pose_bones:
location, rotation = _get_pose_bone_location_and_rotation(pose_bone, armature_object, options)
def add_key(location: Vector, rotation: Quaternion):
key = Psa.Key()
key.location.x = location.x
key.location.y = location.y
key.location.z = location.z
key.rotation.x = rotation.x
key.rotation.y = rotation.y
key.rotation.z = rotation.z
key.rotation.w = rotation.w
key.time = 1.0 / psa_sequence.fps
psa.keys.append(key)
key = Psa.Key()
key.location.x = location.x
key.location.y = location.y
key.location.z = location.z
key.rotation.x = rotation.x
key.rotation.y = rotation.y
key.rotation.z = rotation.z
key.rotation.w = rotation.w
key.time = 1.0 / psa_sequence.fps
psa.keys.append(key)
class PsaExportBone:
def __init__(self, pose_bone: Optional[PoseBone], armature_object: Optional[Object], scale: Vector):
self.pose_bone = pose_bone
self.armature_object = armature_object
self.scale = scale
armature_scales: Dict[Object, Vector] = {}
# Extract the scale from the world matrix of the evaluated armature object.
for armature_object in options.armature_objects:
evaluated_armature_object = armature_object.evaluated_get(context.evaluated_depsgraph_get())
_, _, scale = evaluated_armature_object.matrix_world.decompose()
scale *= options.scale
armature_scales[armature_object] = scale
# Create a list of export pose bones, in the same order as the bones as they appear in the armature.
# The object contains the pose bone, the armature object, and a pre-calculated scaling value to apply to the
# locations.
export_bones: List[PsaExportBone] = []
for psx_bone, armature_object in psx_bone_create_result.bones:
if armature_object is None:
export_bones.append(PsaExportBone(None, None, Vector((1.0, 1.0, 1.0))))
continue
pose_bone = armature_object.pose.bones[psx_bone.name.decode('windows-1252')]
export_bones.append(PsaExportBone(pose_bone, armature_object, armature_scales[armature_object]))
match options.sampling_mode:
case 'INTERPOLATED':
# Used as a store for the last frame's pose bone locations and rotations.
last_frame: Optional[int] = None
last_frame_bone_poses: List[Tuple[Vector, Quaternion]] = []
next_frame: Optional[int] = None
next_frame_bone_poses: List[Tuple[Vector, Quaternion]] = []
for _ in range(frame_count):
if last_frame is None or last_frame != int(frame):
# Populate the bone poses for frame A.
last_frame = int(frame)
# TODO: simplify this code and make it easier to follow!
if next_frame == last_frame:
# Simply transfer the data from next_frame to the last_frame so that we don't need to
# resample anything.
last_frame_bone_poses = next_frame_bone_poses.copy()
else:
last_frame_bone_poses.clear()
context.scene.frame_set(frame=last_frame)
for export_bone in export_bones:
location, rotation = _get_pose_bone_location_and_rotation(
export_bone.pose_bone,
export_bone.armature_object,
options.export_space,
export_bone.scale,
coordinate_system_transform=coordinate_system_transform,
has_false_root_bone=psx_bone_create_result.has_false_root_bone,
)
last_frame_bone_poses.append((location, rotation))
next_frame = None
next_frame_bone_poses.clear()
# If this is not a subframe, just use the last frame's bone poses.
if frame % 1.0 == 0:
for i in range(len(export_bones)):
add_key(*last_frame_bone_poses[i])
else:
# Otherwise, this is a subframe, so we need to interpolate the pose between the next frame and the last frame.
if next_frame is None:
next_frame = last_frame + 1
context.scene.frame_set(frame=next_frame)
for export_bone in export_bones:
location, rotation = _get_pose_bone_location_and_rotation(
pose_bone=export_bone.pose_bone,
armature_object=export_bone.armature_object,
export_space=options.export_space,
scale=export_bone.scale,
coordinate_system_transform=coordinate_system_transform,
has_false_root_bone=psx_bone_create_result.has_false_root_bone,
)
next_frame_bone_poses.append((location, rotation))
factor = frame % 1.0
for i in range(len(export_bones)):
last_location, last_rotation = last_frame_bone_poses[i]
next_location, next_rotation = next_frame_bone_poses[i]
location = last_location.lerp(next_location, factor)
rotation = last_rotation.slerp(next_rotation, factor)
add_key(location, rotation)
frame += frame_step
case 'SUBFRAME':
for _ in range(frame_count):
context.scene.frame_set(frame=int(frame), subframe=frame % 1.0)
for export_bone in export_bones:
location, rotation = _get_pose_bone_location_and_rotation(
pose_bone=export_bone.pose_bone,
armature_object=export_bone.armature_object,
export_space=options.export_space,
scale=export_bone.scale,
coordinate_system_transform=coordinate_system_transform,
has_false_root_bone=psx_bone_create_result.has_false_root_bone,
)
add_key(location, rotation)
frame += frame_step
frame += frame_step
frame_start_index += frame_count
@@ -319,10 +211,8 @@ def build_psa(context: Context, options: PsaBuildOptions) -> Psa:
context.window_manager.progress_update(export_sequence_index)
# Restore the previous actions & frame.
for armature_object, action in saved_armature_object_actions.items():
armature_object.animation_data.action = action
# Restore the previous action & frame.
options.animation_data.action = saved_action
context.scene.frame_set(saved_frame_current)
context.window_manager.progress_end()

View File

@@ -1,6 +1,8 @@
import re
from configparser import ConfigParser
from typing import Dict, List
from typing import Dict
from .reader import PsaReader
REMOVE_TRACK_LOCATION = (1 << 0)
REMOVE_TRACK_ROTATION = (1 << 1)
@@ -26,7 +28,7 @@ def _load_config_file(file_path: str) -> ConfigParser:
with open(file_path, 'r') as f:
lines = f.read().split('\n')
lines = [re.sub(r'^\s*([^=]+)\s*$', r'\1=', line) for line in lines]
lines = [re.sub(r'^\s*(\w+)\s*$', r'\1=', line) for line in lines]
contents = '\n'.join(lines)
@@ -48,7 +50,7 @@ def _get_bone_flags_from_value(value: str) -> int:
return 0
def read_psa_config(psa_sequence_names: List[str], file_path: str) -> PsaConfig:
def read_psa_config(psa_reader: PsaReader, file_path: str) -> PsaConfig:
psa_config = PsaConfig()
config = _load_config_file(file_path)
@@ -56,12 +58,11 @@ def read_psa_config(psa_sequence_names: List[str], file_path: str) -> PsaConfig:
if config.has_section('RemoveTracks'):
for key, value in config.items('RemoveTracks'):
match = re.match(f'^(.+)\.(\d+)$', key)
if not match:
continue
sequence_name = match.group(1)
# Map the sequence name onto the actual sequence name in the PSA file.
try:
psa_sequence_names = list(psa_reader.sequences.keys())
lowercase_sequence_names = [sequence_name.lower() for sequence_name in psa_sequence_names]
sequence_name = psa_sequence_names[lowercase_sequence_names.index(sequence_name.lower())]
except ValueError:

View File

@@ -1,15 +1,26 @@
import typing
from collections import OrderedDict
from typing import List, OrderedDict as OrderedDictType
from typing import List
from ctypes import Structure, c_char, c_int32, c_float
from ..shared.data import PsxBone, Quaternion, Vector3
from ..data import *
'''
Note that keys are not stored within the Psa object.
Use the PsaReader::get_sequence_keys to get the keys for a sequence.
'''
class Psa:
"""
Note that keys are not stored within the Psa object.
Use the `PsaReader.get_sequence_keys` to get the keys for a sequence.
"""
class Bone(Structure):
_fields_ = [
('name', c_char * 64),
('flags', c_int32),
('children_count', c_int32),
('parent_index', c_int32),
('rotation', Quaternion),
('location', Vector3),
('padding', c_char * 16)
]
class Sequence(Structure):
_fields_ = [
@@ -48,6 +59,6 @@ class Psa:
return repr((self.location, self.rotation, self.time))
def __init__(self):
self.bones: List[PsxBone] = []
self.sequences: OrderedDictType[str, Psa.Sequence] = OrderedDict()
self.bones: List[Psa.Bone] = []
self.sequences: typing.OrderedDict[str, Psa.Sequence] = OrderedDict()
self.keys: List[Psa.Key] = []

View File

@@ -1,74 +1,41 @@
import re
from collections import Counter
from typing import List, Iterable, Dict, Tuple, cast as typing_cast
from typing import List, Iterable, Dict, Tuple
import bpy
import re
from bpy.props import StringProperty
from bpy.types import Context, Action, Object, AnimData, TimelineMarker, Operator, Armature
from bpy.types import Context, Armature, Action, Object, AnimData, TimelineMarker
from bpy_extras.io_utils import ExportHelper
from bpy_types import Operator
from .properties import (
PSA_PG_export,
PSA_PG_export_action_list_item,
filter_sequences,
get_sequences_from_name_and_frame_range,
)
from .ui import PSA_UL_export_sequences
from .properties import PSA_PG_export, PSA_PG_export_action_list_item, filter_sequences
from ..builder import build_psa, PsaBuildSequence, PsaBuildOptions
from ..writer import write_psa
from ...shared.helpers import populate_bone_collection_list, get_nla_strips_in_frame_range, PsxBoneCollection
from ...shared.ui import draw_bone_filter_mode
from ...helpers import populate_bone_collection_list, get_nla_strips_in_frame_range
def get_sequences_propnames_from_source(sequence_source: str) -> Tuple[str, str]:
match sequence_source:
case 'ACTIONS':
return 'action_list', 'action_list_index'
case 'TIMELINE_MARKERS':
return 'marker_list', 'marker_list_index'
case 'NLA_TRACK_STRIPS':
return 'nla_strip_list', 'nla_strip_list_index'
case 'ACTIVE_ACTION':
return 'active_action_list', 'active_action_list_index'
case _:
assert False, f'Invalid sequence source: {sequence_source}'
def is_action_for_object(obj: Object, action: Action):
def is_action_for_armature(armature: Armature, action: Action):
if len(action.fcurves) == 0:
return False
if obj is None or obj.animation_data is None or obj.type != 'ARMATURE':
return False
armature_data = typing_cast(Armature, obj.data)
bone_names = set([x.name for x in armature_data.bones])
# The nesting here is absolutely bonkers.
for layer in action.layers:
for strip in layer.strips:
for channelbag in strip.channelbags:
for fcurve in channelbag.fcurves:
match = re.match(r'pose\.bones\[\"([^\"]+)\"](\[\"([^\"]+)\"])?', fcurve.data_path)
if not match:
continue
bone_name = match.group(1)
if bone_name in bone_names:
return True
bone_names = set([x.name for x in armature.bones])
for fcurve in action.fcurves:
match = re.match(r'pose\.bones\[\"([^\"]+)\"](\[\"([^\"]+)\"])?', fcurve.data_path)
if not match:
continue
bone_name = match.group(1)
if bone_name in bone_names:
return True
return False
def update_actions_and_timeline_markers(context: Context, armature_objects: Iterable[Object]):
def update_actions_and_timeline_markers(context: Context, armature: Armature):
pg = getattr(context.scene, 'psa_export')
# Clear actions and markers.
pg.action_list.clear()
pg.marker_list.clear()
pg.active_action_list.clear()
# Get animation data.
# TODO: Not sure how to handle this with multiple armatures.
animation_data_object = get_animation_data_object(context)
animation_data = animation_data_object.animation_data if animation_data_object else None
@@ -77,26 +44,25 @@ def update_actions_and_timeline_markers(context: Context, armature_objects: Iter
# Populate actions list.
for action in bpy.data.actions:
if not any(map(lambda armature_object: is_action_for_object(armature_object, action), armature_objects)):
# This action is not applicable to any of the selected armatures.
if not is_action_for_armature(armature, action):
continue
for (name, frame_start, frame_end) in get_sequences_from_action(action):
item = pg.action_list.add()
item.action = action
item.name = name
item.is_selected = False
item.is_pose_marker = False
item.frame_start = frame_start
item.frame_end = frame_end
if action.name != '' and not action.name.startswith('#'):
for (name, frame_start, frame_end) in get_sequences_from_action(action):
item = pg.action_list.add()
item.action = action
item.name = name
item.is_selected = False
item.is_pose_marker = False
item.frame_start = frame_start
item.frame_end = frame_end
# 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)
for pose_marker_index, pose_marker in enumerate(pose_markers):
if pose_marker.name.strip() == '' or pose_marker.name.startswith('#'):
continue
sequences = get_sequences_from_action_pose_markers(action, pose_markers, pose_marker, pose_marker_index)
for (name, frame_start, frame_end) in sequences:
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.action = action
item.name = name
@@ -123,21 +89,6 @@ def update_actions_and_timeline_markers(context: Context, armature_objects: Iter
item.frame_start = frame_start
item.frame_end = frame_end
# Populate the active action list.
for armature_object in context.selected_objects:
if armature_object.type != 'ARMATURE':
continue
action = armature_object.animation_data.action if armature_object.animation_data else None
if action is None:
continue
item = pg.active_action_list.add()
item.name = action.name
item.armature_object = armature_object
item.action = action
item.frame_start = int(item.action.frame_range[0])
item.frame_end = int(item.action.frame_range[1])
item.is_selected = True
def get_sequence_fps(context: Context, fps_source: str, fps_custom: float, actions: Iterable[Action]) -> float:
match fps_source:
@@ -149,22 +100,9 @@ def get_sequence_fps(context: Context, fps_source: str, fps_custom: float, actio
# Get the minimum value of action metadata FPS values.
return min([action.psa_export.fps for action in actions])
case _:
assert False, f'Invalid FPS source: {fps_source}'
def get_sequence_compression_ratio(
compression_ratio_source: str,
compression_ratio_custom: float,
actions: Iterable[Action],
) -> float:
match compression_ratio_source:
case 'ACTION_METADATA':
# Get the minimum value of action metadata compression ratio values.
return min(map(lambda action: action.psa_export.compression_ratio, actions))
case 'CUSTOM':
return compression_ratio_custom
case _:
assert False, f'Invalid compression ratio source: {compression_ratio_source}'
message = bpy.app.translations.pgettext_iface('Invalid FPS source: {fps_source}')
message = message.format(fps_source=fps_source)
raise RuntimeError(message)
def get_animation_data_object(context: Context) -> Object:
@@ -172,8 +110,8 @@ def get_animation_data_object(context: Context) -> Object:
active_object = context.view_layer.objects.active
if active_object is None or active_object.type != 'ARMATURE':
raise RuntimeError('Active object must be an Armature')
if active_object.type != 'ARMATURE':
raise RuntimeError('Selected object must be an Armature')
if pg.sequence_source != 'ACTIONS' and pg.should_override_animation_data:
animation_data_object = pg.animation_data_override
@@ -183,15 +121,19 @@ def get_animation_data_object(context: Context) -> Object:
return animation_data_object
def get_timeline_marker_sequence_frame_ranges(
animation_data: AnimData,
context: Context,
marker_names: List[str],
) -> Dict:
def is_bone_filter_mode_item_available(context, identifier):
if identifier == 'BONE_COLLECTIONS':
armature = context.active_object.data
if len(armature.collections) == 0:
return False
return True
def get_timeline_marker_sequence_frame_ranges(animation_data: AnimData, context: Context, marker_names: List[str]) -> Dict:
# Timeline markers need to be sorted so that we can determine the sequence start and end positions.
sequence_frame_ranges = dict()
sorted_timeline_markers = list(sorted(context.scene.timeline_markers, key=lambda x: x.frame))
sorted_timeline_marker_names = [x.name for x in sorted_timeline_markers]
sorted_timeline_marker_names = list(map(lambda x: x.name, sorted_timeline_markers))
for marker_name in marker_names:
marker = context.scene.timeline_markers[marker_name]
@@ -204,7 +146,7 @@ def get_timeline_marker_sequence_frame_ranges(
if next_marker_index < len(sorted_timeline_markers):
# There is a next marker. Use that next marker's frame position as the last frame of this sequence.
frame_end = sorted_timeline_markers[next_marker_index].frame
nla_strips = list(get_nla_strips_in_frame_range(animation_data, marker.frame, frame_end))
nla_strips = get_nla_strips_in_frame_range(animation_data, marker.frame, frame_end)
if len(nla_strips) > 0:
frame_end = min(frame_end, max(map(lambda nla_strip: nla_strip.frame_end, nla_strips)))
frame_start = max(frame_start, min(map(lambda nla_strip: nla_strip.frame_start, nla_strips)))
@@ -228,40 +170,33 @@ def get_timeline_marker_sequence_frame_ranges(
return sequence_frame_ranges
def get_sequences_from_action(action: Action):
if action.name == '' or action.name.startswith('#'):
return
frame_start = int(action.frame_range[0])
action_name = action.name
if action_name.startswith('!'):
# If the pose marker name starts with an exclamation mark, only export the first frame.
frame_end = frame_start
action_name = action_name[1:]
def get_sequences_from_name_and_frame_range(name: str, frame_start: int, frame_end: int) -> List[Tuple[str, int, int]]:
reversed_pattern = r'(.+)/(.+)'
reversed_match = re.match(reversed_pattern, name)
if reversed_match:
forward_name = reversed_match.group(1)
backwards_name = reversed_match.group(2)
return [
(forward_name, frame_start, frame_end),
(backwards_name, frame_end, frame_start)
]
else:
frame_end = int(action.frame_range[1])
yield from get_sequences_from_name_and_frame_range(action_name, frame_start, frame_end)
return [(name, frame_start, frame_end)]
def get_sequences_from_action_pose_markers(
action: Action,
pose_markers: List[TimelineMarker],
pose_marker: TimelineMarker,
pose_marker_index: int,
):
def get_sequences_from_action(action: Action) -> List[Tuple[str, int, int]]:
frame_start = int(action.frame_range[0])
frame_end = int(action.frame_range[1])
return get_sequences_from_name_and_frame_range(action.name, frame_start, frame_end)
def get_sequences_from_action_pose_marker(action: Action, pose_markers: List[TimelineMarker], pose_marker: TimelineMarker, pose_marker_index: int) -> List[Tuple[str, int, int]]:
frame_start = pose_marker.frame
sequence_name = pose_marker.name
if pose_marker.name.startswith('!'):
# If the pose marker name starts with an exclamation mark, only export the first frame.
frame_end = frame_start
sequence_name = sequence_name[1:]
elif pose_marker_index + 1 < len(pose_markers):
if pose_marker_index + 1 < len(pose_markers):
frame_end = pose_markers[pose_marker_index + 1].frame
else:
frame_end = int(action.frame_range[1])
yield from get_sequences_from_name_and_frame_range(sequence_name, frame_start, frame_end)
return get_sequences_from_name_and_frame_range(pose_marker.name, frame_start, frame_end)
def get_visible_sequences(pg: PSA_PG_export, sequences) -> List[PSA_PG_export_action_list_item]:
@@ -273,10 +208,10 @@ def get_visible_sequences(pg: PSA_PG_export, sequences) -> List[PSA_PG_export_ac
class PSA_OT_export(Operator, ExportHelper):
bl_idname = 'psa.export'
bl_idname = 'psa_export.operator'
bl_label = 'Export'
bl_options = {'INTERNAL', 'UNDO'}
bl_description = 'Export actions to PSA'
__doc__ = 'Export actions to PSA'
filename_ext = '.psa'
filter_glob: StringProperty(default='*.psa', options={'HIDDEN'})
filepath: StringProperty(
@@ -285,9 +220,8 @@ class PSA_OT_export(Operator, ExportHelper):
maxlen=1024,
default='')
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
self.armature_objects: List[Object] = []
def __init__(self):
self.armature_object = None
@classmethod
def poll(cls, context):
@@ -302,20 +236,28 @@ class PSA_OT_export(Operator, ExportHelper):
layout = self.layout
pg = getattr(context.scene, 'psa_export')
sequences_header, sequences_panel = layout.panel('Sequences', default_closed=False)
sequences_header, sequences_panel = layout.panel('sequences_panel_id', default_closed=False)
sequences_header.label(text='Sequences', icon='ACTION')
if sequences_panel:
if sequences_panel is not None:
flow = sequences_panel.grid_flow()
flow.use_property_split = True
flow.use_property_decorate = False
# FPS
fps_row = flow.row(align=True)
fps_row.prop(pg, 'fps_source', text='FPS')
if pg.fps_source == 'CUSTOM':
fps_row.prop(pg, 'fps_custom', text='')
# SOURCE
flow.prop(pg, 'sequence_source', text='Source')
if pg.sequence_source in {'TIMELINE_MARKERS', 'NLA_TRACK_STRIPS'}:
# ANIMDATA SOURCE
flow.prop(pg, 'should_override_animation_data')
if pg.should_override_animation_data:
flow.prop(pg, 'animation_data_override', text=' ')
flow.prop(pg, 'animation_data_override', text='')
if pg.sequence_source == 'NLA_TRACK_STRIPS':
flow = sequences_panel.grid_flow()
@@ -329,57 +271,41 @@ class PSA_OT_export(Operator, ExportHelper):
row.operator(PSA_OT_export_actions_select_all.bl_idname, text='All', icon='CHECKBOX_HLT')
row.operator(PSA_OT_export_actions_deselect_all.bl_idname, text='None', icon='CHECKBOX_DEHLT')
propname, active_propname = get_sequences_propnames_from_source(pg.sequence_source)
sequences_panel.template_list(PSA_UL_export_sequences.bl_idname, '', pg, propname, pg, active_propname,
rows=max(3, min(len(getattr(pg, propname)), 10)))
# ACTIONS
if pg.sequence_source == 'ACTIONS':
rows = max(3, min(len(pg.action_list), 10))
sequences_panel.template_list('PSA_UL_export_sequences', '', pg, 'action_list', pg, 'action_list_index', rows=rows)
elif pg.sequence_source == 'TIMELINE_MARKERS':
rows = max(3, min(len(pg.marker_list), 10))
sequences_panel.template_list('PSA_UL_export_sequences', '', pg, 'marker_list', pg, 'marker_list_index', rows=rows)
elif pg.sequence_source == 'NLA_TRACK_STRIPS':
rows = max(3, min(len(pg.nla_strip_list), 10))
sequences_panel.template_list('PSA_UL_export_sequences', '', pg, 'nla_strip_list', pg, 'nla_strip_list_index', rows=rows)
name_header, name_panel = layout.panel('Name', default_closed=False)
name_header.label(text='Name')
if name_panel:
flow = name_panel.grid_flow()
flow.use_property_split = True
flow.use_property_decorate = False
flow.prop(pg, 'sequence_name_prefix', text='Name Prefix')
flow.prop(pg, 'sequence_name_suffix')
col = sequences_panel.column()
col.use_property_split = True
col.use_property_decorate = False
col.prop(pg, 'sequence_name_prefix')
col.prop(pg, 'sequence_name_suffix')
# Determine if there is going to be a naming conflict and display an error, if so.
selected_items = [x for x in pg.action_list if x.is_selected]
action_names = [x.name for x in selected_items]
action_name_counts = Counter(action_names)
for action_name, count in action_name_counts.items():
if count > 1:
layout.label(text=f'Duplicate action: {action_name}', icon='ERROR')
break
sampling_header, sampling_panel = layout.panel('Data Source', default_closed=False)
sampling_header.label(text='Sampling')
if sampling_panel:
flow = sampling_panel.grid_flow()
flow.use_property_split = True
flow.use_property_decorate = False
# SAMPLING MODE
flow.prop(pg, 'sampling_mode', text='Sampling Mode')
# FPS
col = flow.row(align=True)
col.prop(pg, 'fps_source', text='FPS')
if pg.fps_source == 'CUSTOM':
col.prop(pg, 'fps_custom', text='')
# COMPRESSION RATIO
col = flow.row(align=True)
col.prop(pg, 'compression_ratio_source', text='Compression Ratio')
if pg.compression_ratio_source == 'CUSTOM':
col.prop(pg, 'compression_ratio_custom', text='')
# Determine if there is going to be a naming conflict and display an error, if so.
selected_items = [x for x in pg.action_list if x.is_selected]
action_names = [x.name for x in selected_items]
action_name_counts = Counter(action_names)
for action_name, count in action_name_counts.items():
if count > 1:
text = bpy.app.translations.pgettext_iface('Duplicate action: {action_name}')
text = text.format(action_name=action_name)
sequences_panel.label(text, icon='ERROR')
break
# BONES
bones_header, bones_panel = layout.panel('Bones', default_closed=False)
bones_header, bones_panel = layout.panel('bones_panel_id', default_closed=False)
bones_header.label(text='Bones', icon='BONE_DATA')
if bones_panel:
row = bones_panel.row(align=True)
draw_bone_filter_mode(row, pg)
if bones_panel is not None:
row = bones_panel.row(align=True)
row.prop(pg, 'bone_filter_mode', text='Bones')
if pg.bone_filter_mode == 'BONE_COLLECTIONS':
row = bones_panel.row(align=True)
@@ -387,31 +313,17 @@ class PSA_OT_export(Operator, ExportHelper):
row.operator(PSA_OT_export_bone_collections_select_all.bl_idname, text='All', icon='CHECKBOX_HLT')
row.operator(PSA_OT_export_bone_collections_deselect_all.bl_idname, text='None', icon='CHECKBOX_DEHLT')
rows = max(3, min(len(pg.bone_collection_list), 10))
bones_panel.template_list(
'PSX_UL_bone_collection_list', '', pg, 'bone_collection_list', pg, 'bone_collection_list_index',
rows=rows
)
bones_panel.template_list('PSX_UL_bone_collection_list', '', pg, 'bone_collection_list', pg, 'bone_collection_list_index',
rows=rows)
bones_advanced_header, bones_advanced_panel = layout.panel('Bones Advanced', default_closed=True)
bones_advanced_header.label(text='Advanced')
if bones_advanced_panel:
flow = bones_advanced_panel.grid_flow()
flow.use_property_split = True
flow.use_property_decorate = False
flow.prop(pg, 'root_bone_name', text='Root Bone Name')
bones_panel.prop(pg, 'should_enforce_bone_name_restrictions')
# TRANSFORM
transform_header, transform_panel = layout.panel('Advanced', default_closed=False)
transform_header.label(text='Transform')
# ROOT MOTION
advanced_header, advanced_panel = layout.panel('advanced_panel_id', default_closed=False)
advanced_header.label(text='Advanced')
if transform_panel:
flow = transform_panel.grid_flow(row_major=True)
flow.use_property_split = True
flow.use_property_decorate = False
flow.prop(pg, 'export_space')
flow.prop(pg, 'scale')
flow.prop(pg, 'forward_axis')
flow.prop(pg, 'up_axis')
if advanced_panel is not None:
advanced_panel.prop(pg, 'root_motion', text='Root Motion')
@classmethod
def _check_context(cls, context):
@@ -419,11 +331,7 @@ class PSA_OT_export(Operator, ExportHelper):
raise RuntimeError('An armature must be selected')
if context.view_layer.objects.active.type != 'ARMATURE':
raise RuntimeError('The active object must be an armature')
if context.scene.is_nla_tweakmode:
raise RuntimeError('Cannot export PSA while in NLA tweak mode')
raise RuntimeError('The selected object must be an armature')
def invoke(self, context, _event):
try:
@@ -433,20 +341,16 @@ class PSA_OT_export(Operator, ExportHelper):
pg: PSA_PG_export = getattr(context.scene, 'psa_export')
self.armature_objects = [x for x in context.view_layer.objects.selected if x.type == 'ARMATURE']
self.armature_object = context.view_layer.objects.active
for armature_object in self.armature_objects:
if self.armature_object.animation_data is None:
# This is required otherwise the action list will be empty if the armature has never had its animation
# data created before (i.e. if no action was ever assigned to it).
if armature_object.animation_data is None:
armature_object.animation_data_create()
self.armature_object.animation_data_create()
update_actions_and_timeline_markers(context, self.armature_objects)
populate_bone_collection_list(
pg.bone_collection_list,
self.armature_objects,
primary_key='DATA' if pg.sequence_source == 'ACTIVE_ACTION' else 'OBJECT',
)
update_actions_and_timeline_markers(context, self.armature_object.data)
populate_bone_collection_list(self.armature_object, pg.bone_collection_list)
context.window_manager.fileselect_add(self)
@@ -455,84 +359,71 @@ class PSA_OT_export(Operator, ExportHelper):
def execute(self, context):
pg = getattr(context.scene, 'psa_export')
# Ensure that we actually have items that we are going to be exporting.
if pg.sequence_source == 'ACTIONS' and len(pg.action_list) == 0:
raise RuntimeError('No actions were selected for export')
elif pg.sequence_source == 'TIMELINE_MARKERS' and len(pg.marker_list) == 0:
raise RuntimeError('No timeline markers were selected for export')
elif pg.sequence_source == 'NLA_TRACK_STRIPS' and len(pg.nla_strip_list) == 0:
raise RuntimeError('No NLA track strips were selected for export')
# Populate the export sequence list.
animation_data_object = get_animation_data_object(context)
animation_data = animation_data_object.animation_data
if animation_data is None:
raise RuntimeError(f'No animation data for object \'{animation_data_object.name}\'')
message = bpy.app.translations.pgettext_iface('No animation data for object "{name}"')
message = message.format(name=animation_data_object.name)
raise RuntimeError(message)
export_sequences: List[PsaBuildSequence] = []
match pg.sequence_source:
case 'ACTIONS':
for action_item in filter(lambda x: x.is_selected, pg.action_list):
if len(action_item.action.fcurves) == 0:
continue
export_sequence = PsaBuildSequence(context.active_object, animation_data)
export_sequence.name = action_item.name
export_sequence.nla_state.action = action_item.action
export_sequence.nla_state.frame_start = action_item.frame_start
export_sequence.nla_state.frame_end = action_item.frame_end
export_sequence.fps = get_sequence_fps(context, pg.fps_source, pg.fps_custom, [action_item.action])
export_sequence.compression_ratio = get_sequence_compression_ratio(pg.compression_ratio_source, pg.compression_ratio_custom, [action_item.action])
export_sequence.key_quota = action_item.action.psa_export.key_quota
export_sequences.append(export_sequence)
case 'TIMELINE_MARKERS':
for marker_item in filter(lambda x: x.is_selected, pg.marker_list):
export_sequence = PsaBuildSequence(context.active_object, animation_data)
export_sequence.name = marker_item.name
export_sequence.nla_state.frame_start = marker_item.frame_start
export_sequence.nla_state.frame_end = marker_item.frame_end
nla_strips_actions = set(
map(lambda x: x.action, get_nla_strips_in_frame_range(animation_data, marker_item.frame_start, marker_item.frame_end)))
export_sequence.fps = get_sequence_fps(context, pg.fps_source, pg.fps_custom, nla_strips_actions)
export_sequence.compression_ratio = get_sequence_compression_ratio(pg.compression_ratio_source, pg.compression_ratio_custom, nla_strips_actions)
export_sequences.append(export_sequence)
case 'NLA_TRACK_STRIPS':
for nla_strip_item in filter(lambda x: x.is_selected, pg.nla_strip_list):
export_sequence = PsaBuildSequence(context.active_object, animation_data)
export_sequence.name = nla_strip_item.name
export_sequence.nla_state.frame_start = nla_strip_item.frame_start
export_sequence.nla_state.frame_end = nla_strip_item.frame_end
export_sequence.fps = get_sequence_fps(context, pg.fps_source, pg.fps_custom, [nla_strip_item.action])
export_sequence.compression_ratio = get_sequence_compression_ratio(pg.compression_ratio_source, pg.compression_ratio_custom, [nla_strip_item.action])
export_sequence.key_quota = nla_strip_item.action.psa_export.key_quota
export_sequences.append(export_sequence)
case 'ACTIVE_ACTION':
for active_action_item in filter(lambda x: x.is_selected, pg.active_action_list):
export_sequence = PsaBuildSequence(active_action_item.armature_object, active_action_item.armature_object.animation_data)
action = active_action_item.action
export_sequence.name = action.name
export_sequence.nla_state.action = action
export_sequence.nla_state.frame_start = int(action.frame_range[0])
export_sequence.nla_state.frame_end = int(action.frame_range[1])
export_sequence.fps = get_sequence_fps(context, pg.fps_source, pg.fps_custom, [action])
export_sequence.compression_ratio = get_sequence_compression_ratio(pg.compression_ratio_source, pg.compression_ratio_custom, [action])
export_sequence.key_quota = action.psa_export.key_quota
export_sequences.append(export_sequence)
case _:
assert False, f'Invalid sequence source: {pg.sequence_source}'
if len(export_sequences) == 0:
self.report({'ERROR'}, 'No sequences were selected for export')
return {'CANCELLED'}
if pg.sequence_source == 'ACTIONS':
for action_item in filter(lambda x: x.is_selected, pg.action_list):
if len(action_item.action.fcurves) == 0:
continue
export_sequence = PsaBuildSequence()
export_sequence.nla_state.action = action_item.action
export_sequence.name = action_item.name
export_sequence.nla_state.frame_start = action_item.frame_start
export_sequence.nla_state.frame_end = action_item.frame_end
export_sequence.fps = get_sequence_fps(context, pg.fps_source, pg.fps_custom, [action_item.action])
export_sequence.compression_ratio = action_item.action.psa_export.compression_ratio
export_sequence.key_quota = action_item.action.psa_export.key_quota
export_sequences.append(export_sequence)
elif pg.sequence_source == 'TIMELINE_MARKERS':
for marker_item in filter(lambda x: x.is_selected, pg.marker_list):
export_sequence = PsaBuildSequence()
export_sequence.name = marker_item.name
export_sequence.nla_state.action = None
export_sequence.nla_state.frame_start = marker_item.frame_start
export_sequence.nla_state.frame_end = marker_item.frame_end
nla_strips_actions = set(
map(lambda x: x.action, get_nla_strips_in_frame_range(animation_data, marker_item.frame_start, marker_item.frame_end)))
export_sequence.fps = get_sequence_fps(context, pg.fps_source, pg.fps_custom, nla_strips_actions)
export_sequences.append(export_sequence)
elif pg.sequence_source == 'NLA_TRACK_STRIPS':
for nla_strip_item in filter(lambda x: x.is_selected, pg.nla_strip_list):
export_sequence = PsaBuildSequence()
export_sequence.name = nla_strip_item.name
export_sequence.nla_state.action = None
export_sequence.nla_state.frame_start = nla_strip_item.frame_start
export_sequence.nla_state.frame_end = nla_strip_item.frame_end
export_sequence.fps = get_sequence_fps(context, pg.fps_source, pg.fps_custom, [nla_strip_item.action])
export_sequences.append(export_sequence)
else:
message = bpy.app.translations.pgettext_iface('Unhandled sequence source: {sequence_source}')
raise ValueError(message.format(sequence_source=pg.sequence_source))
options = PsaBuildOptions()
options.armature_objects = self.armature_objects
options.animation_data = animation_data
options.sequences = export_sequences
options.bone_filter_mode = pg.bone_filter_mode
options.bone_collection_indices = [PsxBoneCollection(x.armature_object_name, x.armature_data_name, 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.should_ignore_bone_name_restrictions = pg.should_enforce_bone_name_restrictions
options.sequence_name_prefix = pg.sequence_name_prefix
options.sequence_name_suffix = pg.sequence_name_suffix
options.sampling_mode = pg.sampling_mode
options.export_space = pg.export_space
options.scale = pg.scale
options.forward_axis = pg.forward_axis
options.up_axis = pg.up_axis
options.root_bone_name = pg.root_bone_name
options.sequence_source = pg.sequence_source
options.root_motion = pg.root_motion
try:
psa = build_psa(context, options)
@@ -547,7 +438,7 @@ class PSA_OT_export(Operator, ExportHelper):
class PSA_OT_export_actions_select_all(Operator):
bl_idname = 'psa.export_actions_select_all'
bl_idname = 'psa_export.sequences_select_all'
bl_label = 'Select All'
bl_description = 'Select all visible sequences'
bl_options = {'INTERNAL'}
@@ -555,17 +446,13 @@ class PSA_OT_export_actions_select_all(Operator):
@classmethod
def get_item_list(cls, context):
pg = context.scene.psa_export
match pg.sequence_source:
case 'ACTIONS':
return pg.action_list
case 'TIMELINE_MARKERS':
return pg.marker_list
case 'NLA_TRACK_STRIPS':
return pg.nla_strip_list
case 'ACTIVE_ACTION':
return pg.active_action_list
case _:
assert False, f'Invalid sequence source: {pg.sequence_source}'
if pg.sequence_source == 'ACTIONS':
return pg.action_list
elif pg.sequence_source == 'TIMELINE_MARKERS':
return pg.marker_list
elif pg.sequence_source == 'NLA_TRACK_STRIPS':
return pg.nla_strip_list
return None
@classmethod
def poll(cls, context):
@@ -584,7 +471,7 @@ class PSA_OT_export_actions_select_all(Operator):
class PSA_OT_export_actions_deselect_all(Operator):
bl_idname = 'psa.export_sequences_deselect_all'
bl_idname = 'psa_export.sequences_deselect_all'
bl_label = 'Deselect All'
bl_description = 'Deselect all visible sequences'
bl_options = {'INTERNAL'}
@@ -592,17 +479,13 @@ class PSA_OT_export_actions_deselect_all(Operator):
@classmethod
def get_item_list(cls, context):
pg = context.scene.psa_export
match pg.sequence_source:
case 'ACTIONS':
return pg.action_list
case 'TIMELINE_MARKERS':
return pg.marker_list
case 'NLA_TRACK_STRIPS':
return pg.nla_strip_list
case 'ACTIVE_ACTION':
return pg.active_action_list
case _:
return None
if pg.sequence_source == 'ACTIONS':
return pg.action_list
elif pg.sequence_source == 'TIMELINE_MARKERS':
return pg.marker_list
elif pg.sequence_source == 'NLA_TRACK_STRIPS':
return pg.nla_strip_list
return None
@classmethod
def poll(cls, context):
@@ -619,7 +502,7 @@ class PSA_OT_export_actions_deselect_all(Operator):
class PSA_OT_export_bone_collections_select_all(Operator):
bl_idname = 'psa.export_bone_collections_select_all'
bl_idname = 'psa_export.bone_collections_select_all'
bl_label = 'Select All'
bl_description = 'Select all bone collections'
bl_options = {'INTERNAL'}
@@ -639,7 +522,7 @@ class PSA_OT_export_bone_collections_select_all(Operator):
class PSA_OT_export_bone_collections_deselect_all(Operator):
bl_idname = 'psa.export_bone_collections_deselect_all'
bl_idname = 'psa_export.bone_collections_deselect_all'
bl_label = 'Deselect All'
bl_description = 'Deselect all bone collections'
bl_options = {'INTERNAL'}

View File

@@ -2,26 +2,21 @@ import re
import sys
from fnmatch import fnmatch
from typing import List, Optional
from bpy.props import (
BoolProperty,
PointerProperty,
EnumProperty,
FloatProperty,
CollectionProperty,
IntProperty,
StringProperty,
)
from bpy.props import BoolProperty, PointerProperty, EnumProperty, FloatProperty, CollectionProperty, IntProperty, \
StringProperty
from bpy.types import PropertyGroup, Object, Action, AnimData, Context
from ...shared.dfs import dfs_view_layer_objects
from ...shared.helpers import populate_bone_collection_list
from ...shared.types import TransformMixin, ExportSpaceMixin, PsxBoneExportMixin
from ...types import PSX_PG_bone_collection_list_item
def psa_export_property_group_animation_data_override_poll(_context, obj):
return obj.animation_data is not None
empty_set = set()
class PSA_PG_export_action_list_item(PropertyGroup):
action: PointerProperty(type=Action)
name: StringProperty()
@@ -31,15 +26,6 @@ class PSA_PG_export_action_list_item(PropertyGroup):
is_pose_marker: BoolProperty(options={'HIDDEN'})
class PSA_PG_export_active_action_list_item(PropertyGroup):
action: PointerProperty(type=Action)
name: StringProperty()
armature_object: PointerProperty(type=Object)
is_selected: BoolProperty(default=True)
frame_start: IntProperty(options={'HIDDEN'})
frame_end: IntProperty(options={'HIDDEN'})
class PSA_PG_export_timeline_markers(PropertyGroup): # TODO: rename this to singular
marker_index: IntProperty()
name: StringProperty()
@@ -56,34 +42,20 @@ class PSA_PG_export_nla_strip_list_item(PropertyGroup):
is_selected: BoolProperty(default=True)
def get_sequences_from_name_and_frame_range(name: str, frame_start: int, frame_end: int):
reversed_pattern = r'(.+)/(.+)'
reversed_match = re.match(reversed_pattern, name)
if reversed_match:
forward_name = reversed_match.group(1)
backwards_name = reversed_match.group(2)
yield forward_name, frame_start, frame_end
yield backwards_name, frame_end, frame_start
else:
yield name, frame_start, frame_end
def nla_track_update_cb(self: 'PSA_PG_export', context: Context) -> None:
self.nla_strip_list.clear()
if context.object is None or context.object.animation_data is None:
return
match = re.match(r'^(\d+).+$', self.nla_track)
self.nla_track_index = int(match.group(1)) if match else -1
if self.nla_track_index >= 0:
animation_data = get_animation_data(self, context)
if animation_data is None:
return
nla_track = animation_data.nla_tracks[self.nla_track_index]
nla_track = context.object.animation_data.nla_tracks[self.nla_track_index]
for nla_strip in nla_track.strips:
for sequence_name, frame_start, frame_end in get_sequences_from_name_and_frame_range(nla_strip.name, nla_strip.frame_start, nla_strip.frame_end):
strip: PSA_PG_export_nla_strip_list_item = self.nla_strip_list.add()
strip.action = nla_strip.action
strip.name = sequence_name
strip.frame_start = frame_start
strip.frame_end = frame_end
strip: PSA_PG_export_nla_strip_list_item = self.nla_strip_list.add()
strip.action = nla_strip.action
strip.name = nla_strip.name
strip.frame_start = nla_strip.frame_start
strip.frame_end = nla_strip.frame_end
def get_animation_data(pg: 'PSA_PG_export', context: Context) -> Optional[AnimData]:
@@ -96,9 +68,10 @@ def get_animation_data(pg: 'PSA_PG_export', context: Context) -> Optional[AnimDa
def nla_track_search_cb(self, context: Context, edit_text: str):
pg = getattr(context.scene, 'psa_export')
animation_data = get_animation_data(pg, context)
if animation_data is not None:
for index, nla_track in enumerate(animation_data.nla_tracks):
yield f'{index} - {nla_track.name}'
if animation_data is None:
return
for index, nla_track in enumerate(animation_data.nla_tracks):
yield f'{index} - {nla_track.name}'
def animation_data_override_update_cb(self: 'PSA_PG_export', context: Context):
@@ -106,46 +79,18 @@ def animation_data_override_update_cb(self: 'PSA_PG_export', context: Context):
self.nla_track = ''
sequence_source_items = (
('ACTIONS', 'Actions', 'Sequences will be exported using actions', 'ACTION', 0),
('TIMELINE_MARKERS', 'Timeline Markers', 'Sequences are delineated by scene timeline markers', 'MARKER_HLT', 1),
('NLA_TRACK_STRIPS', 'NLA Track Strips', 'Sequences are delineated by the start & end times of strips on the selected NLA track', 'NLA', 2),
('ACTIVE_ACTION', 'Active Action', 'The active action will be exported for each selected armature', 'ACTION', 3),
)
fps_source_items = (
('SCENE', 'Scene', '', 'SCENE_DATA', 0),
('ACTION_METADATA', 'Action Metadata', 'The frame rate will be determined by action\'s FPS property found in the PSA Export panel.\n\nIf the Sequence Source is Timeline Markers, the lowest value of all contributing actions will be used', 'ACTION', 1),
('CUSTOM', 'Custom', '', 2)
)
compression_ratio_source_items = (
('ACTION_METADATA', 'Action Metadata', 'The compression ratio will be determined by action\'s Compression Ratio property found in the PSA Export panel.\n\nIf the Sequence Source is Timeline Markers, the lowest value of all contributing actions will be used', 'ACTION', 1),
('CUSTOM', 'Custom', '', 2)
)
sampling_mode_items = (
('INTERPOLATED', 'Interpolated', 'Sampling is performed by interpolating the evaluated bone poses from the adjacent whole frames.', 'INTERPOLATED', 0),
('SUBFRAME', 'Subframe', 'Sampling is performed by evaluating the bone poses at the subframe time.\n\nNot recommended unless you are also animating with subframes enabled.', 'SUBFRAME', 1),
)
def sequence_source_update_cb(self: 'PSA_PG_export', context: Context) -> None:
armature_objects = []
for dfs_object in dfs_view_layer_objects(context.view_layer):
if dfs_object.obj.type == 'ARMATURE' and dfs_object.is_selected:
armature_objects.append(dfs_object.obj)
populate_bone_collection_list(
self.bone_collection_list,
armature_objects,
primary_key='DATA' if self.sequence_source == 'ACTIVE_ACTION' else 'OBJECT')
class PSA_PG_export(PropertyGroup, TransformMixin, ExportSpaceMixin, PsxBoneExportMixin):
class PSA_PG_export(PropertyGroup):
root_motion: BoolProperty(
name='Root Motion',
options=empty_set,
default=False,
description='When enabled, the root bone will be transformed as it appears in the scene.\n\n'
'You might want to disable this if you are exporting an animation for an armature that is '
'attached to another object, such as a weapon or a shield',
)
should_override_animation_data: BoolProperty(
name='Override Animation Data',
options=set(),
options=empty_set,
default=False,
description='Use the animation data from a different object instead of the selected object',
update=animation_data_override_update_cb,
@@ -157,14 +102,17 @@ class PSA_PG_export(PropertyGroup, TransformMixin, ExportSpaceMixin, PsxBoneExpo
)
sequence_source: EnumProperty(
name='Source',
options=set(),
options=empty_set,
description='',
items=sequence_source_items,
update=sequence_source_update_cb,
items=(
('ACTIONS', 'Actions', 'Sequences will be exported using actions', 'ACTION', 0),
('TIMELINE_MARKERS', 'Timeline Markers', 'Sequences are delineated by scene timeline markers', 'MARKER_HLT', 1),
('NLA_TRACK_STRIPS', 'NLA Track Strips', 'Sequences are delineated by the start & end times of strips on the selected NLA track', 'NLA', 2)
)
)
nla_track: StringProperty(
name='NLA Track',
options=set(),
options=empty_set,
description='',
search=nla_track_search_cb,
update=nla_track_update_cb
@@ -172,28 +120,42 @@ class PSA_PG_export(PropertyGroup, TransformMixin, ExportSpaceMixin, PsxBoneExpo
nla_track_index: IntProperty(name='NLA Track Index', default=-1)
fps_source: EnumProperty(
name='FPS Source',
options=set(),
options=empty_set,
description='',
items=fps_source_items,
items=(
('SCENE', 'Scene', '', 'SCENE_DATA', 0),
('ACTION_METADATA', 'Action Metadata', 'The frame rate will be determined by action\'s FPS property found in the PSA Export panel.\n\nIf the Sequence Source is Timeline Markers, the lowest value of all contributing actions will be used', 'PROPERTIES', 1),
('CUSTOM', 'Custom', '', 2)
)
)
fps_custom: FloatProperty(default=30.0, min=sys.float_info.epsilon, soft_min=1.0, options=set(), step=100, soft_max=60.0)
compression_ratio_source: EnumProperty(
name='Compression Ratio Source',
options=set(),
description='',
items=compression_ratio_source_items,
)
compression_ratio_custom: FloatProperty(default=1.0, min=0.0, max=1.0, subtype='FACTOR', description='The key sampling ratio of the exported sequence.\n\nA compression ratio of 1.0 will export all frames, while a compression ratio of 0.5 will export half of the frames')
fps_custom: FloatProperty(default=30.0, min=sys.float_info.epsilon, soft_min=1.0, options=empty_set, step=100,
soft_max=60.0)
action_list: CollectionProperty(type=PSA_PG_export_action_list_item)
action_list_index: IntProperty(default=0)
marker_list: CollectionProperty(type=PSA_PG_export_timeline_markers)
marker_list_index: IntProperty(default=0)
nla_strip_list: CollectionProperty(type=PSA_PG_export_nla_strip_list_item)
nla_strip_list_index: IntProperty(default=0)
active_action_list: CollectionProperty(type=PSA_PG_export_active_action_list_item)
active_action_list_index: IntProperty(default=0)
sequence_name_prefix: StringProperty(name='Prefix', options=set())
sequence_name_suffix: StringProperty(name='Suffix', options=set())
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, name='', description='')
should_enforce_bone_name_restrictions: BoolProperty(
default=False,
name='Enforce Bone Name Restrictions',
description='Bone names restrictions will be enforced. Note that bone names without properly formatted names '
'may not be able to be referenced by some versions of the Unreal Engine'
)
sequence_name_prefix: StringProperty(name='Prefix', options=empty_set)
sequence_name_suffix: StringProperty(name='Suffix', options=empty_set)
sequence_filter_name: StringProperty(
default='',
name='Filter by Name',
@@ -202,31 +164,24 @@ class PSA_PG_export(PropertyGroup, TransformMixin, ExportSpaceMixin, PsxBoneExpo
sequence_use_filter_invert: BoolProperty(
default=False,
name='Invert',
options=set(),
options=empty_set,
description='Invert filtering (show hidden items, and vice versa)')
sequence_filter_asset: BoolProperty(
default=False,
name='Show assets',
options=set(),
name='Assets',
options=empty_set,
description='Show actions that belong to an asset library')
sequence_filter_pose_marker: BoolProperty(
default=True,
name='Show pose markers',
options=set())
sequence_use_filter_sort_reverse: BoolProperty(default=True, options=set())
name='Pose Markers',
options=empty_set)
sequence_use_filter_sort_reverse: BoolProperty(default=True, options=empty_set)
sequence_filter_reversed: BoolProperty(
default=True,
options=set(),
name='Show Reversed',
options=empty_set,
name='Reversed',
description='Show reversed sequences'
)
sampling_mode: EnumProperty(
name='Sampling Mode',
options=set(),
description='The method by which frames are sampled',
items=sampling_mode_items,
default='INTERPOLATED'
)
def filter_sequences(pg: PSA_PG_export, sequences) -> List[int]:
@@ -266,6 +221,5 @@ classes = (
PSA_PG_export_action_list_item,
PSA_PG_export_timeline_markers,
PSA_PG_export_nla_strip_list_item,
PSA_PG_export_active_action_list_item,
PSA_PG_export,
)

View File

@@ -1,4 +1,4 @@
from typing import cast as typing_cast
from typing import cast
from bpy.types import UIList
@@ -6,30 +6,25 @@ from .properties import PSA_PG_export_action_list_item, filter_sequences
class PSA_UL_export_sequences(UIList):
bl_idname = 'PSA_UL_export_sequences'
def __init__(self, *args, **kwargs):
super(PSA_UL_export_sequences, self).__init__(*args, **kwargs)
def __init__(self):
super(PSA_UL_export_sequences, self).__init__()
# Show the filtering options by default.
self.use_filter_show = True
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
item = typing_cast(PSA_PG_export_action_list_item, item)
item = cast(PSA_PG_export_action_list_item, item)
is_pose_marker = hasattr(item, 'is_pose_marker') and item.is_pose_marker
layout.prop(item, 'is_selected', icon_only=True, text=item.name)
layout.prop(item, 'is_selected', icon_only=True, text=item.name, translate=False)
if hasattr(item, 'action') and item.action is not None and item.action.asset_data is not None:
layout.label(text='', icon='ASSET_MANAGER')
row = layout.row(align=True)
row.alignment = 'RIGHT'
row.label(text=str(abs(item.frame_end - item.frame_start) + 1), icon='FRAME_PREV' if item.frame_end < item.frame_start else 'KEYFRAME')
if hasattr(item, 'armature_object') and item.armature_object is not None:
row.label(text=item.armature_object.name, icon='ARMATURE_DATA')
# row.label(text=item.action.name, icon='PMARKER' if is_pose_marker else 'ACTION_DATA')
if item.frame_end < item.frame_start:
row.label(text='', icon='FRAME_PREV')
if is_pose_marker:
row.label(text=item.action.name, icon='PMARKER', translate=False)
def draw_filter(self, context, layout):
pg = getattr(context.scene, 'psa_export')

View File

@@ -1,27 +1,19 @@
import os
from pathlib import Path
from typing import Iterable
from bpy.props import CollectionProperty, StringProperty
from bpy.types import Context, Event, FileHandler, Object, Operator, OperatorFileListElement
import bpy
from bpy.props import StringProperty
from bpy.types import Operator, Event, Context, FileHandler
from bpy_extras.io_utils import ImportHelper
from .properties import PsaImportMixin, get_visible_sequences
from .properties import get_visible_sequences
from ..config import read_psa_config
from ..importer import PsaImportOptions, import_psa
from ..importer import import_psa, PsaImportOptions
from ..reader import PsaReader
def psa_import_poll(cls, context: Context):
active_object = context.view_layer.objects.active
if active_object is None or active_object.type != 'ARMATURE':
cls.poll_message_set('The active object must be an armature')
return False
return True
class PSA_OT_import_sequences_select_from_text(Operator):
bl_idname = 'psa.import_sequences_select_from_text'
class PSA_OT_import_sequences_from_text(Operator):
bl_idname = 'psa_import.sequences_select_from_text'
bl_label = 'Select By Text List'
bl_description = 'Select sequences by name from text list'
bl_options = {'INTERNAL', 'UNDO'}
@@ -37,7 +29,7 @@ class PSA_OT_import_sequences_select_from_text(Operator):
def draw(self, context):
layout = self.layout
pg = getattr(context.scene, 'psa_import')
layout.label(icon='INFO', text='Each sequence name should be on a new line.')
layout.label(icon='INFO', text='Each sequence name should be on a new line')
layout.prop(pg, 'select_text', text='')
def execute(self, context):
@@ -52,14 +44,16 @@ class PSA_OT_import_sequences_select_from_text(Operator):
if sequence.action_name == line:
sequence.is_selected = True
count += 1
self.report({'INFO'}, f'Selected {count} sequence(s)')
message = bpy.app.translations.pgettext('Selected {count} sequence(s)')
message = message.format(count=count)
self.report({'INFO'}, message)
return {'FINISHED'}
class PSA_OT_import_sequences_select_all(Operator):
bl_idname = 'psa.import_sequences_select_all'
bl_idname = 'psa_import.sequences_select_all'
bl_label = 'All'
bl_description = 'Select all sequences'
bl_description = 'Select all visible sequences'
bl_options = {'INTERNAL'}
@classmethod
@@ -78,7 +72,7 @@ class PSA_OT_import_sequences_select_all(Operator):
class PSA_OT_import_sequences_deselect_all(Operator):
bl_idname = 'psa.import_sequences_deselect_all'
bl_idname = 'psa_import.sequences_deselect_all'
bl_label = 'None'
bl_description = 'Deselect all visible sequences'
bl_options = {'INTERNAL'}
@@ -117,157 +111,13 @@ def load_psa_file(context, filepath: str):
pg.psa_error = str(e)
def on_psa_file_path_updated(cls, context):
load_psa_file(context, cls.filepath)
class PSA_OT_import_drag_and_drop(Operator, PsaImportMixin):
bl_idname = 'psa.import_drag_and_drop'
bl_label = 'Import PSA'
bl_description = 'Import multiple PSA files'
bl_options = {'INTERNAL', 'UNDO', 'PRESET'}
directory: StringProperty(subtype='FILE_PATH', options={'SKIP_SAVE', 'HIDDEN'})
files: CollectionProperty(type=OperatorFileListElement, options={'SKIP_SAVE', 'HIDDEN'})
def execute(self, context):
warnings = []
sequences_count = 0
for file in self.files:
psa_path = str(os.path.join(self.directory, file.name))
psa_reader = PsaReader(psa_path)
sequence_names = list(psa_reader.sequences.keys())
options = psa_import_options_from_property_group(self, sequence_names)
sequences_count += len(sequence_names)
result = _import_psa(context, options, psa_path, context.view_layer.objects.active)
warnings.extend(result.warnings)
if len(warnings) > 0:
message = f'Imported {sequences_count} action(s) from {len(self.files)} file(s) with {len(warnings)} warning(s)\n'
self.report({'INFO'}, message)
for warning in warnings:
self.report({'WARNING'}, warning)
self.report({'INFO'}, f'Imported {sequences_count} action(s) from {len(self.files)} file(s)')
return {'FINISHED'}
def invoke(self, context: Context, event):
# Make sure the selected object is an obj.
active_object = context.view_layer.objects.active
if active_object is None or active_object.type != 'ARMATURE':
self.report({'ERROR_INVALID_CONTEXT'}, 'The active object must be an armature')
return {'CANCELLED'}
# Show the import operator properties in a pop-up dialog (do not use the file selector).
context.window_manager.invoke_props_dialog(self)
return {'RUNNING_MODAL'}
def draw(self, context):
layout = self.layout
draw_psa_import_options_no_panels(layout, self)
def psa_import_options_from_property_group(pg: PsaImportMixin, sequence_names: Iterable[str]) -> PsaImportOptions:
options = PsaImportOptions()
options.sequence_names = list(sequence_names)
options.should_use_fake_user = pg.should_use_fake_user
options.should_stash = pg.should_stash
options.action_name_prefix = pg.action_name_prefix if pg.should_use_action_name_prefix else ''
options.should_overwrite = pg.should_overwrite
options.should_write_metadata = pg.should_write_metadata
options.should_write_keyframes = pg.should_write_keyframes
options.should_convert_to_samples = pg.should_convert_to_samples
options.bone_mapping_mode = pg.bone_mapping_mode
options.fps_source = pg.fps_source
options.fps_custom = pg.fps_custom
options.translation_scale = pg.translation_scale
return options
def _import_psa(context,
options: PsaImportOptions,
filepath: str,
armature_object: Object
):
warnings = []
if options.should_use_config_file:
# Read the PSA config file if it exists.
config_path = Path(filepath).with_suffix('.config')
if config_path.exists():
try:
options.psa_config = read_psa_config(options.sequence_names, str(config_path))
except Exception as e:
warnings.append(f'Failed to read PSA config file: {e}')
psa_reader = PsaReader(filepath)
result = import_psa(context, psa_reader, armature_object, options)
result.warnings.extend(warnings)
return result
class PSA_OT_import_all(Operator, PsaImportMixin):
bl_idname = 'psa.import_all'
bl_label = 'Import PSA'
bl_description = 'Import all sequences from the selected PSA file'
bl_options = {'INTERNAL', 'UNDO'}
filepath: StringProperty(
name='File Path',
description='File path used for importing the PSA file',
maxlen=1024,
default='',
update=on_psa_file_path_updated)
@classmethod
def poll(cls, context):
return psa_import_poll(cls, context)
def execute(self, context):
sequence_names = []
with PsaReader(self.filepath) as psa_reader:
sequence_names.extend(psa_reader.sequences.keys())
options = PsaImportOptions(
action_name_prefix=self.action_name_prefix,
bone_mapping_mode=self.bone_mapping_mode,
fps_custom=self.fps_custom,
fps_source=self.fps_source,
sequence_names=sequence_names,
should_convert_to_samples=self.should_convert_to_samples,
should_overwrite=self.should_overwrite,
should_stash=self.should_stash,
should_use_config_file=self.should_use_config_file,
should_use_fake_user=self.should_use_fake_user,
should_write_keyframes=self.should_write_keyframes,
should_write_metadata=self.should_write_metadata,
translation_scale=self.translation_scale
)
result = _import_psa(context, options, self.filepath, context.view_layer.objects.active)
if len(result.warnings) > 0:
message = f'Imported {len(options.sequence_names)} action(s) with {len(result.warnings)} warning(s)\n'
self.report({'WARNING'}, message)
for warning in result.warnings:
self.report({'WARNING'}, warning)
else:
self.report({'INFO'}, f'Imported {len(options.sequence_names)} action(s)')
return {'FINISHED'}
def draw(self, context: Context):
draw_psa_import_options_no_panels(self.layout, self)
class PSA_OT_import(Operator, ImportHelper, PsaImportMixin):
bl_idname = 'psa.import_file'
class PSA_OT_import(Operator, ImportHelper):
bl_idname = 'psa_import.import'
bl_label = 'Import'
bl_description = 'Import the selected animations into the scene as actions'
bl_options = {'INTERNAL', 'UNDO'}
@@ -283,25 +133,57 @@ class PSA_OT_import(Operator, ImportHelper, PsaImportMixin):
@classmethod
def poll(cls, context):
return psa_import_poll(cls, context)
active_object = context.view_layer.objects.active
if active_object is None or active_object.type != 'ARMATURE':
cls.poll_message_set('The active object must be an armature')
return False
return True
def execute(self, context):
pg = getattr(context.scene, 'psa_import')
options = psa_import_options_from_property_group(self, [x.action_name for x in pg.sequence_list if x.is_selected])
psa_reader = PsaReader(self.filepath)
sequence_names = [x.action_name for x in pg.sequence_list if x.is_selected]
if len(options.sequence_names) == 0:
if len(sequence_names) == 0:
self.report({'ERROR_INVALID_CONTEXT'}, 'No sequences selected')
return {'CANCELLED'}
result = _import_psa(context, options, self.filepath, context.view_layer.objects.active)
options = PsaImportOptions()
options.sequence_names = sequence_names
options.should_use_fake_user = pg.should_use_fake_user
options.should_stash = pg.should_stash
options.action_name_prefix = pg.action_name_prefix if pg.should_use_action_name_prefix else ''
options.should_overwrite = pg.should_overwrite
options.should_write_metadata = pg.should_write_metadata
options.should_write_keyframes = pg.should_write_keyframes
options.should_convert_to_samples = pg.should_convert_to_samples
options.bone_mapping_mode = pg.bone_mapping_mode
options.fps_source = pg.fps_source
options.fps_custom = pg.fps_custom
if options.should_use_config_file:
# Read the PSA config file if it exists.
config_path = Path(self.filepath).with_suffix('.config')
if config_path.exists():
try:
options.psa_config = read_psa_config(psa_reader, str(config_path))
except Exception as e:
message = bpy.app.translations.pgettext_iface('Failed to read PSA config file: {error}')
message = message.format(error=str(e))
self.report({'WARNING'}, message)
result = import_psa(context, psa_reader, context.view_layer.objects.active, options)
if len(result.warnings) > 0:
message = f'Imported {len(options.sequence_names)} action(s) with {len(result.warnings)} warning(s)\n'
message = bpy.app.translations.pgettext_iface('Imported {action_count} action(s) with {warning_count} warning(s)')
message = message.format(action_count=len(sequence_names), warning_count=len(result.warnings))
self.report({'WARNING'}, message)
for warning in result.warnings:
self.report({'WARNING'}, warning)
else:
self.report({'INFO'}, f'Imported {len(options.sequence_names)} action(s)')
message = bpy.app.translations.pgettext_iface('Imported {action_count} action(s)')
message = message.format(action_count=len(sequence_names))
self.report({'INFO'}, message)
return {'FINISHED'}
@@ -332,7 +214,7 @@ class PSA_OT_import(Operator, ImportHelper, PsaImportMixin):
row2 = col.row(align=True)
row2.label(text='Select')
row2.operator(PSA_OT_import_sequences_select_from_text.bl_idname, text='', icon='TEXT')
row2.operator(PSA_OT_import_sequences_from_text.bl_idname, text='', icon='TEXT')
row2.operator(PSA_OT_import_sequences_select_all.bl_idname, text='All', icon='CHECKBOX_HLT')
row2.operator(PSA_OT_import_sequences_deselect_all.bl_idname, text='None', icon='CHECKBOX_DEHLT')
@@ -342,13 +224,13 @@ class PSA_OT_import(Operator, ImportHelper, PsaImportMixin):
col = sequences_panel.column(heading='')
col.use_property_split = True
col.use_property_decorate = False
col.prop(self, 'fps_source')
if self.fps_source == 'CUSTOM':
col.prop(self, 'fps_custom')
col.prop(self, 'should_overwrite')
col.prop(self, 'should_use_action_name_prefix')
if self.should_use_action_name_prefix:
col.prop(self, 'action_name_prefix')
col.prop(pg, 'fps_source')
if pg.fps_source == 'CUSTOM':
col.prop(pg, 'fps_custom')
col.prop(pg, 'should_overwrite')
col.prop(pg, 'should_use_action_name_prefix')
if pg.should_use_action_name_prefix:
col.prop(pg, 'action_name_prefix')
data_header, data_panel = layout.panel('data_panel_id', default_closed=False)
data_header.label(text='Data')
@@ -357,14 +239,14 @@ class PSA_OT_import(Operator, ImportHelper, PsaImportMixin):
col = data_panel.column(heading='Write')
col.use_property_split = True
col.use_property_decorate = False
col.prop(self, 'should_write_keyframes')
col.prop(self, 'should_write_metadata')
col.prop(pg, 'should_write_keyframes')
col.prop(pg, 'should_write_metadata')
if self.should_write_keyframes:
if pg.should_write_keyframes:
col = col.column(heading='Keyframes')
col.use_property_split = True
col.use_property_decorate = False
col.prop(self, 'should_convert_to_samples')
col.prop(pg, 'should_convert_to_samples')
advanced_header, advanced_panel = layout.panel('advanced_panel_id', default_closed=True)
advanced_header.label(text='Advanced')
@@ -373,64 +255,20 @@ class PSA_OT_import(Operator, ImportHelper, PsaImportMixin):
col = advanced_panel.column()
col.use_property_split = True
col.use_property_decorate = False
col.prop(self, 'bone_mapping_mode')
col = advanced_panel.column()
col.use_property_split = True
col.use_property_decorate = False
col.prop(self, 'translation_scale', text='Translation Scale')
col.prop(pg, 'bone_mapping_mode')
col = advanced_panel.column(heading='Options')
col.use_property_split = True
col.use_property_decorate = False
col.prop(self, 'should_use_fake_user')
col.prop(self, 'should_stash')
col.prop(self, 'should_use_config_file')
col.prop(pg, 'should_use_fake_user')
col.prop(pg, 'should_stash')
col.prop(pg, 'should_use_config_file')
def draw_psa_import_options_no_panels(layout, pg: PsaImportMixin):
col = layout.column(heading='Sequences')
col.use_property_split = True
col.use_property_decorate = False
col.prop(pg, 'fps_source')
if pg.fps_source == 'CUSTOM':
col.prop(pg, 'fps_custom')
col.prop(pg, 'should_overwrite')
col.prop(pg, 'should_use_action_name_prefix')
if pg.should_use_action_name_prefix:
col.prop(pg, 'action_name_prefix')
col = layout.column(heading='Write')
col.use_property_split = True
col.use_property_decorate = False
col.prop(pg, 'should_write_keyframes')
col.prop(pg, 'should_write_metadata')
if pg.should_write_keyframes:
col = col.column(heading='Keyframes')
col.use_property_split = True
col.use_property_decorate = False
col.prop(pg, 'should_convert_to_samples')
col = layout.column()
col.use_property_split = True
col.use_property_decorate = False
col.prop(pg, 'bone_mapping_mode')
col.prop(pg, 'translation_scale')
col = layout.column(heading='Options')
col.use_property_split = True
col.use_property_decorate = False
col.prop(pg, 'should_use_fake_user')
col.prop(pg, 'should_stash')
col.prop(pg, 'should_use_config_file')
class PSA_FH_import(FileHandler): # TODO: rename and add handling for PSA export.
class PSA_FH_import(FileHandler):
bl_idname = 'PSA_FH_import'
bl_label = 'File handler for Unreal PSA import'
bl_import_operator = PSA_OT_import_drag_and_drop.bl_idname
# bl_export_operator = 'psa_export.export'
bl_label = ''
bl_import_operator = 'psa_import.import'
bl_file_extensions = '.psa'
@classmethod
@@ -441,9 +279,7 @@ class PSA_FH_import(FileHandler): # TODO: rename and add handling for PSA expor
classes = (
PSA_OT_import_sequences_select_all,
PSA_OT_import_sequences_deselect_all,
PSA_OT_import_sequences_select_from_text,
PSA_OT_import_sequences_from_text,
PSA_OT_import,
PSA_OT_import_all,
PSA_OT_import_drag_and_drop,
PSA_FH_import,
)

View File

@@ -2,25 +2,20 @@ import re
from fnmatch import fnmatch
from typing import List
from bpy.props import (
BoolProperty,
CollectionProperty,
EnumProperty,
FloatProperty,
IntProperty,
PointerProperty,
StringProperty,
)
from bpy.props import StringProperty, BoolProperty, CollectionProperty, IntProperty, PointerProperty, EnumProperty, \
FloatProperty
from bpy.types import PropertyGroup, Text
empty_set = set()
class PSA_PG_import_action_list_item(PropertyGroup):
action_name: StringProperty(options=set())
is_selected: BoolProperty(default=True, options=set())
action_name: StringProperty(options=empty_set)
is_selected: BoolProperty(default=True, options=empty_set)
class PSA_PG_bone(PropertyGroup):
bone_name: StringProperty(options=set())
bone_name: StringProperty(options=empty_set)
class PSA_PG_data(PropertyGroup):
@@ -28,52 +23,40 @@ class PSA_PG_data(PropertyGroup):
sequence_count: IntProperty(default=0)
bone_mapping_items = (
('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 \'root\' can be mapped to the armature bone \'Root\')', 'CASE_INSENSITIVE', 1),
)
fps_source_items = (
('SEQUENCE', 'Sequence', 'The sequence frame rate matches the original frame rate', 'ACTION', 0),
('SCENE', 'Scene', 'The sequence is resampled to the frame rate of the scene', 'SCENE_DATA', 1),
('CUSTOM', 'Custom', 'The sequence is resampled to a custom frame rate', 2),
)
compression_ratio_source_items = (
('ACTION', 'Action', 'The compression ratio is sourced from the action metadata', 'ACTION', 0),
('CUSTOM', 'Custom', 'The compression ratio is set to a custom value', 1),
)
class PsaImportMixin:
class PSA_PG_import(PropertyGroup):
psa_error: StringProperty(default='')
psa: PointerProperty(type=PSA_PG_data)
sequence_list: CollectionProperty(type=PSA_PG_import_action_list_item)
sequence_list_index: IntProperty(name='', default=0)
should_use_fake_user: BoolProperty(default=True, name='Fake User',
description='Assign each imported action a fake user so that the data block is '
'saved even it has no users',
options=set())
'always saved',
options=empty_set)
should_use_config_file: BoolProperty(default=True, name='Use Config File',
description='Use the .config file that is sometimes generated when the PSA '
'file is exported from UEViewer. This file contains '
'options that can be used to filter out certain bones tracks '
'from the imported actions',
options=set())
description='Use the .config file that is sometimes generated when the PSA '
'file is exported from UEViewer. This file contains '
'options that can be used to filter out certain bones tracks '
'from the imported actions',
options=empty_set)
should_stash: BoolProperty(default=False, name='Stash',
description='Stash each imported action as a strip on a new non-contributing NLA track',
options=set())
should_use_action_name_prefix: BoolProperty(default=False, name='Prefix Action Name', options=set())
action_name_prefix: StringProperty(default='', name='Prefix', options=set())
should_overwrite: BoolProperty(default=False, name='Overwrite', options=set(),
options=empty_set)
should_use_action_name_prefix: BoolProperty(default=False, name='Prefix Action Name', options=empty_set)
action_name_prefix: StringProperty(default='', name='Prefix', options=empty_set)
should_overwrite: BoolProperty(default=False, name='Overwrite', options=empty_set,
description='If an action with a matching name already exists, the existing action '
'will have it\'s data overwritten instead of a new action being created')
should_write_keyframes: BoolProperty(default=True, name='Keyframes', options=set())
should_write_metadata: BoolProperty(default=True, name='Metadata', options=set(),
description='Additional data will be written to the custom properties of the '
'Action (e.g., frame rate)')
should_write_keyframes: BoolProperty(default=True, name='Keyframes', options=empty_set)
should_write_metadata: BoolProperty(default=True, name='Metadata', options=empty_set,
description='Additional data will be written to the properties of the Action '
'(e.g., frame rate)')
sequence_filter_name: StringProperty(default='', options={'TEXTEDIT_UPDATE'})
sequence_filter_is_selected: BoolProperty(default=False, options=set(), name='Only Show Selected',
sequence_filter_is_selected: BoolProperty(default=False, options=empty_set, name='Only Show Selected',
description='Only show selected sequences')
sequence_use_filter_invert: BoolProperty(default=False, options=set())
sequence_use_filter_invert: BoolProperty(default=False, options=empty_set)
sequence_use_filter_regex: BoolProperty(default=False, name='Regular Expression',
description='Filter using regular expressions', options=set())
description='Filter using regular expressions', options=empty_set)
select_text: PointerProperty(type=Text)
should_convert_to_samples: BoolProperty(
default=False,
name='Convert to Samples',
@@ -81,55 +64,30 @@ class PsaImportMixin:
'Recommended if you do not plan on editing the actions directly'
)
bone_mapping_mode: EnumProperty(
name='Bone Mapping',
options=set(),
description='The method by which bones from the incoming PSA file are mapped to the armature',
items=bone_mapping_items,
default='CASE_INSENSITIVE'
name='Bone Name Mapping',
options=empty_set,
description='The method by which bones from the PSA file are mapped to the bones of the armature',
items=(
('EXACT', 'Exact', 'Bone names must match exactly', 'EXACT', 0),
('CASE_INSENSITIVE', 'Case Insensitive', 'Bones names must match, ignoring case (e.g., the PSA bone '
'\'aBcDeF\' can be mapped to the armature bone \'ABCDEF\')', 'CASE_INSENSITIVE', 1),
)
)
fps_source: EnumProperty(name='FPS Source', items=fps_source_items)
fps_source: EnumProperty(name='FPS Source', items=(
('SEQUENCE', 'Sequence', 'The sequence frame rate matches the original frame rate', 'ACTION', 0),
('SCENE', 'Scene', 'The sequence is resampled to the frame rate of the scene', 'SCENE_DATA', 1),
('CUSTOM', 'Custom', 'The sequence is resampled to a custom frame rate', 2),
))
fps_custom: FloatProperty(
default=30.0,
name='Custom FPS',
description='The frame rate to which the imported sequences will be resampled to',
options=set(),
options=empty_set,
min=1.0,
soft_min=1.0,
soft_max=60.0,
step=100,
)
compression_ratio_source: EnumProperty(name='Compression Ratio Source', items=compression_ratio_source_items, default='ACTION')
compression_ratio_custom: FloatProperty(
default=1.0,
name='Custom Compression Ratio',
description='The compression ratio to apply to the imported sequences',
options=set(),
min=0.0,
soft_min=0.0,
soft_max=1.0,
step=0.0625,
)
translation_scale: FloatProperty(
name='Translation Scale',
default=1.0,
description='Scale factor for bone translation values. Use this when the scale of the armature does not match the PSA file'
)
# This property group lives "globally" in the scene, since Operators cannot have PointerProperty or CollectionProperty
# properties.
class PSA_PG_import(PropertyGroup):
psa_error: StringProperty(default='')
psa: PointerProperty(type=PSA_PG_data)
sequence_list: CollectionProperty(type=PSA_PG_import_action_list_item)
sequence_list_index: IntProperty(name='', default=0)
sequence_filter_name: StringProperty(default='', options={'TEXTEDIT_UPDATE'})
sequence_filter_is_selected: BoolProperty(default=False, options=set(), name='Only Show Selected',
description='Only show selected sequences')
sequence_use_filter_invert: BoolProperty(default=False, options=set())
sequence_use_filter_regex: BoolProperty(default=False, name='Regular Expression',
description='Filter using regular expressions', options=set())
select_text: PointerProperty(type=Text)
def filter_sequences(pg: PSA_PG_import, sequences) -> List[int]:

View File

@@ -4,14 +4,13 @@ from bpy.types import UIList
from .properties import filter_sequences
class PSA_UL_sequences_mixin(UIList):
class PSA_UL_sequences(UIList):
def draw_item(self, context, layout, data, item, icon, active_data, active_property, index, flt_flag):
row = layout.row(align=True)
split = row.split(align=True, factor=0.75)
column = split.row(align=True)
column.alignment = 'LEFT'
column.prop(item, 'is_selected', icon_only=True)
column.label(text=getattr(item, 'action_name'))
column.prop(item, 'is_selected', text=getattr(item, 'action_name'), translate=False)
def draw_filter(self, context, layout):
pg = getattr(context.scene, 'psa_import')
@@ -30,15 +29,11 @@ class PSA_UL_sequences_mixin(UIList):
return flt_flags, flt_neworder
class PSA_UL_sequences(PSA_UL_sequences_mixin):
class PSA_UL_import_sequences(PSA_UL_sequences, UIList):
pass
class PSA_UL_import_sequences(PSA_UL_sequences_mixin):
pass
class PSA_UL_import_actions(PSA_UL_sequences_mixin):
class PSA_UL_import_actions(PSA_UL_sequences, UIList):
pass

View File

@@ -1,61 +1,46 @@
from typing import Sequence, Iterable, List, Optional, cast as typing_cast
import typing
from typing import List, Optional
import bpy
import numpy as np
from bpy.types import Armature, Context, FCurve, Object, Bone, PoseBone
from bpy.types import FCurve, Object, Context
from mathutils import Vector, Quaternion
from .config import PsaConfig, REMOVE_TRACK_LOCATION, REMOVE_TRACK_ROTATION
from .data import Psa
from .reader import PsaReader
from ..shared.data import PsxBone
class PsaImportOptions(object):
def __init__(self,
action_name_prefix: str = '',
bone_mapping_mode: str = 'CASE_INSENSITIVE',
fps_custom: float = 30.0,
fps_source: str = 'SEQUENCE',
psa_config: PsaConfig = PsaConfig(),
sequence_names: Optional[List[str]] = None,
should_convert_to_samples: bool = False,
should_overwrite: bool = False,
should_stash: bool = False,
should_use_config_file: bool = True,
should_use_fake_user: bool = False,
should_write_keyframes: bool = True,
should_write_metadata: bool = True,
translation_scale: float = 1.0
):
self.action_name_prefix = action_name_prefix
self.bone_mapping_mode = bone_mapping_mode
self.fps_custom = fps_custom
self.fps_source = fps_source
self.psa_config = psa_config
self.sequence_names = sequence_names if sequence_names is not None else []
self.should_convert_to_samples = should_convert_to_samples
self.should_overwrite = should_overwrite
self.should_stash = should_stash
self.should_use_config_file = should_use_config_file
self.should_use_fake_user = should_use_fake_user
self.should_write_keyframes = should_write_keyframes
self.should_write_metadata = should_write_metadata
self.translation_scale = translation_scale
def __init__(self):
self.should_use_fake_user = False
self.should_stash = False
self.sequence_names = []
self.should_overwrite = False
self.should_write_keyframes = True
self.should_write_metadata = True
self.action_name_prefix = ''
self.should_convert_to_samples = False
self.bone_mapping_mode = 'CASE_INSENSITIVE'
self.fps_source = 'SEQUENCE'
self.fps_custom: float = 30.0
self.should_use_config_file = True
self.psa_config: PsaConfig = PsaConfig()
class ImportBone(object):
def __init__(self, psa_bone: PsxBone):
self.psa_bone: PsxBone = psa_bone
def __init__(self, psa_bone: Psa.Bone):
self.psa_bone: Psa.Bone = psa_bone
self.parent: Optional[ImportBone] = None
self.armature_bone: Optional[Bone] = None
self.pose_bone: Optional[PoseBone] = None
self.armature_bone = None
self.pose_bone = None
self.original_location: Vector = Vector()
self.original_rotation: Quaternion = Quaternion()
self.post_rotation: Quaternion = Quaternion()
self.fcurves: List[FCurve] = []
def _calculate_fcurve_data(import_bone: ImportBone, key_data: Sequence[float]):
def _calculate_fcurve_data(import_bone: ImportBone, key_data: typing.Iterable[float]):
# Convert world-space transforms to local-space transforms.
key_rotation = Quaternion(key_data[0:4])
key_location = Vector(key_data[4:])
@@ -82,7 +67,7 @@ def _get_armature_bone_index_for_psa_bone(psa_bone_name: str, armature_bone_name
"""
@param psa_bone_name: The name of the PSA bone.
@param armature_bone_names: The names of the bones in the armature.
@param bone_mapping_mode: One of `['EXACT', '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.
"""
for armature_bone_index, armature_bone_name in enumerate(armature_bone_names):
@@ -94,27 +79,23 @@ def _get_armature_bone_index_for_psa_bone(psa_bone_name: str, armature_bone_name
return armature_bone_index
return None
def _get_sample_frame_times(source_frame_count: int, frame_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 += frame_step
yield source_frame_count - 1
def _resample_sequence_data_matrix(sequence_data_matrix: np.ndarray, frame_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 frame_step: The step between frames in the resampled sequence.
@return: The resampled sequence data matrix, or sequence_data_matrix if no resampling is necessary.
"""
def _get_sample_frame_times(source_frame_count: int, frame_step: float) -> Iterable[float]:
# TODO: for correctness, we should also emit the target frame time as well (because the last frame can be a
# fractional frame).
assert frame_step > 0.0, 'Frame step must be greater than 0'
time = 0.0
while time < source_frame_count - 1:
yield time
time += frame_step
yield source_frame_count - 1
if frame_step == 1.0:
# No resampling is necessary.
return sequence_data_matrix
@@ -147,7 +128,7 @@ def _resample_sequence_data_matrix(sequence_data_matrix: np.ndarray, frame_step:
def import_psa(context: Context, psa_reader: PsaReader, armature_object: Object, options: PsaImportOptions) -> PsaImportResult:
result = PsaImportResult()
sequences = [psa_reader.sequences[x] for x in options.sequence_names]
armature_data = typing_cast(Armature, armature_object.data)
armature_data = typing.cast(bpy.types.Armature, armature_object.data)
# Create an index mapping from bones in the PSA to bones in the target armature.
psa_to_armature_bone_indices = {}
@@ -162,7 +143,7 @@ def import_psa(context: Context, psa_reader: PsaReader, armature_object: Object,
if armature_bone_index is not None:
# 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:
psa_to_armature_bone_indices[psa_bone_index] = armature_bone_index
psa_to_armature_bone_indices[psa_bone_index] = armature_bone_names.index(psa_bone_name)
armature_to_psa_bone_indices[armature_bone_index] = psa_bone_index
else:
# This armature bone has already been mapped to a PSA bone.
@@ -177,21 +158,21 @@ def import_psa(context: Context, psa_reader: PsaReader, armature_object: Object,
psa_bone_name = psa_bone_names[psa_bone_index]
armature_bone_name = armature_bone_names[armature_bone_index]
mapped_psa_bone_name = psa_bone_names[mapped_psa_bone_index]
result.warnings.append(f'PSA bone {psa_bone_index} ({psa_bone_name}) could not be mapped to armature bone {armature_bone_index} ({armature_bone_name}) because the armature bone is already mapped to PSA bone {mapped_psa_bone_index} ({mapped_psa_bone_name})')
message = bpy.app.translations.pgettext_iface('PSA bone {bone_index} ({bone_name}) could not be mapped to armature bone {armature_bone_index} ({armature_bone_name}) because the armature bone is already mapped to PSA bone {mapped_psa_bone_index} ({mapped_psa_bone_name})')
message = message.format(bone_index=psa_bone_index, bone_name=psa_bone_name, armature_bone_index=armature_bone_index, armature_bone_name=armature_bone_name, mapped_psa_bone_index=mapped_psa_bone_index, mapped_psa_bone_name=mapped_psa_bone_name)
result.warnings.append(message)
# Report if there are missing bones in the target armature.
missing_bone_names = set(psa_bone_names).difference(set(armature_bone_names))
if len(missing_bone_names) > 0:
result.warnings.append(
f'The armature \'{armature_object.name}\' is missing {len(missing_bone_names)} bones that exist in '
'the PSA:\n' +
str(list(sorted(missing_bone_names)))
)
message = bpy.app.translations.pgettext_iface('The armature \'{armature_name}\' is missing {count} bones that exist in the PSA:\n{missing_bone_names}')
message = message.format(armature_name=armature_object.name, count=len(missing_bone_names), missing_bone_names=str(list(sorted(missing_bone_names))))
result.warnings.append(message)
del armature_bone_names
# Create intermediate bone data for import operations.
import_bones = []
psa_bone_names_to_import_bones = dict()
import_bones_dict = dict()
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:
@@ -201,22 +182,17 @@ def import_psa(context: Context, psa_reader: PsaReader, armature_object: Object,
import_bone = ImportBone(psa_bone)
import_bone.armature_bone = armature_data.bones[psa_bone_name]
import_bone.pose_bone = armature_object.pose.bones[psa_bone_name]
psa_bone_names_to_import_bones[psa_bone_name] = import_bone
import_bones_dict[psa_bone_name] = import_bone
import_bones.append(import_bone)
bones_with_missing_parents = []
for import_bone in filter(lambda x: x is not None, import_bones):
armature_bone = import_bone.armature_bone
has_parent = armature_bone.parent is not None
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)
if armature_bone.parent is not None and armature_bone.parent.name in psa_bone_names:
import_bone.parent = import_bones_dict[armature_bone.parent.name]
# Calculate the original location & rotation of each bone (in world-space maybe?)
if has_parent:
if import_bone.parent is not None:
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_rotation = armature_bone.matrix_local.to_quaternion()
@@ -228,12 +204,6 @@ def import_psa(context: Context, psa_reader: PsaReader, armature_object: Object,
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))
# Create and populate the data for new sequences.
@@ -252,7 +222,6 @@ def import_psa(context: Context, psa_reader: PsaReader, armature_object: Object,
action = bpy.data.actions[action_name]
else:
action = bpy.data.actions.new(name=action_name)
action.slots.new('OBJECT', armature_object.name)
# Calculate the target FPS.
match options.fps_source:
@@ -263,7 +232,9 @@ def import_psa(context: Context, psa_reader: PsaReader, armature_object: Object,
case 'SEQUENCE':
target_fps = sequence.fps
case _:
assert False, f'Invalid FPS source: {options.fps_source}'
message = bpy.app.translations.pgettext_iface('Invalid FPS source: {fps_source}')
message = message.format(fps_source=options.fps_source)
raise ValueError(message)
if options.should_write_keyframes:
# Remove existing f-curves.
@@ -291,10 +262,6 @@ def import_psa(context: Context, psa_reader: PsaReader, armature_object: Object,
# Read the sequence data matrix from the PSA.
sequence_data_matrix = psa_reader.read_sequence_data_matrix(sequence_name)
if options.translation_scale != 1.0:
# Scale the translation data.
sequence_data_matrix[:, :, 4:] *= options.translation_scale
# Convert the sequence's data from world-space to local-space.
for bone_index, import_bone in enumerate(import_bones):
if import_bone is None:
@@ -345,9 +312,8 @@ def import_psa(context: Context, psa_reader: PsaReader, armature_object: Object,
# If the user specifies, store the new animations as strips on a non-contributing NLA track.
if options.should_stash:
animation_data = armature_object.animation_data
if animation_data is None:
animation_data = armature_object.animation_data_create()
if armature_object.animation_data is None:
armature_object.animation_data_create()
for action in actions:
nla_track = armature_object.animation_data.nla_tracks.new()
nla_track.name = action.name

View File

@@ -1,10 +1,10 @@
from ctypes import sizeof
from typing import List
import ctypes
import warnings
import bpy.app.translations
import numpy as np
from .data import Psa, PsxBone
from ..shared.data import Section
from .data import *
def _try_fix_cue4parse_issue_103(sequences) -> bool:
@@ -36,12 +36,6 @@ class PsaReader(object):
self.fp = open(path, 'rb')
self.psa: Psa = self._read(self.fp)
def __enter__(self):
return self
def __exit__(self, exc_type, exc_val, exc_tb):
self.fp.close()
@property
def bones(self):
return self.psa.bones
@@ -53,7 +47,6 @@ class PsaReader(object):
def read_sequence_data_matrix(self, sequence_name: str) -> np.ndarray:
"""
Reads and returns the data matrix for the given sequence.
@param sequence_name: The name of the sequence.
@return: An FxBx7 matrix where F is the number of frames, B is the number of bones.
"""
@@ -104,11 +97,11 @@ class PsaReader(object):
psa = Psa()
while fp.read(1):
fp.seek(-1, 1)
section = Section.from_buffer_copy(fp.read(sizeof(Section)))
section = Section.from_buffer_copy(fp.read(ctypes.sizeof(Section)))
if section.name == b'ANIMHEAD':
pass
elif section.name == b'BONENAMES':
PsaReader._read_types(fp, PsxBone, section, psa.bones)
PsaReader._read_types(fp, Psa.Bone, section, psa.bones)
elif section.name == b'ANIMINFO':
sequences = []
PsaReader._read_types(fp, Psa.Sequence, section, sequences)
@@ -122,5 +115,7 @@ class PsaReader(object):
fp.seek(section.data_size * section.data_count, 1)
else:
fp.seek(section.data_size * section.data_count, 1)
print(f'Unrecognized section in PSA: "{section.name}"')
message = bpy.app.translations.pgettext_iface('Unhandled section "{section_name}" at position {position}')
message = message.format(section_name=section.name.decode(), position=fp.tell())
warnings.warn(message)
return psa

View File

@@ -1,11 +1,11 @@
from ctypes import Structure, sizeof
from typing import Optional, Type, Collection
from typing import Type
from .data import Psa
from ..shared.data import PsxBone, Section
from ..data import Section
def write_section(fp, name: bytes, data_type: Optional[Type[Structure]] = None, data: Optional[Collection] = None):
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:
@@ -20,6 +20,6 @@ def write_section(fp, name: bytes, data_type: Optional[Type[Structure]] = None,
def write_psa(psa: Psa, path: str):
with open(path, 'wb') as fp:
write_section(fp, b'ANIMHEAD')
write_section(fp, b'BONENAMES', PsxBone, psa.bones)
write_section(fp, b'BONENAMES', Psa.Bone, psa.bones)
write_section(fp, b'ANIMINFO', Psa.Sequence, list(psa.sequences.values()))
write_section(fp, b'ANIMKEYS', Psa.Key, psa.keys)

View File

@@ -1,326 +1,255 @@
from typing import Optional
import bmesh
import bpy
import numpy as np
from bpy.types import Armature, Collection, Context, Depsgraph, Object, ArmatureModifier
from mathutils import Matrix
from typing import Dict, Iterable, List, Optional, Set, cast as typing_cast
from .data import Psk
from bpy.types import Armature, Material
from .data import *
from .properties import triangle_type_and_bit_flags_to_poly_flags
from ..shared.data import Vector3
from ..shared.dfs import DfsObject, dfs_collection_objects, dfs_view_layer_objects
from ..shared.helpers import (
PsxBoneCollection,
convert_string_to_cp1252_bytes,
create_psx_bones,
get_armatures_for_mesh_objects,
get_coordinate_system_transform,
)
from ..helpers import *
class PskInputObjects(object):
def __init__(self):
self.mesh_dfs_objects: List[DfsObject] = []
self.armature_objects: Set[Object] = set()
self.mesh_objects = set()
self.armature_object: Optional[Object] = None
class PskBuildOptions(object):
def __init__(self):
self.bone_filter_mode = 'ALL'
self.bone_collection_indices: List[PsxBoneCollection] = []
self.object_eval_state = 'EVALUATED'
self.material_order_mode = 'AUTOMATIC'
self.material_name_list: List[str] = []
self.scale = 1.0
self.export_space = 'WORLD'
self.forward_axis = 'X'
self.up_axis = 'Z'
self.root_bone_name = 'ROOT'
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_materials_for_mesh_objects(depsgraph: Depsgraph, mesh_objects: Iterable[Object]):
yielded_materials = set()
for mesh_object in mesh_objects:
evaluated_mesh_object = mesh_object.evaluated_get(depsgraph)
for i, material_slot in enumerate(evaluated_mesh_object.material_slots):
material = material_slot.material
if material is None:
raise RuntimeError(f'Material slots cannot be empty. ({mesh_object.name}, index {i})')
if material not in yielded_materials:
yielded_materials.add(material)
yield material
def get_mesh_objects_for_collection(collection: Collection) -> Iterable[DfsObject]:
return filter(lambda x: x.obj.type == 'MESH', dfs_collection_objects(collection))
def get_mesh_objects_for_context(context: Context) -> Iterable[DfsObject]:
if context.view_layer is None:
return
for dfs_object in dfs_view_layer_objects(context.view_layer):
if dfs_object.obj.type == 'MESH' and dfs_object.is_selected:
yield dfs_object
def get_armature_for_mesh_object(mesh_object: Object) -> Optional[Object]:
if mesh_object.type != 'MESH':
return None
# Get the first armature modifier with a non-empty armature object.
for modifier in filter(lambda x: x.type == 'ARMATURE', mesh_object.modifiers):
armature_modifier = typing_cast(ArmatureModifier, modifier)
if armature_modifier.object is not None:
return armature_modifier.object
return None
def _get_psk_input_objects(mesh_dfs_objects: Iterable[DfsObject]) -> PskInputObjects:
mesh_dfs_objects = list(mesh_dfs_objects)
if len(mesh_dfs_objects) == 0:
raise RuntimeError('At least one mesh must be selected')
def get_psk_input_objects(context) -> PskInputObjects:
input_objects = PskInputObjects()
input_objects.mesh_dfs_objects = mesh_dfs_objects
input_objects.armature_objects |= set(get_armatures_for_mesh_objects(map(lambda x: x.obj, mesh_dfs_objects)))
# Check if the active object is an armature.
if context.active_object is not None and context.active_object.type == 'ARMATURE':
# Collect all the mesh objects that have an armature modifier referencing the active armature.
input_objects.armature_object = context.active_object
for obj in filter(lambda x: x.type == 'MESH' and x.visible_get(), context.view_layer.objects):
for modifier in obj.modifiers:
if modifier.type == 'ARMATURE' and modifier.object == input_objects.armature_object:
input_objects.mesh_objects.add(obj)
for selected_object in context.view_layer.objects.selected:
if selected_object is input_objects.armature_object:
continue
if selected_object.type == 'MESH':
input_objects.mesh_objects.add(selected_object)
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:
message = bpy.app.translations.pgettext_iface('Mesh "{object_name}" must have at least one material')
raise RuntimeError(message.format(object_name=mesh_object.name))
# 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:
message = bpy.app.translations.pgettext_iface('Mesh "{object_name}" must have only one armature modifier')
raise RuntimeError(message.format(object_name=mesh_object.name))
armature_modifier_objects.add(modifiers[0].object)
if len(armature_modifier_objects) > 1:
armature_modifier_names = [x.name for x in armature_modifier_objects]
message = bpy.app.translations.pgettext_iface('All selected meshes must have the same armature modifier, encountered {count} ({names})')
message = message.format(count=len(armature_modifier_objects), names=', '.join(armature_modifier_names))
raise RuntimeError(message)
elif len(armature_modifier_objects) == 1:
input_objects.armature_object = list(armature_modifier_objects)[0]
return input_objects
def get_psk_input_objects_for_context(context: Context) -> PskInputObjects:
mesh_objects = list(get_mesh_objects_for_context(context))
return _get_psk_input_objects(mesh_objects)
def get_psk_input_objects_for_collection(collection: Collection) -> PskInputObjects:
mesh_objects = get_mesh_objects_for_collection(collection)
return _get_psk_input_objects(mesh_objects)
class PskBuildResult(object):
def __init__(self):
self.psk = None
self.warnings: List[str] = []
def _get_mesh_export_space_matrix(armature_object: Optional[Object], export_space: str) -> Matrix:
if armature_object is None:
return Matrix.Identity(4)
def get_object_space_matrix(obj: Object) -> Matrix:
translation, rotation, _ = obj.matrix_world.decompose()
# We neutralize the scale here because the scale is already applied to the mesh objects implicitly.
return Matrix.Translation(translation) @ rotation.to_matrix().to_4x4()
match export_space:
case 'WORLD':
return Matrix.Identity(4)
case 'ARMATURE':
return get_object_space_matrix(armature_object).inverted()
case 'ROOT':
armature_data = typing_cast(Armature, armature_object.data)
armature_space_matrix = get_object_space_matrix(armature_object) @ armature_data.bones[0].matrix_local
return armature_space_matrix.inverted()
case _:
assert False, f'Invalid export space: {export_space}'
def _get_material_name_indices(obj: Object, material_names: List[str]) -> Iterable[int]:
"""
Returns the index of the material in the list of material names.
If the material is not found, the index 0 is returned.
"""
for material_slot in obj.material_slots:
if material_slot.material is None:
yield 0
else:
try:
yield material_names.index(material_slot.material.name)
except ValueError:
yield 0
def build_psk(context: Context, input_objects: PskInputObjects, options: PskBuildOptions) -> PskBuildResult:
armature_objects = list(input_objects.armature_objects)
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 = []
psx_bone_create_result = create_psx_bones(
armature_objects=armature_objects,
export_space=options.export_space,
forward_axis=options.forward_axis,
up_axis=options.up_axis,
scale=options.scale,
root_bone_name=options.root_bone_name,
bone_filter_mode=options.bone_filter_mode,
bone_collection_indices=options.bone_collection_indices
)
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]
psk.bones = [psx_bone for psx_bone, _ in psx_bone_create_result.bones]
# Check that all bone names are valid.
if options.should_enforce_bone_name_restrictions:
check_bone_names(map(lambda x: x.name, bones))
# Materials
match options.material_order_mode:
case 'AUTOMATIC':
mesh_objects = [dfs_object.obj for dfs_object in input_objects.mesh_dfs_objects]
materials = list(get_materials_for_mesh_objects(context.evaluated_depsgraph_get(), mesh_objects))
case 'MANUAL':
# The material name list may contain materials that are not on the mesh objects.
# Therefore, we can take the material_name_list as gospel and simply use it as a lookup table.
# If a look-up fails, replace it with an empty material.
materials = [bpy.data.materials.get(x, None) for x in options.material_name_list]
case _:
assert False, f'Invalid material order mode: {options.material_order_mode}'
for bone in bones:
psk_bone = Psk.Bone()
try:
psk_bone.name = bytes(bone.name, encoding='windows-1252')
except UnicodeEncodeError:
message = bpy.app.translations.pgettext_iface('Bone name "{name}" contains characters that cannot be encoded in the Windows-1252 codepage')
raise RuntimeError(message.format(name=bone.name))
psk_bone.flags = 0
psk_bone.children_count = 0
for material in materials:
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()
psk_material.name = convert_string_to_cp1252_bytes(material.name if material else 'None')
try:
psk_material.name = bytes(material.name, encoding='windows-1252')
except UnicodeEncodeError:
message = bpy.app.translations.pgettext_iface('Material name "{name}" contains characters that cannot be encoded in the Windows-1252 codepage')
raise RuntimeError(message.format(name=material.name))
psk_material.texture_index = len(psk.materials)
if material is not None:
psk_material.poly_flags = triangle_type_and_bit_flags_to_poly_flags(material.psk.mesh_triangle_type,
material.psk.mesh_triangle_bit_flags)
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)
# TODO: This wasn't left in a good state. We should detect if we need to add a "default" material.
# This can be done by checking if there is an empty material slot on any of the mesh objects, or if there are
# no material slots on any of the mesh objects.
# If so, it should be added to the end of the list of materials, and its index should mapped to a None value in the
# material indices list.
if len(psk.materials) == 0:
# Add a default material if no materials are present.
psk_material = Psk.Material()
psk_material.name = convert_string_to_cp1252_bytes('None')
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_dfs_objects))
material_names = [m.name for m in options.materials]
coordinate_system_matrix = get_coordinate_system_transform(options.forward_axis, options.up_axis)
for object_index, input_mesh_object in enumerate(input_objects.mesh_objects):
# Calculate the export spaces for the armature objects.
# This is used later to transform the mesh object geometry into the export space.
armature_mesh_export_space_matrices: Dict[Optional[Object], Matrix] = {None: Matrix.Identity(4)}
if options.export_space == 'ARMATURE':
# For meshes without an armature modifier, we need to set the export space to the armature object.
armature_mesh_export_space_matrices[None] = _get_mesh_export_space_matrix(next(iter(input_objects.armature_objects), None), options.export_space)
for armature_object in armature_objects:
armature_mesh_export_space_matrices[armature_object] = _get_mesh_export_space_matrix(armature_object, options.export_space)
scale_matrix = Matrix.Scale(options.scale, 4)
original_armature_object_pose_positions = {a: a.data.pose_position for a in armature_objects}
# Temporarily force the armature into the rest position.
# We will undo this later.
for armature_object in armature_objects:
armature_object.data.pose_position = 'REST'
material_names = [m.name if m is not None else 'None' for m in materials]
for object_index, input_mesh_object in enumerate(input_objects.mesh_dfs_objects):
obj, matrix_world = input_mesh_object.obj, input_mesh_object.matrix_world
armature_object = get_armature_for_mesh_object(obj)
should_flip_normals = False
# Material indices
material_indices = list(_get_material_name_indices(obj, material_names))
# MATERIALS
material_indices = [material_names.index(material_slot.material.name) for material_slot in input_mesh_object.material_slots]
if len(material_indices) == 0:
# Add a default material if no materials are present.
material_indices = [0]
# 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.
# Store the reference to the evaluated object and data so that we can clean them up later.
evaluated_mesh_object = None
evaluated_mesh_data = None
# 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'
# Mesh data
match options.object_eval_state:
case 'ORIGINAL':
mesh_object = obj
mesh_data = obj.data
case 'EVALUATED':
# Create a copy of the mesh object after non-armature modifiers are applied.
depsgraph = context.evaluated_depsgraph_get()
bm = bmesh.new()
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
try:
bm.from_object(obj, depsgraph)
except ValueError as e:
del bm
raise RuntimeError(f'Object "{obj.name}" is not evaluated.\n'
'This is likely because the object is in a collection that has been excluded from the view layer.') from e
scale = (input_mesh_object.scale.x, input_mesh_object.scale.y, input_mesh_object.scale.z)
evaluated_mesh_data = bpy.data.meshes.new('')
mesh_data = evaluated_mesh_data
bm.to_mesh(mesh_data)
del bm
evaluated_mesh_object = bpy.data.objects.new('', mesh_data)
mesh_object = evaluated_mesh_object
mesh_object.matrix_world = matrix_world
# 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
# Extract the scale from the matrix.
_, _, scale = matrix_world.decompose()
# Copy the vertex groups
for vertex_group in input_mesh_object.vertex_groups:
mesh_object.vertex_groups.new(name=vertex_group.name)
# 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.
if not should_flip_normals:
should_flip_normals = sum(1 for x in scale if x < 0) % 2 == 1
# Restore the previous pose position on the armature.
if old_pose_position is not None:
armature_object.data.pose_position = old_pose_position
# Copy the vertex groups
for vertex_group in obj.vertex_groups:
mesh_object.vertex_groups.new(name=vertex_group.name)
case _:
assert False, f'Invalid object evaluation state: {options.object_eval_state}'
match options.export_space:
case 'ARMATURE' | 'ROOT':
mesh_export_space_matrix = armature_mesh_export_space_matrices[armature_object]
case 'WORLD':
mesh_export_space_matrix = armature_mesh_export_space_matrices[armature_object]
case _:
assert False, f'Invalid export space: {options.export_space}'
vertex_transform_matrix = scale_matrix @ coordinate_system_matrix @ mesh_export_space_matrix
point_transform_matrix = vertex_transform_matrix @ mesh_object.matrix_world
# Vertices
vertex_offset = len(psk.points)
# VERTICES
for vertex in mesh_data.vertices:
point = Vector3()
v = point_transform_matrix @ vertex.co
v = mesh_object.matrix_world @ vertex.co
point.x = v.x
point.y = v.y
point.z = v.z
psk.points.append(point)
# Wedges
mesh_data.calc_loop_triangles()
uv_layer = mesh_data.uv_layers.active.data
if mesh_data.uv_layers.active is None:
result.warnings.append(f'"{mesh_object.name}" has no active UV Map')
# WEDGES
mesh_data.calc_loop_triangles()
# Build a list of non-unique wedges.
wedges = []
if mesh_data.uv_layers.active:
uv_layer = mesh_data.uv_layers.active.data
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]
))
else:
for loop_index, loop in enumerate(mesh_data.loops):
wedges.append(Psk.Wedge(point_index=loop.vertex_index + vertex_offset, u=0.0, v=0.0))
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.
# 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):
@@ -333,7 +262,7 @@ def build_psk(context: Context, input_objects: PskInputObjects, options: PskBuil
psk.wedges.append(wedge)
loop_wedge_indices[loop_index] = wedge_index
# Faces
# 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:
@@ -350,19 +279,17 @@ def build_psk(context: Context, input_objects: PskInputObjects, options: PskBuil
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:
armature_data = typing_cast(Armature, armature_object.data)
bone_index_offset = psx_bone_create_result.armature_object_root_bone_indices[armature_object]
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 = psx_bone_create_result.armature_object_bone_names[armature_object]
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[int, int] = dict()
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) + bone_index_offset
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.
@@ -372,16 +299,11 @@ def build_psk(context: Context, input_objects: PskInputObjects, options: PskBuil
bone = armature_data.bones[vertex_group_name]
while bone is not None:
try:
vertex_group_bone_indices[vertex_group_index] = bone_names.index(bone.name) + bone_index_offset
bone_index = bone_names.index(bone.name)
vertex_group_bone_indices[vertex_group_index] = bone_index
break
except ValueError:
bone = bone.parent
# Keep track of which vertices have been assigned weights.
# The ones that have not been assigned weights will be assigned to the root bone.
# Without this, some older versions of UnrealEd may have corrupted meshes.
vertices_assigned_weights = np.full(len(mesh_data.vertices), False)
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.
@@ -399,35 +321,14 @@ def build_psk(context: Context, input_objects: PskInputObjects, options: PskBuil
w.point_index = vertex_offset + vertex_index
w.weight = weight
psk.weights.append(w)
vertices_assigned_weights[vertex_index] = True
# Assign vertices that have not been assigned weights to the root bone of the armature.
fallback_weight_bone_index = psx_bone_create_result.armature_object_root_bone_indices[armature_object]
for vertex_index, assigned in enumerate(vertices_assigned_weights):
if not assigned:
w = Psk.Weight()
w.bone_index = fallback_weight_bone_index
w.point_index = vertex_offset + vertex_index
w.weight = 1.0
psk.weights.append(w)
if evaluated_mesh_object is not None:
if not options.use_raw_mesh_data:
bpy.data.objects.remove(mesh_object)
del mesh_object
if evaluated_mesh_data is not None:
bpy.data.meshes.remove(mesh_data)
del mesh_data
context.window_manager.progress_update(object_index)
# Restore the original pose position of the armature objects.
for armature_object, pose_position in original_armature_object_pose_positions.items():
armature_object.data.pose_position = pose_position
# https://github.com/DarklightGames/io_scene_psk_psa/issues/129.
psk.sort_and_normalize_weights()
context.window_manager.progress_end()
result.psk = psk

View File

@@ -1,7 +1,6 @@
from ctypes import Structure, c_uint32, c_float, c_int32, c_uint8, c_int8, c_int16, c_char, c_uint16
from typing import List
from ..shared.data import Vector3, Quaternion, Color, Vector2, PsxBone
from ..data import *
class Psk(object):
@@ -113,38 +112,13 @@ class Psk(object):
def has_morph_data(self):
return len(self.morph_infos) > 0
def sort_and_normalize_weights(self):
self.weights.sort(key=lambda x: x.point_index)
weight_index = 0
weight_total = len(self.weights)
while weight_index < weight_total:
point_index = self.weights[weight_index].point_index
weight_sum = self.weights[weight_index].weight
point_weight_total = 1
# Calculate the sum of weights for the current point_index.
for i in range(weight_index + 1, weight_total):
if self.weights[i].point_index != point_index:
break
weight_sum += self.weights[i].weight
point_weight_total += 1
# Normalize the weights for the current point_index.
for i in range(weight_index, weight_index + point_weight_total):
self.weights[i].weight /= weight_sum
# Move to the next group of weights.
weight_index += point_weight_total
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[PsxBone] = []
self.bones: List[Psk.Bone] = []
self.extra_uvs: List[Vector2] = []
self.vertex_colors: List[Color] = []
self.vertex_normals: List[Vector3] = []

View File

@@ -1,136 +1,45 @@
from pathlib import Path
from typing import Iterable, List, Optional, cast as typing_cast
import bpy
from bpy.props import BoolProperty, StringProperty
from bpy.types import Collection, Context, Depsgraph, Material, Object, Operator, SpaceProperties, Scene
from bpy.props import StringProperty
from bpy.types import Operator
from bpy_extras.io_utils import ExportHelper
from .properties import PskExportMixin
from ..builder import (
PskBuildOptions,
build_psk,
get_materials_for_mesh_objects,
get_psk_input_objects_for_collection,
get_psk_input_objects_for_context,
)
from ..builder import build_psk, PskBuildOptions, get_psk_input_objects
from ..writer import write_psk
from ...shared.helpers import PsxBoneCollection, get_collection_export_operator_from_context, populate_bone_collection_list
from ...shared.ui import draw_bone_filter_mode
from ...helpers import populate_bone_collection_list
def populate_material_name_list(depsgraph: Depsgraph, mesh_objects: Iterable[Object], material_list):
materials = list(get_materials_for_mesh_objects(depsgraph, mesh_objects))
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
# Order the mesh object materials by the order any existing entries in the material list.
# This way, if the user has already set up the material list, we don't change the order.
material_names = [x.material_name for x in material_list]
materials = get_sorted_materials_by_names(materials, material_names)
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:
message = bpy.app.translations.pgettext_iface('Material slot cannot be empty (index {index})')
raise RuntimeError(message.format(index=i))
if material not in materials:
materials.append(material)
for index, material in enumerate(materials):
m = material_list.add()
m.material_name = material.name
m.material = material
m.index = index
class PSK_OT_bone_collection_list_populate(Operator):
bl_idname = 'psk.bone_collection_list_populate'
bl_label = 'Populate Bone Collection List'
bl_description = 'Populate the bone collection list from the armature that will be used in this collection export'
bl_options = {'INTERNAL'}
def execute(self, context):
export_operator = get_collection_export_operator_from_context(context)
if export_operator is None:
self.report({'ERROR_INVALID_CONTEXT'}, 'No valid export operator found in context')
return {'CANCELLED'}
if context.collection is None:
self.report({'ERROR_INVALID_CONTEXT'}, 'No active collection')
return {'CANCELLED'}
try:
input_objects = get_psk_input_objects_for_collection(context.collection)
except RuntimeError as e:
self.report({'ERROR_INVALID_CONTEXT'}, str(e))
return {'CANCELLED'}
if not input_objects.armature_objects:
self.report({'ERROR_INVALID_CONTEXT'}, 'No armature modifiers found on mesh objects')
return {'CANCELLED'}
populate_bone_collection_list(export_operator.bone_collection_list, input_objects.armature_objects)
return {'FINISHED'}
class PSK_OT_bone_collection_list_select_all(Operator):
bl_idname = 'psk.bone_collection_list_select_all'
bl_label = 'Select All'
bl_description = 'Select all bone collections'
bl_options = {'INTERNAL'}
is_selected: BoolProperty(default=True)
def execute(self, context):
export_operator = get_collection_export_operator_from_context(context)
if export_operator is None:
self.report({'ERROR_INVALID_CONTEXT'}, 'No valid export operator found in context')
return {'CANCELLED'}
for item in export_operator.bone_collection_list:
item.is_selected = self.is_selected
return {'FINISHED'}
class PSK_OT_populate_material_name_list(Operator):
bl_idname = 'psk.export_populate_material_name_list'
bl_label = 'Populate Material Name List'
bl_description = 'Populate the material name list from the objects that will be used in this export'
bl_options = {'INTERNAL'}
def execute(self, context):
export_operator = get_collection_export_operator_from_context(context)
if export_operator is None:
self.report({'ERROR_INVALID_CONTEXT'}, 'No valid export operator found in context')
return {'CANCELLED'}
depsgraph = context.evaluated_depsgraph_get()
input_objects = get_psk_input_objects_for_collection(context.collection)
try:
populate_material_name_list(depsgraph, [x.obj for x in input_objects.mesh_dfs_objects], export_operator.material_name_list)
except RuntimeError as e:
self.report({'ERROR_INVALID_CONTEXT'}, str(e))
return {'CANCELLED'}
return {'FINISHED'}
def material_list_names_search_cb(self, context: Context, edit_text: str):
for material in bpy.data.materials:
yield material.name
class PSK_OT_material_list_name_add(Operator):
bl_idname = 'psk.export_material_name_list_item_add'
bl_label = 'Add Material'
bl_description = 'Add a material to the material name list (useful if you want to add a material slot that is not actually used in the mesh)'
bl_options = {'INTERNAL'}
name: StringProperty(search=material_list_names_search_cb, name='Material Name', default='None')
def invoke(self, context, event):
return context.window_manager.invoke_props_dialog(self)
def execute(self, context):
export_operator = get_collection_export_operator_from_context(context)
if export_operator is None:
self.report({'ERROR_INVALID_CONTEXT'}, 'No valid export operator found in context')
return {'CANCELLED'}
m = export_operator.material_name_list.add()
m.material_name = self.name
m.index = len(export_operator.material_name_list) - 1
return {'FINISHED'}
class PSK_OT_material_list_move_up(Operator):
bl_idname = 'psk.export_material_list_item_move_up'
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'
@@ -138,17 +47,17 @@ class PSK_OT_material_list_move_up(Operator):
@classmethod
def poll(cls, context):
pg = getattr(context.scene, 'psk_export')
return pg.material_name_list_index > 0
return pg.material_list_index > 0
def execute(self, context):
pg = getattr(context.scene, 'psk_export')
pg.material_name_list.move(pg.material_name_list_index, pg.material_name_list_index - 1)
pg.material_name_list_index -= 1
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_idname = 'psk_export.material_list_item_move_down'
bl_label = 'Move Down'
bl_options = {'INTERNAL'}
bl_description = 'Move the selected material down one slot'
@@ -156,239 +65,23 @@ class PSK_OT_material_list_move_down(Operator):
@classmethod
def poll(cls, context):
pg = getattr(context.scene, 'psk_export')
return pg.material_name_list_index < len(pg.material_name_list) - 1
return pg.material_list_index < len(pg.material_list) - 1
def execute(self, context):
pg = getattr(context.scene, 'psk_export')
pg.material_name_list.move(pg.material_name_list_index, pg.material_name_list_index + 1)
pg.material_name_list_index += 1
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_name_move_up(Operator):
bl_idname = 'psk.export_material_name_list_item_move_up'
bl_label = 'Move Up'
bl_options = {'INTERNAL'}
bl_description = 'Move the selected material name up one slot'
@classmethod
def poll(cls, context):
export_operator = get_collection_export_operator_from_context(context)
if export_operator is None:
return False
return export_operator.material_name_list_index > 0
def execute(self, context):
export_operator = get_collection_export_operator_from_context(context)
if export_operator is None:
self.report({'ERROR_INVALID_CONTEXT'}, 'No valid export operator found in context')
return {'CANCELLED'}
export_operator.material_name_list.move(export_operator.material_name_list_index, export_operator.material_name_list_index - 1)
export_operator.material_name_list_index -= 1
return {'FINISHED'}
class PSK_OT_material_list_name_move_down(Operator):
bl_idname = 'psk.export_material_name_list_item_move_down'
bl_label = 'Move Down'
bl_options = {'INTERNAL'}
bl_description = 'Move the selected material name down one slot'
@classmethod
def poll(cls, context):
export_operator = get_collection_export_operator_from_context(context)
if export_operator is None:
return False
return export_operator.material_name_list_index < len(export_operator.material_name_list) - 1
def execute(self, context):
export_operator = get_collection_export_operator_from_context(context)
if export_operator is None:
self.report({'ERROR_INVALID_CONTEXT'}, 'No valid export operator found in context')
return {'CANCELLED'}
export_operator.material_name_list.move(export_operator.material_name_list_index, export_operator.material_name_list_index + 1)
export_operator.material_name_list_index += 1
return {'FINISHED'}
def get_sorted_materials_by_names(materials: Iterable[Material], material_names: List[str]) -> List[Material]:
"""
Sorts the materials by the order of the material names list. Any materials not in the list will be appended to the
end of the list in the order they are found.
@param materials: A list of materials to sort
@param material_names: A list of material names to sort by
@return: A sorted list of materials
"""
materials_in_collection = [m for m in materials if m.name in material_names]
materials_not_in_collection = [m for m in materials if m.name not in material_names]
materials_in_collection = sorted(materials_in_collection, key=lambda x: material_names.index(x.name))
return materials_in_collection + materials_not_in_collection
def get_psk_build_options_from_property_group(scene: Scene, pg: PskExportMixin) -> PskBuildOptions:
options = PskBuildOptions()
options.object_eval_state = pg.object_eval_state
options.export_space = pg.export_space
options.bone_filter_mode = pg.bone_filter_mode
options.bone_collection_indices = [PsxBoneCollection(x.armature_object_name, x.armature_data_name, x.index) for x in pg.bone_collection_list if x.is_selected]
options.root_bone_name = pg.root_bone_name
options.material_order_mode = pg.material_order_mode
options.material_name_list = [x.material_name for x in pg.material_name_list]
match pg.transform_source:
case 'SCENE':
transform_source = getattr(scene, 'psx_export')
case 'SELF':
transform_source = pg
case _:
assert False, f'Invalid transform source: {pg.transform_source}'
options.scale = transform_source.scale
options.forward_axis = transform_source.forward_axis
options.up_axis = transform_source.up_axis
return options
class PSK_OT_export_collection(Operator, ExportHelper, PskExportMixin):
bl_idname = 'psk.export_collection'
bl_label = 'Export'
bl_options = {'INTERNAL'}
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='',
subtype='FILE_PATH')
collection: StringProperty(options={'HIDDEN'})
def execute(self, context):
collection = bpy.data.collections.get(self.collection)
try:
input_objects = get_psk_input_objects_for_collection(collection)
except RuntimeError as e:
self.report({'ERROR_INVALID_CONTEXT'}, str(e))
return {'CANCELLED'}
options = get_psk_build_options_from_property_group(context.scene, self)
filepath = str(Path(self.filepath).resolve())
try:
result = build_psk(context, input_objects, options)
for warning in result.warnings:
self.report({'WARNING'}, warning)
write_psk(result.psk, 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'}
def draw(self, context: Context):
layout = self.layout
flow = layout.grid_flow(row_major=True)
flow.use_property_split = True
flow.use_property_decorate = False
# Mesh
mesh_header, mesh_panel = layout.panel('Mesh', default_closed=False)
mesh_header.label(text='Mesh', icon='MESH_DATA')
if mesh_panel:
flow = mesh_panel.grid_flow(row_major=True)
flow.use_property_split = True
flow.use_property_decorate = False
flow.prop(self, 'object_eval_state', text='Data')
# Bones
bones_header, bones_panel = layout.panel('Bones', default_closed=False)
bones_header.label(text='Bones', icon='BONE_DATA')
if bones_panel:
draw_bone_filter_mode(bones_panel, self, True)
if self.bone_filter_mode == 'BONE_COLLECTIONS':
row = bones_panel.row()
rows = max(3, min(len(self.bone_collection_list), 10))
row.template_list('PSX_UL_bone_collection_list', '', self, 'bone_collection_list', self, 'bone_collection_list_index', rows=rows)
col = row.column(align=True)
col.operator(PSK_OT_bone_collection_list_populate.bl_idname, text='', icon='FILE_REFRESH')
col.separator()
op = col.operator(PSK_OT_bone_collection_list_select_all.bl_idname, text='', icon='CHECKBOX_HLT')
op.is_selected = True
op = col.operator(PSK_OT_bone_collection_list_select_all.bl_idname, text='', icon='CHECKBOX_DEHLT')
op.is_selected = False
advanced_bones_header, advanced_bones_panel = bones_panel.panel('Advanced', default_closed=True)
advanced_bones_header.label(text='Advanced')
if advanced_bones_panel:
flow = advanced_bones_panel.grid_flow(row_major=True)
flow.use_property_split = True
flow.use_property_decorate = False
flow.prop(self, 'root_bone_name')
# Materials
materials_header, materials_panel = layout.panel('Materials', default_closed=False)
materials_header.label(text='Materials', icon='MATERIAL')
if materials_panel:
flow = materials_panel.grid_flow(row_major=True)
flow.use_property_split = True
flow.use_property_decorate = False
flow.prop(self, 'material_order_mode', text='Material Order')
if self.material_order_mode == 'MANUAL':
rows = max(3, min(len(self.material_name_list), 10))
row = materials_panel.row()
row.template_list('PSK_UL_material_names', '', self, 'material_name_list', self, 'material_name_list_index', rows=rows)
col = row.column(align=True)
col.operator(PSK_OT_populate_material_name_list.bl_idname, text='', icon='FILE_REFRESH')
col.separator()
col.operator(PSK_OT_material_list_name_move_up.bl_idname, text='', icon='TRIA_UP')
col.operator(PSK_OT_material_list_name_move_down.bl_idname, text='', icon='TRIA_DOWN')
col.separator()
col.operator(PSK_OT_material_list_name_add.bl_idname, text='', icon='ADD')
# Transform
transform_header, transform_panel = layout.panel('Transform', default_closed=False)
transform_header.label(text='Transform')
if transform_panel:
flow = transform_panel.grid_flow(row_major=True)
flow.use_property_split = True
flow.use_property_decorate = False
flow.prop(self, 'export_space')
flow.prop(self, 'transform_source')
flow = transform_panel.grid_flow(row_major=True)
flow.use_property_split = True
flow.use_property_decorate = False
match self.transform_source:
case 'SCENE':
transform_source = getattr(context.scene, 'psx_export')
flow.enabled = False
case 'CUSTOM':
transform_source = self
flow.prop(transform_source, 'scale')
flow.prop(transform_source, 'forward_axis')
flow.prop(transform_source, 'up_axis')
class PSK_OT_export(Operator, ExportHelper):
bl_idname = 'psk.export'
bl_idname = 'export.psk'
bl_label = 'Export'
bl_options = {'INTERNAL', 'UNDO'}
bl_description = 'Export selected meshes to PSK'
__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',
@@ -397,19 +90,17 @@ class PSK_OT_export(Operator, ExportHelper):
def invoke(self, context, event):
try:
input_objects = get_psk_input_objects_for_context(context)
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(pg.bone_collection_list, input_objects.armature_objects)
depsgraph = context.evaluated_depsgraph_get()
populate_bone_collection_list(input_objects.armature_object, pg.bone_collection_list)
try:
populate_material_name_list(depsgraph, [x.obj for x in input_objects.mesh_dfs_objects], pg.material_name_list)
populate_material_list(input_objects.mesh_objects, pg.material_list)
except RuntimeError as e:
self.report({'ERROR_INVALID_CONTEXT'}, str(e))
return {'CANCELLED'}
@@ -418,88 +109,72 @@ class PSK_OT_export(Operator, ExportHelper):
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('Mesh', default_closed=False)
# MESH
mesh_header, mesh_panel = layout.panel('mesh_panel_id', default_closed=False)
mesh_header.label(text='Mesh', icon='MESH_DATA')
if mesh_panel:
flow = mesh_panel.grid_flow(row_major=True)
flow.use_property_split = True
flow.use_property_decorate = False
flow.prop(pg, 'object_eval_state', text='Data')
if mesh_panel is not None:
mesh_panel.prop(pg, 'use_raw_mesh_data')
# Bones
bones_header, bones_panel = layout.panel('Bones', default_closed=False)
# BONES
bones_header, bones_panel = layout.panel('bones_panel_id', default_closed=False)
bones_header.label(text='Bones', icon='BONE_DATA')
if bones_panel:
draw_bone_filter_mode(bones_panel, pg)
if bones_panel is not None:
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_advanced_header, bones_advanced_panel = bones_panel.panel('Advanced', default_closed=True)
bones_advanced_header.label(text='Advanced')
if bones_advanced_panel:
flow = bones_advanced_panel.grid_flow(row_major=True)
flow.use_property_split = True
flow.use_property_decorate = False
flow.prop(pg, 'root_bone_name')
# Materials
materials_header, materials_panel = layout.panel('Materials', default_closed=False)
bones_panel.prop(pg, 'should_enforce_bone_name_restrictions')
# MATERIALS
materials_header, materials_panel = layout.panel('materials_panel_id', default_closed=False)
materials_header.label(text='Materials', icon='MATERIAL')
if materials_panel:
flow = materials_panel.grid_flow(row_major=True)
flow.use_property_split = True
flow.use_property_decorate = False
flow.prop(pg, 'material_order_mode', text='Material Order')
if pg.material_order_mode == 'MANUAL':
row = materials_panel.row()
rows = max(3, min(len(pg.bone_collection_list), 10))
row.template_list('PSK_UL_material_names', '', pg, 'material_name_list', pg, 'material_name_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')
# Transform
transform_header, transform_panel = layout.panel('Transform', default_closed=False)
transform_header.label(text='Transform')
if transform_panel:
flow = transform_panel.grid_flow(row_major=True)
flow.use_property_split = True
flow.use_property_decorate = False
flow.prop(pg, 'export_space')
flow.prop(pg, 'scale')
flow.prop(pg, 'forward_axis')
flow.prop(pg, 'up_axis')
# Extended Format
extended_format_header, extended_format_panel = layout.panel('Extended Format', default_closed=False)
extended_format_header.label(text='Extended Format')
if extended_format_panel:
flow = extended_format_panel.grid_flow(row_major=True)
flow.use_property_split = True
flow.use_property_decorate = False
flow.prop(pg, 'should_export_vertex_normals', text='Vertex Normals')
if materials_panel is not None:
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 = getattr(context.scene, 'psk_export')
input_objects = get_psk_input_objects_for_context(context)
options = get_psk_build_options_from_property_group(context.scene, pg)
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, input_objects, options)
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')
message = bpy.app.translations.pgettext_iface('PSK export successful with {warning_count} warnings')
self.report({'WARNING'}, message.format(warning_count=len(result.warnings)))
else:
self.report({'INFO'}, f'PSK export successful')
except RuntimeError as e:
@@ -513,11 +188,4 @@ classes = (
PSK_OT_material_list_move_up,
PSK_OT_material_list_move_down,
PSK_OT_export,
PSK_OT_export_collection,
PSK_OT_bone_collection_list_populate,
PSK_OT_bone_collection_list_select_all,
PSK_OT_populate_material_name_list,
PSK_OT_material_list_name_move_up,
PSK_OT_material_list_name_move_down,
PSK_OT_material_list_name_add,
)

View File

@@ -1,74 +1,40 @@
from bpy.types import Context
from bpy.props import (
BoolProperty,
CollectionProperty,
EnumProperty,
IntProperty,
PointerProperty,
StringProperty,
)
from bpy.types import Material, PropertyGroup
from bpy.props import EnumProperty, CollectionProperty, IntProperty, BoolProperty, PointerProperty
from bpy.types import PropertyGroup, Material
from ...shared.helpers import get_collection_export_operator_from_context
from ...shared.types import ExportSpaceMixin, TransformMixin, PsxBoneExportMixin
from ...types import PSX_PG_bone_collection_list_item
object_eval_state_items = (
('EVALUATED', 'Evaluated', 'Use data from fully evaluated object'),
('ORIGINAL', 'Original', 'Use data from original object with no modifiers applied'),
)
material_order_mode_items = (
('AUTOMATIC', 'Automatic', 'Automatically order the materials'),
('MANUAL', 'Manual', 'Manually arrange the materials'),
)
transform_source_items = (
('SCENE', 'Scene', 'Use the scene transform settings'),
('CUSTOM', 'Custom', 'Use custom transform settings'),
)
empty_set = set()
class PSK_PG_material_list_item(PropertyGroup):
material: PointerProperty(type=Material)
index: IntProperty()
class PSK_PG_material_name_list_item(PropertyGroup):
material_name: StringProperty()
index: IntProperty()
class PskExportMixin(ExportSpaceMixin, TransformMixin, PsxBoneExportMixin):
object_eval_state: EnumProperty(
items=object_eval_state_items,
name='Object Evaluation State',
default='EVALUATED'
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')
)
)
material_order_mode: EnumProperty(
name='Material Order',
description='The order in which to export the materials',
items=material_order_mode_items,
default='AUTOMATIC'
)
material_name_list: CollectionProperty(type=PSK_PG_material_name_list_item)
material_name_list_index: IntProperty(default=0)
should_export_vertex_normals: BoolProperty(
'Export Vertex Normals',
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,
description='Export VTXNORMS section.'
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'
)
transform_source: EnumProperty(
items=transform_source_items,
name='Transform Source',
default='SCENE'
)
class PSK_PG_export(PropertyGroup, PskExportMixin):
pass
classes = (
PSK_PG_material_list_item,
PSK_PG_material_name_list_item,
PSK_PG_export,
)

View File

@@ -1,15 +1,12 @@
import bpy
from bpy.types import UIList
class PSK_UL_material_names(UIList):
class PSK_UL_materials(UIList):
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
row = layout.row()
material = bpy.data.materials.get(item.material_name, None)
icon_value = layout.icon(material) if material else 0
row.prop(item, 'material_name', text='', emboss=False, icon_value=icon_value, icon='BLANK1' if icon_value == 0 else 'NONE')
row.prop(item.material, 'name', text='', emboss=False, icon_value=layout.icon(item.material))
classes = (
PSK_UL_material_names,
PSK_UL_materials,
)

View File

@@ -1,85 +1,33 @@
import os
from pathlib import Path
import sys
from bpy.props import CollectionProperty, StringProperty
from bpy.types import Context, FileHandler, Operator, OperatorFileListElement, UILayout
import bpy.app.translations
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 ..properties import PskImportMixin
from ..reader import read_psk
def get_psk_import_options_from_properties(property_group: PskImportMixin):
options = PskImportOptions()
options.should_import_mesh = property_group.should_import_mesh
options.should_import_extra_uvs = property_group.should_import_extra_uvs
options.should_import_vertex_colors = property_group.should_import_vertex_colors
options.should_import_vertex_normals = property_group.should_import_vertex_normals
options.vertex_color_space = property_group.vertex_color_space
options.should_import_armature = property_group.should_import_armature
options.bone_length = property_group.bone_length
options.should_import_materials = property_group.should_import_materials
options.should_import_shape_keys = property_group.should_import_shape_keys
options.scale = property_group.scale
if property_group.bdk_repository_id:
options.bdk_repository_id = property_group.bdk_repository_id
return options
empty_set = set()
def psk_import_draw(layout: UILayout, props: PskImportMixin):
row = layout.row()
class PSK_FH_import(FileHandler):
bl_idname = 'PSK_FH_import'
bl_label = ''
bl_import_operator = 'import_scene.psk'
bl_file_extensions = '.psk;.pskx'
col = row.column()
col.use_property_split = True
col.use_property_decorate = False
col.prop(props, 'components')
if props.should_import_mesh:
mesh_header, mesh_panel = layout.panel('mesh_panel_id', default_closed=False)
mesh_header.label(text='Mesh', icon='MESH_DATA')
if mesh_panel:
row = mesh_panel.row()
col = row.column()
col.use_property_split = True
col.use_property_decorate = False
col.prop(props, 'should_import_extra_uvs', text='Extra UVs')
col.prop(props, 'should_import_materials', text='Materials')
col.prop(props, 'should_import_vertex_colors', text='Vertex Colors')
if props.should_import_vertex_colors:
col.prop(props, 'vertex_color_space')
col.separator()
col.prop(props, 'should_import_vertex_normals', text='Vertex Normals')
col.prop(props, 'should_import_shape_keys', text='Shape Keys')
if props.should_import_armature:
armature_header, armature_panel = layout.panel('armature_panel_id', default_closed=False)
armature_header.label(text='Armature', icon='OUTLINER_DATA_ARMATURE')
if armature_panel:
row = armature_panel.row()
col = row.column()
col.use_property_split = True
col.use_property_decorate = False
col.prop(props, 'bone_length')
transform_header, transform_panel = layout.panel('transform_panel_id', default_closed=False)
transform_header.label(text='Transform')
if transform_panel:
row = transform_panel.row()
col = row.column()
col.use_property_split = True
col.use_property_decorate = False
col.prop(props, 'scale')
@classmethod
def poll_drop(cls, context: Context):
return context.area and context.area.type == 'VIEW_3D'
class PSK_OT_import(Operator, ImportHelper, PskImportMixin):
bl_idname = 'psk.import_file'
class PSK_OT_import(Operator, ImportHelper):
bl_idname = 'import_scene.psk'
bl_label = 'Import'
bl_options = {'INTERNAL', 'UNDO', 'PRESET'}
bl_description = 'Import a PSK file'
__doc__ = 'Load a PSK file'
filename_ext = '.psk'
filter_glob: StringProperty(default='*.psk;*.pskx', options={'HIDDEN'})
filepath: StringProperty(
@@ -88,91 +36,142 @@ class PSK_OT_import(Operator, ImportHelper, PskImportMixin):
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 UVs, if available'
)
should_import_mesh: BoolProperty(
default=True,
name='Mesh',
options=empty_set
)
should_import_materials: BoolProperty(
default=True,
name='Materials',
options=empty_set,
)
should_import_skeleton: BoolProperty(
default=True,
name='Armature',
options=empty_set
)
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'
)
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):
try:
psk = read_psk(self.filepath)
except OSError as e:
self.report({'ERROR'}, f'Failed to read "{self.filepath}". The file may be corrupted or not a valid PSK file: {e}')
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'}
name = os.path.splitext(os.path.basename(self.filepath))[0]
options = get_psk_import_options_from_properties(self)
result = import_psk(psk, context, name, options)
result = import_psk(psk, context, options)
if len(result.warnings):
message = f'PSK imported as "{result.root_object.name}" with {len(result.warnings)} warning(s)\n'
message = bpy.app.translations.pgettext_iface('PSK imported with {count} warning(s)')
message = message.format(count=len(result.warnings))
message += '\n'.join(result.warnings)
self.report({'WARNING'}, message)
else:
self.report({'INFO'}, f'PSK imported as "{result.root_object.name}"')
message = bpy.app.translations.pgettext_iface('PSK imported ({name})')
message = message.format(name=options.name)
self.report({'INFO'}, message)
return {'FINISHED'}
def draw(self, context):
psk_import_draw(self.layout, self)
layout = self.layout
row = layout.row()
class PSK_OT_import_drag_and_drop(Operator, PskImportMixin):
bl_idname = 'psk.import_drag_and_drop'
bl_label = 'Import PSK'
bl_options = {'INTERNAL', 'UNDO', 'PRESET'}
bl_description = 'Import PSK files by dragging and dropping them onto the 3D view'
col = row.column()
col.use_property_split = True
col.use_property_decorate = False
col.prop(self, 'scale')
directory: StringProperty(subtype='FILE_PATH', options={'SKIP_SAVE', 'HIDDEN'})
files: CollectionProperty(type=OperatorFileListElement, options={'SKIP_SAVE', 'HIDDEN'})
mesh_header, mesh_panel = layout.panel('mesh_panel_id', default_closed=False)
mesh_header.prop(self, 'should_import_mesh')
@classmethod
def poll(cls, context):
return context.area and context.area.type == 'VIEW_3D'
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')
def draw(self, context):
psk_import_draw(self.layout, self)
skeleton_header, skeleton_panel = layout.panel('skeleton_panel_id', default_closed=False)
skeleton_header.prop(self, 'should_import_skeleton')
def invoke(self, context, event):
context.window_manager.invoke_props_dialog(self)
return {'RUNNING_MODAL'}
def execute(self, context):
warning_count = 0
options = get_psk_import_options_from_properties(self)
for file in self.files:
filepath = Path(self.directory) / file.name
try:
psk = read_psk(filepath)
except OSError as e:
self.report({'ERROR'}, f'Failed to read "{filepath}". The file may be corrupted or not a valid PSK file: {e}')
return {'CANCELLED'}
name = os.path.splitext(file.name)[0]
result = import_psk(psk, context, name, options)
if result.warnings:
warning_count += len(result.warnings)
if warning_count > 0:
self.report({'WARNING'}, f'Imported {len(self.files)} PSK file(s) with {warning_count} warning(s)')
else:
self.report({'INFO'}, f'Imported {len(self.files)} PSK file(s)')
return {'FINISHED'}
# TODO: move to another file
class PSK_FH_import(FileHandler):
bl_idname = 'PSK_FH_import'
bl_label = 'Unreal PSK'
bl_import_operator = PSK_OT_import_drag_and_drop.bl_idname
bl_export_operator = 'psk.export_collection'
bl_file_extensions = '.psk;.pskx'
@classmethod
def poll_drop(cls, context: Context):
return context.area and context.area.type == 'VIEW_3D'
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_OT_import_drag_and_drop,
PSK_FH_import,
)

View File

@@ -1,40 +1,39 @@
from typing import Optional, List
import bmesh
import bpy
import numpy as np
from bpy.types import Context, Object, VertexGroup
from mathutils import Matrix, Quaternion, Vector
from typing import List, Optional
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.data import PsxBone
from ..shared.helpers import is_bdk_addon_loaded, rgb_to_srgb
from ..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_armature = 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
self.bdk_repository_id = None
class ImportBone:
"""
Intermediate bone type for the purpose of construction.
"""
def __init__(self, index: int, psk_bone: PsxBone):
def __init__(self, index: int, psk_bone: Psk.Bone):
self.index: int = index
self.psk_bone: PsxBone = psk_bone
self.psk_bone: Psk.Bone = psk_bone
self.parent: Optional[ImportBone] = None
self.local_rotation: Quaternion = Quaternion()
self.local_translation: Vector = Vector()
@@ -49,23 +48,17 @@ class ImportBone:
class PskImportResult:
def __init__(self):
self.warnings: List[str] = []
self.armature_object: Optional[Object] = None
self.mesh_object: Optional[Object] = None
@property
def root_object(self) -> Object:
return self.armature_object if self.armature_object is not None else self.mesh_object
def import_psk(psk: Psk, context: Context, name: str, options: PskImportOptions) -> PskImportResult:
def import_psk(psk: Psk, context, options: PskImportOptions) -> PskImportResult:
result = PskImportResult()
armature_object = None
mesh_object = None
if options.should_import_armature:
# Armature
armature_data = bpy.data.armatures.new(name)
armature_object = bpy.data.objects.new(name, armature_data)
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)
@@ -120,17 +113,16 @@ def import_psk(psk: Psk, context: Context, name: str, options: PskImportOptions)
edit_bone_matrix.translation = import_bone.world_matrix.translation
edit_bone.matrix = edit_bone_matrix
# Mesh
# MESH
if options.should_import_mesh:
mesh_data = bpy.data.meshes.new(name)
mesh_object = bpy.data.objects.new(name, mesh_data)
mesh_data = bpy.data.meshes.new(options.name)
mesh_object = bpy.data.objects.new(options.name, mesh_data)
# Materials
# 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]
@@ -138,36 +130,30 @@ def import_psk(psk: Psk, context: Context, name: str, options: PskImportOptions)
# 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]
repository_id = options.bdk_repository_id if options.bdk_repository_id is not None else ''
if material_reference and bpy.ops.bdk.link_material(reference=material_reference, repository_id=repository_id) == {'FINISHED'}:
if material_reference and bpy.ops.bdk.link_material(reference=material_reference) == {'FINISHED'}:
material = bpy.data.materials[material_name]
if material is None:
# Material was unable to be loaded, so just create a blank material.
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
# VERTICES
for point in psk.points:
bm.verts.new(tuple(point))
bm.verts.ensure_lookup_table()
# Faces
# FACES
invalid_face_indices = set()
for face_index, face in enumerate(psk.faces):
points = (
bm.verts[psk.wedges[face.wedge_indices[2]].point_index],
bm.verts[psk.wedges[face.wedge_indices[1]].point_index],
bm.verts[psk.wedges[face.wedge_indices[0]].point_index],
)
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
@@ -179,51 +165,50 @@ def import_psk(psk: Psk, context: Context, name: str, options: PskImportOptions)
# TODO: Handle invalid faces better.
if len(invalid_face_indices) > 0:
result.warnings.append(f'Discarded {len(invalid_face_indices)} invalid face(s).')
face_count = len(bm.faces)
message = bpy.app.translations.pgettext_iface('Discarded {count} invalid face(s)')
result.warnings.append(message.format(count=len(invalid_face_indices)))
bm.to_mesh(mesh_data)
# Texture Coordinates
# TEXTURE COORDINATES
uv_layer_data_index = 0
uv_layer_data = np.zeros((face_count * 3, 2), dtype=np.float32)
uv_layer = mesh_data.uv_layers.new(name='VTXW0000')
for face_index, face in enumerate(psk.faces):
if face_index in invalid_face_indices:
continue
for wedge in map(lambda i: psk.wedges[i], reversed(face.wedge_indices)):
uv_layer_data[uv_layer_data_index] = wedge.u, 1.0 - wedge.v
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
uv_layer = mesh_data.uv_layers.new(name='UVMap')
uv_layer.uv.foreach_set('vector', uv_layer_data.ravel())
# Extra UVs
# 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
uv_layer_data = np.zeros((face_count * 3, 2), dtype=np.float32)
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 in map(lambda i: psk.wedges[i], reversed(face.wedge_indices)):
uv_layer_data[uv_layer_data_index] = wedge.u, 1.0 - wedge.v
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)
uv_layer = mesh_data.uv_layers.new(name=f'EXTRAUV{extra_uv_index}')
uv_layer.uv.foreach_set('vector', uv_layer_data.ravel())
# Vertex Colors
# 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] = tuple(psk.vertex_colors[vertex_color_index])
psk_vertex_colors /= 255.0
# Convert vertex colors to sRGB if necessary.
if options.vertex_color_space == 'SRGBA':
psk_vertex_colors[:, :3] = np.vectorize(rgb_to_srgb)(psk_vertex_colors[:, :3])
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)
@@ -238,9 +223,9 @@ def import_psk(psk: Psk, context: Context, name: str, options: PskImportOptions)
# 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.ravel())
face_corner_color_attribute.data.foreach_set('color', face_corner_colors.flatten())
# Vertex Normals
# 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 = []
@@ -253,7 +238,7 @@ def import_psk(psk: Psk, context: Context, name: str, options: PskImportOptions)
bm.normal_update()
bm.free()
# Weights
# 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)
@@ -263,7 +248,7 @@ def import_psk(psk: Psk, context: Context, name: str, options: PskImportOptions)
for weight in psk.weights:
vertex_groups[weight.bone_index].add((weight.point_index,), weight.weight, 'ADD')
# Morphs (Shape Keys)
# MORPHS (SHAPE KEYS)
if options.should_import_shape_keys:
morph_data_iterator = iter(psk.morph_data)
@@ -281,12 +266,12 @@ def import_psk(psk: Psk, context: Context, name: str, options: PskImportOptions)
context.scene.collection.objects.link(mesh_object)
# Add armature modifier to our mesh object.
if options.should_import_armature:
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_armature else mesh_object
root_object = armature_object if options.should_import_skeleton else mesh_object
root_object.scale = (options.scale, options.scale, options.scale)
try:
@@ -294,7 +279,4 @@ def import_psk(psk: Psk, context: Context, name: str, options: PskImportOptions)
except:
pass
result.armature_object = armature_object
result.mesh_object = mesh_object
return result

View File

@@ -1,34 +1,26 @@
import sys
from bpy.props import BoolProperty, EnumProperty, FloatProperty, StringProperty
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),
('NORMAL', 'Normal', '', 0),
('NORMAL_TWO_SIDED', 'Normal Two-Sided', '', 1),
('TRANSLUCENT', 'Translucent', '', 2),
('MASKED', 'Masked', '', 3),
('MODULATE', 'Modulate', '', 4),
('PLACEHOLDER', 'Placeholder', '', 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),
('UNLIT', 'Unlit', '', 16),
('FLAT', 'Flat', '', 32),
('ENVIRONMENT', 'Environment', '', 64),
('NO_SMOOTH', 'No Smooth', '', 128),
)
class PSX_PG_material(PropertyGroup):
mesh_triangle_type: EnumProperty(
name='Triangle Type',
items=mesh_triangle_types_items
)
mesh_triangle_bit_flags: EnumProperty(
name='Triangle Bit Flags',
items=mesh_triangle_bit_flags_items,
options={'ENUM_FLAG'}
)
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}
@@ -42,7 +34,7 @@ def triangle_type_and_bit_flags_to_poly_flags(mesh_triangle_type: str, mesh_tria
return poly_flags
def poly_flags_to_triangle_type_and_bit_flags(poly_flags: int) -> tuple[str, set[str]]:
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:
@@ -51,100 +43,6 @@ def poly_flags_to_triangle_type_and_bit_flags(poly_flags: int) -> tuple[str, set
return triangle_type, triangle_bit_flags
def should_import_mesh_get(self):
return self.components in {'ALL', 'MESH'}
def should_import_skleton_get(self):
return self.components in {'ALL', 'ARMATURE'}
vertex_color_space_items = (
('LINEAR', 'Linear', ''),
('SRGBA', 'sRGBA', ''),
)
psk_import_components_items = (
('ALL', 'Mesh & Armature', 'Import mesh and armature'),
('MESH', 'Mesh Only', 'Import mesh only'),
('ARMATURE', 'Armature Only', 'Import armature only'),
)
class PskImportMixin:
should_import_vertex_colors: BoolProperty(
default=True,
options=set(),
name='Import Vertex Colors',
description='Import vertex colors, if available'
)
vertex_color_space: EnumProperty(
name='Vertex Color Space',
options=set(),
description='The source vertex color space',
default='SRGBA',
items=vertex_color_space_items
)
should_import_vertex_normals: BoolProperty(
default=True,
name='Import Vertex Normals',
options=set(),
description='Import vertex normals, if available.\n\nThis is only supported for PSKX files'
)
should_import_extra_uvs: BoolProperty(
default=True,
name='Import Extra UVs',
options=set(),
description='Import extra UV maps, if available'
)
components: EnumProperty(
name='Components',
options=set(),
description='Which components to import',
items=psk_import_components_items,
default='ALL'
)
should_import_mesh: BoolProperty(
name='Import Mesh',
get=should_import_mesh_get,
)
should_import_materials: BoolProperty(
default=True,
name='Import Materials',
options=set(),
)
should_import_armature: BoolProperty(
name='Import Skeleton',
get=should_import_skleton_get,
)
bone_length: FloatProperty(
default=1.0,
min=sys.float_info.epsilon,
step=100,
soft_min=1.0,
name='Bone Length',
options=set(),
subtype='DISTANCE',
description='Length of the bones'
)
should_import_shape_keys: BoolProperty(
default=True,
name='Import Shape Keys',
options=set(),
description='Import shape keys, if available.\n\nThis is only supported for PSKX files'
)
scale: FloatProperty(
name='Scale',
default=1.0,
soft_min=0.0,
)
bdk_repository_id: StringProperty(
name='BDK Repository ID',
default='',
options=set(),
description='The ID of the BDK repository to use for loading materials'
)
classes = (
PSX_PG_material,
)

View File

@@ -1,11 +1,11 @@
import ctypes
import os
import re
import warnings
from pathlib import Path
from typing import List
from ..shared.data import Section
from .data import Color, Psk, PsxBone, Vector2, Vector3
import bpy.app.translations
from .data import *
def _read_types(fp, data_class, section: Section, data):
@@ -29,6 +29,7 @@ def _read_material_references(path: str) -> List[str]:
def read_psk(path: str) -> Psk:
psk = Psk()
# Read the PSK file sections.
@@ -36,48 +37,47 @@ def read_psk(path: str) -> Psk:
while fp.read(1):
fp.seek(-1, 1)
section = Section.from_buffer_copy(fp.read(ctypes.sizeof(Section)))
match section.name:
case b'ACTRHEAD':
pass
case b'PNTS0000':
_read_types(fp, Vector3, section, psk.points)
case 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')
case b'FACE0000':
_read_types(fp, Psk.Face, section, psk.faces)
case b'MATT0000':
_read_types(fp, Psk.Material, section, psk.materials)
case b'REFSKELT':
_read_types(fp, PsxBone, section, psk.bones)
case b'RAWWEIGHTS':
_read_types(fp, Psk.Weight, section, psk.weights)
case b'FACE3200':
_read_types(fp, Psk.Face32, section, psk.faces)
case b'VERTEXCOLOR':
_read_types(fp, Color, section, psk.vertex_colors)
case b'VTXNORMS':
_read_types(fp, Vector3, section, psk.vertex_normals)
case b'MRPHINFO':
_read_types(fp, Psk.MorphInfo, section, psk.morph_infos)
case b'MRPHDATA':
_read_types(fp, Psk.MorphData, section, psk.morph_data)
case _:
if section.name.startswith(b'EXTRAUVS'):
_read_types(fp, Vector2, section, psk.extra_uvs)
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}"')
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.
message: str = bpy.app.translations.pgettext_iface('Unhandled section "{section_name}" at position {position}')
message.format(section_name=section.name, position=f'{fp.tell():15}')
warnings.warn(message)
"""
'''
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)
"""

View File

@@ -1,9 +1,10 @@
import os
from ctypes import Structure, sizeof
from typing import Type
import bpy.app.translations
from .data import Psk
from ..shared.data import PsxBone, Section, Vector3
from ..data import Section, Vector3
MAX_WEDGE_COUNT = 65536
MAX_POINT_COUNT = 4294967296
@@ -25,37 +26,36 @@ def _write_section(fp, name: bytes, data_type: Type[Structure] = None, data: lis
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}')
message = bpy.app.translations.pgettext_iface('Number of wedges ({wedge_count}) exceeds limit of {MAX_WEDGE_COUNT}')
raise RuntimeError(message.format(wedge_count=len(psk.wedges), MAX_WEDGE_COUNT=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}')
message = bpy.app.translations.pgettext_iface('Numbers of vertices ({point_count}) exceeds limit of {MAX_POINT_COUNT}')
raise RuntimeError(message.format(point_count=len(psk.points), MAX_POINT_COUNT=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}')
message = bpy.app.translations.pgettext_iface('Number of materials ({material_count}) exceeds limit of {MAX_MATERIAL_COUNT}')
raise RuntimeError(message.format(material_count=len(psk.materials), MAX_MATERIAL_COUNT=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}')
if len(psk.bones) == 0:
raise RuntimeError(f'At least one bone must be marked for export')
message = bpy.app.translations.pgettext_iface('Number of bones ({bone_count}) exceeds limit of {MAX_BONE_COUNT}')
raise RuntimeError(message.format(bone_count=len(psk.bones), MAX_BONE_COUNT=MAX_BONE_COUNT))
elif len(psk.bones) == 0:
message = bpy.app.translations.pgettext_iface('At least one bone must be marked for export')
raise RuntimeError(message)
# Make the directory for the file if it doesn't exist.
os.makedirs(os.path.dirname(path), exist_ok=True)
with open(path, 'wb') as fp:
_write_section(fp, b'ACTRHEAD')
_write_section(fp, b'PNTS0000', Vector3, psk.points)
try:
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)
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', PsxBone, psk.bones)
_write_section(fp, b'RAWWEIGHTS', Psk.Weight, psk.weights)
except PermissionError as e:
raise RuntimeError(f'The current user "{os.getlogin()}" does not have permission to write to "{path}"') from e
_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)

View File

@@ -1,148 +0,0 @@
"""
Depth-first object iterator functions for Blender collections and view layers.
These functions are used to iterate over objects in a collection or view layer in a depth-first manner, including
instances. This is useful for exporters that need to traverse the object hierarchy in a predictable order.
"""
from typing import Optional, Set, Iterable, List
from bpy.types import Collection, Object, ViewLayer, LayerCollection
from mathutils import Matrix
class DfsObject:
"""
Represents an object in a depth-first search.
"""
def __init__(self, obj: Object, instance_objects: List[Object], matrix_world: Matrix):
self.obj = obj
self.instance_objects = instance_objects
self.matrix_world = matrix_world
@property
def is_visible(self) -> bool:
"""
Check if the object is visible.
@return: True if the object is visible, False otherwise.
"""
if self.instance_objects:
return self.instance_objects[-1].visible_get()
return self.obj.visible_get()
@property
def is_selected(self) -> bool:
"""
Check if the object is selected.
@return: True if the object is selected, False otherwise.
"""
if self.instance_objects:
return self.instance_objects[-1].select_get()
return self.obj.select_get()
def _dfs_object_children(obj: Object, collection: Collection) -> Iterable[Object]:
"""
Construct a list of objects in hierarchy order from `collection.objects`, only keeping those that are in the
collection.
@param obj: The object to start the search from.
@param collection: The collection to search in.
@return: An iterable of objects in hierarchy order.
"""
yield obj
for child in obj.children:
if child.name in collection.objects:
yield from _dfs_object_children(child, collection)
def dfs_objects_in_collection(collection: Collection) -> Iterable[Object]:
"""
Returns a depth-first iterator over all objects in a collection, only keeping those that are directly in the
collection.
@param collection: The collection to search in.
@return: An iterable of objects in hierarchy order.
"""
objects_hierarchy = []
for obj in collection.objects:
if obj.parent is None or obj.parent not in set(collection.objects):
objects_hierarchy.append(obj)
for obj in objects_hierarchy:
yield from _dfs_object_children(obj, collection)
def dfs_collection_objects(collection: Collection, visible_only: bool = False) -> Iterable[DfsObject]:
"""
Depth-first search of objects in a collection, including recursing into instances.
@param collection: The collection to search in.
@return: An iterable of tuples containing the object, the instance objects, and the world matrix.
"""
yield from _dfs_collection_objects_recursive(collection)
def _dfs_collection_objects_recursive(
collection: Collection,
instance_objects: Optional[List[Object]] = None,
matrix_world: Matrix = Matrix.Identity(4),
visited: Optional[Set[Object]]=None
) -> Iterable[DfsObject]:
"""
Depth-first search of objects in a collection, including recursing into instances.
This is a recursive function.
@param collection: The collection to search in.
@param instance_objects: The running hierarchy of instance objects.
@param matrix_world: The world matrix of the current object.
@param visited: A set of visited object-instance pairs.
@return: An iterable of tuples containing the object, the instance objects, and the world matrix.
"""
# We want to also yield the top-level instance object so that callers can inspect the selection status etc.
if visited is None:
visited = set()
if instance_objects is None:
instance_objects = list()
# First, yield all objects in child collections.
for child in collection.children:
yield from _dfs_collection_objects_recursive(child, instance_objects, matrix_world.copy(), visited)
# Then, evaluate all objects in this collection.
for obj in dfs_objects_in_collection(collection):
visited_pair = (obj, instance_objects[-1] if instance_objects else None)
if visited_pair in visited:
continue
# If this an instance, we need to recurse into it.
if obj.instance_collection is not None:
# Calculate the instance transform.
instance_offset_matrix = Matrix.Translation(-obj.instance_collection.instance_offset)
# Recurse into the instance collection.
yield from _dfs_collection_objects_recursive(obj.instance_collection,
instance_objects + [obj],
matrix_world @ (obj.matrix_world @ instance_offset_matrix),
visited)
else:
# Object is not an instance, yield it.
yield DfsObject(obj, instance_objects, matrix_world @ obj.matrix_world)
visited.add(visited_pair)
def dfs_view_layer_objects(view_layer: ViewLayer) -> Iterable[DfsObject]:
"""
Depth-first iterator over all objects in a view layer, including recursing into instances.
@param view_layer: The view layer to inspect.
@return: An iterable of tuples containing the object, the instance objects, and the world matrix.
"""
visited = set()
def layer_collection_objects_recursive(layer_collection: LayerCollection):
for child in layer_collection.children:
yield from layer_collection_objects_recursive(child)
# Iterate only the top-level objects in this collection first.
yield from _dfs_collection_objects_recursive(layer_collection.collection, visited=visited)
yield from layer_collection_objects_recursive(view_layer.layer_collection)

View File

@@ -1,502 +0,0 @@
import bpy
from collections import Counter
from typing import List, Iterable, Optional, Dict, Tuple, cast as typing_cast
from bpy.types import Armature, AnimData, Collection, Context, Object, ArmatureModifier, SpaceProperties
from mathutils import Matrix, Vector, Quaternion as BpyQuaternion
from .data import Vector3, Quaternion
from ..shared.data import PsxBone
def rgb_to_srgb(c: float) -> float:
if c > 0.0031308:
return 1.055 * (pow(c, (1.0 / 2.4))) - 0.055
return 12.92 * c
def get_nla_strips_in_frame_range(animation_data: AnimData, frame_min: float, frame_max: float):
if animation_data is None:
return
for nla_track in animation_data.nla_tracks:
if nla_track.mute:
continue
for strip in nla_track.strips:
if (strip.frame_start < frame_min and strip.frame_end > frame_max) or \
(frame_min <= strip.frame_start < frame_max) or \
(frame_min < strip.frame_end <= frame_max):
yield strip
def populate_bone_collection_list(bone_collection_list, armature_objects: Iterable[Object], primary_key: str = 'OBJECT'):
"""
Updates the bone collection list.
Selection is preserved between updates unless none of the groups were previously selected.
Otherwise, all collections are selected by default.
The primary key is used to determine how to group the armature objects. For example, if the primary key is
'DATA', then all bone collections with the same armature data-block will be under one entry.
:param bone_collection_list: The list to update.
:param armature_objects: The armature objects to populate the collection with.
:param primary_key: The primary key to use for the collection (one of 'OBJECT' or 'DATA').
:return: None
"""
has_selected_collections = any([g.is_selected for g in bone_collection_list])
unassigned_collection_is_selected, selected_assigned_collection_names = True, []
if primary_key not in ('OBJECT', 'DATA'):
assert False, f'Invalid primary key: {primary_key}'
if not armature_objects:
return
if has_selected_collections:
# Preserve group selections before clearing the list.
# We handle selections for the unassigned group separately to cover the edge case
# where there might be an actual group with 'Unassigned' as its name.
unassigned_collection_idx, unassigned_collection_is_selected = next(iter([
(i, g.is_selected) for i, g in enumerate(bone_collection_list) if g.index == -1]), (-1, False))
selected_assigned_collection_names = [
g.name for i, g in enumerate(bone_collection_list) if i != unassigned_collection_idx and g.is_selected]
bone_collection_list.clear()
unique_armature_data = set()
for armature_object in armature_objects:
armature = typing_cast(Armature, armature_object.data)
if armature is None:
continue
if primary_key == 'DATA' and armature_object.data in unique_armature_data:
# Skip this armature since we have already added an entry for it and we are using the data as the key.
continue
unique_armature_data.add(armature_object.data)
item = bone_collection_list.add()
item.armature_object_name = armature_object.name
item.armature_data_name = armature_object.data.name if armature_object.data else ''
item.name = 'Unassigned' # TODO: localize
item.index = -1
# Count the number of bones without an assigned bone collection
item.count = sum(map(lambda bone: 1 if len(bone.collections) == 0 else 0, armature.bones))
item.is_selected = unassigned_collection_is_selected
for bone_collection_index, bone_collection in enumerate(armature.collections_all):
item = bone_collection_list.add()
item.armature_object_name = armature_object.name
item.armature_data_name = armature_object.data.name if armature_object.data else ''
item.name = bone_collection.name
item.index = bone_collection_index
item.count = len(bone_collection.bones)
item.is_selected = bone_collection.name in selected_assigned_collection_names if has_selected_collections else True
def get_export_bone_names(armature_object: Object, bone_filter_mode: str, bone_collection_indices: Iterable[int]) -> List[str]:
"""
Returns a sorted list of bone indices that should be exported for the given bone filter mode and bone collections.
Note that the ancestors of bones within the bone collections will also be present in the returned list.
:param armature_object: Blender object with type `'ARMATURE'`
:param bone_filter_mode: One of `['ALL', 'BONE_COLLECTIONS']`
:param bone_collection_indices: A list of bone collection indices to export.
:return: A sorted list of bone indices that should be exported.
"""
if armature_object is None or armature_object.type != 'ARMATURE':
raise ValueError('An armature object must be supplied')
armature_data = typing_cast(Armature, armature_object.data)
bones = armature_data.bones
bone_names = [x.name for x in bones]
# Get a list of the bone indices that we are explicitly including.
bone_index_stack = []
is_exporting_unassigned_bone_collections = -1 in bone_collection_indices
bone_collections = list(armature_data.collections_all)
for bone_index, bone in enumerate(bones):
# Check if this bone is in any of the collections in the bone collection indices list.
this_bone_collection_indices = set(bone_collections.index(x) for x in bone.collections)
is_in_exported_bone_collections = len(set(bone_collection_indices).intersection(this_bone_collection_indices)) > 0
if bone_filter_mode == 'ALL' or \
(len(bone.collections) == 0 and is_exporting_unassigned_bone_collections) or \
is_in_exported_bone_collections:
bone_index_stack.append((bone_index, None))
# For each bone that is explicitly being added, recursively walk up the hierarchy and ensure that all of
# those ancestor bone indices are also in the list.
bone_indices = dict()
while len(bone_index_stack) > 0:
bone_index, instigator_bone_index = bone_index_stack.pop()
bone = bones[bone_index]
if bone.parent is not None:
parent_bone_index = bone_names.index(bone.parent.name)
if parent_bone_index not in bone_indices:
bone_index_stack.append((parent_bone_index, bone_index))
bone_indices[bone_index] = instigator_bone_index
# Sort the bone index list in-place.
bone_indices = [(x[0], x[1]) for x in bone_indices.items()]
bone_indices.sort(key=lambda x: x[0])
# Split out the bone indices and the instigator bone names into separate lists.
# We use the bone names for the return values because the bone name is a more universal way of referencing them.
# For example, users of this function may modify bone lists, which would invalidate the indices and require an
# index mapping scheme to resolve it. Using strings is more comfy and results in less code downstream.
instigator_bone_names = [bones[x[1]].name if x[1] is not None else None for x in bone_indices]
bone_names = [bones[x[0]].name for x in bone_indices]
# Ensure that the hierarchy we are sending back has a single root bone.
# TODO: This is only relevant if we are exporting a single armature; how should we reorganize this call?
bone_indices = [x[0] for x in bone_indices]
root_bones = [bones[bone_index] for bone_index in bone_indices if bones[bone_index].parent is None]
if len(root_bones) > 1:
# There is more than one root bone.
# Print out why each root bone was included by linking it to one of the explicitly included bones.
root_bone_names = [bone.name for bone in root_bones]
for root_bone_name in root_bone_names:
bone_name = root_bone_name
while True:
# Traverse the instigator chain until the end to find the true instigator bone.
# TODO: in future, it would be preferential to have a readout of *all* instigator bones.
instigator_bone_name = instigator_bone_names[bone_names.index(bone_name)]
if instigator_bone_name is None:
print(f'Root bone "{root_bone_name}" was included because {bone_name} was marked for export')
break
bone_name = instigator_bone_name
raise RuntimeError('Exported bone hierarchy must have a single root bone.\n'
f'The bone hierarchy marked for export has {len(root_bones)} root bones: {root_bone_names}.\n'
f'Additional debugging information has been written to the console.')
return bone_names
def is_bdk_addon_loaded() -> bool:
return 'bdk' in dir(bpy.ops)
def convert_string_to_cp1252_bytes(string: str) -> bytes:
try:
return bytes(string, encoding='windows-1252')
except UnicodeEncodeError as e:
raise RuntimeError(f'The string "{string}" contains characters that cannot be encoded in the Windows-1252 codepage') from e
# TODO: Perhaps export space should just be a transform matrix, since the below is not actually used unless we're using WORLD space.
def create_psx_bones_from_blender_bones(
bones: List[bpy.types.Bone],
export_space: str = 'WORLD',
armature_object_matrix_world: Matrix = Matrix.Identity(4),
scale = 1.0,
forward_axis: str = 'X',
up_axis: str = 'Z',
root_bone: Optional = None,
) -> List[PsxBone]:
scale_matrix = Matrix.Scale(scale, 4)
coordinate_system_transform = get_coordinate_system_transform(forward_axis, up_axis)
coordinate_system_default_rotation = coordinate_system_transform.to_quaternion()
psx_bones = []
for bone in bones:
psx_bone = PsxBone()
psx_bone.name = convert_string_to_cp1252_bytes(bone.name)
try:
parent_index = bones.index(bone.parent)
psx_bone.parent_index = parent_index
psx_bones[parent_index].children_count += 1
except ValueError:
psx_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
elif bone.parent is None and root_bone is not None:
# This is a special case for the root bone when export
# Because the root bone and child bones are in different spaces, we need to treat the root bone of this
# armature as though it were a child bone.
bone_rotation = bone.matrix.to_quaternion().conjugated()
local_rotation = armature_object_matrix_world.to_3x3().to_quaternion().conjugated()
rotation = bone_rotation @ local_rotation
translation, _, scale = armature_object_matrix_world.decompose()
# Invert the scale of the armature object matrix.
inverse_scale_matrix = Matrix.Identity(4)
inverse_scale_matrix[0][0] = 1.0 / scale.x
inverse_scale_matrix[1][1] = 1.0 / scale.y
inverse_scale_matrix[2][2] = 1.0 / scale.z
translation = translation @ inverse_scale_matrix
location = translation + bone.head
else:
def get_armature_local_matrix():
match export_space:
case 'WORLD':
return armature_object_matrix_world
case 'ARMATURE':
return Matrix.Identity(4)
case 'ROOT':
return bone.matrix.inverted()
case _:
assert False, f'Invalid export space: {export_space}'
armature_local_matrix = get_armature_local_matrix()
location = armature_local_matrix @ bone.head
location = coordinate_system_transform @ location
bone_rotation = bone.matrix.to_quaternion().conjugated()
local_rotation = armature_local_matrix.to_3x3().to_quaternion().conjugated()
rotation = bone_rotation @ local_rotation
rotation.conjugate()
rotation = coordinate_system_default_rotation @ rotation
location = scale_matrix @ location
# If the armature object has been scaled, we need to scale the bone's location to match.
_, _, armature_object_scale = armature_object_matrix_world.decompose()
location.x *= armature_object_scale.x
location.y *= armature_object_scale.y
location.z *= armature_object_scale.z
psx_bone.location.x = location.x
psx_bone.location.y = location.y
psx_bone.location.z = location.z
psx_bone.rotation.w = rotation.w
psx_bone.rotation.x = rotation.x
psx_bone.rotation.y = rotation.y
psx_bone.rotation.z = rotation.z
psx_bones.append(psx_bone)
return psx_bones
class PsxBoneCreateResult:
def __init__(self,
bones: List[Tuple[PsxBone, Optional[Object]]], # List of tuples of (psx_bone, armature_object)
armature_object_root_bone_indices: Dict[Object, int],
armature_object_bone_names: Dict[Object, List[str]],
):
self.bones = bones
self.armature_object_root_bone_indices = armature_object_root_bone_indices
self.armature_object_bone_names = armature_object_bone_names
@property
def has_false_root_bone(self) -> bool:
return len(self.bones) > 0 and self.bones[0][1] is None
def convert_bpy_quaternion_to_psx_quaternion(other: BpyQuaternion) -> Quaternion:
quaternion = Quaternion()
quaternion.x = other.x
quaternion.y = other.y
quaternion.z = other.z
quaternion.w = other.w
return quaternion
class PsxBoneCollection:
"""
Stores the armature's object name, data-block name and bone collection index.
"""
def __init__(self, armature_object_name: str, armature_data_name: str, index: int):
self.armature_object_name = armature_object_name
self.armature_data_name = armature_data_name
self.index = index
def create_psx_bones(
armature_objects: List[Object],
export_space: str = 'WORLD',
root_bone_name: str = 'ROOT',
forward_axis: str = 'X',
up_axis: str = 'Z',
scale: float = 1.0,
bone_filter_mode: str = 'ALL',
bone_collection_indices: Optional[List[PsxBoneCollection]] = None,
bone_collection_primary_key: str = 'OBJECT',
) -> PsxBoneCreateResult:
"""
Creates a list of PSX bones from the given armature objects and options.
This function will throw a RuntimeError if multiple armature objects are passed in and the export space is not WORLD.
It will also throw a RuntimeError if the bone names are not unique when compared case-insensitively.
"""
if bone_collection_indices is None:
bone_collection_indices = []
bones: List[Tuple[PsxBone, Optional[Object]]] = []
if export_space != 'WORLD' and len(armature_objects) >= 2:
armature_object_names = [armature_object.name for armature_object in armature_objects]
raise RuntimeError(f'When exporting multiple armatures, the Export Space must be World.\n' \
f'The following armatures are attempting to be exported: {armature_object_names}')
coordinate_system_matrix = get_coordinate_system_transform(forward_axis, up_axis)
coordinate_system_default_rotation = coordinate_system_matrix.to_quaternion()
total_bone_count = sum(len(armature_object.data.bones) for armature_object in armature_objects)
# Store the bone names to be exported for each armature object.
armature_object_bone_names: Dict[Object, List[str]] = dict()
for armature_object in armature_objects:
armature_bone_collection_indices: List[int] = []
match bone_collection_primary_key:
case 'OBJECT':
armature_bone_collection_indices.extend([x.index for x in bone_collection_indices if x.armature_object_name == armature_object.name])
case 'DATA':
armature_bone_collection_indices.extend([x.index for x in bone_collection_indices if armature_object.data and x.armature_data_name == armature_object.data.name])
case _:
assert False, f'Invalid primary key: {bone_collection_primary_key}'
bone_names = get_export_bone_names(armature_object, bone_filter_mode, armature_bone_collection_indices)
armature_object_bone_names[armature_object] = bone_names
# Store the index of the root bone for each armature object.
# We will need this later to correctly assign vertex weights.
armature_object_root_bone_indices: Dict[Optional[Object], int] = dict()
if len(armature_objects) == 0 or total_bone_count == 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.
psx_bone = PsxBone()
psx_bone.name = convert_string_to_cp1252_bytes(root_bone_name)
psx_bone.flags = 0
psx_bone.children_count = 0
psx_bone.parent_index = 0
psx_bone.location = Vector3.zero()
psx_bone.rotation = convert_bpy_quaternion_to_psx_quaternion(coordinate_system_default_rotation)
bones.append((psx_bone, None))
armature_object_root_bone_indices[None] = 0
else:
# If we have multiple armature objects, create a root bone at the world origin.
if len(armature_objects) > 1:
psx_bone = PsxBone()
psx_bone.name = convert_string_to_cp1252_bytes(root_bone_name)
psx_bone.flags = 0
psx_bone.children_count = total_bone_count
psx_bone.parent_index = 0
psx_bone.location = Vector3.zero()
psx_bone.rotation = convert_bpy_quaternion_to_psx_quaternion(coordinate_system_default_rotation)
bones.append((psx_bone, None))
armature_object_root_bone_indices[None] = 0
root_bone = bones[0][0] if len(bones) > 0 else None
for armature_object in armature_objects:
bone_names = armature_object_bone_names[armature_object]
armature_data = typing_cast(Armature, armature_object.data)
armature_bones = [armature_data.bones[bone_name] for bone_name in bone_names]
armature_psx_bones = create_psx_bones_from_blender_bones(
bones=armature_bones,
export_space=export_space,
armature_object_matrix_world=armature_object.matrix_world,
scale=scale,
forward_axis=forward_axis,
up_axis=up_axis,
root_bone=root_bone,
)
# If we are appending these bones to an existing list of bones, we need to adjust the parent indices for
# all the non-root bones.
if len(bones) > 0:
parent_index_offset = len(bones)
for bone in armature_psx_bones[1:]:
bone.parent_index += parent_index_offset
armature_object_root_bone_indices[armature_object] = len(bones)
bones.extend((psx_bone, armature_object) for psx_bone in armature_psx_bones)
# Check if there are bone name conflicts between armatures.
bone_name_counts = Counter(bone[0].name.decode('windows-1252').upper() for bone in bones)
for bone_name, count in bone_name_counts.items():
if count > 1:
error_message = f'Found {count} bones with the name "{bone_name}". '
f'Bone names must be unique when compared case-insensitively.'
if len(armature_objects) > 1 and bone_name == root_bone_name.upper():
error_message += f' This is the name of the automatically generated root bone. Consider changing this '
f''
raise RuntimeError(error_message)
return PsxBoneCreateResult(
bones=bones,
armature_object_root_bone_indices=armature_object_root_bone_indices,
armature_object_bone_names=armature_object_bone_names,
)
def get_vector_from_axis_identifier(axis_identifier: str) -> Vector:
match axis_identifier:
case 'X':
return Vector((1.0, 0.0, 0.0))
case 'Y':
return Vector((0.0, 1.0, 0.0))
case 'Z':
return Vector((0.0, 0.0, 1.0))
case '-X':
return Vector((-1.0, 0.0, 0.0))
case '-Y':
return Vector((0.0, -1.0, 0.0))
case '-Z':
return Vector((0.0, 0.0, -1.0))
case _:
assert False, f'Invalid axis identifier: {axis_identifier}'
def get_coordinate_system_transform(forward_axis: str = 'X', up_axis: str = 'Z') -> Matrix:
forward = get_vector_from_axis_identifier(forward_axis)
up = get_vector_from_axis_identifier(up_axis)
left = up.cross(forward)
return Matrix((
(forward.x, forward.y, forward.z, 0.0),
(left.x, left.y, left.z, 0.0),
(up.x, up.y, up.z, 0.0),
(0.0, 0.0, 0.0, 1.0)
))
def get_armatures_for_mesh_objects(mesh_objects: Iterable[Object]):
"""
Returns a generator of unique armature objects that are used by the given mesh objects.
"""
armature_objects: set[Object] = set()
for mesh_object in mesh_objects:
armature_modifiers = [typing_cast(ArmatureModifier, x) for x in mesh_object.modifiers if x.type == 'ARMATURE']
for armature_object in map(lambda x: x.object, armature_modifiers):
if armature_object is not None:
armature_objects.add(armature_object)
yield from armature_objects
def get_collection_from_context(context: Context) -> Optional[Collection]:
if context.space_data is None or context.space_data.type != 'PROPERTIES':
return None
space_data = typing_cast(SpaceProperties, context.space_data)
if space_data.use_pin_id:
return typing_cast(Collection, space_data.pin_id)
else:
return context.collection
def get_collection_export_operator_from_context(context: Context) -> Optional[object]:
collection = get_collection_from_context(context)
if collection is None or collection.active_exporter_index is None:
return None
if 0 > collection.active_exporter_index >= len(collection.exporters):
return None
exporter = collection.exporters[collection.active_exporter_index]
return exporter.export_properties

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@@ -1,54 +0,0 @@
from typing import Tuple
class SemanticVersion(object):
def __init__(self, version: Tuple[int, int, int]):
self.major, self.minor, self.patch = version
def __iter__(self):
yield self.major
yield self.minor
yield self.patch
@staticmethod
def compare(lhs: 'SemanticVersion', rhs: 'SemanticVersion') -> int:
"""
Compares two semantic versions.
Returns:
-1 if lhs < rhs
0 if lhs == rhs
1 if lhs > rhs
"""
for l, r in zip(lhs, rhs):
if l < r:
return -1
if l > r:
return 1
return 0
def __str__(self):
return f'{self.major}.{self.minor}.{self.patch}'
def __repr__(self):
return str(self)
def __eq__(self, other):
return self.compare(self, other) == 0
def __ne__(self, other):
return not self == other
def __lt__(self, other):
return self.compare(self, other) == -1
def __le__(self, other):
return self.compare(self, other) <= 0
def __gt__(self, other):
return self.compare(self, other) == 1
def __ge__(self, other):
return self.compare(self, other) >= 0
def __hash__(self):
return hash((self.major, self.minor, self.patch))

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import bpy
from bpy.props import CollectionProperty, EnumProperty, StringProperty, IntProperty, BoolProperty, FloatProperty
from bpy.types import PropertyGroup, UIList, UILayout, Context, AnyType, Panel
class PSX_UL_bone_collection_list(UIList):
def draw_item(self, _context: Context, layout: UILayout, _data: AnyType, item: AnyType, _icon: int,
_active_data: AnyType, _active_property: str, _index: int = 0, _flt_flag: int = 0):
row = layout.row()
row.prop(item, 'is_selected', text=getattr(item, 'name'))
row.label(text=str(getattr(item, 'count')), icon='BONE_DATA')
armature_object = bpy.data.objects.get(item.armature_object_name, None)
if armature_object is None:
row.label(icon='ERROR')
else:
row.label(text=armature_object.name, icon='ARMATURE_DATA')
class PSX_PG_bone_collection_list_item(PropertyGroup):
armature_object_name: StringProperty()
armature_data_name: StringProperty()
name: StringProperty()
index: IntProperty()
count: IntProperty()
is_selected: BoolProperty(default=False)
class PSX_PG_action_export(PropertyGroup):
compression_ratio: FloatProperty(name='Compression Ratio', default=1.0, min=0.0, max=1.0, subtype='FACTOR', description='The key sampling ratio of the exported sequence.\n\nA compression ratio of 1.0 will export all frames, while a compression ratio of 0.5 will export half of the frames')
key_quota: IntProperty(name='Key Quota', default=0, min=1, description='The minimum number of frames to be exported')
fps: FloatProperty(name='FPS', default=30.0, min=0.0, description='The frame rate of the exported sequence')
class PSX_PT_action(Panel):
bl_idname = 'PSX_PT_action'
bl_label = 'PSA Export'
bl_space_type = 'DOPESHEET_EDITOR'
bl_region_type = 'UI'
bl_context = 'action'
bl_category = 'Action'
@classmethod
def poll(cls, context: 'Context'):
return context.active_object and context.active_object.type == 'ARMATURE' and context.active_action is not None
def draw(self, context: 'Context'):
action = context.active_action
layout = self.layout
flow = layout.grid_flow(columns=1)
flow.use_property_split = True
flow.use_property_decorate = False
flow.prop(action.psa_export, 'compression_ratio')
flow.prop(action.psa_export, 'key_quota')
flow.prop(action.psa_export, 'fps')
bone_filter_mode_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')
)
axis_identifiers = ('X', 'Y', 'Z', '-X', '-Y', '-Z')
forward_items = (
('X', 'X Forward', ''),
('Y', 'Y Forward', ''),
('Z', 'Z Forward', ''),
('-X', '-X Forward', ''),
('-Y', '-Y Forward', ''),
('-Z', '-Z Forward', ''),
)
up_items = (
('X', 'X Up', ''),
('Y', 'Y Up', ''),
('Z', 'Z Up', ''),
('-X', '-X Up', ''),
('-Y', '-Y Up', ''),
('-Z', '-Z Up', ''),
)
def forward_axis_update(self, __context):
if self.forward_axis == self.up_axis:
# Automatically set the up axis to the next available axis
self.up_axis = next((axis for axis in axis_identifiers if axis != self.forward_axis), 'Z')
def up_axis_update(self, __context):
if self.up_axis == self.forward_axis:
# Automatically set the forward axis to the next available axis
self.forward_axis = next((axis for axis in axis_identifiers if axis != self.up_axis), 'X')
class AxisMixin:
forward_axis: EnumProperty(
name='Forward',
items=forward_items,
default='X',
update=forward_axis_update
)
up_axis: EnumProperty(
name='Up',
items=up_items,
default='Z',
update=up_axis_update
)
class TransformMixin(AxisMixin):
scale: FloatProperty(
name='Scale',
default=1.0,
description='Scale factor to apply to all location data',
soft_min=0.0,
soft_max=100.0
)
export_space_items = [
('WORLD', 'World', 'Export in world space'),
('ARMATURE', 'Armature', 'Export the local space of the armature object'),
('ROOT', 'Root', 'Export in the space of the root bone')
]
class ExportSpaceMixin:
export_space: EnumProperty(
name='Export Space',
items=export_space_items,
default='WORLD'
)
class PsxBoneExportMixin:
bone_filter_mode: EnumProperty(
name='Bone Filter',
options=set(),
description='',
items=bone_filter_mode_items,
)
bone_collection_list: CollectionProperty(type=PSX_PG_bone_collection_list_item)
bone_collection_list_index: IntProperty(default=0, name='', description='')
root_bone_name: StringProperty(
name='Root Bone Name',
description='The name of the root bone when exporting a PSK with either no armature or multiple armatures',
default='ROOT',
)
class PSX_PG_scene_export(PropertyGroup, TransformMixin):
pass
classes = (
PSX_PG_scene_export,
PSX_PG_action_export,
PSX_PG_bone_collection_list_item,
PSX_UL_bone_collection_list,
PSX_PT_action,
)

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import bpy
from bpy.types import Context, UILayout, Panel
from .types import bone_filter_mode_items
def is_bone_filter_mode_item_available(pg, identifier):
if identifier == 'BONE_COLLECTIONS' and len(pg.bone_collection_list) == 0:
return False
return True
def draw_bone_filter_mode(layout: UILayout, pg, should_always_show_bone_collections=False):
row = layout.row(align=True)
for item_identifier, _, _ 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 = should_always_show_bone_collections or is_bone_filter_mode_item_available(pg, identifier)
class PSX_PT_scene(Panel):
bl_idname = 'PSX_PT_scene'
bl_label = 'PSK Export'
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = 'scene'
bl_category = 'PSK/PSA'
@classmethod
def poll(cls, context):
return context.scene is not None
def draw(self, context: Context):
layout = self.layout
scene = bpy.context.scene
psx_export = getattr(scene, 'psx_export', None)
if psx_export is None:
return
# Transform
transform_header, transform_panel = layout.panel('Transform', default_closed=False)
transform_header.label(text='Transform')
if transform_panel:
flow = layout.grid_flow(columns=1)
flow.use_property_split = True
flow.use_property_decorate = False
flow.prop(psx_export, 'scale')
flow.prop(psx_export, 'forward_axis')
flow.prop(psx_export, 'up_axis')
classes = (
PSX_PT_scene,
)

55
io_scene_psk_psa/types.py Normal file
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from bpy.props import StringProperty, IntProperty, BoolProperty, FloatProperty
from bpy.types import PropertyGroup, UIList, UILayout, Context, AnyType, Panel
class PSX_UL_bone_collection_list(UIList):
def draw_item(self, context: Context, layout: UILayout, data: AnyType, item: AnyType, icon: int,
active_data: AnyType, active_property: str, index: int = 0, flt_flag: int = 0):
row = layout.row()
row.prop(item, 'is_selected', text=item.name, translate=False)
row.label(text=str(getattr(item, 'count')), icon='BONE_DATA')
class PSX_PG_bone_collection_list_item(PropertyGroup):
name: StringProperty()
index: IntProperty()
count: IntProperty()
is_selected: BoolProperty(default=False)
class PSX_PG_action_export(PropertyGroup):
compression_ratio: FloatProperty(name='Compression Ratio', default=1.0, min=0.0, max=1.0, subtype='FACTOR', description='The keyframe sampling ratio of the exported sequence.\n\nA compression ratio of 1.0 will export all frames, while a compression ratio of 0.5 will export half of the frames')
key_quota: IntProperty(name='Keyframe Quota', default=0, min=1, description='The minimum number of keyframes to be exported')
fps: FloatProperty(name='FPS', default=30.0, min=0.0, description='The frame rate of the exported sequence')
class PSX_PT_action(Panel):
bl_idname = 'PSX_PT_action'
bl_label = 'PSA Export'
bl_space_type = 'DOPESHEET_EDITOR'
bl_region_type = 'UI'
bl_context = 'action'
bl_category = 'Action'
@classmethod
def poll(cls, context: 'Context'):
return context.active_object and context.active_object.type == 'ARMATURE' and context.active_action is not None
def draw(self, context: 'Context'):
action = context.active_action
layout = self.layout
flow = layout.grid_flow(columns=1)
flow.use_property_split = True
flow.use_property_decorate = False
flow.prop(action.psa_export, 'compression_ratio')
flow.prop(action.psa_export, 'key_quota')
flow.prop(action.psa_export, 'fps')
classes = (
PSX_PG_action_export,
PSX_PG_bone_collection_list_item,
PSX_UL_bone_collection_list,
PSX_PT_action,
)

1
localization/.gitignore vendored Normal file
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artifacts

132
localization/stringscan.py Normal file
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import ast
import glob
import os
import pathlib
import polib
# Walk the directory and open all .py files using glob
strings = dict()
root_path = pathlib.Path('../io_scene_psk_psa').resolve()
for file in glob.glob('../io_scene_psk_psa/**/*.py', recursive=True):
with open(os.path.join(file), 'r') as f:
if file.endswith('i18n.py'):
# TODO: Don't parse the i18n files.
continue
# Walk the entire tree and build a list of all string literals.
try:
a = ast.parse(f.read())
for node in ast.walk(a):
if isinstance(node, ast.Constant) and isinstance(node.value, str):
a = pathlib.Path(file).resolve()
filepath = a.relative_to(root_path)
if node.s not in strings:
strings[node.s] = filepath, node.lineno, node.col_offset
except UnicodeDecodeError as e:
print(f'Error reading file {file}: {e}')
string_keys = set(strings.keys())
# Remove all keys from the dictionary that are empty or contain only whitespace.
string_keys = set(filter(lambda x: x.strip(), string_keys))
# Remove all strings that have no alphabetic characters.
string_keys = set(filter(lambda x: any(c.isalpha() for c in x), string_keys))
# Remove any strings that have '@return: ' in them.
string_keys = set(filter(lambda x: '@return: ' not in x, string_keys))
# Remove any strings that are entirely lowercase and have no whitespace.
string_keys = set(filter(lambda x: not x.islower() or ' ' in x, string_keys))
# Remove any strings that are in SCREAMING_SNAKE_CASE.
string_keys = set(filter(lambda x: not x.isupper(), string_keys))
# Remove any strings that have underscores and no spaces.
string_keys = set(filter(lambda x: '_' not in x or ' ' in x, string_keys))
# Remove any string that starts with a newline.
string_keys = set(filter(lambda x: not x.startswith('\n'), string_keys))
# Remove any string that looks like a regular expression.
string_keys = set(filter(lambda x: not any(c in x for c in '^'), string_keys))
def write_multiline_string(f, string):
f.write(f'msgid ""\n')
for line in string.split('\n'):
f.write(f'"{line}"\n')
f.write('msgstr ""\n\n')
# TODO: big brain move would be to load the translated Blender strings and remove any that are already translated
# instead of manually removing them.
exclude_strings = {
'Import-Export',
'Linear',
'Masked',
'Normal',
'Placeholder',
'Flat',
'Environment',
'Advanced',
'Action',
'All',
'Assets',
'Armature',
'Materials'
'Bones',
'Custom',
'Data',
'Colin Basnett, Yurii Ti',
'Invert',
'Keyframes', # maybe?
'Mesh',
'None',
'Options',
'Overwrite',
'Scale',
'Scene',
'Select',
'RemoveTracks'
'Source',
'Move Up',
'Move Down',
'Unassigned',
'Prefix',
'Suffix',
'Timeline Markers',
'Pose Markers',
'Actions',
'sRGBA',
}
# Remove any strings that are in the exclude_strings set.
string_keys = set(filter(lambda x: x not in exclude_strings, string_keys))
# Make a new PO file and write the strings to it.
pofile = polib.POFile()
pofile.header = '''msgid ""
msgstr ""
"Language: en\\n"
"MIME-Version: 1.0\\n"
"Content-Type: text/plain; charset=UTF-8\\n"
"Content-Transfer-Encoding: 8bit\\n"
'''
# Sort the string keys into a list.
string_keys = list(string_keys)
string_keys.sort()
for string_key in string_keys:
file, line, col = strings[string_key]
entry = polib.POEntry(
msgid=string_key,
msgstr=string_key,
comment=f'{file}:{line}',
)
pofile.append(entry)
pofile.save('../extern/io_scene_psk_psa-translations/io_scene_psk_psa.en.po')
# Print the # of strings.
print(f'Found {len(string_keys)} strings.')

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@@ -0,0 +1,27 @@
import os.path
import pprint
import re
from glob import glob
import polib
langs = {}
for file_path in glob('../extern/io_scene_psk_psa-translations/io_scene_psk_psa.*.po'):
with open(file_path, 'r', encoding='utf-8') as f:
content = f.read()
po = polib.pofile(content)
# Get the language code from the file name.
lang_code = re.match(r'io_scene_psk_psa.(\w*)\.po', os.path.basename(file_path)).group(1)
if lang_code == 'en':
continue
langs[lang_code] = {('*', entry.msgid): entry.msgstr for entry in po if entry.msgid != ''}
with open('../io_scene_psk_psa/i18n.py', 'w', encoding='utf-8') as f:
s = pprint.pformat(langs)
f.write(f'langs = {s}')
print(f'Language_codes = {list(langs.keys())}')
print('Wrote i18n.py')

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@@ -1,15 +0,0 @@
[project]
name = "io_scene_psk_psa"
[pytest]
blender-addons-dirs = "io_scene_psk_psa"
testpaths = "../tests"
[tool.coverage.run]
branch = true
[tool.coverage.report]
ignore_errors = true
[tool.pyright]
reportInvalidTypeForm = false

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@@ -1,2 +0,0 @@
# usr/bin/env bash
docker run -it --volume ${PWD}:/io_scene_psk_psa --volume ${PWD}/io_scene_psk_psa:/addons/io_scene_psk_psa --volume ${PWD}/tests:/tests $(docker build -q .)

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import bpy
import pytest
SHREK_PSK_FILEPATH = 'tests/data/Shrek.psk'
SHREK_PSA_FILEPATH = 'tests/data/Shrek.psa'
@pytest.fixture(autouse=True)
def run_before_and_after_Tests(tmpdir):
# Setup: Run before the tests
bpy.ops.wm.read_homefile(app_template='')
yield
# Teardown: Run after the tests
pass
def test_psa_import_all():
assert bpy.ops.psk.import_file(
filepath=SHREK_PSK_FILEPATH,
components='ALL',
) == {'FINISHED'}, "PSK import failed."
armature_object = bpy.data.objects.get('Shrek', None)
assert armature_object is not None, "Armature object not found in the scene."
assert armature_object.type == 'ARMATURE', "Object is not of type ARMATURE."
# Select the armature object
bpy.context.view_layer.objects.active = armature_object
armature_object.select_set(True)
# Import the associated PSA file with import_all operator.
assert bpy.ops.psa.import_all(
filepath=SHREK_PSA_FILEPATH
) == {'FINISHED'}, "PSA import failed."
# TODO: More thorough tests on the imported data for the animations.
EXPECTED_ACTION_COUNT = 135
assert len(bpy.data.actions) == EXPECTED_ACTION_COUNT, \
f"Expected {EXPECTED_ACTION_COUNT} actions, but found {len(bpy.data.actions)}."

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@@ -1,289 +0,0 @@
import bpy
import pytest
SUZANNE_FILEPATH = 'tests/data/Suzanne.psk'
SARGE_FILEPATH = 'tests/data/CS_Sarge_S0_Skelmesh.pskx'
SLURP_MONSTER_AXE_FILEPATH = 'tests/data/Slurp_Monster_Axe_LOD0.psk'
BAT_FILEPATH = 'tests/data/Bat.psk'
@pytest.fixture(autouse=True)
def run_before_and_after_Tests(tmpdir):
# Setup: Run before the tests
bpy.ops.wm.read_homefile(app_template='')
yield
# Teardown: Run after the tests
pass
def test_psk_import_all():
assert bpy.ops.psk.import_file(
filepath=SUZANNE_FILEPATH,
components='ALL',
) == {'FINISHED'}
armature_object = bpy.data.objects.get('Suzanne', None)
assert armature_object is not None, "Armature object not found in the scene"
assert armature_object.type == 'ARMATURE', "Armature object type should be ARMATURE"
assert armature_object is not None, "Armature object not found in the scene"
assert len(armature_object.children) == 1, "Armature object should have one child"
armature_data = armature_object.data
assert len(armature_data.bones) == 1, "Armature should have one bone"
mesh_object = bpy.data.objects.get('Suzanne.001', None)
assert mesh_object is not None, "Mesh object not found in the scene"
mesh_data = mesh_object.data
assert len(mesh_data.vertices) == 507
assert len(mesh_data.polygons) == 968
def test_psk_import_armature_only():
assert bpy.ops.psk.import_file(
filepath=SUZANNE_FILEPATH,
components='ARMATURE',
) == {'FINISHED'}
armature_object = bpy.data.objects.get('Suzanne', None)
assert armature_object.type == 'ARMATURE', "Armature object type should be ARMATURE"
assert armature_object is not None, "Armature object not found in the scene"
assert len(armature_object.children) == 0, "Armature object should have no children"
armature_data = armature_object.data
assert len(armature_data.bones) == 1, "Armature should have one bone"
def test_psk_import_mesh_only():
assert bpy.ops.psk.import_file(
filepath=SUZANNE_FILEPATH,
components='MESH',
) == {'FINISHED'}
mesh_object = bpy.data.objects.get('Suzanne', None)
assert mesh_object.type == 'MESH', "Mesh object type should be MESH"
assert mesh_object is not None, "Mesh object not found in the scene"
mesh_data = mesh_object.data
assert len(mesh_data.vertices) == 507
assert len(mesh_data.polygons) == 968
def test_psk_import_scale():
"""
Test the import of a PSK file with a scale factor of 2.0.
The scale factor is applied to the armature object.
"""
assert bpy.ops.psk.import_file(
filepath=SUZANNE_FILEPATH,
components='ALL',
scale=2.0,
) == {'FINISHED'}
armature_object = bpy.data.objects.get('Suzanne', None)
assert armature_object is not None, "Armature object not found in the scene"
assert armature_object.type == 'ARMATURE', "Armature object type should be ARMATURE"
assert tuple(armature_object.scale) == (2.0, 2.0, 2.0), "Armature object scale should be (2.0, 2.0, 2.0)"
def test_psk_import_bone_length():
bone_length = 1.25
assert bpy.ops.psk.import_file(
filepath=SUZANNE_FILEPATH,
components='ARMATURE',
bone_length=bone_length,
) == {'FINISHED'}
armature_object = bpy.data.objects.get('Suzanne', None)
assert armature_object is not None, "Armature object not found in the scene"
assert armature_object.type == 'ARMATURE', "Armature object type should be ARMATURE"
armature_data = armature_object.data
assert armature_data is not None, "Armature data not found in the scene"
assert len(armature_data.bones) == 1, "Armature should have one bone"
assert 'ROOT' in armature_data.bones, "Armature should have a bone named 'ROOT'"
root_bone = armature_data.bones['ROOT']
assert tuple(root_bone.head) == (0.0, 0.0, 0.0), "Bone head should be (0.0, 0.0, 0.0)"
assert tuple(root_bone.tail) == (0.0, bone_length, 0.0), f"Bone tail should be (0.0, {bone_length}, 0.0)"
def test_psk_import_with_vertex_normals():
assert bpy.ops.psk.import_file(
filepath=SARGE_FILEPATH,
components='MESH',
should_import_vertex_normals=True,
) == {'FINISHED'}
mesh_object = bpy.data.objects.get('CS_Sarge_S0_Skelmesh', None)
assert mesh_object is not None, "Mesh object not found in the scene"
assert mesh_object.type == 'MESH', "Mesh object type should be MESH"
mesh_data = mesh_object.data
assert mesh_data is not None, "Mesh data not found in the scene"
assert mesh_data.has_custom_normals, "Mesh should have custom normals"
def test_psk_import_without_vertex_normals():
assert bpy.ops.psk.import_file(
filepath=SARGE_FILEPATH,
components='MESH',
should_import_vertex_normals=False,
) == {'FINISHED'}
mesh_object = bpy.data.objects.get('CS_Sarge_S0_Skelmesh', None)
assert mesh_object is not None, "Mesh object not found in the scene"
assert mesh_object.type == 'MESH', "Mesh object type should be MESH"
mesh_data = mesh_object.data
assert mesh_data is not None, "Mesh data not found in the scene"
assert not mesh_data.has_custom_normals, "Mesh should not have custom normals"
def test_psk_import_with_vertex_colors_srgba():
assert bpy.ops.psk.import_file(
filepath=SARGE_FILEPATH,
components='MESH',
should_import_vertex_colors=True,
vertex_color_space='SRGBA',
) == {'FINISHED'}
mesh_object = bpy.data.objects.get('CS_Sarge_S0_Skelmesh', None)
assert mesh_object is not None, "Mesh object not found in the scene"
assert mesh_object.type == 'MESH', "Mesh object type should be MESH"
mesh_data = mesh_object.data
assert mesh_data is not None, "Mesh data not found in the scene"
assert len(mesh_data.color_attributes) == 1, "Mesh should have one vertex color layer"
assert mesh_data.color_attributes[0].name == 'VERTEXCOLOR', "Vertex color layer should be named 'VERTEXCOLOR'"
assert tuple(mesh_data.color_attributes[0].data[3303].color) == (0.34586891531944275, 0.0, 0.0, 1.0), "Unexpected vertex color value"
def test_psk_import_vertex_colors_linear():
assert bpy.ops.psk.import_file(
filepath=SARGE_FILEPATH,
components='MESH',
should_import_vertex_colors=True,
vertex_color_space='LINEAR',
) == {'FINISHED'}
mesh_object = bpy.data.objects.get('CS_Sarge_S0_Skelmesh', None)
assert mesh_object is not None, "Mesh object not found in the scene"
assert mesh_object.type == 'MESH', "Mesh object type should be MESH"
mesh_data = mesh_object.data
assert mesh_data is not None, "Mesh data not found in the scene"
assert len(mesh_data.color_attributes) == 1, "Mesh should have one vertex color layer"
assert mesh_data.color_attributes[0].name == 'VERTEXCOLOR', "Vertex color layer should be named 'VERTEXCOLOR'"
assert tuple(mesh_data.color_attributes[0].data[3303].color) == (0.09803921729326248, 0.0, 0.0, 1.0), "Unexpected vertex color value"
def test_psk_import_without_vertex_colors():
assert bpy.ops.psk.import_file(
filepath=SARGE_FILEPATH,
components='MESH',
should_import_vertex_colors=False,
) == {'FINISHED'}
mesh_object = bpy.data.objects.get('CS_Sarge_S0_Skelmesh', None)
assert mesh_object is not None, "Mesh object not found in the scene"
assert mesh_object.type == 'MESH', "Mesh object type should be MESH"
mesh_data = mesh_object.data
assert mesh_data is not None, "Mesh data not found in the scene"
assert len(mesh_data.color_attributes) == 0, "Mesh should not have any vertex color layers"
def test_psk_import_extra_uvs():
assert bpy.ops.psk.import_file(
filepath=SARGE_FILEPATH,
components='MESH',
should_import_vertex_colors=True,
vertex_color_space='LINEAR',
) == {'FINISHED'}
mesh_object = bpy.data.objects.get('CS_Sarge_S0_Skelmesh', None)
assert mesh_object is not None, "Mesh object not found in the scene"
assert mesh_object.type == 'MESH', "Mesh object type should be MESH"
mesh_data = mesh_object.data
assert mesh_data is not None, "Mesh data not found in the scene"
assert len(mesh_data.uv_layers) == 2, "Mesh should have two UV layers"
assert mesh_data.uv_layers[0].name == 'UVMap', "First UV layer should be named 'UVMap'"
assert mesh_data.uv_layers[1].name == 'EXTRAUV0', "Second UV layer should be named 'EXTRAUV0'"
def test_psk_import_materials():
assert bpy.ops.psk.import_file(
filepath=SARGE_FILEPATH,
components='MESH',
) == {'FINISHED'}
mesh_object = bpy.data.objects.get('CS_Sarge_S0_Skelmesh', None)
assert mesh_object is not None, "Mesh object not found in the scene"
assert mesh_object.type == 'MESH', "Mesh object type should be MESH"
mesh_data = mesh_object.data
assert mesh_data is not None, "Mesh data not found in the scene"
assert len(mesh_data.materials) == 4, "Mesh should have four materials"
material_names = (
'CS_Sarge_S0_MI',
'TP_Core_Eye_MI',
'AB_Sarge_S0_E_StimPack_MI1',
'CS_Sarge_S0_MI'
)
for i, material in enumerate(mesh_data.materials):
assert material.name == material_names[i], f"Material {i} name should be {material_names[i]}"
def test_psk_import_shape_keys():
assert bpy.ops.psk.import_file(
filepath=SLURP_MONSTER_AXE_FILEPATH,
components='MESH',
) == {'FINISHED'}
mesh_object = bpy.data.objects.get('Slurp_Monster_Axe_LOD0', None)
assert mesh_object is not None, "Mesh object not found in the scene"
assert mesh_object.type == 'MESH', "Mesh object type should be MESH"
assert mesh_object.data.shape_keys is not None, "Mesh object should have shape keys"
shape_key_names = (
'MORPH_BASE',
'pickaxe',
'axe',
'Blob_03',
'Blob02',
'Blob01',
)
shape_keys = mesh_object.data.shape_keys.key_blocks
assert len(shape_keys) == 6, "Mesh object should have 6 shape keys"
for i, shape_key in enumerate(shape_keys):
assert shape_key.name == shape_key_names[i], f"Shape key {i} name should be {shape_key_names[i]}"
def test_psk_import_without_shape_keys():
assert bpy.ops.psk.import_file(
filepath=SLURP_MONSTER_AXE_FILEPATH,
components='MESH',
should_import_shape_keys=False,
) == {'FINISHED'}
mesh_object = bpy.data.objects.get('Slurp_Monster_Axe_LOD0', None)
assert mesh_object is not None, "Mesh object not found in the scene"
assert mesh_object.type == 'MESH', "Mesh object type should be MESH"
assert mesh_object.data.shape_keys is None, "Mesh object should not have shape keys"
def test_psk_import_with_invalid_faces():
assert bpy.ops.psk.import_file(
filepath=BAT_FILEPATH,
components='MESH'
) == {'FINISHED'}

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@@ -1 +0,0 @@
pytest

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@@ -1,8 +0,0 @@
# usr/bin/env bash
# This file is meant to be executed from inside a Docker container.
# To run tests on the host system, use the `test.sh` script in the root directory.
export BLENDER_EXECUTABLE=$(cat /blender_executable_path)
pytest --cov-report xml --cov=/root/.config/blender -svv tests --blender-executable $BLENDER_EXECUTABLE --blender-addons-dirs ../addons
# Fixes the paths in the coverage report to be relative to the current directory.
sed -i 's|/root/.config/blender||g' coverage.xml
sed -i 's|4.4/scripts/addons/io_scene_psk_psa/||g' coverage.xml