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167 Commits

Author SHA1 Message Date
Colin Basnett
925fc01a01 Using Gitea-compatible upload-artifact action 2026-03-31 02:50:55 -07:00
Colin Basnett
3bb9e7d178 Fix for error caused by changing system packages from python3 invocation 2026-03-31 02:39:00 -07:00
Colin Basnett
d5386cd870 Workaround for bug with checkout step 2026-03-31 02:26:54 -07:00
Colin Basnett
65a8b62825 Upgrade checkout action to v4 2026-03-31 02:19:13 -07:00
Colin Basnett
6c917faad1 Better error reporting when there are multiple root bones 2026-03-02 19:59:06 -08:00
Colin Basnett
ee05baf508 Add some simple PSK export tests 2026-03-02 01:17:21 -08:00
Colin Basnett
f613e50f3a Fixed regression where exporting meshes without an armature would fail 2026-03-02 01:17:07 -08:00
Colin Basnett
be920d1c91 Incremented version to 9.1.1 2026-02-26 20:53:53 -08:00
Colin Basnett
be45611657 Fix PSK export 2026-02-26 20:50:11 -08:00
Colin Basnett
9b0805279d Standardized the format of the imports in the root __init__ file 2026-02-20 13:35:20 -08:00
Colin Basnett
2e217e2902 Removed unused imports 2026-02-20 13:35:02 -08:00
Colin Basnett
0cf6c8a36f Removed AGENTS.md 2026-02-20 10:34:10 -08:00
Colin Basnett
c0ef2f7ce2 Added missing psk_psa_py wheel 2026-02-17 01:02:29 -08:00
Dark Nation
c38773002d Update README.md 2026-02-17 08:56:34 +00:00
Colin Basnett
d178de893f Removed root_bone_name in more places 2026-02-16 19:31:06 -08:00
Colin Basnett
a34570fc1a Removed "Root Bone Name" property since it is no longer used 2026-02-16 19:29:52 -08:00
Colin Basnett
4a9815edc2 Implement #142: Add support for SCALEKEYS 2026-02-16 17:52:08 -08:00
Colin Basnett
d66d4499e5 Only allow a single root node in the armature object tree.
Also improved error reporting for common failure cases.
2026-02-11 11:27:11 -08:00
Colin Basnett
41e772e63c Removed unused types 2026-02-06 17:54:21 -08:00
Colin Basnett
6dfc02b262 Improved UI when material lookups fail in material order list 2026-02-05 17:07:16 -08:00
Colin Basnett
13fed0e214 Minor typing change to fix a warning 2026-02-05 17:06:18 -08:00
Colin Basnett
4dac4d5115 Empty material slots and meshes with no materials are now handled correctly.
* Meshes without materials will be treated as though they have a single empty material slot.
* Empty material slots are now treated as a "None" material on export instead of being disallowed.
* The "None" material slot is appended to the end of the material list unless otherwise specified through manual material ordering.
2026-02-04 14:27:29 -08:00
Colin Basnett
63ee31bb00 Lots of typing fixes and simplifications (using list and dict instead of the typing.List etc.) 2026-02-03 00:00:47 -08:00
Colin Basnett
69fc702393 Refactor of disparate export sequences types to use a unified type 2026-01-20 00:53:11 -08:00
Colin Basnett
a8fc115b14 Added better error handling when no meshes are in collection 2026-01-15 17:38:05 -08:00
Colin Basnett
e50a964dd3 Technically got the armature-attachments working for animations as well; lots of clean up and testing needed though 2026-01-12 16:55:51 -08:00
Colin Basnett
bc7ea6472e Added AGENTS.md 2026-01-12 12:35:40 -08:00
Colin Basnett
a5eba2b6d9 Checkpoint commit 2026-01-06 23:07:45 -08:00
Colin Basnett
efe845bf4a Checkpoint for adding support for parented armatures 2026-01-06 19:11:42 -08:00
Colin Basnett
12025452d0 build_psk now creates an armature tree and uses that instead of a flat armature list 2026-01-04 16:13:57 -08:00
Colin Basnett
f6625d983a Meshes are now exported correctly when using armature trees.
We need to add thorough testing for all the various settings and manually verify their correctness.
2026-01-04 15:14:51 -08:00
Colin Basnett
0a783bb89d Checkpoint commit 2026-01-04 02:49:52 -08:00
Colin Basnett
f3b5ac9daf Added "loop" pattern name parsing for sequences
When this gets released, we need to add documentation for all the naming tricks because it's getting a bit out of hand now and I need documentation even just for myself.
2026-01-02 16:32:14 -08:00
Colin Basnett
5edebd3477 Fix #140: PSKX with multiple extra UV channels not importing correctly
This was caused by a missing refactor after the underlying data structure of the extra UVs was changed.

An additional test has been added to ensure this won't happen again.
2025-12-16 23:58:38 -08:00
Colin Basnett
5cfff529b2 Minor edits to remove type errors 2025-12-08 23:18:38 -08:00
Colin Basnett
127338b6ac Added pre-build wheel for psk_psa_py
Will consider setting up some sort automation and using submodules if needed in the future.
2025-12-08 20:06:42 -08:00
Colin Basnett
fd3e54eb10 Incremented version to 9.0.1 2025-12-08 19:46:09 -08:00
Colin Basnett
cc730b6ce3 Implement #136: Added support for exporting group properties for sequences 2025-12-03 17:44:05 -08:00
Colin Basnett
94c940b970 Added psk_psa_py package to replace basic data IO
Fixed PSK and PSA export
2025-12-02 17:44:40 -08:00
Colin Basnett
c5bb526843 Added support for podman when running tests
I use Bazzite, and it uses `podman` for it's container CLI system.
2025-11-27 14:43:11 -08:00
Colin Basnett
384f017bdd Fixed shape key value test asserts 2025-11-27 13:55:25 -08:00
Colin Basnett
485d46e075 Added typing casts to PSK import tests 2025-11-27 13:45:32 -08:00
Colin Basnett
d7bc8fd080 Fix #137: Shape keys start with 1.0 value on PSK import
There was an undocumented change in 5.0 where the shape keys now start with a weight of 1.0 instead of 0.0 when created.

I have added an assert in the shape key test to make sure that the values are set to `0.0`.

This also fixes the assertion in the poll function (asserts should never be in poll functions).
2025-11-27 13:44:51 -08:00
Colin Basnett
c370bc902b Now using fcurves.ensure when assembling import bone fcurve list 2025-11-27 13:17:00 -08:00
Colin Basnett
fe97b229d9 Channel bags now being created using the anim_utils convenience function 2025-11-27 13:10:56 -08:00
Colin Basnett
622aa46a82 Removed soon-to-be-deprecated Material.use_nodes assignment 2025-11-27 13:03:11 -08:00
Colin Basnett
66881d5ac1 Changed Blender 4.4 references to 5.0 2025-11-27 12:59:35 -08:00
Colin Basnett
1bac8b2b30 Fix #139: PSA import does not work on Blender 5.0 2025-11-27 12:52:40 -08:00
Colin Basnett
3153be3cdf Fix for error when exporting from Blender 5.0
`Action.fcurves` was removed. We now use `layers` to determine if there is data or not.
2025-11-24 15:17:42 -08:00
Colin Basnett
9b98909c8b Fixed embarrassing typo that stopped PSK collection exporter from working 2025-11-22 21:09:11 -08:00
Colin Basnett
37f7cc4d9f Increment version to 8.2.4 2025-11-08 18:28:21 -08:00
Colin Basnett
93083f09f8 Fix #135: Extra UV maps have incorrect data
This was caused by a regression caused by 29831d7f09.

The test for importing extra UVs has been updated to check that the data is different between the different UV layers.
2025-11-08 18:27:40 -08:00
Colin Basnett
75660f9dc1 Incremented version to 8.2.3 2025-10-31 12:43:09 -07:00
Colin Basnett
5421ac5151 Removed debugging code 2025-10-31 12:42:14 -07:00
Colin Basnett
9dcbb74058 Fix for missing transform source and broken scale controls on PSK export dialog 2025-10-31 12:41:14 -07:00
Colin Basnett
8ed985263c Fix for bad class inclusion 2025-10-06 17:57:55 -07:00
Colin Basnett
d91408ecab Incremented version to 8.2.2 2025-10-06 17:52:59 -07:00
Colin Basnett
dd1ea683bb Added bone mapping option to ignore trailing whitespace
Some very old PSKs and PSAs have trailing spaces in the bone names instead of padding the buffer with null bytes.

Trailing whitespace will now be ignored by default to maximize compatibility.
2025-10-06 17:48:51 -07:00
Colin Basnett
240b79d374 Fixed a number of PEP warnings
Most of these are just assert statements to silence the warnings for accessing optionals
2025-09-20 12:34:35 -07:00
Colin Basnett
33e7862288 Converted __init__ module initialisation to new pattern
Thanks to Dr. Sybren for the BCON25 presentation that tipped me off to the existence of `register_classes_factory`.
2025-09-18 23:29:14 -07:00
Colin Basnett
b4eefaba6f Increased the minimum Blender version to 4.4 2025-08-17 17:20:07 -07:00
Colin Basnett
ca869731e7 Incremented version to 8.2.1 2025-08-17 13:20:16 -07:00
Colin Basnett
20c8a39f23 Fixed is_action_for_object failing when action had multiple slots 2025-08-17 13:19:47 -07:00
Colin Basnett
8d2f46c2b1 Split axis selection functionality from TransformMixin 2025-08-10 22:12:46 -07:00
Colin Basnett
84863d9de4 Fixed same invalid faces bug, but for the Extra UVs channel 2025-08-09 17:48:55 -07:00
Colin Basnett
ef38b896a6 Added unit test for import PSKs with invalid faces 2025-08-03 01:50:31 -07:00
Colin Basnett
3e54378a57 Incremented version to 8.2.0 2025-08-03 01:43:47 -07:00
Colin Basnett
75cee40604 Merge branch '8.2.0' 2025-08-03 01:43:15 -07:00
Colin Basnett
7cc36d427e Minor formatting fix 2025-08-03 01:42:54 -07:00
Colin Basnett
5c50e76771 Moved get_collection_*from_context functions to helpers.py 2025-08-03 01:42:44 -07:00
Colin Basnett
bd3ea76109 Fixed a bug where meshes with invalid faces could not be imported 2025-08-03 01:41:29 -07:00
Colin Basnett
f4b20e4e0f Reverted to old "is action for armature" functionality
The current Blender 4.4 functionality is still very wishy washy (not able to inspect channel bags), and the solution that was created was broken.

In addition, newly created actions will be given an appropriately named slot instead of it being a "Legacy Slot".
2025-08-03 01:40:38 -07:00
Colin Basnett
921efe97aa Minor fixes 2025-07-23 10:26:56 -07:00
Colin Basnett
4767081bc4 Update README.md 2025-06-19 18:41:24 +00:00
Colin Basnett
ff4cbc8871 Update README.md 2025-06-19 18:40:07 +00:00
Colin Basnett
7d0c520019 Update README.md 2025-06-19 18:39:33 +00:00
Colin Basnett
e7ce934383 Improve empty material slot error message 2025-06-07 19:29:59 -07:00
Colin Basnett
a48fcbd6e3 Ignore empty armature modifiers on PSK export 2025-06-07 19:20:29 -07:00
Colin Basnett
253566576e Fix PSK export with no armatures while using ARMATURE export space 2025-06-07 19:19:54 -07:00
Colin Basnett
660a196002 Fix "Advanced" panel being open by default in PSA export 2025-06-07 19:18:02 -07:00
Colin Basnett
98968a8623 Fix error when attempting to export mesh with no UV layers
The fallback behaviour is now to just output zeroes for the UVs if a mesh has no UV layers.
2025-06-07 19:17:39 -07:00
Colin Basnett
29831d7f09 Improved performance of PSK importer by ~40% for large meshes 2025-05-18 01:16:20 -07:00
Colin Basnett
00d9e3996c Fixed an issue where ACTIVE_ACTION sequence source was not working
Also added a scene-level transform source.
2025-05-18 00:46:50 -07:00
Colin Basnett
ff2fe35846 Incremented version to 8.1.2 2025-05-06 19:09:32 -07:00
Colin Basnett
f6fa646a63 Minor formatting fixes for sort_and_normalize_weights 2025-05-06 19:08:41 -07:00
Colin Basnett
16471344f0 Fix #129: PSK can be imported into UT2 with incorrect weighting
Weights within the PSK are now sorted by point_index and have their weights normalized.
2025-05-06 18:48:44 -07:00
Colin Basnett
172249dfff Improved error reporting for multiple armature exports
When exporting multiple armatures, the Export Space must be set to World Space. The user may not intended to be doing a multi-armature export, so the error message has been updated to list the armatures attempting to be exported.
2025-04-16 16:53:25 -07:00
Colin Basnett
0b30161cd7 Fixed an error that could occur on export if material name lookup failed 2025-04-16 16:49:55 -07:00
Colin Basnett
e66f7f98e2 Reorganized the README 2025-04-15 17:50:00 -07:00
Colin Basnett
879c3cbaf6 Added script to run tests from the host machine 2025-04-15 16:28:41 -07:00
Colin Basnett
2e7814804d Incremented version to 8.1.1 2025-04-10 12:13:10 -07:00
Colin Basnett
2f972a31df Merge branch 'master' of https://github.com/DarklightGames/io_scene_psk_psa 2025-04-10 12:12:13 -07:00
Colin Basnett
18915b3d86 Fixed a logic error that would incorrectly always conjugate the rotation of the root bone 2025-04-10 12:12:07 -07:00
Colin Basnett
5ea7e23cb9 Update main.yml 2025-04-07 14:16:28 -07:00
Colin Basnett
385acd40bb Update main.yml 2025-04-07 11:31:42 -07:00
Colin Basnett
5cfb883a32 Minor README cleanup & added pycov for local testing 2025-04-06 00:44:54 -07:00
Colin Basnett
289361f3e1 Removed bpy reference from shared data
This is in preparation for making the PSK/PSA IO available to test
infrastructure
2025-04-03 02:17:42 -07:00
Colin Basnett
e986f94081 Added Dockerfile that runs the tests & VS code action
This will be how tests are executed locally
2025-04-03 02:13:04 -07:00
Colin Basnett
8471cc1996 Added simple PSA import test
Just validates that the actions get imported.
2025-04-02 17:34:58 -07:00
Colin Basnett
6369d4997e Added LFS checkout in GHA 2025-04-02 16:23:00 -07:00
Colin Basnett
fd11de05ae Re-added PSKX with LFS 2025-04-02 16:22:47 -07:00
Colin Basnett
6241cba629 Removed non-LFS PSKX 2025-04-02 16:22:30 -07:00
Colin Basnett
f8071ea394 Added PSKX to LFS tracking 2025-04-02 16:21:43 -07:00
Colin Basnett
aa103a76d0 Fixed error handling 2025-04-02 16:12:57 -07:00
Colin Basnett
00edde0605 Improved error handling during PSK read errors 2025-04-02 16:04:45 -07:00
Colin Basnett
76ee7c2df9 Tests should be correctly run in automation now 2025-04-02 15:34:52 -07:00
Colin Basnett
2b347bf064 Added automated tests (testing PSA import for now, more to come) 2025-04-02 15:12:23 -07:00
Colin Basnett
977153e4ad Added test files to LFS 2025-04-02 15:10:14 -07:00
Colin Basnett
30f97089e8 More formatting cleanup 2025-03-30 23:43:56 -07:00
Colin Basnett
15614c6d37 Loads of cleanup 2025-03-30 23:36:12 -07:00
Colin Basnett
322844b88c Removed all wildcard imports & ordered import statements alphabetically 2025-03-30 18:27:47 -07:00
Colin Basnett
16a11cd961 Fixed a bug where material slots could end up empty when importing PSKs
The material slots would end up empty if the BDK texture lookup failed.
This change ensures that a new black material is created if any of the
other lookups fail (local data blocks or BDK asset lookup).
2025-03-30 18:22:49 -07:00
Colin Basnett
7c695e6195 Multi-armature mesh and animation export now working 2025-03-30 12:08:44 -07:00
Colin Basnett
91fe54f361 Loads of changes
* Now asserting instead of throwing exceptions in some cases where we
don't want to fail gracefully
* Added "export space" option for PSA & PSK exports.
* Removed "Root Motion" option in PSA export, replace with a "Root"
  export space.
* Added support for exporting multiple armatures to a PSK (only works
  for collection exporter atm)
* More graceful error handling for IO errors (i.e., writing to a
   for which the user doesn't have permission)
* Proper handling for slotted actions.
2025-03-28 22:48:08 -07:00
Colin Basnett
1f6cbe7fb4 Update README.md 2025-03-20 01:02:05 -07:00
Colin Basnett
a809700c2b Fix for broken behavior in is_action_for_object when dealing with legacy slots
New behavior is more robust now too.
2025-03-18 12:29:14 -07:00
Colin Basnett
5203ae1d7e Moved SemanticVersion class to semver file from generic `helpers file 2025-03-11 12:46:34 -07:00
Colin Basnett
f7c85e7226 Fixed name of import functions (functions named import is not possible due to Python syntax) 2025-03-11 12:45:22 -07:00
Colin Basnett
cea9029877 Fix for error reporting if populate_bone_collection_list encountered an error 2025-03-11 12:43:35 -07:00
Colin Basnett
d2606c9d4c Merge branch 'master' of https://github.com/DarklightGames/io_scene_psk_psa 2025-02-10 16:30:49 -08:00
Colin Basnett
3c2f0c4d7c Fixed naming and description of new operator 2025-02-10 16:30:43 -08:00
Colin Basnett
9bfc35e044 Update README.md 2025-02-10 15:59:37 -08:00
Colin Basnett
b855abaadb Impemented #120: Multiple PSKs can be imported at once with drag-and-drop 2025-02-10 14:12:30 -08:00
Colin Basnett
d66cd09660 Added a warning when user doesn't select any sequences to be exported 2025-02-09 20:08:41 -08:00
Colin Basnett
814496d075 Incremented version to 8.1.0 2025-02-06 21:14:36 -08:00
Colin Basnett
5f3bfc0ff3 Fix for error when exporting mesh with no armature 2025-02-06 21:10:13 -08:00
Colin Basnett
d1bae944f1 Refactoring and fixing issues with PSK exports with non-default forward & up axes 2025-01-31 00:39:24 -08:00
Colin Basnett
bea245583f Fixed FileHandler registration 2025-01-20 19:57:51 -08:00
Colin Basnett
0e2e265b47 Actions that begin with ! will now also only export the first frame
This functionality was previously only added for pose and timeline markers
2025-01-20 19:57:37 -08:00
Colin Basnett
d61f1cefd1 Improved reporting for PSA drag & drop operator 2025-01-17 15:05:54 -08:00
Colin Basnett
fffecd8c7f Added script-only bpy.ops.psa.import_all operator so that users can automate PSA imports
Previously this was not really possible because the PSA import operator
was interactive and required the sequence name list to be populated.
This new operator simply imports everything from the PSA.
2025-01-17 14:53:59 -08:00
Colin Basnett
fec1a286ef Major overhaul to Python operator paths
Also started using mixin classes instead of ugly class annotation
ammendments. Various other clean-up items as well including using
generators where appropriate instead of returning full lists etc.

All the Python facing operators are now within `bpy.ops.psk` and
`bpy.ops.psa`. Before, they were scattered in a bunch of different
places because I wasn't really paying attention to consistency.
2025-01-17 14:52:31 -08:00
Colin Basnett
2b41815545 Fixed issue where parented bone collections would not be selectable in the bone collection list 2025-01-13 12:05:38 -08:00
Colin Basnett
a83314c8b3 Fixed bug when bone collections would not be visible on the collection exporter 2025-01-13 12:03:26 -08:00
Colin Basnett
f8234b3892 Added cross-version compatibility for is_action_for_armature function 2025-01-13 12:02:13 -08:00
Colin Basnett
35ac0bf86c Added sampling mode and changed the default sampling mode to be "Interpolated" rather than "Subframe" 2025-01-05 18:22:03 -08:00
Colin Basnett
515ee17203 Added the ability to define a custom compression ratio for PSA export 2025-01-05 15:43:11 -08:00
Colin Basnett
0a5ebf4548 Fixed dependency issue in automation script 2024-12-31 00:23:03 -08:00
Colin Basnett
de1cf2316a Incremented version to 8.0.0 2024-12-31 00:21:08 -08:00
Colin Basnett
c1d5a2229d Unified handling of translating bpy PSK options to the options passed into the build function
Also fixed a bug where the normal export operator was exporting duplicate objects
2024-12-27 14:59:22 -08:00
Colin Basnett
ff5ded004a Fix for error if any selected armatures had no actions or animation data when exporting PSAs 2024-12-10 02:52:25 -08:00
Colin Basnett
ea2ecc6a5a Removed debugging line 2024-12-09 00:06:35 -08:00
Colin Basnett
ef559d9475 Added an export list to the PSA export dialog for active actions 2024-12-08 14:43:37 -08:00
Colin Basnett
491e042cec Added a number of new features:
* Added "Active Action" as the sequence type, allowing the user to
  select multiple armatures with the same data block and export an
  action for each one.
* Added a "Scale" option for PSA export when exporting animations
  for an armature that had been scaled on export.
* You are now able to export meshes without materials.
2024-12-08 03:01:23 -08:00
Colin Basnett
9b0df1c942 Fixed Blender 4.3 compatiblity error 2024-12-04 18:50:49 -08:00
Colin Basnett
79ea131f64 Removed should_enforce_bone_name_restrictions option as it was too fiddly and not all that useful 2024-11-29 20:37:24 -08:00
Colin Basnett
77dc4e5d50 Added the ability to filter bone collections from PSK collection exporter 2024-11-29 19:26:23 -08:00
Colin Basnett
526df424e3 Added "Export Space" option to allow exporting in armature space
Armature space exporting means that the user doesn't need to manually
move the armature back to origin before exporting, since it was simply
using world-space exporting before.

Also moved all DFS functions into their own file & cleaned up the
usage interface. Added `is_visible` and `is_selected` properties
for better ergonomics.
2024-11-29 15:42:42 -08:00
Colin Basnett
ed42b2e227 Added handling for exporting instance collections 2024-11-27 00:57:55 -08:00
Colin Basnett
42a859e24b Added scale factor to PSK export
Also a load of cleanup I don't have time to catalog
2024-11-26 04:52:28 -08:00
Colin Basnett
e791859217 Fix #114: Fixed typing error that caused multiple PSA import to fail 2024-11-25 18:17:49 -08:00
Colin Basnett
0dba7bb262 Incremented version to 7.1.3 2024-11-03 17:56:43 -08:00
Colin Basnett
77cc97107e Fix #113: is_bdk_addon_loaded now actually works correctly
This was causing an error for some people because of the bizarre
behavior around `getattr` and `setattr` in `bpy.ops` always reporting
that the BDK was installed.
2024-11-03 17:56:13 -08:00
Colin Basnett
1f2ec4c76b Fixed a bug where 0 frames could be output for a sequence if the compression ratio was less than 1.0 2024-10-01 20:35:12 -07:00
Colin Basnett
ff74f47178 Implemented multiple PSA import (#55)
This can be invoked by drag-and-dropping multiple PSA files onto the
Blender viewport when you have the target armature selected
2024-09-09 17:07:36 -07:00
Colin Basnett
bdd35ef61d Incremented version to v7.1.2 2024-09-09 16:30:01 -07:00
Colin Basnett
1c4967bd67 Fixed is_bdk_addon_loaded function 2024-09-09 16:29:20 -07:00
Colin Basnett
b5dba35ac4 Implemented feature requested in #87 2024-09-09 16:25:29 -07:00
Colin Basnett
7cc5cbe667 Added Visible Only option to the PSK collection exporter 2024-09-09 15:59:13 -07:00
Colin Basnett
e1f0fc7e89 Fix #101: Dashes in the names of PSA config keys results in parsing errors
The issue here was the regex pattern was too restrictive, so it did not
pick up the lines as ones that needed to have the `=` appended at the
end so that the ConfigParser could properly parse the file.
2024-08-07 23:36:48 -07:00
Colin Basnett
03c69783b3 Updated workflow file to be targetted against the stable version of 4.2 2024-07-31 19:16:00 -07:00
Colin Basnett
da4960298b Incremented version to 7.1.1 2024-07-31 19:09:49 -07:00
Colin Basnett
a9706d88a5 Vertices without explicit weights are now weighted to the root bone
There is an issue in some older versions of Unreal (e.g. Postal), where
the engine does not handle vertices without explicit weighting,
resulting in corrupted meshes. This now mitigates the issue.

Thank you to makabray for reporting this issue.
2024-07-31 19:09:22 -07:00
Colin Basnett
9dd02260d5 Replaced __doc__ with bl_description 2024-07-31 19:01:48 -07:00
Colin Basnett
7ceaa88f1d Incremented version to 7.0.1 2024-03-31 14:23:35 -07:00
Colin Basnett
37e246bf3e Fixed ordering of panels in the PSA import dialog 2024-03-31 14:22:16 -07:00
Colin Basnett
db93314fbc Initial commit for multiple PSA import 2024-03-31 12:47:48 -07:00
60 changed files with 4777 additions and 2098 deletions

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.gitattributes vendored Normal file
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@@ -0,0 +1,4 @@
*.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

View File

@@ -1,4 +1,4 @@
name: Build Extension
name: tests
on:
workflow_dispatch:
@@ -10,39 +10,71 @@ on:
jobs:
build:
runs-on: ubuntu-latest
strategy:
matrix:
blender-version: [ 5.0 ]
env:
BLENDER_VERSION: blender-4.2.0-beta+v42.d19d23e91f65-linux.x86_64-release
ADDON_NAME: io_scene_psk_psa
steps:
- uses: actions/checkout@v3
- name: Set derived environment variables
- uses: actions/checkout@v4
with:
persist-credentials: true
- name: Checkout LFS objects
run: |
echo "BLENDER_FILENAME=${{ env.BLENDER_VERSION }}.tar.xz" >> $GITHUB_ENV
echo "BLENDER_URL=https://cdn.builder.blender.org/download/daily/${{ env.BLENDER_VERSION }}.tar.xz" >> $GITHUB_ENV
git lfs install --local
AUTH=$(git config --local http.${{ github.server_url }}/.extraheader)
git config --local --unset http.${{ github.server_url }}/.extraheader
git config --local http.${{ github.server_url }}/${{ github.repository }}.git/info/lfs/objects/batch.extraheader "$AUTH"
git lfs pull
- uses: SebRollen/toml-action@v1.2.0
id: read_manifest
with:
file: '${{ 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-mesa-glx -y
- name: Download & Extract Blender
sudo apt-get install libgl1 -y
sudo apt-get install libglx-mesa0 -y
sudo apt-get install python3 -y
- name: Install Requirements
run: |
wget -q $BLENDER_URL
tar -xf $BLENDER_FILENAME
rm -rf $BLENDER_FILENAME
- name: Add Blender executable to path
sudo apt-get install python3-virtualenv -y
python3 -m virtualenv venv
source venv/bin/activate
pip install pytest-blender
pip install blender-downloader
- name: Install Blender
run: |
echo "${{ github.workspace }}/${{ env.BLENDER_VERSION }}/" >> $GITHUB_PATH
source venv/bin/activate
blender_executable="$(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
$blender_python -m pip install -r tests/requirements.txt
- name: Build extension
run: |
pushd ./io_scene_psk_psa
blender --command extension build
pushd ./${{ env.ADDON_NAME }}
# Run blender using the environment variable set by the action
${{ env.BLENDER_EXECUTABLE }} --command extension build
mkdir artifact
unzip -q io_scene_psk_psa.zip -d ./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
uses: https://github.com/christopherHX/gitea-upload-artifact@v4
with:
name: io_scene_psk_psa-${{ github.ref_name }}-${{ github.sha }}
name: ${{ env.ADDON_NAME }}-${{ github.ref_name }}-${{ github.sha }}
path: |
./io_scene_psk_psa/artifact/*
./${{ env.ADDON_NAME }}/artifact/*

1
.gitignore vendored
View File

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

17
.vscode/tasks.json vendored Normal file
View File

@@ -0,0 +1,17 @@
{
// 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
}
}
]
}

35
Dockerfile Normal file
View File

@@ -0,0 +1,35 @@
FROM ubuntu:22.04
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
ARG BLENDER_VERSION=5.0
# 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
# TODO: would be nice to have these installed in the bash script below.
RUN . /etc/environment && \
$BLENDER_PYTHON -m ensurepip && \
$BLENDER_PYTHON -m pip install pytest pytest-cov psk-psa-py==0.0.4
# 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"]

109
README.md
View File

@@ -1,6 +1,5 @@
[![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/)
[![Build Extension](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%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)
[![ko-fi](https://ko-fi.com/img/githubbutton_sm.svg)](https://ko-fi.com/L4L3853VR)
@@ -8,74 +7,90 @@ This Blender addon allows you to import and export meshes and animations to and
This software is licensed under the [GPLv3](https://www.gnu.org/licenses/gpl-3.0.html) license.
# 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.
For Blender 4.1 and lower, see [Legacy Compatibility](#legacy-compatibility).
# Features
* Full PSK/PSA import and export capabilities.
* Non-standard file section data is supported for import only (vertex normals, extra UV channels, vertex colors, shape keys).
* [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).
* [Collection Exporters](https://docs.blender.org/manual/en/latest/scene_layout/collections/collections.html#exporters) for reliable, repeatable export workflow.
* Non-standard model data (.pskx) is supported for import only (vertex normals, extra UV channels, vertex colors, shape keys).
* Manual re-ordering of material slots on export.
* Non-standard animation data is supported for import only (scale 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.
* 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), 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 when exporting multiple mesh objects.
# Installation
For Blender 4.2 and higher, it is recommended to download the latest version from the [Blender Extensions](https://extensions.blender.org/add-ons/io-scene-psk-psa/) platform.
For Blender 4.1 and lower, you can install the addon manually by following these steps:
1. Download the .zip file of the latest compatible version for your Blender version (see [Legacy Compatibility](#legacy-compatibility)).
2. Open Blender.
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.
# 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.
Critical bug fixes may 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 the releases will still be available for download.
| Blender Version| Addon Version | Long Term Support |
|-|--------------------------------------------------------------------------------|-----------------|
| [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) | No |
| [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) | No |
| [3.4 - 3.6](https://www.blender.org/download/lts/3-6/) | [5.0.6](https://github.com/DarklightGames/io_scene_psk_psa/releases/tag/5.0.6) | June 2025 |
| [2.93 - 3.3](https://www.blender.org/download/releases/3-3/) | [4.3.0](https://github.com/DarklightGames/io_scene_psk_psa/releases/tag/4.3.0) | September 2024 |
* Compress exported sequences via resampling ratios or frame quotas.
# Usage
## Exporting a PSK
1. Select the mesh objects you wish to export.
2. Navigate to `File` > `Export` > `Unreal PSK (.psk)`.
3. Enter the file name and click `Export`.
## Importing a PSK/PSKX
## Import
### Importing a PSK/PSKX
1. Navigate to `File` > `Import` > `Unreal PSK (.psk/.pskx)`.
2. Select the PSK file you want to import and click `Import`.
## Exporting a PSA
1. Select the armature objects you wish to export.
2. Navigate to `File` > `Export` > `Unreal PSA (.psa)`.
3. Enter the file name and click `Export`.
## Importing a PSA
### Importing a PSA
1. Select an armature that you want import animations for.
2. Navigate to `File` > `Import` > `Unreal PSA (.psa)`.
3. Select the PSA file you want to import.
4. Select the sequences that you want to import and click `Import`.
## Export
It is highly recommended to use the provided [Collection Exporters](https://docs.blender.org/manual/en/latest/scene_layout/collections/collections.html#exporters) workflow, since it allows for highly reliable, repeatable exports of both PSK and PSA files. However, the traditional export workflow is available as well.
### Exporting a PSK
1. Select the mesh objects you wish to export.
2. Navigate to `File` > `Export` > `Unreal PSK (.psk)`.
3. Enter the file name and click `Export`.
### Exporting a PSA
1. Select the armature objects you wish to export.
2. Navigate to `File` > `Export` > `Unreal PSA (.psa)`.
3. Enter the file name and click `Export`.
> 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.
# 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 when they don't need to.
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.
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/5.0/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.
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.
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.
There is also an open pull request to add support for exporting explicit normals from UE Viewer in the future: https://github.com/gildor2/UEViewer/pull/277.
# 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.

View File

@@ -1,15 +1,52 @@
from bpy.app.handlers import persistent
from .shared import (
types as shared_types,
helpers as shared_helpers,
dfs as shared_dfs,
ui as shared_ui,
operators as shared_operators,
)
from .psk import (
builder as psk_builder,
importer as psk_importer,
properties as psk_properties,
ui as psk_ui,
)
from .psk.export import (
operators as psk_export_operators,
properties as psk_export_properties,
ui as psk_export_ui,
)
from .psk.import_ import (
operators as psk_import_operators,
)
from .psa import (
config as psa_config,
builder as psa_builder,
importer as psa_importer,
file_handlers as psa_file_handlers,
)
from .psa.export import (
properties as psa_export_properties,
ui as psa_export_ui,
operators as psa_export_operators,
)
from .psa.import_ import (
operators as psa_import_operators,
ui as psa_import_ui,
properties as psa_import_properties,
)
if 'bpy' in locals():
_needs_reload = 'bpy' in locals()
if _needs_reload:
import importlib
importlib.reload(shared_data)
importlib.reload(shared_helpers)
importlib.reload(shared_types)
importlib.reload(shared_dfs)
importlib.reload(shared_ui)
importlib.reload(shared_operators)
importlib.reload(psk_data)
importlib.reload(psk_reader)
importlib.reload(psk_writer)
importlib.reload(psk_builder)
importlib.reload(psk_importer)
importlib.reload(psk_properties)
@@ -19,10 +56,7 @@ if 'bpy' in locals():
importlib.reload(psk_export_ui)
importlib.reload(psk_import_operators)
importlib.reload(psa_data)
importlib.reload(psa_config)
importlib.reload(psa_reader)
importlib.reload(psa_writer)
importlib.reload(psa_builder)
importlib.reload(psa_importer)
importlib.reload(psa_export_properties)
@@ -31,44 +65,11 @@ if 'bpy' in locals():
importlib.reload(psa_import_properties)
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 .psk import data as psk_data, builder as psk_builder, writer as psk_writer, \
importer as psk_importer, properties as psk_properties
from .psk import reader as psk_reader, ui as psk_ui
from .psk.export import properties as psk_export_properties, ui as psk_export_ui, \
operators as psk_export_operators
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_ import operators as psa_import_operators
from .psa.import_ import ui as psa_import_ui, properties as psa_import_properties
importlib.reload(psa_file_handlers)
import bpy
from bpy.props import PointerProperty
# TODO: just here so that it's not unreferenced and removed on save.
if [shared_data, shared_helpers, psk_data, psk_reader, psk_writer, psk_builder, psk_importer, psa_data, psa_config,
psa_reader, psa_writer, psa_builder, psa_importer]:
pass
classes = shared_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_ui.classes + \
psa_import_properties.classes +\
psa_import_operators.classes +\
psa_import_ui.classes
def psk_export_menu_func(self, context):
self.layout.operator(psk_export_operators.PSK_OT_export.bl_idname, text='Unreal PSK (.psk)')
@@ -86,46 +87,54 @@ def psa_import_menu_func(self, context):
self.layout.operator(psa_import_operators.PSA_OT_import.bl_idname, text='Unreal PSA (.psa)')
_modules = (
shared_types,
shared_ui,
shared_operators,
psk_properties,
psk_ui,
psk_import_operators,
psk_export_properties,
psk_export_operators,
psk_export_ui,
psa_export_properties,
psa_export_operators,
psa_export_ui,
psa_import_properties,
psa_import_operators,
psa_import_ui,
psa_file_handlers,
)
def register():
for cls in classes:
bpy.utils.register_class(cls)
for module in _modules:
module.register()
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)
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=shared_types.PSX_PG_action_export)
setattr(bpy.types.Material, 'psk', PointerProperty(type=psk_properties.PSX_PG_material, options={'HIDDEN'}))
setattr(bpy.types.Scene, 'psx_export', PointerProperty(type=shared_types.PSX_PG_scene_export, options={'HIDDEN'}))
setattr(bpy.types.Scene, 'psa_import', PointerProperty(type=psa_import_properties.PSA_PG_import, options={'HIDDEN'}))
setattr(bpy.types.Scene, 'psa_export', PointerProperty(type=psa_export_properties.PSA_PG_export, options={'HIDDEN'}))
setattr(bpy.types.Scene, 'psk_export', PointerProperty(type=psk_export_properties.PSK_PG_export, options={'HIDDEN'}))
setattr(bpy.types.Action, 'psa_export', PointerProperty(type=shared_types.PSX_PG_action_export, options={'HIDDEN'}))
def unregister():
del bpy.types.Material.psk
del bpy.types.Scene.psa_import
del bpy.types.Scene.psa_export
del bpy.types.Scene.psk_export
del bpy.types.Action.psa_export
delattr(bpy.types.Material, 'psk')
delattr(bpy.types.Scene, 'psx_export')
delattr(bpy.types.Scene, 'psa_import')
delattr(bpy.types.Scene, 'psa_export')
delattr(bpy.types.Scene, 'psk_export')
delattr(bpy.types.Action, 'psa_export')
bpy.types.TOPBAR_MT_file_export.remove(psk_export_menu_func)
bpy.types.TOPBAR_MT_file_import.remove(psk_import_menu_func)
bpy.types.TOPBAR_MT_file_export.remove(psa_export_menu_func)
bpy.types.TOPBAR_MT_file_import.remove(psa_import_menu_func)
for cls in reversed(classes):
bpy.utils.unregister_class(cls)
for module in reversed(_modules):
module.unregister()
if __name__ == '__main__':
register()
@persistent
def load_handler(dummy):
# Convert old `psa_sequence_fps` property to new `psa_export.fps` property.
# This is only needed for backwards compatibility with files that may have used older versions of the addon.
for action in bpy.data.actions:
if 'psa_sequence_fps' in action:
action.psa_export.fps = action['psa_sequence_fps']
del action['psa_sequence_fps']
bpy.app.handlers.load_post.append(load_handler)

View File

@@ -1,18 +1,21 @@
schema_version = "1.0.0"
id = "io_scene_psk_psa"
version = "7.1.0"
version = "9.1.1"
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 = "4.2.0"
blender_version_min = "5.0.0"
# Optional: maximum supported Blender version
# blender_version_max = "5.1.0"
license = [
"SPDX:GPL-3.0-or-later",
]
wheels = [
'./wheels/psk_psa_py-0.0.4-py3-none-any.whl'
]
[build]
paths_exclude_pattern = [
@@ -24,4 +27,4 @@ paths_exclude_pattern = [
]
[permissions]
files = "Import/export PSK and PSA files from/to disk"
files = "Read and write PSK and PSA files from and to disk"

View File

@@ -1,142 +1,191 @@
from typing import Optional
from bpy.types import Action, AnimData, Context, Object, PoseBone
from bpy.types import Armature, Bone, Action, PoseBone
from psk_psa_py.psa.data import Psa
from typing import Tuple
from mathutils import Matrix, Quaternion, Vector
from .data import *
from ..shared.helpers import *
from ..shared.helpers import PsxBoneCollection, convert_bpy_quaternion_to_psx_quaternion, convert_vector_to_vector3, create_psx_bones, get_coordinate_system_transform
class PsaBuildSequence:
class NlaState:
def __init__(self):
self.action: Optional[Action] = None
self.action: Action | None = None
self.frame_start: int = 0
self.frame_end: int = 0
def __init__(self):
def __init__(self, armature_object: Object, anim_data: AnimData):
self.armature_object = armature_object
self.anim_data = anim_data
self.name: str = ''
self.nla_state: PsaBuildSequence.NlaState = PsaBuildSequence.NlaState()
self.compression_ratio: float = 1.0
self.key_quota: int = 0
self.fps: float = 30.0
self.group: str | None = None
class PsaBuildOptions:
def __init__(self):
self.animation_data: Optional[AnimData] = None
self.sequences: List[PsaBuildSequence] = []
self.armature_objects: list[Object] = []
self.animation_data: AnimData | None = None
self.sequences: list[PsaBuildSequence] = []
self.bone_filter_mode: str = 'ALL'
self.bone_collection_indices: List[int] = []
self.should_enforce_bone_name_restrictions: bool = False
self.bone_collection_indices: list[PsxBoneCollection] = []
self.sequence_name_prefix: str = ''
self.sequence_name_suffix: str = ''
self.root_motion: bool = False
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.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'
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:
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
class PsaExportBone:
def __init__(self,
pose_bone: PoseBone | None,
armature_object: Object | None,
scale: Vector):
self.pose_bone = pose_bone
self.armature_object = armature_object
self.scale = scale
@property
def is_armature_root_bone(self) -> bool:
return self.pose_bone is not None and self.pose_bone.parent is None
@property
def is_attached_to_armature(self) -> bool:
return self.get_attached_armature() is not None
def get_attached_armature(self) -> tuple[Object, PoseBone] | None:
if not self.is_armature_root_bone:
return None
assert self.armature_object is not None
match self.armature_object.parent_type:
case 'BONE':
parent_bone_name = self.armature_object.parent_bone
assert self.armature_object.parent is not None
parent_armature_object = self.armature_object.parent
assert parent_armature_object.pose is not None
parent_pose_bone = parent_armature_object.pose.bones.get(parent_bone_name)
if parent_pose_bone is None:
return None
return (parent_armature_object, parent_pose_bone)
case _:
return None
def get_attached_armature_transform(self) -> Matrix:
attached_armature, attached_pose_bone = self.get_attached_armature() or (None, None)
if attached_armature is None or attached_pose_bone is None:
return Matrix.Identity(4)
if attached_pose_bone.parent is not None:
attached_bone_matrix = attached_pose_bone.parent.matrix.inverted() @ attached_pose_bone.matrix
else:
# Use the bind pose matrix for the root bone.
pose_bone_matrix = pose_bone.matrix
attached_bone_matrix = attached_armature.matrix_world @ attached_pose_bone.matrix
return attached_bone_matrix
def _get_pose_bone_location_and_rotation(
pose_bone: PoseBone,
armature_object: Object,
export_bone: PsaExportBone,
export_space: str,
scale: Vector,
coordinate_system_transform: Matrix,
) -> Tuple[Vector, Quaternion]:
if pose_bone.parent is not None:
pose_bone_matrix = pose_bone.parent.matrix.inverted() @ pose_bone.matrix
else:
# Root bone
# 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.
if export_bone.is_attached_to_armature:
# Get the world space matrix of both this bone and the bone that we're attached to,
# then calculate a matrix relative to the attached bone.
world_matrix = armature_object.matrix_world @ pose_bone.matrix
assert export_bone.armature_object
my_parent = export_bone.armature_object.parent
assert my_parent
my_parent_bone = export_bone.armature_object.parent_bone
assert my_parent.pose
parent_pose_bone = my_parent.pose.bones[my_parent_bone]
parent_world_matrix = my_parent.matrix_world @ parent_pose_bone.matrix
pose_bone_matrix = parent_world_matrix.inverted() @ world_matrix
else:
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
location = pose_bone_matrix.to_translation()
rotation = pose_bone_matrix.to_quaternion().normalized()
if pose_bone.parent is not None:
# Don't apply scale to the root bone of armatures if we have a false root.
# TODO: probably remove this?
location *= scale
rotation.conjugate()
return location, rotation
def build_psa(context: bpy.types.Context, options: PsaBuildOptions) -> Psa:
active_object = context.view_layer.objects.active
def build_psa(context: Context, options: PsaBuildOptions) -> Psa:
assert context.scene
assert context.window_manager
psa = Psa()
armature_object = active_object
armature_data = typing.cast(Armature, armature_object.data)
bones: List[Bone] = list(iter(armature_data.bones))
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]]
# 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]
# 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(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))
psx_bone_create_result = create_psx_bones(
armature_objects=armature_objects_for_bones,
export_space=options.export_space,
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,
)
# Build list of PSA bones.
for bone in bones:
psa_bone = Psa.Bone()
# Note that the PSA bones are just here to validate the hierarchy.
# The bind pose information is not used by the engine.
psa.bones = [bone.psx_bone for bone in psx_bone_create_result.bones]
try:
psa_bone.name = bytes(bone.name, encoding='windows-1252')
except UnicodeEncodeError:
raise RuntimeError(f'Bone name "{bone.name}" contains characters that cannot be encoded in the Windows-1252 codepage')
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)
# No bones are going to be exported.
if len(psa.bones) == 0:
raise RuntimeError('No bones available for export')
# 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 the current action and frame so that we can restore the state once we are done.
# 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 if o.animation_data else None) for o in options.armature_objects}
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.
@@ -144,62 +193,172 @@ def build_psa(context: bpy.types.Context, options: PsaBuildOptions) -> Psa:
context.window_manager.progress_begin(0, len(options.sequences))
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()
coordinate_system_transform = get_coordinate_system_transform(options.forward_axis, options.up_axis)
for export_sequence_index, export_sequence in enumerate(options.sequences):
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(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
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
# 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')
raise RuntimeError(
f'Sequence name "{export_sequence.name}" contains characters that cannot be encoded in the Windows-1252 codepage')
try:
if export_sequence.group is not None:
psa_sequence.group = bytes(export_sequence.group, encoding='windows-1252')
except UnicodeDecodeError:
raise RuntimeError(
f'Group name "{export_sequence.group} contains characters that cannot be encoded in the Windows-1252 codepage')
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(pose_bones)
psa_sequence.bone_count = len(psa.bones)
psa_sequence.track_time = frame_count
psa_sequence.key_reduction = 1.0
frame = float(frame_start)
for _ in range(frame_count):
context.scene.frame_set(frame=int(frame), subframe=frame % 1.0)
# Link the action to the animation data and update view layer.
for armature_object in options.armature_objects:
if armature_object.animation_data:
armature_object.animation_data.action = export_sequence.nla_state.action
for pose_bone in pose_bones:
location, rotation = _get_pose_bone_location_and_rotation(pose_bone, armature_object, options)
assert context.view_layer
context.view_layer.update()
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)
def add_key(location: Vector, rotation: Quaternion):
key = Psa.Key()
key.location = convert_vector_to_vector3(location)
key.rotation = convert_bpy_quaternion_to_psx_quaternion(rotation)
key.time = 1.0 / psa_sequence.fps
psa.keys.append(key)
frame += frame_step
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 bone in psx_bone_create_result.bones:
if bone.armature_object is None:
export_bone = PsaExportBone(None, None, Vector((1.0, 1.0, 1.0)))
export_bones.append(export_bone)
continue
assert bone.armature_object.pose
pose_bone = bone.armature_object.pose.bones[bone.psx_bone.name.decode('windows-1252')]
export_bones.append(PsaExportBone(pose_bone, bone.armature_object, armature_scales[bone.armature_object]))
match options.sampling_mode:
case 'INTERPOLATED':
# Used as a store for the last frame's pose bone locations and rotations.
last_frame: int | None = None
last_frame_bone_poses: list[tuple[Vector, Quaternion]] = []
next_frame: int | None = 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,
export_bone,
options.export_space,
export_bone.scale,
coordinate_system_transform=coordinate_system_transform
)
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_bone=export_bone,
export_space=options.export_space,
scale=export_bone.scale,
coordinate_system_transform=coordinate_system_transform,
)
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_bone=export_bone,
export_space=options.export_space,
scale=export_bone.scale,
coordinate_system_transform=coordinate_system_transform,
)
add_key(location, rotation)
frame += frame_step
frame_start_index += frame_count
@@ -207,8 +366,11 @@ def build_psa(context: bpy.types.Context, options: PsaBuildOptions) -> Psa:
context.window_manager.progress_update(export_sequence_index)
# Restore the previous action & frame.
options.animation_data.action = saved_action
# Restore the previous actions & frame.
for armature_object, action in saved_armature_object_actions.items():
assert armature_object.animation_data
armature_object.animation_data.action = action
context.scene.frame_set(saved_frame_current)
context.window_manager.progress_end()

View File

@@ -1,8 +1,5 @@
import re
from configparser import ConfigParser
from typing import Dict
from .reader import PsaReader
REMOVE_TRACK_LOCATION = (1 << 0)
REMOVE_TRACK_ROTATION = (1 << 1)
@@ -10,7 +7,7 @@ REMOVE_TRACK_ROTATION = (1 << 1)
class PsaConfig:
def __init__(self):
self.sequence_bone_flags: Dict[str, Dict[int, int]] = dict()
self.sequence_bone_flags: dict[str, dict[int, int]] = dict()
def _load_config_file(file_path: str) -> ConfigParser:
@@ -28,7 +25,7 @@ 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*(\w+)\s*$', r'\1=', line) for line in lines]
lines = [re.sub(r'^\s*([^=]+)\s*$', r'\1=', line) for line in lines]
contents = '\n'.join(lines)
@@ -50,19 +47,20 @@ def _get_bone_flags_from_value(value: str) -> int:
return 0
def read_psa_config(psa_reader: PsaReader, file_path: str) -> PsaConfig:
def read_psa_config(psa_sequence_names: list[str], file_path: str) -> PsaConfig:
psa_config = PsaConfig()
config = _load_config_file(file_path)
if config.has_section('RemoveTracks'):
for key, value in config.items('RemoveTracks'):
match = re.match(f'^(.+)\.(\d+)$', key)
match = re.match(rf'^(.+)\.(\d+)$', 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

@@ -1,64 +0,0 @@
import typing
from collections import OrderedDict
from typing import List
from ..shared.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:
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_ = [
('name', c_char * 64),
('group', c_char * 64),
('bone_count', c_int32),
('root_include', c_int32),
('compression_style', c_int32),
('key_quotum', c_int32),
('key_reduction', c_float),
('track_time', c_float),
('fps', c_float),
('start_bone', c_int32),
('frame_start_index', c_int32),
('frame_count', c_int32)
]
class Key(Structure):
_fields_ = [
('location', Vector3),
('rotation', Quaternion),
('time', c_float)
]
@property
def data(self):
yield self.rotation.w
yield self.rotation.x
yield self.rotation.y
yield self.rotation.z
yield self.location.x
yield self.location.y
yield self.location.z
def __repr__(self) -> str:
return repr((self.location, self.rotation, self.time))
def __init__(self):
self.bones: List[Psa.Bone] = []
self.sequences: typing.OrderedDict[str, Psa.Sequence] = OrderedDict()
self.keys: List[Psa.Key] = []

File diff suppressed because it is too large Load Diff

View File

@@ -1,45 +1,92 @@
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 typing import Sequence
import bpy
from bpy.props import (
BoolProperty,
EnumProperty,
FloatProperty,
CollectionProperty,
IntProperty,
StringProperty,
)
from bpy.types import PropertyGroup, Object, Action, AnimData, Context
from ...shared.types import PSX_PG_bone_collection_list_item
from ...shared.dfs import dfs_view_layer_objects
from ...shared.helpers import populate_bone_collection_list
from ...shared.types import TransformMixin, ExportSpaceMixin, PsxBoneExportMixin, TransformSourceMixin
def psa_export_property_group_animation_data_override_poll(_context, obj):
return obj.animation_data is not None
empty_set = set()
class PsaExportSequenceMixin(PropertyGroup):
name: StringProperty(name='Name')
is_selected: BoolProperty(name='Selected', default=True)
frame_start: IntProperty(name='Start Frame', options={'HIDDEN'})
frame_end: IntProperty(name='End Frame', options={'HIDDEN'})
group: StringProperty(name='Group')
action_name: StringProperty(name='Action Name',default='', options={'HIDDEN'})
armature_object_name: StringProperty(name='Armature Object Name',default='', options={'HIDDEN'})
marker_index: IntProperty(name='Marker Index',default=-1, options={'HIDDEN'})
is_pose_marker: BoolProperty(name='Is Pose Marker',default=False, options={'HIDDEN'})
@property
def action(self) -> Action | None:
"""Get the action associated with this sequence (if any)."""
return bpy.data.actions.get(self.action_name) if self.action_name else None
@property
def armature_object(self) -> Object | None:
"""Get the armature object associated with this sequence (if any)."""
return bpy.data.objects.get(self.armature_object_name) if self.armature_object_name else None
@property
def is_reversed(self) -> bool:
"""Check if the sequence is reversed (end frame before start frame)."""
return self.frame_end < self.frame_start
def __hash__(self) -> int:
return hash(self.name)
class PSA_PG_export_action_list_item(PropertyGroup):
action: PointerProperty(type=Action)
name: StringProperty()
is_selected: BoolProperty(default=True)
frame_start: IntProperty(options={'HIDDEN'})
frame_end: IntProperty(options={'HIDDEN'})
is_pose_marker: BoolProperty(options={'HIDDEN'})
class PSA_PG_export_sequence(PsaExportSequenceMixin):
pass
class PSA_PG_export_timeline_markers(PropertyGroup): # TODO: rename this to singular
marker_index: IntProperty()
name: StringProperty()
is_selected: BoolProperty(default=True)
frame_start: IntProperty(options={'HIDDEN'})
frame_end: IntProperty(options={'HIDDEN'})
def get_sequences_from_name_and_frame_range(name: str, frame_start: int, frame_end: int):
# Check for loop
anims: list[tuple[str, int, int]] = []
loop_pattern = r'\@(\d+)\:(.+)'
loop_match = re.match(loop_pattern, name)
if loop_match:
frame_count = max(1, int(loop_match.group(1)))
sequence_name = loop_match.group(2)
iteration = 0
frame = frame_start
while frame + frame_count <= frame_end:
output_name = sequence_name.format(index=iteration)
iteration_frame_start = frame
iteration_frame_end = frame + frame_count - 1
anims.append((output_name, iteration_frame_start, iteration_frame_end))
frame += frame_count
iteration += 1
else:
# If not, just treat it as a single animation, but parse for the reverse pattern as well.
anims.append((name, frame_start, frame_end))
class PSA_PG_export_nla_strip_list_item(PropertyGroup):
name: StringProperty()
action: PointerProperty(type=Action)
frame_start: FloatProperty()
frame_end: FloatProperty()
is_selected: BoolProperty(default=True)
for (name, frame_start, frame_end) in anims:
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:
@@ -52,27 +99,25 @@ def nla_track_update_cb(self: 'PSA_PG_export', context: Context) -> None:
return
nla_track = animation_data.nla_tracks[self.nla_track_index]
for nla_strip in nla_track.strips:
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
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_sequence = self.nla_strip_list.add()
strip.action_name = nla_strip.action
strip.name = sequence_name
strip.frame_start = frame_start
strip.frame_end = frame_end
def get_animation_data(pg: 'PSA_PG_export', context: Context) -> Optional[AnimData]:
def get_animation_data(pg: 'PSA_PG_export', context: Context) -> AnimData | None:
animation_data_object = context.object
if pg.should_override_animation_data:
animation_data_object = pg.animation_data_override
return animation_data_object.animation_data if animation_data_object else None
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 None:
return
for index, nla_track in enumerate(animation_data.nla_tracks):
yield f'{index} - {nla_track.name}'
if animation_data is not None:
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):
@@ -80,40 +125,59 @@ def animation_data_override_update_cb(self: 'PSA_PG_export', context: Context):
self.nla_track = ''
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=empty_set,
default=False,
description='Use the animation data from a different object instead of the selected object',
update=animation_data_override_update_cb,
)
animation_data_override: PointerProperty(
type=Object,
update=animation_data_override_update_cb,
poll=psa_export_property_group_animation_data_override_poll
)
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),
)
group_source_items = (
('ACTIONS', 'Actions', '', 0),
('CUSTOM', 'Custom', '', 1),
)
def sequence_source_update_cb(self: 'PSA_PG_export', context: Context) -> None:
armature_objects = []
assert context.view_layer
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 PsaExportMixin(PropertyGroup, TransformMixin, ExportSpaceMixin, PsxBoneExportMixin, TransformSourceMixin):
sequence_source: EnumProperty(
name='Source',
options=empty_set,
options=set(),
description='',
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)
)
items=sequence_source_items,
update=sequence_source_update_cb,
)
nla_track: StringProperty(
name='NLA Track',
options=empty_set,
options=set(),
description='',
search=nla_track_search_cb,
update=nla_track_update_cb
@@ -121,42 +185,30 @@ class PSA_PG_export(PropertyGroup):
nla_track_index: IntProperty(name='NLA Track Index', default=-1)
fps_source: EnumProperty(
name='FPS Source',
options=empty_set,
options=set(),
description='',
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)
)
items=fps_source_items,
)
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)
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')
action_list: CollectionProperty(type=PSA_PG_export_sequence)
action_list_index: IntProperty(default=0)
marker_list: CollectionProperty(type=PSA_PG_export_timeline_markers)
marker_list: CollectionProperty(type=PSA_PG_export_sequence)
marker_list_index: IntProperty(default=0)
nla_strip_list: CollectionProperty(type=PSA_PG_export_nla_strip_list_item)
nla_strip_list: CollectionProperty(type=PSA_PG_export_sequence)
nla_strip_list_index: IntProperty(default=0)
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 in-engine'
)
sequence_name_prefix: StringProperty(name='Prefix', options=empty_set)
sequence_name_suffix: StringProperty(name='Suffix', options=empty_set)
active_action_list: CollectionProperty(type=PSA_PG_export_sequence)
active_action_list_index: IntProperty(default=0)
sequence_name_prefix: StringProperty(name='Prefix', options=set())
sequence_name_suffix: StringProperty(name='Suffix', options=set())
sequence_filter_name: StringProperty(
default='',
name='Filter by Name',
@@ -165,27 +217,49 @@ class PSA_PG_export(PropertyGroup):
sequence_use_filter_invert: BoolProperty(
default=False,
name='Invert',
options=empty_set,
options=set(),
description='Invert filtering (show hidden items, and vice versa)')
sequence_filter_asset: BoolProperty(
default=False,
name='Show assets',
options=empty_set,
options=set(),
description='Show actions that belong to an asset library')
sequence_filter_pose_marker: BoolProperty(
default=True,
name='Show pose markers',
options=empty_set)
sequence_use_filter_sort_reverse: BoolProperty(default=True, options=empty_set)
options=set())
sequence_use_filter_sort_reverse: BoolProperty(default=True, options=set())
sequence_filter_reversed: BoolProperty(
default=True,
options=empty_set,
options=set(),
name='Show 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'
)
group_source: EnumProperty(
name='Group Source',
options=set(),
description='The source of the exported sequence\'s group property',
items=group_source_items,
default='ACTIONS'
)
group_custom: StringProperty(
name='Group',
options=set(),
description='The group to apply to all exported sequences. Only applicable when Group Source is Custom.'
)
class PSA_PG_export(PsaExportMixin):
pass
def filter_sequences(pg: PSA_PG_export, sequences) -> List[int]:
def filter_sequences(pg: PsaExportMixin, sequences: Sequence[PsaExportSequenceMixin]) -> list[int]:
bitflag_filter_item = 1 << 30
flt_flags = [bitflag_filter_item] * len(sequences)
@@ -202,25 +276,27 @@ def filter_sequences(pg: PSA_PG_export, sequences) -> List[int]:
if not pg.sequence_filter_asset:
for i, sequence in enumerate(sequences):
if hasattr(sequence, 'action') and sequence.action is not None and sequence.action.asset_data is not None:
if sequence.action is not None and sequence.action.asset_data is not None:
flt_flags[i] &= ~bitflag_filter_item
if not pg.sequence_filter_pose_marker:
for i, sequence in enumerate(sequences):
if hasattr(sequence, 'is_pose_marker') and sequence.is_pose_marker:
if sequence.is_pose_marker:
flt_flags[i] &= ~bitflag_filter_item
if not pg.sequence_filter_reversed:
for i, sequence in enumerate(sequences):
if sequence.frame_start > sequence.frame_end:
if sequence.is_reversed:
flt_flags[i] &= ~bitflag_filter_item
return flt_flags
classes = (
PSA_PG_export_action_list_item,
PSA_PG_export_timeline_markers,
PSA_PG_export_nla_strip_list_item,
_classes = (
PSA_PG_export_sequence,
PSA_PG_export,
)
from bpy.utils import register_classes_factory
register, unregister = register_classes_factory(_classes)

View File

@@ -0,0 +1,68 @@
from bpy.types import PropertyGroup, Object, Action
from ...shared.types import BpyCollectionProperty, TransformMixin, ExportSpaceMixin, PsxBoneExportMixin, TransformSourceMixin
class PsaExportSequenceMixin(PropertyGroup):
name: str
is_selected: bool
frame_start: int
frame_end: int
group: str
action_name: str
armature_object_name: str
marker_index: int
is_pose_marker: bool
@property
def action(self) -> Action | None: ...
@property
def armature_object(self) -> Object | None: ...
@property
def is_reversed(self) -> bool: ...
class PSA_PG_export_sequence(PsaExportSequenceMixin):
"""Concrete type for PSA export sequences."""
pass
class PsaExportMixin(PropertyGroup, TransformMixin, ExportSpaceMixin, PsxBoneExportMixin, TransformSourceMixin):
sequence_source: str
nla_track: str
nla_track_index: int
fps_source: str
fps_custom: float
compression_ratio_source: str
compression_ratio_custom: float
action_list: BpyCollectionProperty[PSA_PG_export_sequence]
action_list_index: int
marker_list: BpyCollectionProperty[PSA_PG_export_sequence]
marker_list_index: int
nla_strip_list: BpyCollectionProperty[PSA_PG_export_sequence]
nla_strip_list_index: int
active_action_list: BpyCollectionProperty[PSA_PG_export_sequence]
active_action_list_index: int
sequence_name_prefix: str
sequence_name_suffix: str
sequence_filter_name: str
sequence_use_filter_invert: bool
sequence_filter_asset: bool
sequence_filter_pose_marker: bool
sequence_use_filter_sort_reverse: bool
sequence_filter_reversed: bool
sampling_mode: str
group_source: str
group_custom: str
class PSA_PG_export(PsaExportMixin):
pass
def get_sequences_from_name_and_frame_range(name: str, frame_start: int, frame_end: int):
pass
def filter_sequences(pg: PsaExportMixin, sequences) -> list[int]:
pass

View File

@@ -1,19 +1,21 @@
from typing import cast
from typing import cast as typing_cast
from bpy.types import UIList
from .properties import PSA_PG_export_action_list_item, filter_sequences
from .properties import PsaExportSequenceMixin, filter_sequences
class PSA_UL_export_sequences(UIList):
bl_idname = 'PSA_UL_export_sequences'
def __init__(self):
super(PSA_UL_export_sequences, self).__init__()
def __init__(self, *args, **kwargs):
super(PSA_UL_export_sequences, self).__init__(*args, **kwargs)
# 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 = cast(PSA_PG_export_action_list_item, item)
item = typing_cast(PsaExportSequenceMixin, 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)
if hasattr(item, 'action') and item.action is not None and item.action.asset_data is not None:
@@ -21,10 +23,13 @@ class PSA_UL_export_sequences(UIList):
row = layout.row(align=True)
row.alignment = 'RIGHT'
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')
row.label(text=str(abs(item.frame_end - item.frame_start) + 1), icon='FRAME_PREV' if item.is_reversed else 'KEYFRAME')
if 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')
def draw_filter(self, context, layout):
pg = getattr(context.scene, 'psa_export')
@@ -47,6 +52,10 @@ class PSA_UL_export_sequences(UIList):
return flt_flags, flt_neworder
classes = (
_classes = (
PSA_UL_export_sequences,
)
from bpy.utils import register_classes_factory
register, unregister = register_classes_factory(_classes)

View File

@@ -0,0 +1,24 @@
from bpy.types import Context
from bpy.types import FileHandler
from .import_.operators import PSA_OT_import_drag_and_drop
from .export.operators import PSA_OT_export_collection
class PSA_FH_file_handler(FileHandler):
bl_idname = 'PSA_FH_file_handler'
bl_label = 'Unreal PSA'
bl_import_operator = PSA_OT_import_drag_and_drop.bl_idname
bl_export_operator = PSA_OT_export_collection.bl_idname
bl_file_extensions = '.psa'
@classmethod
def poll_drop(cls, context: Context) -> bool:
return context.area is not None and context.area.type == 'VIEW_3D'
_classes = (
PSA_FH_file_handler,
)
from bpy.utils import register_classes_factory
register, unregister = register_classes_factory(_classes)

View File

@@ -1,18 +1,29 @@
import os
from pathlib import Path
from typing import Iterable
from bpy.props import StringProperty
from bpy.types import Operator, Event, Context, FileHandler
from bpy.props import CollectionProperty, StringProperty
from bpy.types import Context, Event, Object, Operator, OperatorFileListElement
from bpy_extras.io_utils import ImportHelper
from .properties import get_visible_sequences
from .properties import PsaImportMixin, get_visible_sequences
from ..config import read_psa_config
from ..importer import import_psa, PsaImportOptions
from ..reader import PsaReader
from ..importer import BoneMapping, PsaImportOptions, import_psa
from psk_psa_py.psa.reader import PsaReader
class PSA_OT_import_sequences_from_text(Operator):
bl_idname = 'psa_import.sequences_select_from_text'
def psa_import_poll(cls, context: Context):
if context.view_layer is None or context.view_layer.objects.active is None:
return False
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'
bl_label = 'Select By Text List'
bl_description = 'Select sequences by name from text list'
bl_options = {'INTERNAL', 'UNDO'}
@@ -23,10 +34,12 @@ class PSA_OT_import_sequences_from_text(Operator):
return len(pg.sequence_list) > 0
def invoke(self, context, event):
assert context.window_manager
return context.window_manager.invoke_props_dialog(self, width=256)
def draw(self, context):
layout = self.layout
assert layout
pg = getattr(context.scene, 'psa_import')
layout.label(icon='INFO', text='Each sequence name should be on a new line.')
layout.prop(pg, 'select_text', text='')
@@ -48,7 +61,7 @@ class PSA_OT_import_sequences_from_text(Operator):
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_options = {'INTERNAL'}
@@ -69,7 +82,7 @@ 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'}
@@ -97,7 +110,7 @@ def load_psa_file(context, filepath: str):
try:
# Read the file and populate the action list.
p = os.path.abspath(filepath)
psa_reader = PsaReader(p)
psa_reader = PsaReader.from_path(p)
for sequence in psa_reader.sequences.values():
item = pg.sequence_list.add()
item.action_name = sequence.name.decode('windows-1252')
@@ -112,8 +125,166 @@ def on_psa_file_path_updated(cls, context):
load_psa_file(context, cls.filepath)
class PSA_OT_import(Operator, ImportHelper):
bl_idname = 'psa_import.import'
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
assert context.view_layer and context.view_layer.objects.active
for file in self.files:
psa_path = str(os.path.join(self.directory, file.name))
psa_reader = PsaReader.from_path(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.
assert context.view_layer and context.view_layer.objects.active
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).
assert context.window_manager
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_write_scale_keys = pg.should_write_scale_keys
options.should_convert_to_samples = pg.should_convert_to_samples
options.bone_mapping = BoneMapping(
is_case_sensitive=pg.bone_mapping_is_case_sensitive,
should_ignore_trailing_whitespace=pg.bone_mapping_should_ignore_trailing_whitespace
)
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.from_path(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.from_path(self.filepath) as psa_reader:
sequence_names.extend(psa_reader.sequences.keys())
options = PsaImportOptions(
action_name_prefix=self.action_name_prefix,
bone_mapping=BoneMapping(
is_case_sensitive=self.bone_mapping_is_case_sensitive,
should_ignore_trailing_whitespace=self.bone_mapping_should_ignore_trailing_whitespace
),
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
)
assert context.view_layer
assert context.view_layer.objects.active
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'
bl_label = 'Import'
bl_description = 'Import the selected animations into the scene as actions'
bl_options = {'INTERNAL', 'UNDO'}
@@ -129,64 +300,38 @@ class PSA_OT_import(Operator, ImportHelper):
@classmethod
def 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
return psa_import_poll(cls, context)
def execute(self, context):
pg = getattr(context.scene, 'psa_import')
psa_reader = PsaReader(self.filepath)
sequence_names = [x.action_name for x in pg.sequence_list if x.is_selected]
options = psa_import_options_from_property_group(self, [x.action_name for x in pg.sequence_list if x.is_selected])
if len(sequence_names) == 0:
if len(options.sequence_names) == 0:
self.report({'ERROR_INVALID_CONTEXT'}, 'No sequences selected')
return {'CANCELLED'}
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:
self.report({'WARNING'}, f'Failed to read PSA config file: {e}')
result = import_psa(context, psa_reader, context.view_layer.objects.active, options)
result = _import_psa(context, options, self.filepath, context.view_layer.objects.active)
if len(result.warnings) > 0:
message = f'Imported {len(sequence_names)} action(s) with {len(result.warnings)} warning(s)\n'
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(sequence_names)} action(s)')
self.report({'INFO'}, f'Imported {len(options.sequence_names)} action(s)')
return {'FINISHED'}
def invoke(self, context: Context, event: Event):
# Attempt to load the PSA file for the pre-selected file.
load_psa_file(context, self.filepath)
assert context.window_manager
context.window_manager.fileselect_add(self)
return {'RUNNING_MODAL'}
def draw(self, context: Context):
layout = self.layout
assert layout
pg = getattr(context.scene, 'psa_import')
sequences_header, sequences_panel = layout.panel('sequences_panel_id', default_closed=False)
@@ -205,7 +350,7 @@ class PSA_OT_import(Operator, ImportHelper):
row2 = col.row(align=True)
row2.label(text='Select')
row2.operator(PSA_OT_import_sequences_from_text.bl_idname, text='', icon='TEXT')
row2.operator(PSA_OT_import_sequences_select_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')
@@ -215,13 +360,13 @@ class PSA_OT_import(Operator, ImportHelper):
col = sequences_panel.column(heading='')
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.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')
data_header, data_panel = layout.panel('data_panel_id', default_closed=False)
data_header.label(text='Data')
@@ -230,48 +375,94 @@ class PSA_OT_import(Operator, ImportHelper):
col = data_panel.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')
col.prop(self, 'should_write_keyframes')
col.prop(self, 'should_write_metadata')
col.prop(self, 'should_write_scale_keys')
if pg.should_write_keyframes:
if self.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.prop(self, 'should_convert_to_samples')
advanced_header, advanced_panel = layout.panel('advanced_panel_id', default_closed=True)
advanced_header.label(text='Advanced')
if advanced_panel:
bone_mapping_header, bone_mapping_panel = layout.panel('bone_mapping_id', default_closed=False)
bone_mapping_header.label(text='Bone Mapping')
if bone_mapping_panel:
col = bone_mapping_panel.column()
col.use_property_split = True
col.use_property_decorate = False
col.prop(self, 'bone_mapping_is_case_sensitive')
col.prop(self, 'bone_mapping_should_ignore_trailing_whitespace')
col = advanced_panel.column()
col.use_property_split = True
col.use_property_decorate = False
col.prop(pg, 'bone_mapping_mode')
col.prop(self, 'translation_scale', text='Translation Scale')
col = advanced_panel.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')
col.prop(self, 'should_use_fake_user')
col.prop(self, 'should_stash')
col.prop(self, 'should_use_config_file')
class PSA_FH_import(FileHandler):
bl_idname = 'PSA_FH_import'
bl_label = 'File handler for Unreal PSA import'
bl_import_operator = 'psa_import.import'
bl_export_operator = 'psa_export.export'
bl_file_extensions = '.psa'
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')
@classmethod
def poll_drop(cls, context: Context):
return context.area and context.area.type == 'VIEW_3D'
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')
col.prop(pg, 'should_write_scale_keys')
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(heading='Bone Mapping')
col.use_property_split = True
col.use_property_decorate = False
col.prop(pg, 'bone_mapping_is_case_sensitive')
col.prop(pg, 'bone_mapping_should_ignore_trailing_whitespace')
col = layout.column()
col.use_property_split = True
col.use_property_decorate = False
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')
classes = (
_classes = (
PSA_OT_import_sequences_select_all,
PSA_OT_import_sequences_deselect_all,
PSA_OT_import_sequences_from_text,
PSA_OT_import_sequences_select_from_text,
PSA_OT_import,
PSA_FH_import,
PSA_OT_import_all,
PSA_OT_import_drag_and_drop,
)
from bpy.utils import register_classes_factory
register, unregister = register_classes_factory(_classes)

View File

@@ -1,21 +1,25 @@
import re
from fnmatch import fnmatch
from typing import List
from bpy.props import StringProperty, BoolProperty, CollectionProperty, IntProperty, PointerProperty, EnumProperty, \
FloatProperty
from bpy.props import (
BoolProperty,
CollectionProperty,
EnumProperty,
FloatProperty,
IntProperty,
PointerProperty,
StringProperty,
)
from bpy.types import PropertyGroup, Text
empty_set = set()
class PSA_PG_import_action_list_item(PropertyGroup):
action_name: StringProperty(options=empty_set)
is_selected: BoolProperty(default=True, options=empty_set)
action_name: StringProperty(options=set())
is_selected: BoolProperty(default=True, options=set())
class PSA_PG_bone(PropertyGroup):
bone_name: StringProperty(options=empty_set)
bone_name: StringProperty(options=set())
class PSA_PG_data(PropertyGroup):
@@ -23,89 +27,113 @@ class PSA_PG_data(PropertyGroup):
sequence_count: IntProperty(default=0)
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)
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:
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=empty_set)
options=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=empty_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=set())
should_stash: BoolProperty(default=False, name='Stash',
description='Stash each imported action as a strip on a new non-contributing NLA track',
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,
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(),
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=empty_set)
should_write_metadata: BoolProperty(default=True, name='Metadata', options=empty_set,
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_scale_keys: BoolProperty(default=True, name='Scale Keys', options=set())
sequence_filter_name: StringProperty(default='', options={'TEXTEDIT_UPDATE'})
sequence_filter_is_selected: BoolProperty(default=False, options=empty_set, name='Only Show Selected',
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=empty_set)
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=empty_set)
select_text: PointerProperty(type=Text)
description='Filter using regular expressions', options=set())
should_convert_to_samples: BoolProperty(
default=False,
name='Convert to Samples',
description='Convert keyframes to read-only samples. '
'Recommended if you do not plan on editing the actions directly'
)
bone_mapping_mode: EnumProperty(
name='Bone Mapping',
options=empty_set,
description='The method by which bones from the incoming PSA file are mapped to 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 bone PSA bone '
'\'root\' can be mapped to the armature bone \'Root\')', 'CASE_INSENSITIVE', 1),
),
default='CASE_INSENSITIVE'
bone_mapping_is_case_sensitive: BoolProperty(
default=False,
name='Case Sensitive'
)
bone_mapping_should_ignore_trailing_whitespace: BoolProperty(
default=True,
name='Ignore Trailing Whitespace'
)
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_source: EnumProperty(name='FPS Source', items=fps_source_items)
fps_custom: FloatProperty(
default=30.0,
name='Custom FPS',
description='The frame rate to which the imported sequences will be resampled to',
options=empty_set,
options=set(),
min=1.0,
soft_min=1.0,
soft_max=60.0,
step=100,
)
compression_ratio_source: EnumProperty(name='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),
))
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=empty_set,
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'
)
def filter_sequences(pg: PSA_PG_import, sequences) -> List[int]:
# 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]:
bitflag_filter_item = 1 << 30
flt_flags = [bitflag_filter_item] * len(sequences)
@@ -139,7 +167,7 @@ def filter_sequences(pg: PSA_PG_import, sequences) -> List[int]:
return flt_flags
def get_visible_sequences(pg: PSA_PG_import, sequences) -> List[PSA_PG_import_action_list_item]:
def get_visible_sequences(pg: PSA_PG_import, sequences) -> list[PSA_PG_import_action_list_item]:
bitflag_filter_item = 1 << 30
visible_sequences = []
for i, flag in enumerate(filter_sequences(pg, sequences)):
@@ -148,9 +176,12 @@ def get_visible_sequences(pg: PSA_PG_import, sequences) -> List[PSA_PG_import_ac
return visible_sequences
classes = (
_classes = (
PSA_PG_import_action_list_item,
PSA_PG_bone,
PSA_PG_data,
PSA_PG_import,
)
from bpy.utils import register_classes_factory
register, unregister = register_classes_factory(_classes)

View File

@@ -0,0 +1,60 @@
from bpy.types import PropertyGroup, Text
from ...shared.types import BpyCollectionProperty
class PSA_PG_import_action_list_item:
action_name: str
is_selected: bool
class PSA_PG_bone:
bone_name: str
class PSA_PG_data(PropertyGroup):
bones: BpyCollectionProperty[PSA_PG_bone]
sequence_count: int
class PsaImportMixin:
should_use_fake_user: bool
should_use_config_file: bool
should_stash: bool
should_use_action_name_prefix: bool
action_name_prefix: str
should_overwrite: bool
should_write_keyframes: bool
should_write_metadata: bool
should_write_scale_keys: bool
sequence_filter_name: str
sequence_filter_is_selected: bool
sequence_use_filter_invert: bool
sequence_use_filter_regex: bool
should_convert_to_samples: bool
bone_mapping_is_case_sensitive: bool
bone_mapping_should_ignore_trailing_whitespace: bool
fps_source: str
fps_custom: float
compression_ratio_source: str
compression_ratio_custom: float
translation_scale: float
class PSA_PG_import:
psa_error: str
psa: PSA_PG_data
sequence_list: BpyCollectionProperty[PSA_PG_import_action_list_item]
sequence_list_index: int
sequence_filter_name: str
sequence_filter_is_selected: bool
sequence_use_filter_invert: bool
sequence_use_filter_regex: bool
select_text: Text | None
def filter_sequences(pg: PSA_PG_import, sequences) -> list[int]:
pass
def get_visible_sequences(pg: PSA_PG_import, sequences) -> list[PSA_PG_import_action_list_item]:
pass

View File

@@ -22,9 +22,9 @@ class PSA_UL_sequences_mixin(UIList):
sub_row.prop(pg, 'sequence_use_filter_regex', text='', icon='SORTBYEXT')
sub_row.prop(pg, 'sequence_filter_is_selected', text='', icon='CHECKBOX_HLT')
def filter_items(self, context, data, property_):
def filter_items(self, context, data, property):
pg = getattr(context.scene, 'psa_import')
sequences = getattr(data, property_)
sequences = getattr(data, property)
flt_flags = filter_sequences(pg, sequences)
flt_neworder = bpy.types.UI_UL_list.sort_items_by_name(sequences, 'action_name')
return flt_flags, flt_neworder
@@ -42,8 +42,11 @@ class PSA_UL_import_actions(PSA_UL_sequences_mixin):
pass
classes = (
_classes = (
PSA_UL_sequences,
PSA_UL_import_sequences,
PSA_UL_import_actions,
)
from bpy.utils import register_classes_factory
register, unregister = register_classes_factory(_classes)

View File

@@ -1,49 +1,81 @@
import typing
from typing import List, Optional
from typing import Sequence, Iterable, cast as typing_cast
import bpy
import numpy as np
from bpy.types import FCurve, Object, Context
import re
from bpy.types import Armature, Context, FCurve, Object, Bone, PoseBone
from mathutils import Vector, Quaternion
from bpy_extras import anim_utils
from ..shared.types import PSX_PG_action_export
from .config import PsaConfig, REMOVE_TRACK_LOCATION, REMOVE_TRACK_ROTATION
from .data import Psa
from .reader import PsaReader
from psk_psa_py.psa.reader import PsaReader
from psk_psa_py.shared.data import PsxBone
class BoneMapping:
def __init__(self,
is_case_sensitive: bool = False,
should_ignore_trailing_whitespace: bool = True
):
self.is_case_sensitive = is_case_sensitive
# Ancient PSK and PSA exporters would, for some reason, pad the bone names with spaces
# instead of just writing null bytes, probably because the programmers were lazy.
# By default, we will ignore trailing whitespace when doing comparisons.
self.should_ignore_trailing_whitespace = should_ignore_trailing_whitespace
class PsaImportOptions(object):
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()
def __init__(self,
action_name_prefix: str = '',
bone_mapping: BoneMapping = BoneMapping(),
fps_custom: float = 30.0,
fps_source: str = 'SEQUENCE',
psa_config: PsaConfig = PsaConfig(),
sequence_names: list[str] | None = 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,
should_write_scale_keys: bool = True,
translation_scale: float = 1.0
):
self.action_name_prefix = action_name_prefix
self.bone_mapping = bone_mapping
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.should_write_scale_keys = should_write_scale_keys
self.translation_scale = translation_scale
class ImportBone(object):
def __init__(self, psa_bone: Psa.Bone):
self.psa_bone: Psa.Bone = psa_bone
self.parent: Optional[ImportBone] = None
self.armature_bone = None
self.pose_bone = None
def __init__(self, psa_bone: PsxBone):
self.psa_bone: PsxBone = psa_bone
self.parent: ImportBone | None = None
self.armature_bone: Bone | None = None
self.pose_bone: PoseBone | None = None
self.original_location: Vector = Vector()
self.original_rotation: Quaternion = Quaternion()
self.post_rotation: Quaternion = Quaternion()
self.fcurves: List[FCurve] = []
self.fcurves: list[FCurve] = []
def _calculate_fcurve_data(import_bone: ImportBone, key_data: typing.Iterable[float]):
def _calculate_fcurve_data(import_bone: ImportBone, key_data: Sequence[float]):
# Convert world-space transforms to local-space transforms.
key_rotation = Quaternion(key_data[0:4])
key_location = Vector(key_data[4:])
key_location = Vector(key_data[4:7])
q = import_bone.post_rotation.copy()
q.rotate(import_bone.original_rotation)
rotation = q
@@ -55,47 +87,62 @@ def _calculate_fcurve_data(import_bone: ImportBone, key_data: typing.Iterable[fl
rotation.rotate(q.conjugated())
location = key_location - import_bone.original_location
location.rotate(import_bone.post_rotation.conjugated())
return rotation.w, rotation.x, rotation.y, rotation.z, location.x, location.y, location.z
scale = Vector(key_data[7:10])
return rotation.w, rotation.x, rotation.y, rotation.z, location.x, location.y, location.z, scale.x, scale.y, scale.z
class PsaImportResult:
def __init__(self):
self.warnings: List[str] = []
self.warnings: list[str] = []
def _get_armature_bone_index_for_psa_bone(psa_bone_name: str, armature_bone_names: List[str], bone_mapping_mode: str = 'EXACT') -> Optional[int]:
def _get_armature_bone_index_for_psa_bone(psa_bone_name: str, armature_bone_names: list[str], bone_mapping: BoneMapping) -> int | None:
"""
@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' or 'CASE_INSENSITIVE'.
@param bone_mapping: Bone mapping information.
@return: The index of the armature bone that corresponds to the given PSA bone, or None if no such bone exists.
"""
# Use regular expressions for bone name matching.
pattern = psa_bone_name
flags = 0
if bone_mapping.should_ignore_trailing_whitespace:
psa_bone_name = psa_bone_name.rstrip()
pattern += r'\s*'
if not bone_mapping.is_case_sensitive:
flags = re.IGNORECASE
pattern = re.compile(pattern, flags)
for armature_bone_index, armature_bone_name in enumerate(armature_bone_names):
if bone_mapping_mode == 'CASE_INSENSITIVE':
if armature_bone_name.lower() == psa_bone_name.lower():
return armature_bone_index
else:
if armature_bone_name == psa_bone_name:
return armature_bone_index
if re.fullmatch(pattern, 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
@@ -125,10 +172,41 @@ def _resample_sequence_data_matrix(sequence_data_matrix: np.ndarray, frame_step:
return resampled_sequence_data_matrix
def _read_sequence_data_matrix(psa_reader: PsaReader, sequence_name: str) -> np.ndarray:
"""
Reads and returns the data matrix for the given sequence.
The order of the data in the third axis is Qw, Qx, Qy, Qz, Lx, Ly, Lz, Sx, Sy, Sz
@param sequence_name: The name of the sequence.
@return: An FxBx10 matrix where F is the number of frames, B is the number of bones.
"""
sequence = psa_reader.sequences[sequence_name]
keys = psa_reader.read_sequence_keys(sequence_name)
bone_count = len(psa_reader.bones)
matrix_size = sequence.frame_count, bone_count, 10
matrix = np.ones(matrix_size)
keys_iter = iter(keys)
# Populate rotation and location data.
for frame_index in range(sequence.frame_count):
for bone_index in range(bone_count):
matrix[frame_index, bone_index, :7] = list(next(keys_iter).data)
# Populate scale data, if it exists.
scale_keys = psa_reader.read_sequence_scale_keys(sequence_name)
if len(scale_keys) > 0:
scale_keys_iter = iter(scale_keys)
for frame_index in range(sequence.frame_count):
for bone_index in range(bone_count):
matrix[frame_index, bone_index, 7:] = list(next(scale_keys_iter).data)
return matrix
def import_psa(context: Context, psa_reader: PsaReader, armature_object: Object, options: PsaImportOptions) -> PsaImportResult:
assert context.window_manager
result = PsaImportResult()
sequences = [psa_reader.sequences[x] for x in options.sequence_names]
armature_data = typing.cast(bpy.types.Armature, armature_object.data)
armature_data = typing_cast(Armature, armature_object.data)
# Create an index mapping from bones in the PSA to bones in the target armature.
psa_to_armature_bone_indices = {}
@@ -139,7 +217,7 @@ def import_psa(context: Context, psa_reader: PsaReader, armature_object: Object,
for psa_bone_index, psa_bone in enumerate(psa_reader.bones):
psa_bone_name: str = psa_bone.name.decode('windows-1252')
armature_bone_index = _get_armature_bone_index_for_psa_bone(psa_bone_name, armature_bone_names, options.bone_mapping_mode)
armature_bone_index = _get_armature_bone_index_for_psa_bone(psa_bone_name, armature_bone_names, options.bone_mapping)
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:
@@ -170,6 +248,8 @@ def import_psa(context: Context, psa_reader: PsaReader, armature_object: Object,
)
del armature_bone_names
assert armature_object.pose
# Create intermediate bone data for import operations.
import_bones = []
psa_bone_names_to_import_bones = dict()
@@ -233,21 +313,27 @@ 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_slot = action.slots.new('OBJECT', armature_object.name)
# TODO: Wish there was a better way to do this.
action_slot = action.slots[f'OB{armature_object.name}']
assert action_slot
# Calculate the target FPS.
match options.fps_source:
case 'CUSTOM':
target_fps = options.fps_custom
case 'SCENE':
assert context.scene
target_fps = context.scene.render.fps
case 'SEQUENCE':
target_fps = sequence.fps
case _:
raise ValueError(f'Unknown FPS source: {options.fps_source}')
assert False, f'Invalid FPS source: {options.fps_source}'
if options.should_write_keyframes:
# Remove existing f-curves.
action.fcurves.clear()
channelbag = anim_utils.action_ensure_channelbag_for_slot(action, action_slot)
# Create f-curves for the rotation and location of each bone.
for psa_bone_index, armature_bone_index in psa_to_armature_bone_indices.items():
@@ -256,20 +342,29 @@ def import_psa(context: Context, psa_reader: PsaReader, armature_object: Object,
pose_bone = import_bone.pose_bone
rotation_data_path = pose_bone.path_from_id('rotation_quaternion')
location_data_path = pose_bone.path_from_id('location')
scale_data_path = pose_bone.path_from_id('scale')
add_rotation_fcurves = (bone_track_flags & REMOVE_TRACK_ROTATION) == 0
add_location_fcurves = (bone_track_flags & REMOVE_TRACK_LOCATION) == 0
add_scale_fcurves = psa_reader.has_scale_keys and options.should_write_scale_keys
import_bone.fcurves = [
action.fcurves.new(rotation_data_path, index=0, action_group=pose_bone.name) if add_rotation_fcurves else None, # Qw
action.fcurves.new(rotation_data_path, index=1, action_group=pose_bone.name) if add_rotation_fcurves else None, # Qx
action.fcurves.new(rotation_data_path, index=2, action_group=pose_bone.name) if add_rotation_fcurves else None, # Qy
action.fcurves.new(rotation_data_path, index=3, action_group=pose_bone.name) if add_rotation_fcurves else None, # Qz
action.fcurves.new(location_data_path, index=0, action_group=pose_bone.name) if add_location_fcurves else None, # Lx
action.fcurves.new(location_data_path, index=1, action_group=pose_bone.name) if add_location_fcurves else None, # Ly
action.fcurves.new(location_data_path, index=2, action_group=pose_bone.name) if add_location_fcurves else None, # Lz
channelbag.fcurves.ensure(rotation_data_path, index=0, group_name=pose_bone.name) if add_rotation_fcurves else None, # Qw
channelbag.fcurves.ensure(rotation_data_path, index=1, group_name=pose_bone.name) if add_rotation_fcurves else None, # Qx
channelbag.fcurves.ensure(rotation_data_path, index=2, group_name=pose_bone.name) if add_rotation_fcurves else None, # Qy
channelbag.fcurves.ensure(rotation_data_path, index=3, group_name=pose_bone.name) if add_rotation_fcurves else None, # Qz
channelbag.fcurves.ensure(location_data_path, index=0, group_name=pose_bone.name) if add_location_fcurves else None, # Lx
channelbag.fcurves.ensure(location_data_path, index=1, group_name=pose_bone.name) if add_location_fcurves else None, # Ly
channelbag.fcurves.ensure(location_data_path, index=2, group_name=pose_bone.name) if add_location_fcurves else None, # Lz
channelbag.fcurves.ensure(scale_data_path, index=0, group_name=pose_bone.name) if add_scale_fcurves else None, # Sx
channelbag.fcurves.ensure(scale_data_path, index=1, group_name=pose_bone.name) if add_scale_fcurves else None, # Sy
channelbag.fcurves.ensure(scale_data_path, index=2, group_name=pose_bone.name) if add_scale_fcurves else None, # Sz
]
# Read the sequence data matrix from the PSA.
sequence_data_matrix = psa_reader.read_sequence_data_matrix(sequence_name)
sequence_data_matrix = _read_sequence_data_matrix(psa_reader, sequence_name)
if options.translation_scale != 1.0:
# Scale the translation data.
sequence_data_matrix[:, :, 4:7] *= options.translation_scale
# Convert the sequence's data from world-space to local-space.
for bone_index, import_bone in enumerate(import_bones):
@@ -298,6 +393,7 @@ def import_psa(context: Context, psa_reader: PsaReader, armature_object: Object,
for fcurve_index, fcurve in enumerate(import_bone.fcurves):
if fcurve is None:
continue
fcurve.keyframe_points.clear()
fcurve_data[1::2] = resampled_sequence_data_matrix[:, bone_index, fcurve_index]
fcurve.keyframe_points.add(target_frame_count)
fcurve.keyframe_points.foreach_set('co', fcurve_data)
@@ -306,12 +402,13 @@ def import_psa(context: Context, psa_reader: PsaReader, armature_object: Object,
if options.should_convert_to_samples:
# Bake the curve to samples.
for fcurve in action.fcurves:
for fcurve in channelbag.fcurves:
fcurve.convert_to_samples(start=0, end=sequence.frame_count)
# Write meta-data.
if options.should_write_metadata:
action.psa_export.fps = target_fps
pg = typing_cast(PSX_PG_action_export, getattr(action, 'psa_export'))
pg.fps = target_fps
action.use_fake_user = options.should_use_fake_user
@@ -321,10 +418,11 @@ 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:
if armature_object.animation_data is None:
armature_object.animation_data_create()
animation_data = armature_object.animation_data
if animation_data is None:
animation_data = armature_object.animation_data_create()
for action in actions:
nla_track = armature_object.animation_data.nla_tracks.new()
nla_track = animation_data.nla_tracks.new()
nla_track.name = action.name
nla_track.mute = True
nla_track.strips.new(name=action.name, start=0, action=action)

View File

@@ -1,117 +0,0 @@
import ctypes
import numpy as np
from .data import *
def _try_fix_cue4parse_issue_103(sequences) -> bool:
# Detect if the file was exported from CUE4Parse prior to the fix for issue #103.
# https://github.com/FabianFG/CUE4Parse/issues/103
# The issue was that the frame_start_index was not being set correctly, and was always being set to the same value
# as the frame_count.
# This fix will eventually be deprecated as it is only necessary for files exported prior to the fix.
if len(sequences) > 0 and sequences[0].frame_start_index == sequences[0].frame_count:
# Manually set the frame_start_index for each sequence. This assumes that the sequences are in order with
# no shared frames between sequences (all exporters that I know of do this, so it's a safe assumption).
frame_start_index = 0
for i, sequence in enumerate(sequences):
sequence.frame_start_index = frame_start_index
frame_start_index += sequence.frame_count
return True
return False
class PsaReader(object):
"""
This class reads the sequences and bone information immediately upon instantiation and holds onto a file handle.
The keyframe data is not read into memory upon instantiation due to its potentially very large size.
To read the key data for a particular sequence, call :read_sequence_keys.
"""
def __init__(self, path):
self.keys_data_offset: int = 0
self.fp = open(path, 'rb')
self.psa: Psa = self._read(self.fp)
@property
def bones(self):
return self.psa.bones
@property
def sequences(self):
return self.psa.sequences
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.
"""
sequence = self.psa.sequences[sequence_name]
keys = self.read_sequence_keys(sequence_name)
bone_count = len(self.bones)
matrix_size = sequence.frame_count, bone_count, 7
matrix = np.zeros(matrix_size)
keys_iter = iter(keys)
for frame_index in range(sequence.frame_count):
for bone_index in range(bone_count):
matrix[frame_index, bone_index, :] = list(next(keys_iter).data)
return matrix
def read_sequence_keys(self, sequence_name: str) -> List[Psa.Key]:
"""
Reads and returns the key data for a sequence.
@param sequence_name: The name of the sequence.
@return: A list of Psa.Keys.
"""
# Set the file reader to the beginning of the keys data
sequence = self.psa.sequences[sequence_name]
data_size = sizeof(Psa.Key)
bone_count = len(self.psa.bones)
buffer_length = data_size * bone_count * sequence.frame_count
sequence_keys_offset = self.keys_data_offset + (sequence.frame_start_index * bone_count * data_size)
self.fp.seek(sequence_keys_offset, 0)
buffer = self.fp.read(buffer_length)
offset = 0
keys = []
for _ in range(sequence.frame_count * bone_count):
key = Psa.Key.from_buffer_copy(buffer, offset)
keys.append(key)
offset += data_size
return keys
@staticmethod
def _read_types(fp, data_class, section: Section, data):
buffer_length = section.data_size * section.data_count
buffer = fp.read(buffer_length)
offset = 0
for _ in range(section.data_count):
data.append(data_class.from_buffer_copy(buffer, offset))
offset += section.data_size
def _read(self, fp) -> Psa:
psa = Psa()
while fp.read(1):
fp.seek(-1, 1)
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, Psa.Bone, section, psa.bones)
elif section.name == b'ANIMINFO':
sequences = []
PsaReader._read_types(fp, Psa.Sequence, section, sequences)
# Try to fix CUE4Parse bug, if necessary.
_try_fix_cue4parse_issue_103(sequences)
for sequence in sequences:
psa.sequences[sequence.name.decode()] = sequence
elif section.name == b'ANIMKEYS':
# Skip keys on this pass. We will keep this file open and read from it as needed.
self.keys_data_offset = fp.tell()
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}"')
return psa

View File

@@ -1,25 +0,0 @@
from ctypes import Structure, sizeof
from typing import Type
from .data import Psa
from ..shared.data import Section
def write_section(fp, name: bytes, data_type: Type[Structure] = None, data: list = None):
section = Section()
section.name = name
if data_type is not None and data is not None:
section.data_size = sizeof(data_type)
section.data_count = len(data)
fp.write(section)
if data is not None:
for datum in data:
fp.write(datum)
def write_psa(psa: Psa, path: str):
with open(path, 'wb') as fp:
write_section(fp, b'ANIMHEAD')
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

@@ -1,262 +1,307 @@
from typing import Optional
import bmesh
import bpy
import numpy as np
from bpy.types import Armature, Material, Collection, Context
from .data import *
from bpy.types import Armature, Context, Object, Mesh
from mathutils import Matrix, Quaternion
from typing import Iterable, cast as typing_cast
from psk_psa_py.shared.data import PsxBone, Vector3
from psk_psa_py.psk.data import Psk
from .properties import triangle_type_and_bit_flags_to_poly_flags
from ..shared.helpers import *
class PskInputObjects(object):
def __init__(self):
self.mesh_objects = []
self.armature_object: Optional[Object] = None
from ..shared.helpers import (
ObjectNode,
ObjectTree,
PskInputObjects,
PsxBoneCollection,
convert_bpy_quaternion_to_psx_quaternion,
convert_string_to_cp1252_bytes,
create_psx_bones,
get_armature_for_mesh_object,
get_coordinate_system_transform,
get_materials_for_mesh_objects,
)
class PskBuildOptions(object):
def __init__(self):
self.bone_filter_mode = 'ALL'
self.bone_collection_indices: List[int] = []
self.bone_collection_indices: list[PsxBoneCollection] = []
self.object_eval_state = 'EVALUATED'
self.materials: List[Material] = []
self.should_enforce_bone_name_restrictions = False
def get_mesh_objects_for_collection(collection: Collection):
for obj in collection.all_objects:
if obj.type == 'MESH':
yield obj
def get_mesh_objects_for_context(context: Context):
for obj in context.view_layer.objects.selected:
if obj.type == 'MESH':
yield obj
def get_armature_for_mesh_objects(mesh_objects: List[Object]) -> Optional[Object]:
# Ensure that there are either no armature modifiers (static mesh) or that there is exactly one armature modifier
# object shared between all meshes.
armature_modifier_objects = set()
for mesh_object in mesh_objects:
modifiers = [x for x in mesh_object.modifiers if x.type == 'ARMATURE']
if len(modifiers) == 0:
continue
elif len(modifiers) > 1:
raise RuntimeError(f'Mesh "{mesh_object.name}" must have only one armature modifier')
armature_modifier_objects.add(modifiers[0].object)
if len(armature_modifier_objects) > 1:
armature_modifier_names = [x.name for x in armature_modifier_objects]
raise RuntimeError(
f'All meshes must have the same armature modifier, encountered {len(armature_modifier_names)} ({", ".join(armature_modifier_names)})')
elif len(armature_modifier_objects) == 1:
return list(armature_modifier_objects)[0]
else:
return None
def _get_psk_input_objects(mesh_objects: List[Object]) -> PskInputObjects:
if len(mesh_objects) == 0:
raise RuntimeError('At least one mesh must be selected')
for mesh_object in mesh_objects:
if len(mesh_object.data.materials) == 0:
raise RuntimeError(f'Mesh "{mesh_object.name}" must have at least one material')
input_objects = PskInputObjects()
input_objects.mesh_objects = mesh_objects
input_objects.armature_object = get_armature_for_mesh_objects(mesh_objects)
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 = list(get_mesh_objects_for_collection(collection))
return _get_psk_input_objects(mesh_objects)
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'
class PskBuildResult(object):
def __init__(self):
self.psk = None
self.warnings: List[str] = []
def __init__(self, psk: Psk, warnings: list[str]):
self.psk: Psk = psk
self.warnings: list[str] = warnings
def build_psk(context, input_objects: PskInputObjects, options: PskBuildOptions) -> PskBuildResult:
armature_object: bpy.types.Object = input_objects.armature_object
def _get_mesh_export_space_matrix(node: ObjectNode | None, export_space: str) -> Matrix:
if node is None:
return Matrix.Identity(4)
result = PskBuildResult()
psk = Psk()
bones = []
armature_object = node.object
root_armature_object = node.root.object
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]
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()
# Check that all bone names are valid.
if options.should_enforce_bone_name_restrictions:
check_bone_names(map(lambda x: x.name, bones))
armature_space_matrix = get_object_space_matrix(armature_object)
root_armature_space_matrix = get_object_space_matrix(root_armature_object)
relative_matrix = root_armature_space_matrix @ armature_space_matrix.inverted()
for bone in bones:
psk_bone = Psk.Bone()
try:
psk_bone.name = bytes(bone.name, encoding='windows-1252')
except UnicodeEncodeError:
raise RuntimeError(
f'Bone name "{bone.name}" contains characters that cannot be encoded in the Windows-1252 codepage')
psk_bone.flags = 0
psk_bone.children_count = 0
match export_space:
case 'WORLD':
return Matrix.Identity(4)
case 'ARMATURE':
return (armature_space_matrix @ relative_matrix).inverted()
case 'ROOT':
root_armature_data = typing_cast(Armature, root_armature_object.data)
if len(root_armature_data.bones) == 0:
raise RuntimeError(f'Armature {root_armature_data.name} has no bones')
return (armature_space_matrix @ relative_matrix @ root_armature_data.bones[0].matrix_local).inverted()
case _:
assert False, f'Invalid export space: {export_space}'
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()
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 or the slot is empty, the index of 'None' is returned.
"""
for material_slot in obj.material_slots:
try:
psk_material.name = bytes(material.name, encoding='windows-1252')
except UnicodeEncodeError:
raise RuntimeError(f'Material name "{material.name}" contains characters that cannot be encoded in the Windows-1252 codepage')
material_name = material_slot.material.name if material_slot.material is not None else 'None'
yield material_names.index(material_name)
except ValueError:
yield 0
def build_psk(context: Context, input_objects: PskInputObjects, options: PskBuildOptions) -> PskBuildResult:
assert context.window_manager
armature_objects = list(input_objects.armature_objects)
armature_object_tree = ObjectTree(input_objects.armature_objects)
warnings: list[str] = []
psk = Psk()
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,
bone_filter_mode=options.bone_filter_mode,
bone_collection_indices=options.bone_collection_indices
)
psk.bones = [bone.psx_bone for bone in psx_bone_create_result.bones]
if len(psk.bones) == 0:
# Add a default root bone if there are no bones to export.
# This is necessary because Unreal Engine requires at least one bone in the PSK file.
psx_bone = PsxBone()
psx_bone.name = b'ROOT'
psx_bone.rotation = convert_bpy_quaternion_to_psx_quaternion(Quaternion())
psk.bones.append(psx_bone)
# Materials
mesh_objects = [dfs_object.obj for dfs_object in input_objects.mesh_dfs_objects]
match options.material_order_mode:
case 'AUTOMATIC':
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]
# Check if any mesh needs a None material (has no slots or empty slots)
needs_none_material = False
for mesh_object in mesh_objects:
evaluated_mesh_object = mesh_object.evaluated_get(context.evaluated_depsgraph_get())
if len(evaluated_mesh_object.material_slots) == 0:
needs_none_material = True
break
for material_slot in evaluated_mesh_object.material_slots:
if material_slot.material is None:
needs_none_material = True
break
if needs_none_material:
break
# Append None at the end if needed and not already present
if needs_none_material and None not in materials:
materials.append(None)
case _:
assert False, f'Invalid material order mode: {options.material_order_mode}'
for material in materials:
psk_material = Psk.Material()
psk_material.name = convert_string_to_cp1252_bytes(material.name if material else 'None')
psk_material.texture_index = len(psk.materials)
psk_material.poly_flags = triangle_type_and_bit_flags_to_poly_flags(material.psk.mesh_triangle_type,
material.psk.mesh_triangle_bit_flags)
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.materials.append(psk_material)
context.window_manager.progress_begin(0, len(input_objects.mesh_objects))
# Ensure at least one material exists
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)
material_names = [m.name for m in options.materials]
context.window_manager.progress_begin(0, len(input_objects.mesh_dfs_objects))
coordinate_system_matrix = get_coordinate_system_transform(options.forward_axis, options.up_axis)
root_armature_object = next(iter(armature_object_tree), None)
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[Object | None, 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 first armature object.
armature_mesh_export_space_matrices[None] = _get_mesh_export_space_matrix(root_armature_object, options.export_space)
# TODO: also handle the case of multiple roots; dont' just assume we have one!
for armature_node in iter(armature_object_tree):
armature_mesh_export_space_matrices[armature_node.object] = _get_mesh_export_space_matrix(armature_node, options.export_space)
# Temporarily force the armature into the rest position.
# The original pose position setting will be restored at the end.
original_armature_object_pose_positions = {a: a.data.pose_position for a in armature_objects}
for armature_object in armature_objects:
armature_data = typing_cast(Armature, armature_object.data)
armature_data.pose_position = 'REST'
material_names = [m.name if m is not None else 'None' for m in materials]
scale_matrix = Matrix.Scale(options.scale, 4)
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
# MATERIALS
material_indices = [material_names.index(material_slot.material.name) for material_slot in input_mesh_object.material_slots]
# Material indices
material_indices = list(_get_material_name_indices(obj, material_names))
# MESH DATA
if len(material_indices) == 0:
# If the mesh has no material slots, map to the 'None' material index
try:
none_material_index = material_names.index('None')
except ValueError:
none_material_index = 0
material_indices = [none_material_index]
# 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
# Mesh data
match options.object_eval_state:
case 'ORIGINAL':
mesh_object = input_mesh_object
mesh_data = input_mesh_object.data
mesh_object = obj
mesh_data = typing_cast(Mesh, obj.data)
case 'EVALUATED':
# Create a copy of the mesh object after non-armature modifiers are applied.
# Temporarily force the armature into the rest position.
# We will undo this later.
old_pose_position = None
if armature_object is not None:
old_pose_position = armature_object.data.pose_position
armature_object.data.pose_position = 'REST'
depsgraph = context.evaluated_depsgraph_get()
bm = bmesh.new()
bm.from_object(input_mesh_object, depsgraph)
mesh_data = bpy.data.meshes.new('')
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
evaluated_mesh_data = bpy.data.meshes.new('')
mesh_data = evaluated_mesh_data
bm.to_mesh(mesh_data)
del bm
mesh_object = bpy.data.objects.new('', mesh_data)
mesh_object.matrix_world = input_mesh_object.matrix_world
evaluated_mesh_object = bpy.data.objects.new('', mesh_data)
mesh_object = evaluated_mesh_object
mesh_object.matrix_world = matrix_world
scale = (input_mesh_object.scale.x, input_mesh_object.scale.y, input_mesh_object.scale.z)
# Extract the scale from the matrix.
_, _, scale = matrix_world.decompose()
# 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.
# 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
# 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
# Copy the vertex groups
for vertex_group in input_mesh_object.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}'
# Restore the previous pose position on the armature.
if old_pose_position is not None:
armature_object.data.pose_position = old_pose_position
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.inverted() @ 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 = mesh_object.matrix_world @ vertex.co
v = point_transform_matrix @ vertex.co
point.x = v.x
point.y = v.y
point.z = v.z
psk.points.append(point)
uv_layer = mesh_data.uv_layers.active.data
# WEDGES
# Wedges
mesh_data.calc_loop_triangles()
if mesh_data.uv_layers.active is None:
warnings.append(f'"{mesh_object.name}" has no active UV Map')
# Build a list of non-unique wedges.
wedges = []
for loop_index, loop in enumerate(mesh_data.loops):
wedges.append(Psk.Wedge(
point_index=loop.vertex_index + vertex_offset,
u=uv_layer[loop_index].uv[0],
v=1.0 - uv_layer[loop_index].uv[1]
))
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))
# 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):
@@ -269,34 +314,35 @@ def build_psk(context, input_objects: PskInputObjects, options: PskBuildOptions)
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:
face = Psk.Face()
face.material_index = material_indices[f.material_index]
face.wedge_indices[0] = loop_wedge_indices[f.loops[2]]
face.wedge_indices[1] = loop_wedge_indices[f.loops[1]]
face.wedge_indices[2] = loop_wedge_indices[f.loops[0]]
face.smoothing_groups = poly_groups[f.polygon_index]
face = Psk.Face(
wedge_indices=(loop_wedge_indices[f.loops[2]], loop_wedge_indices[f.loops[1]], loop_wedge_indices[f.loops[0]]),
material_index=material_indices[f.material_index],
smoothing_groups=poly_groups[f.polygon_index],
)
psk.faces.append(face)
if should_flip_normals:
# Invert the normals of the faces.
for face in psk.faces[psk_face_start_index:]:
face.wedge_indices[0], face.wedge_indices[2] = face.wedge_indices[2], face.wedge_indices[0]
face.wedge_indices = (face.wedge_indices[2], face.wedge_indices[1], face.wedge_indices[0])
# WEIGHTS
# Weights
if armature_object is not None:
armature_data = typing.cast(Armature, armature_object.data)
armature_data = typing_cast(Armature, armature_object.data)
bone_index_offset = psx_bone_create_result.armature_object_root_bone_indices[armature_object]
# Because the vertex groups may contain entries for which there is no matching bone in the armature,
# we must filter them out and not export any weights for these vertex groups.
bone_names = [x.name for x in bones]
bone_names = psx_bone_create_result.armature_object_bone_names[armature_object]
vertex_group_names = [x.name for x in mesh_object.vertex_groups]
vertex_group_bone_indices = dict()
vertex_group_bone_indices: dict[int, int] = 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)
vertex_group_bone_indices[vertex_group_index] = bone_names.index(vertex_group_name) + bone_index_offset
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.
@@ -306,8 +352,7 @@ def build_psk(context, input_objects: PskInputObjects, options: PskBuildOptions)
bone = armature_data.bones[vertex_group_name]
while bone is not None:
try:
bone_index = bone_names.index(bone.name)
vertex_group_bone_indices[vertex_group_index] = bone_index
vertex_group_bone_indices[vertex_group_index] = bone_names.index(bone.name) + bone_index_offset
break
except ValueError:
bone = bone.parent
@@ -336,24 +381,34 @@ def build_psk(context, input_objects: PskInputObjects, options: PskBuildOptions)
psk.weights.append(w)
vertices_assigned_weights[vertex_index] = True
# Assign vertices that have not been assigned weights to the root bone.
# 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 = 0
w.bone_index = fallback_weight_bone_index
w.point_index = vertex_offset + vertex_index
w.weight = 1.0
psk.weights.append(w)
if options.object_eval_state == 'EVALUATED':
if evaluated_mesh_object is not None:
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_data = typing_cast(Armature, armature_object.data)
armature_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
return result
return PskBuildResult(psk, warnings)

View File

@@ -1,127 +0,0 @@
from typing import List
from ..shared.data import *
class Psk(object):
class Wedge(object):
def __init__(self, point_index: int, u: float, v: float, material_index: int = 0):
self.point_index: int = point_index
self.u: float = u
self.v: float = v
self.material_index = material_index
def __hash__(self):
return hash(f'{self.point_index}-{self.u}-{self.v}-{self.material_index}')
class Wedge16(Structure):
_fields_ = [
('point_index', c_uint32),
('u', c_float),
('v', c_float),
('material_index', c_uint8),
('reserved', c_int8),
('padding2', c_int16)
]
class Wedge32(Structure):
_fields_ = [
('point_index', c_uint32),
('u', c_float),
('v', c_float),
('material_index', c_uint32)
]
class Face(Structure):
_fields_ = [
('wedge_indices', c_uint16 * 3),
('material_index', c_uint8),
('aux_material_index', c_uint8),
('smoothing_groups', c_int32)
]
class Face32(Structure):
_pack_ = 1
_fields_ = [
('wedge_indices', c_uint32 * 3),
('material_index', c_uint8),
('aux_material_index', c_uint8),
('smoothing_groups', c_int32)
]
class Material(Structure):
_fields_ = [
('name', c_char * 64),
('texture_index', c_int32),
('poly_flags', c_int32),
('aux_material', c_int32),
('aux_flags', c_int32),
('lod_bias', c_int32),
('lod_style', c_int32)
]
class Bone(Structure):
_fields_ = [
('name', c_char * 64),
('flags', c_int32),
('children_count', c_int32),
('parent_index', c_int32),
('rotation', Quaternion),
('location', Vector3),
('length', c_float),
('size', Vector3)
]
class Weight(Structure):
_fields_ = [
('weight', c_float),
('point_index', c_int32),
('bone_index', c_int32),
]
class MorphInfo(Structure):
_fields_ = [
('name', c_char * 64),
('vertex_count', c_int32)
]
class MorphData(Structure):
_fields_ = [
('position_delta', Vector3),
('tangent_z_delta', Vector3),
('point_index', c_int32)
]
@property
def has_extra_uvs(self):
return len(self.extra_uvs) > 0
@property
def has_vertex_colors(self):
return len(self.vertex_colors) > 0
@property
def has_vertex_normals(self):
return len(self.vertex_normals) > 0
@property
def has_material_references(self):
return len(self.material_references) > 0
@property
def has_morph_data(self):
return len(self.morph_infos) > 0
def __init__(self):
self.points: List[Vector3] = []
self.wedges: List[Psk.Wedge] = []
self.faces: List[Psk.Face] = []
self.materials: List[Psk.Material] = []
self.weights: List[Psk.Weight] = []
self.bones: List[Psk.Bone] = []
self.extra_uvs: List[Vector2] = []
self.vertex_colors: List[Color] = []
self.vertex_normals: List[Vector3] = []
self.morph_infos: List[Psk.MorphInfo] = []
self.morph_data: List[Psk.MorphData] = []
self.material_references: List[str] = []

View File

@@ -1,84 +1,232 @@
from typing import List
from pathlib import Path
from typing import Iterable, cast as typing_cast
import bpy
from bpy.props import StringProperty, BoolProperty, EnumProperty
from bpy.types import Operator, Context, Object
from bpy.props import StringProperty
from bpy.types import Context, Depsgraph, Material, Object, Operator, Scene
from bpy_extras.io_utils import ExportHelper
from .properties import object_eval_state_items
from ..builder import build_psk, PskBuildOptions, get_psk_input_objects_for_context, \
get_psk_input_objects_for_collection
from ..writer import write_psk
from ...shared.helpers import populate_bone_collection_list
from .properties import PSK_PG_export, PskExportMixin
from ..builder import (
PskBuildOptions,
build_psk,
get_materials_for_mesh_objects,
)
from psk_psa_py.psk.writer import write_psk_to_path
from ...shared.helpers import PsxBoneCollection, get_collection_export_operator_from_context, get_psk_input_objects_for_collection, populate_bone_collection_list, get_psk_input_objects_for_context
from ...shared.ui import draw_bone_filter_mode
from ...shared.operators import PSK_OT_bone_collection_list_populate, PSK_OT_bone_collection_list_select_all
def is_bone_filter_mode_item_available(context, identifier):
input_objects = get_psk_input_objects_for_context(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
return True
def populate_material_name_list(depsgraph: Depsgraph, mesh_objects: Iterable[Object], material_list):
materials = list(get_materials_for_mesh_objects(depsgraph, mesh_objects))
# 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 get_materials_for_mesh_objects(mesh_objects: List[Object]):
materials = []
for mesh_object in mesh_objects:
for i, material_slot in enumerate(mesh_object.material_slots):
material = material_slot.material
if material is None:
raise RuntimeError('Material slot cannot be empty (index ' + str(i) + ')')
if material not in materials:
materials.append(material)
return materials
def populate_material_list(mesh_objects, material_list):
materials = get_materials_for_mesh_objects(mesh_objects)
material_list.clear()
for index, material in enumerate(materials):
m = material_list.add()
m.material = material
m.material_name = material.name if material is not None else 'None'
m.index = index
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'}
export_operator = typing_cast(PskExportMixin, export_operator)
depsgraph = context.evaluated_depsgraph_get()
assert context.collection
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):
assert context.window_manager
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'}
export_operator = typing_cast(PskExportMixin, export_operator)
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'
@classmethod
def poll(cls, context):
pg = getattr(context.scene, 'psk_export')
return pg.material_list_index > 0
pg = typing_cast(PSK_PG_export, getattr(context.scene, 'psk_export'))
return pg.material_name_list_index > 0
def execute(self, context):
pg = getattr(context.scene, 'psk_export')
pg.material_list.move(pg.material_list_index, pg.material_list_index - 1)
pg.material_list_index -= 1
pg = typing_cast(PSK_PG_export, 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
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'
@classmethod
def poll(cls, context):
pg = getattr(context.scene, 'psk_export')
return pg.material_list_index < len(pg.material_list) - 1
pg = typing_cast(PSK_PG_export, getattr(context.scene, 'psk_export'))
return pg.material_name_list_index < len(pg.material_name_list) - 1
def execute(self, context):
pg = getattr(context.scene, 'psk_export')
pg.material_list.move(pg.material_list_index, pg.material_list_index + 1)
pg.material_list_index += 1
pg = typing_cast(PSK_PG_export, 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
return {'FINISHED'}
class PSK_OT_export_collection(Operator, ExportHelper):
bl_idname = 'export.psk_collection'
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
export_operator = typing_cast(PskExportMixin, export_operator)
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 = typing_cast(PskExportMixin, export_operator)
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
export_operator = typing_cast(PskExportMixin, export_operator)
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 = typing_cast(PskExportMixin, export_operator)
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 | None], material_names: list[str]) -> list[Material | None]:
"""
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. None materials (representing empty material slots) are always
appended at the very end.
@param materials: A list of materials to sort (can include None)
@param material_names: A list of material names to sort by
@return: A sorted list of materials (with None at the end if present)
"""
materials = list(materials)
has_none = None in materials
materials = [m for m in materials if m is not None]
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))
result: list[Material | None] = []
result.extend(materials_in_collection)
result.extend(materials_not_in_collection)
if has_none:
result.append(None)
return result
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.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 'CUSTOM':
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'
@@ -91,20 +239,11 @@ class PSK_OT_export_collection(Operator, ExportHelper):
subtype='FILE_PATH')
collection: StringProperty(options={'HIDDEN'})
object_eval_state: EnumProperty(
items=object_eval_state_items,
name='Object Evaluation State',
default='EVALUATED'
)
should_enforce_bone_name_restrictions: BoolProperty(
default=False,
name='Enforce Bone Name Restrictions',
description='Enforce that bone names must only contain letters, numbers, spaces, hyphens and underscores.\n\n'
'Depending on the engine, improper bone names might not be referenced correctly by scripts'
)
def execute(self, context):
collection = bpy.data.collections.get(self.collection)
collection = bpy.data.collections.get(self.collection, None)
assert collection is not None
assert context.scene is not None
try:
input_objects = get_psk_input_objects_for_collection(collection)
@@ -112,21 +251,21 @@ class PSK_OT_export_collection(Operator, ExportHelper):
self.report({'ERROR_INVALID_CONTEXT'}, str(e))
return {'CANCELLED'}
options = PskBuildOptions()
options.bone_filter_mode = 'ALL'
options.object_eval_state = self.object_eval_state
options.materials = get_materials_for_mesh_objects(input_objects.mesh_objects)
options.should_enforce_bone_name_restrictions = self.should_enforce_bone_name_restrictions
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, self.filepath)
write_psk_to_path(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 IOError as e:
self.report({'ERROR'}, f'Failed to write PSK file ({filepath}): {e}')
return {'CANCELLED'}
except RuntimeError as e:
self.report({'ERROR_INVALID_CONTEXT'}, str(e))
return {'CANCELLED'}
@@ -136,7 +275,13 @@ class PSK_OT_export_collection(Operator, ExportHelper):
def draw(self, context: Context):
layout = self.layout
# MESH
assert layout is not None
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:
@@ -145,24 +290,81 @@ class PSK_OT_export_collection(Operator, ExportHelper):
flow.use_property_decorate = False
flow.prop(self, 'object_eval_state', text='Data')
# BONES
# Bones
bones_header, bones_panel = layout.panel('Bones', default_closed=False)
bones_header.label(text='Bones', icon='BONE_DATA')
if bones_panel:
flow = bones_panel.grid_flow(row_major=True)
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
# 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, 'should_enforce_bone_name_restrictions')
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
case _:
assert False, f'Invalid transform source: {self.transform_source}'
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 = 'export.psk'
bl_idname = 'psk.export'
bl_label = 'Export'
bl_options = {'INTERNAL', 'UNDO'}
__doc__ = 'Export mesh and armature to PSK'
bl_description = 'Export selected meshes 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',
@@ -176,35 +378,31 @@ class PSK_OT_export(Operator, ExportHelper):
self.report({'ERROR_INVALID_CONTEXT'}, str(e))
return {'CANCELLED'}
pg = getattr(context.scene, 'psk_export')
pg = typing_cast(PSK_PG_export, getattr(context.scene, 'psk_export'))
populate_bone_collection_list(input_objects.armature_object, pg.bone_collection_list)
populate_bone_collection_list(pg.bone_collection_list, input_objects.armature_objects)
depsgraph = context.evaluated_depsgraph_get()
try:
populate_material_list(input_objects.mesh_objects, pg.material_list)
populate_material_name_list(depsgraph, [x.obj for x in input_objects.mesh_dfs_objects], pg.material_name_list)
except RuntimeError as e:
self.report({'ERROR_INVALID_CONTEXT'}, str(e))
return {'CANCELLED'}
assert context.window_manager
context.window_manager.fileselect_add(self)
return {'RUNNING_MODAL'}
@classmethod
def poll(cls, context):
try:
get_psk_input_objects_for_context(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')
assert layout
# MESH
pg = typing_cast(PSK_PG_export, getattr(context.scene, 'psk_export'))
# Mesh
mesh_header, mesh_panel = layout.panel('Mesh', default_closed=False)
mesh_header.label(text='Mesh', icon='MESH_DATA')
if mesh_panel:
@@ -213,57 +411,89 @@ class PSK_OT_export(Operator, ExportHelper):
flow.use_property_decorate = False
flow.prop(pg, 'object_eval_state', text='Data')
# BONES
# Bones
bones_header, bones_panel = layout.panel('Bones', default_closed=False)
bones_header.label(text='Bones', icon='BONE_DATA')
if bones_panel:
bone_filter_mode_items = pg.bl_rna.properties['bone_filter_mode'].enum_items_static
row = bones_panel.row(align=True)
for item in bone_filter_mode_items:
identifier = item.identifier
item_layout = row.row(align=True)
item_layout.prop_enum(pg, 'bone_filter_mode', item.identifier)
item_layout.enabled = is_bone_filter_mode_item_available(context, identifier)
draw_bone_filter_mode(bones_panel, pg)
if pg.bone_filter_mode == 'BONE_COLLECTIONS':
row = bones_panel.row()
rows = max(3, min(len(pg.bone_collection_list), 10))
row.template_list('PSX_UL_bone_collection_list', '', pg, 'bone_collection_list', pg, 'bone_collection_list_index', rows=rows)
bones_panel.prop(pg, 'should_enforce_bone_name_restrictions')
# MATERIALS
# Materials
materials_header, materials_panel = layout.panel('Materials', default_closed=False)
materials_header.label(text='Materials', icon='MATERIAL')
if materials_panel:
row = materials_panel.row()
rows = max(3, min(len(pg.bone_collection_list), 10))
row.template_list('PSK_UL_materials', '', pg, 'material_list', pg, 'material_list_index', rows=rows)
col = row.column(align=True)
col.operator(PSK_OT_material_list_move_up.bl_idname, text='', icon='TRIA_UP')
col.operator(PSK_OT_material_list_move_down.bl_idname, text='', icon='TRIA_DOWN')
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, 'transform_source')
flow = transform_panel.grid_flow(row_major=True)
flow.use_property_split = True
flow.use_property_decorate = False
match pg.transform_source:
case 'SCENE':
transform_source = getattr(context.scene, 'psx_export')
flow.enabled = False
case 'CUSTOM':
transform_source = pg
case _:
assert False, f'Invalid transform source: {pg.transform_source}'
flow.prop(transform_source, 'scale')
flow.prop(transform_source, 'forward_axis')
flow.prop(transform_source, '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')
def execute(self, context):
pg = getattr(context.scene, 'psk_export')
input_objects = get_psk_input_objects_for_context(context)
assert context.scene
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.object_eval_state = pg.object_eval_state
options.materials = [m.material for m in pg.material_list]
options.should_enforce_bone_name_restrictions = pg.should_enforce_bone_name_restrictions
input_objects = get_psk_input_objects_for_context(context)
options = get_psk_build_options_from_property_group(context.scene, pg)
try:
result = build_psk(context, input_objects, options)
for warning in result.warnings:
self.report({'WARNING'}, warning)
write_psk(result.psk, self.filepath)
write_psk_to_path(result.psk, self.filepath)
if len(result.warnings) > 0:
self.report({'WARNING'}, f'PSK export successful with {len(result.warnings)} warnings')
else:
self.report({'INFO'}, f'PSK export successful')
except IOError as e:
self.report({'ERROR'}, f'Failed to write PSK file ({self.filepath}): {e}')
return {'CANCELLED'}
except RuntimeError as e:
self.report({'ERROR_INVALID_CONTEXT'}, str(e))
return {'CANCELLED'}
@@ -271,9 +501,16 @@ class PSK_OT_export(Operator, ExportHelper):
return {'FINISHED'}
classes = (
_classes = (
PSK_OT_material_list_move_up,
PSK_OT_material_list_move_down,
PSK_OT_export,
PSK_OT_export_collection,
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,
)
from bpy.utils import register_classes_factory
register, unregister = register_classes_factory(_classes)

View File

@@ -1,50 +1,60 @@
from bpy.props import EnumProperty, CollectionProperty, IntProperty, BoolProperty, PointerProperty
from bpy.types import PropertyGroup, Material
from ...shared.types import PSX_PG_bone_collection_list_item
empty_set = set()
from bpy.props import (
BoolProperty,
CollectionProperty,
EnumProperty,
IntProperty,
StringProperty,
)
from bpy.types import PropertyGroup
from ...shared.types import ExportSpaceMixin, TransformMixin, PsxBoneExportMixin, TransformSourceMixin
object_eval_state_items = (
('EVALUATED', 'Evaluated', 'Use data from fully evaluated object'),
('ORIGINAL', 'Original', 'Use data from original object with no modifiers applied'),
)
class PSK_PG_material_list_item(PropertyGroup):
material: PointerProperty(type=Material)
material_order_mode_items = (
('AUTOMATIC', 'Automatic', 'Automatically order the materials'),
('MANUAL', 'Manual', 'Manually arrange the materials'),
)
class PSK_PG_material_name_list_item(PropertyGroup):
material_name: StringProperty()
index: IntProperty()
class PSK_PG_export(PropertyGroup):
bone_filter_mode: EnumProperty(
name='Bone Filter',
options=empty_set,
description='',
items=(
('ALL', 'All', 'All bones will be exported'),
('BONE_COLLECTIONS', 'Bone Collections',
'Only bones belonging to the selected bone collections and their ancestors will be exported')
)
)
bone_collection_list: CollectionProperty(type=PSX_PG_bone_collection_list_item)
bone_collection_list_index: IntProperty(default=0)
class PskExportMixin(ExportSpaceMixin, TransformMixin, PsxBoneExportMixin, TransformSourceMixin):
object_eval_state: EnumProperty(
items=object_eval_state_items,
name='Object Evaluation State',
default='EVALUATED'
)
material_list: CollectionProperty(type=PSK_PG_material_list_item)
material_list_index: IntProperty(default=0)
should_enforce_bone_name_restrictions: BoolProperty(
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(
name='Export Vertex Normals',
default=False,
name='Enforce Bone Name Restrictions',
description='Enforce that bone names must only contain letters, numbers, spaces, hyphens and underscores.\n\n'
'Depending on the engine, improper bone names might not be referenced correctly by scripts'
description='Export VTXNORMS section.'
)
classes = (
PSK_PG_material_list_item,
class PSK_PG_export(PropertyGroup, PskExportMixin):
pass
_classes = (
PSK_PG_material_name_list_item,
PSK_PG_export,
)
from bpy.utils import register_classes_factory
register, unregister = register_classes_factory(_classes)

View File

@@ -0,0 +1,18 @@
from ...shared.types import BpyCollectionProperty, ExportSpaceMixin, TransformMixin, PsxBoneExportMixin, TransformSourceMixin
class PSK_PG_material_name_list_item:
material_name: str
index: int
class PskExportMixin(ExportSpaceMixin, TransformMixin, PsxBoneExportMixin, TransformSourceMixin):
object_eval_state: str
material_order_mode: str
material_name_list: BpyCollectionProperty[PSK_PG_material_name_list_item]
material_name_list_index: int
should_export_vertex_normals: bool
class PSK_PG_export(PskExportMixin):
pass

View File

@@ -1,12 +1,48 @@
import bpy
from bpy.types import UIList
from typing import cast as typing_cast
from .properties import PSK_PG_material_name_list_item
class PSK_UL_materials(UIList):
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
class PSK_UL_material_names(UIList):
def draw_item(
self,
context,
layout,
data,
item,
icon,
active_data,
active_property,
index,
flt_flag
):
row = layout.row()
row.prop(item.material, 'name', text='', emboss=False, icon_value=layout.icon(item.material))
item = typing_cast(PSK_PG_material_name_list_item, item)
material = bpy.data.materials.get(item.material_name, None)
# If the material is not found by name and the name is not 'None', show a not found icon
if item.material_name == 'None':
icon = 'NODE_MATERIAL'
else:
icon = 'NOT_FOUND' if material is None else 'NONE'
row.prop(item, 'material_name', text='', emboss=False,
icon_value=layout.icon(material) if material else 0,
icon=icon)
# Add right-aligned "Not Found" label if material is not found
if item.material_name != 'None' and material is None:
label_row = row.row()
label_row.alignment = 'RIGHT'
label_row.enabled = False
label_row.label(text='Not Found')
classes = (
PSK_UL_materials,
_classes = (
PSK_UL_material_names,
)
from bpy.utils import register_classes_factory
register, unregister = register_classes_factory(_classes)

View File

@@ -1,33 +1,86 @@
import os
import sys
from pathlib import Path
from bpy.props import StringProperty, BoolProperty, EnumProperty, FloatProperty
from bpy.types import Operator, FileHandler, Context
from bpy.props import CollectionProperty, StringProperty
from bpy.types import Context, FileHandler, Operator, OperatorFileListElement, UILayout
from bpy_extras.io_utils import ImportHelper
from ..importer import PskImportOptions, import_psk
from ..reader import read_psk
empty_set = set()
from ..properties import PskImportMixin
from psk_psa_py.psk.reader import read_psk_from_file
class PSK_FH_import(FileHandler):
bl_idname = 'PSK_FH_import'
bl_label = 'Unreal PSK'
bl_import_operator = 'import_scene.psk'
bl_export_operator = 'export.psk_collection'
bl_file_extensions = '.psk;.pskx'
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
@classmethod
def poll_drop(cls, context: Context):
return context.area and context.area.type == 'VIEW_3D'
if property_group.bdk_repository_id:
options.bdk_repository_id = property_group.bdk_repository_id
return options
class PSK_OT_import(Operator, ImportHelper):
bl_idname = 'import_scene.psk'
def psk_import_draw(layout: UILayout, props: PskImportMixin):
row = layout.row()
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')
class PSK_OT_import(Operator, ImportHelper, PskImportMixin):
bl_idname = 'psk.import_file'
bl_label = 'Import'
bl_options = {'INTERNAL', 'UNDO', 'PRESET'}
__doc__ = 'Load a PSK file'
bl_description = 'Import a PSK file'
filename_ext = '.psk'
filter_glob: StringProperty(default='*.psk;*.pskx', options={'HIDDEN'})
filepath: StringProperty(
@@ -36,151 +89,97 @@ class PSK_OT_import(Operator, ImportHelper):
maxlen=1024,
default='')
should_import_vertex_colors: BoolProperty(
default=True,
options=empty_set,
name='Import Vertex Colors',
description='Import vertex colors, if available'
)
vertex_color_space: EnumProperty(
name='Vertex Color Space',
options=empty_set,
description='The source vertex color space',
default='SRGBA',
items=(
('LINEAR', 'Linear', ''),
('SRGBA', 'sRGBA', ''),
)
)
should_import_vertex_normals: BoolProperty(
default=True,
name='Import Vertex Normals',
options=empty_set,
description='Import vertex normals, if available'
)
should_import_extra_uvs: BoolProperty(
default=True,
name='Import Extra UVs',
options=empty_set,
description='Import extra UV maps, if available'
)
should_import_mesh: BoolProperty(
default=True,
name='Import Mesh',
options=empty_set,
description='Import mesh'
)
should_import_materials: BoolProperty(
default=True,
name='Import Materials',
options=empty_set,
)
should_import_skeleton: BoolProperty(
default=True,
name='Import Skeleton',
options=empty_set,
description='Import skeleton'
)
bone_length: FloatProperty(
default=1.0,
min=sys.float_info.epsilon,
step=100,
soft_min=1.0,
name='Bone Length',
options=empty_set,
subtype='DISTANCE',
description='Length of the bones'
)
should_import_shape_keys: BoolProperty(
default=True,
name='Import Shape Keys',
options=empty_set,
description='Import shape keys, if available'
)
scale: FloatProperty(
name='Scale',
default=1.0,
soft_min=0.0,
)
bdk_repository_id: StringProperty(
name='BDK Repository ID',
default='',
options=empty_set,
description='The ID of the BDK repository to use for loading materials'
)
def execute(self, context):
psk = read_psk(self.filepath)
options = PskImportOptions()
options.name = os.path.splitext(os.path.basename(self.filepath))[0]
options.should_import_mesh = self.should_import_mesh
options.should_import_extra_uvs = self.should_import_extra_uvs
options.should_import_vertex_colors = self.should_import_vertex_colors
options.should_import_vertex_normals = self.should_import_vertex_normals
options.vertex_color_space = self.vertex_color_space
options.should_import_skeleton = self.should_import_skeleton
options.bone_length = self.bone_length
options.should_import_materials = self.should_import_materials
options.should_import_shape_keys = self.should_import_shape_keys
options.scale = self.scale
if self.bdk_repository_id:
options.bdk_repository_id = self.bdk_repository_id
if not options.should_import_mesh and not options.should_import_skeleton:
self.report({'ERROR'}, 'Nothing to import')
try:
psk = read_psk_from_file(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}')
return {'CANCELLED'}
result = import_psk(psk, context, options)
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)
if len(result.warnings):
message = f'PSK imported with {len(result.warnings)} warning(s)\n'
message = f'PSK imported as "{result.root_object.name}" with {len(result.warnings)} warning(s)\n'
message += '\n'.join(result.warnings)
self.report({'WARNING'}, message)
else:
self.report({'INFO'}, f'PSK imported ({options.name})')
self.report({'INFO'}, f'PSK imported as "{result.root_object.name}"')
return {'FINISHED'}
def draw(self, context):
layout = self.layout
row = layout.row()
col = row.column()
col.use_property_split = True
col.use_property_decorate = False
col.prop(self, 'scale')
mesh_header, mesh_panel = layout.panel('mesh_panel_id', default_closed=False)
mesh_header.prop(self, 'should_import_mesh')
if mesh_panel and self.should_import_mesh:
row = mesh_panel.row()
col = row.column()
col.use_property_split = True
col.use_property_decorate = False
col.prop(self, 'should_import_materials', text='Materials')
col.prop(self, 'should_import_vertex_normals', text='Vertex Normals')
col.prop(self, 'should_import_extra_uvs', text='Extra UVs')
col.prop(self, 'should_import_vertex_colors', text='Vertex Colors')
if self.should_import_vertex_colors:
col.prop(self, 'vertex_color_space')
col.prop(self, 'should_import_shape_keys', text='Shape Keys')
skeleton_header, skeleton_panel = layout.panel('skeleton_panel_id', default_closed=False)
skeleton_header.prop(self, 'should_import_skeleton')
if skeleton_panel and self.should_import_skeleton:
row = skeleton_panel.row()
col = row.column()
col.use_property_split = True
col.use_property_decorate = False
col.prop(self, 'bone_length')
assert self.layout
psk_import_draw(self.layout, self)
classes = (
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'
directory: StringProperty(subtype='FILE_PATH', options={'SKIP_SAVE', 'HIDDEN'})
files: CollectionProperty(type=OperatorFileListElement, options={'SKIP_SAVE', 'HIDDEN'})
@classmethod
def poll(cls, context) -> bool:
return context.area is not None and context.area.type == 'VIEW_3D'
def draw(self, context):
assert self.layout
psk_import_draw(self.layout, self)
def invoke(self, context, event):
assert context.window_manager
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_from_file(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_file_handler(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) -> bool:
return context.area is not None and context.area.type == 'VIEW_3D'
_classes = (
PSK_OT_import,
PSK_FH_import,
PSK_OT_import_drag_and_drop,
PSK_FH_file_handler,
)
from bpy.utils import register_classes_factory
register, unregister = register_classes_factory(_classes)

View File

@@ -1,46 +1,45 @@
from typing import Optional, List
import bmesh
import bpy
import numpy as np
from bpy.types import VertexGroup
from mathutils import Quaternion, Vector, Matrix
from .data import Psk
from bpy.types import Context, Object, VertexGroup, ArmatureModifier, FloatColorAttribute
from mathutils import Matrix, Quaternion, Vector
from typing import cast as typing_cast
from psk_psa_py.psk.data import Psk
from psk_psa_py.shared.data import PsxBone
from .properties import poly_flags_to_triangle_type_and_bit_flags
from ..shared.helpers import rgb_to_srgb, is_bdk_addon_loaded
from ..shared.helpers import is_bdk_addon_loaded, rgb_to_srgb
class PskImportOptions:
def __init__(self):
self.name = ''
self.should_import_mesh = True
self.should_reuse_materials = True
self.should_import_vertex_colors = True
self.vertex_color_space = 'SRGB'
self.should_import_vertex_normals = True
self.should_import_extra_uvs = True
self.should_import_skeleton = True
self.should_import_armature = 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
self.bdk_repository_id: str | None = None
class ImportBone:
'''
"""
Intermediate bone type for the purpose of construction.
'''
def __init__(self, index: int, psk_bone: Psk.Bone):
"""
def __init__(self, index: int, psk_bone: PsxBone):
self.index: int = index
self.psk_bone: Psk.Bone = psk_bone
self.parent: Optional[ImportBone] = None
self.psk_bone: PsxBone = psk_bone
self.parent: ImportBone | None = None
self.local_rotation: Quaternion = Quaternion()
self.local_translation: Vector = Vector()
self.world_rotation_matrix: Matrix = Matrix()
self.world_matrix: Matrix = Matrix()
self.vertex_group = None
self.original_rotation: Quaternion = Quaternion()
self.original_location: Vector = Vector()
self.post_rotation: Quaternion = Quaternion()
@@ -48,18 +47,27 @@ class ImportBone:
class PskImportResult:
def __init__(self):
self.warnings: List[str] = []
self.warnings: list[str] = []
self.armature_object: Object | None = None
self.mesh_object: Object | None = 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, options: PskImportOptions) -> PskImportResult:
def import_psk(psk: Psk, context: Context, name: str, options: PskImportOptions) -> PskImportResult:
result = PskImportResult()
armature_object = None
mesh_object = None
if options.should_import_skeleton:
# ARMATURE
armature_data = bpy.data.armatures.new(options.name)
armature_object = bpy.data.objects.new(options.name, armature_data)
assert context.scene
assert bpy.context.view_layer
if options.should_import_armature:
# Armature
armature_data = bpy.data.armatures.new(name)
armature_object = bpy.data.objects.new(name, armature_data)
armature_object.show_in_front = True
context.scene.collection.objects.link(armature_object)
@@ -74,7 +82,7 @@ def import_psk(psk: Psk, context, options: PskImportOptions) -> PskImportResult:
bpy.ops.object.mode_set(mode='EDIT')
import_bones = []
import_bones: list[ImportBone] = []
for bone_index, psk_bone in enumerate(psk.bones):
import_bone = ImportBone(bone_index, psk_bone)
@@ -98,10 +106,16 @@ def import_psk(psk: Psk, context, options: PskImportOptions) -> PskImportResult:
bone.world_rotation_matrix = bone.local_rotation.conjugated().to_matrix()
bone.world_rotation_matrix.rotate(parent.world_rotation_matrix)
# Create all the bones up-front.
# This allows us to set up the parent-child relationships properly even if the parent bone comes after the child bone in the PSK file.
for import_bone in import_bones:
bone_name = import_bone.psk_bone.name.decode('utf-8')
edit_bone = armature_data.edit_bones.new(bone_name)
for import_bone in import_bones:
bone_name = import_bone.psk_bone.name.decode('utf-8')
edit_bone = armature_data.edit_bones[bone_name]
if import_bone.parent is not None:
edit_bone.parent = armature_data.edit_bones[import_bone.psk_bone.parent_index]
else:
@@ -114,16 +128,17 @@ def import_psk(psk: Psk, context, options: PskImportOptions) -> PskImportResult:
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(options.name)
mesh_object = bpy.data.objects.new(options.name, mesh_data)
mesh_data = bpy.data.meshes.new(name)
mesh_object = bpy.data.objects.new(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]
@@ -131,30 +146,35 @@ def import_psk(psk: Psk, context, options: PskImportOptions) -> PskImportResult:
# Material does not yet exist, and we have the BDK addon installed.
# Attempt to load it using BDK addon's operator.
material_reference = psk.material_references[material_index]
if material_reference and bpy.ops.bdk.link_material(reference=material_reference, repository_id=options.bdk_repository_id) == {'FINISHED'}:
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'}:
material = bpy.data.materials[material_name]
else:
# Just create a blank material.
if material is None:
# Material was unable to be loaded, so 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):
point_indices = map(lambda i: psk.wedges[i].point_index, reversed(face.wedge_indices))
points = [bm.verts[i] for i in point_indices]
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],
)
try:
bm_face = bm.faces.new(points)
bm_face.material_index = face.material_index
@@ -168,47 +188,47 @@ def import_psk(psk: Psk, context, options: PskImportOptions) -> PskImportResult:
if len(invalid_face_indices) > 0:
result.warnings.append(f'Discarded {len(invalid_face_indices)} invalid face(s).')
face_count = len(bm.faces)
bm.to_mesh(mesh_data)
# TEXTURE COORDINATES
# Texture Coordinates
uv_layer_data_index = 0
uv_layer = mesh_data.uv_layers.new(name='UVMap')
uv_layer_data = np.zeros((face_count * 3, 2), dtype=np.float32)
for face_index, face in enumerate(psk.faces):
if face_index in invalid_face_indices:
continue
face_wedges = [psk.wedges[i] for i in reversed(face.wedge_indices)]
for wedge in face_wedges:
uv_layer.data[uv_layer_data_index].uv = wedge.u, 1.0 - wedge.v
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
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
for extra_uv_index in range(extra_uv_channel_count):
for extra_uv_index, extra_uvs in enumerate(psk.extra_uvs):
uv_layer_data = np.zeros((face_count * 3, 2), dtype=np.float32)
uv_layer_data_index = 0
uv_layer = mesh_data.uv_layers.new(name=f'EXTRAUV{extra_uv_index}')
for face_index, face in enumerate(psk.faces):
if face_index in invalid_face_indices:
continue
for wedge_index in reversed(face.wedge_indices):
u, v = psk.extra_uvs[wedge_index_offset + wedge_index]
uv_layer.data[uv_layer_data_index].uv = u, 1.0 - v
u, v = extra_uvs[wedge_index]
uv_layer_data[uv_layer_data_index] = 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,:] = 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
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])
# Map the PSK vertex colors to the face corners.
face_count = len(psk.faces) - len(invalid_face_indices)
@@ -223,9 +243,10 @@ def import_psk(psk: Psk, context, options: PskImportOptions) -> PskImportResult:
# Create the vertex color attribute.
face_corner_color_attribute = mesh_data.attributes.new(name='VERTEXCOLOR', type='FLOAT_COLOR', domain='CORNER')
face_corner_color_attribute.data.foreach_set('color', face_corner_colors.flatten())
face_corner_color_attribute = typing_cast(FloatColorAttribute, face_corner_color_attribute)
face_corner_color_attribute.data.foreach_set('color', face_corner_colors.ravel())
# 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 = []
@@ -238,17 +259,17 @@ def import_psk(psk: Psk, context, options: PskImportOptions) -> PskImportResult:
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)
vertex_groups: list[VertexGroup | None] = [None] * len(psk.bones)
for bone_index, psk_bone in map(lambda x: (x, psk.bones[x]), vertex_group_bone_indices):
vertex_groups[bone_index] = mesh_object.vertex_groups.new(name=psk_bone.name.decode('windows-1252'))
for weight in psk.weights:
vertex_groups[weight.bone_index].add((weight.point_index,), weight.weight, 'ADD')
# MORPHS (SHAPE KEYS)
# Morphs (Shape Keys)
if options.should_import_shape_keys:
morph_data_iterator = iter(psk.morph_data)
@@ -257,6 +278,7 @@ def import_psk(psk: Psk, context, options: PskImportOptions) -> PskImportResult:
for morph_info in psk.morph_infos:
shape_key = mesh_object.shape_key_add(name=morph_info.name.decode('windows-1252'), from_mix=False)
shape_key.value = 0.0
for _ in range(morph_info.vertex_count):
morph_data = next(morph_data_iterator)
@@ -266,12 +288,14 @@ def import_psk(psk: Psk, context, options: PskImportOptions) -> PskImportResult:
context.scene.collection.objects.link(mesh_object)
# Add armature modifier to our mesh object.
if options.should_import_skeleton:
if options.should_import_armature:
armature_modifier = mesh_object.modifiers.new(name='Armature', type='ARMATURE')
armature_modifier = typing_cast(ArmatureModifier, armature_modifier)
armature_modifier.object = armature_object
mesh_object.parent = armature_object
root_object = armature_object if options.should_import_skeleton else mesh_object
root_object = armature_object if options.should_import_armature else mesh_object
assert root_object
root_object.scale = (options.scale, options.scale, options.scale)
try:
@@ -279,4 +303,7 @@ def import_psk(psk: Psk, context, options: PskImportOptions) -> PskImportResult:
except:
pass
result.armature_object = armature_object
result.mesh_object = mesh_object
return result

View File

@@ -1,4 +1,6 @@
from bpy.props import EnumProperty
import sys
from bpy.props import BoolProperty, EnumProperty, FloatProperty, StringProperty
from bpy.types import PropertyGroup
mesh_triangle_types_items = (
@@ -18,9 +20,15 @@ mesh_triangle_bit_flags_items = (
)
class PSX_PG_material(PropertyGroup):
mesh_triangle_type: EnumProperty(items=mesh_triangle_types_items, name='Triangle Type')
mesh_triangle_bit_flags: EnumProperty(items=mesh_triangle_bit_flags_items, name='Triangle Bit Flags',
options={'ENUM_FLAG'})
mesh_triangle_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_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}
@@ -34,7 +42,7 @@ 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) -> (str, set[str]):
def poly_flags_to_triangle_type_and_bit_flags(poly_flags: int) -> tuple[str, set[str]]:
try:
triangle_type = next(item[0] for item in mesh_triangle_types_items if item[3] == (poly_flags & 15))
except StopIteration:
@@ -43,6 +51,104 @@ def poly_flags_to_triangle_type_and_bit_flags(poly_flags: int) -> (str, set[str]
return triangle_type, triangle_bit_flags
classes = (
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,
)
from bpy.utils import register_classes_factory
register, unregister = register_classes_factory(_classes)

View File

@@ -0,0 +1,23 @@
class PSX_PG_material:
mesh_triangle_type: str
mesh_triangle_bit_flags: set[str]
class PskImportMixin:
should_import_vertex_colors: bool
vertex_color_space: str
should_import_vertex_normals: bool
should_import_extra_uvs: bool
components: str
should_import_mesh: bool
should_import_materials: bool
should_import_armature: bool
bone_length: float
should_import_shape_keys: bool
scale: float
bdk_repository_id: str
def triangle_type_and_bit_flags_to_poly_flags(mesh_triangle_type: str, mesh_triangle_bit_flags: set[str]) -> int: ...
def poly_flags_to_triangle_type_and_bit_flags(poly_flags: int) -> tuple[str, set[str]]: ...

View File

@@ -1,93 +0,0 @@
import ctypes
import os
import re
import warnings
from pathlib import Path
from .data import *
def _read_types(fp, data_class, section: Section, data):
buffer_length = section.data_size * section.data_count
buffer = fp.read(buffer_length)
offset = 0
for _ in range(section.data_count):
data.append(data_class.from_buffer_copy(buffer, offset))
offset += section.data_size
def _read_material_references(path: str) -> List[str]:
property_file_path = Path(path).with_suffix('.props.txt')
if not property_file_path.is_file():
# Property file does not exist.
return []
# Do a crude regex match to find the Material list entries.
contents = property_file_path.read_text()
pattern = r'Material\s*=\s*([^\s^,]+)'
return re.findall(pattern, contents)
def read_psk(path: str) -> Psk:
psk = Psk()
# Read the PSK file sections.
with open(path, 'rb') as fp:
while fp.read(1):
fp.seek(-1, 1)
section = Section.from_buffer_copy(fp.read(ctypes.sizeof(Section)))
if section.name == b'ACTRHEAD':
pass
elif section.name == b'PNTS0000':
_read_types(fp, Vector3, section, psk.points)
elif section.name == b'VTXW0000':
if section.data_size == ctypes.sizeof(Psk.Wedge16):
_read_types(fp, Psk.Wedge16, section, psk.wedges)
elif section.data_size == ctypes.sizeof(Psk.Wedge32):
_read_types(fp, Psk.Wedge32, section, psk.wedges)
else:
raise RuntimeError('Unrecognized wedge format')
elif section.name == b'FACE0000':
_read_types(fp, Psk.Face, section, psk.faces)
elif section.name == b'MATT0000':
_read_types(fp, Psk.Material, section, psk.materials)
elif section.name == b'REFSKELT':
_read_types(fp, Psk.Bone, section, psk.bones)
elif section.name == b'RAWWEIGHTS':
_read_types(fp, Psk.Weight, section, psk.weights)
elif section.name == b'FACE3200':
_read_types(fp, Psk.Face32, section, psk.faces)
elif section.name == b'VERTEXCOLOR':
_read_types(fp, Color, section, psk.vertex_colors)
elif section.name.startswith(b'EXTRAUVS'):
_read_types(fp, Vector2, section, psk.extra_uvs)
elif section.name == b'VTXNORMS':
_read_types(fp, Vector3, section, psk.vertex_normals)
elif section.name == b'MRPHINFO':
_read_types(fp, Psk.MorphInfo, section, psk.morph_infos)
elif section.name == b'MRPHDATA':
_read_types(fp, Psk.MorphData, section, psk.morph_data)
else:
# Section is not handled, skip it.
fp.seek(section.data_size * section.data_count, os.SEEK_CUR)
warnings.warn(f'Unrecognized section "{section.name} at position {fp.tell():15}"')
'''
UEViewer exports a sidecar file (*.props.txt) with fully-qualified reference paths for each material
(e.g., Texture'Package.Group.Object').
'''
psk.material_references = _read_material_references(path)
'''
Tools like UEViewer and CUE4Parse write the point index as a 32-bit integer, exploiting the fact that due to struct
alignment, there were 16-bits of padding following the original 16-bit point index in the wedge struct.
However, this breaks compatibility with PSK files that were created with older tools that treated the
point index as a 16-bit integer and might have junk data written to the padding bits.
To work around this, we check if each point is still addressable using a 16-bit index, and if it is, assume the
point index is a 16-bit integer and truncate the high bits.
'''
if len(psk.points) <= 65536:
for wedge in psk.wedges:
wedge.point_index &= 0xFFFF
return psk

View File

@@ -15,6 +15,7 @@ class PSK_PT_material(Panel):
def draw(self, context):
layout = self.layout
assert layout is not None
layout.use_property_split = True
layout.use_property_decorate = False
material = context.material
@@ -23,6 +24,10 @@ class PSK_PT_material(Panel):
col.prop(material.psk, 'mesh_triangle_bit_flags', expand=True, text='Flags')
classes = (
_classes = (
PSK_PT_material,
)
from bpy.utils import register_classes_factory
register, unregister = register_classes_factory(_classes)

View File

@@ -1,58 +0,0 @@
import os
from ctypes import Structure, sizeof
from typing import Type
from .data import Psk
from ..shared.data import Section, Vector3
MAX_WEDGE_COUNT = 65536
MAX_POINT_COUNT = 4294967296
MAX_BONE_COUNT = 2147483647
MAX_MATERIAL_COUNT = 256
def _write_section(fp, name: bytes, data_type: Type[Structure] = None, data: list = None):
section = Section()
section.name = name
if data_type is not None and data is not None:
section.data_size = sizeof(data_type)
section.data_count = len(data)
fp.write(section)
if data is not None:
for datum in data:
fp.write(datum)
def write_psk(psk: Psk, path: str):
if len(psk.wedges) > MAX_WEDGE_COUNT:
raise RuntimeError(f'Number of wedges ({len(psk.wedges)}) exceeds limit of {MAX_WEDGE_COUNT}')
if len(psk.points) > MAX_POINT_COUNT:
raise RuntimeError(f'Numbers of vertices ({len(psk.points)}) exceeds limit of {MAX_POINT_COUNT}')
if len(psk.materials) > MAX_MATERIAL_COUNT:
raise RuntimeError(f'Number of materials ({len(psk.materials)}) exceeds limit of {MAX_MATERIAL_COUNT}')
if len(psk.bones) > MAX_BONE_COUNT:
raise RuntimeError(f'Number of bones ({len(psk.bones)}) exceeds limit of {MAX_BONE_COUNT}')
elif len(psk.bones) == 0:
raise RuntimeError(f'At least one bone must be marked for export')
# 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)
wedges = []
for index, w in enumerate(psk.wedges):
wedge = Psk.Wedge16()
wedge.material_index = w.material_index
wedge.u = w.u
wedge.v = w.v
wedge.point_index = w.point_index
wedges.append(wedge)
_write_section(fp, b'VTXW0000', Psk.Wedge16, wedges)
_write_section(fp, b'FACE0000', Psk.Face, psk.faces)
_write_section(fp, b'MATT0000', Psk.Material, psk.materials)
_write_section(fp, b'REFSKELT', Psk.Bone, psk.bones)
_write_section(fp, b'RAWWEIGHTS', Psk.Weight, psk.weights)

View File

@@ -1,95 +0,0 @@
from ctypes import *
from typing import Tuple
class Color(Structure):
_fields_ = [
('r', c_ubyte),
('g', c_ubyte),
('b', c_ubyte),
('a', c_ubyte),
]
def __iter__(self):
yield self.r
yield self.g
yield self.b
yield self.a
def __eq__(self, other):
return all(map(lambda x: x[0] == x[1], zip(self, other)))
def __repr__(self):
return repr(tuple(self))
def normalized(self) -> Tuple:
return tuple(map(lambda x: x / 255.0, iter(self)))
class Vector2(Structure):
_fields_ = [
('x', c_float),
('y', c_float),
]
def __iter__(self):
yield self.x
yield self.y
def __repr__(self):
return repr(tuple(self))
class Vector3(Structure):
_fields_ = [
('x', c_float),
('y', c_float),
('z', c_float),
]
def __iter__(self):
yield self.x
yield self.y
yield self.z
def __repr__(self):
return repr(tuple(self))
@classmethod
def zero(cls):
return Vector3(0, 0, 0)
class Quaternion(Structure):
_fields_ = [
('x', c_float),
('y', c_float),
('z', c_float),
('w', c_float),
]
def __iter__(self):
yield self.w
yield self.x
yield self.y
yield self.z
def __repr__(self):
return repr(tuple(self))
@classmethod
def identity(cls):
return Quaternion(0, 0, 0, 1)
class Section(Structure):
_fields_ = [
('name', c_char * 20),
('type_flags', c_int32),
('data_size', c_int32),
('data_count', c_int32)
]
def __init__(self, *args, **kw):
super().__init__(*args, **kw)
self.type_flags = 1999801

View File

@@ -0,0 +1,148 @@
"""
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 Iterable
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: list[Object] | None = None,
matrix_world: Matrix = Matrix.Identity(4),
visited: set[Object] | None = 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

@@ -1,22 +1,20 @@
import re
import typing
from typing import List, Iterable
import bpy
from collections import Counter
from typing import Iterable, cast as typing_cast
from bpy.types import Armature, AnimData, Collection, Context, Object, ArmatureModifier, SpaceProperties, PropertyGroup, Material
from mathutils import Matrix, Vector, Quaternion as BpyQuaternion
from psk_psa_py.shared.data import PsxBone, Quaternion, Vector3
import bpy.types
from bpy.types import NlaStrip, Object, AnimData
from ..shared.types import BpyCollectionProperty, PSX_PG_bone_collection_list_item
def rgb_to_srgb(c: float):
def rgb_to_srgb(c: float) -> float:
if c > 0.0031308:
return 1.055 * (pow(c, (1.0 / 2.4))) - 0.055
else:
return 12.92 * c
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 = []
def get_nla_strips_in_frame_range(animation_data: AnimData, frame_min: float, frame_max: float):
for nla_track in animation_data.nla_tracks:
if nla_track.mute:
continue
@@ -24,21 +22,35 @@ def get_nla_strips_in_frame_range(animation_data: AnimData, frame_min: float, fr
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
yield strip
def populate_bone_collection_list(armature_object: Object, bone_collection_list: bpy.props.CollectionProperty) -> None:
def populate_bone_collection_list(
bone_collection_list: BpyCollectionProperty[PSX_PG_bone_collection_list_item],
armature_objects: Iterable[Object],
primary_key: str = 'OBJECT'
):
"""
Updates the bone collections collection.
Updates the bone collection list.
Bone collection selections are preserved between updates unless none of the groups were previously selected;
otherwise, all collections are selected by default.
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 armature_object is None:
if primary_key not in ('OBJECT', 'DATA'):
assert False, f'Invalid primary key: {primary_key}'
if not armature_objects:
return
if has_selected_collections:
@@ -51,59 +63,67 @@ def populate_bone_collection_list(armature_object: Object, bone_collection_list:
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
unique_armature_data = set()
if armature is None:
return
for armature_object in armature_objects:
armature_data = typing_cast(Armature, armature_object.data)
item = bone_collection_list.add()
item.name = '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
if armature_data is None:
continue
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
if primary_key == 'DATA':
if armature_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_data)
unassigned_bone_count = sum(map(lambda bone: 1 if len(bone.collections) == 0 else 0, armature_data.bones))
if unassigned_bone_count > 0:
item = bone_collection_list.add()
item.armature_object_name = armature_object.name
item.armature_data_name = armature_data.name if armature_data else ''
item.name = 'Unassigned'
item.index = -1
# Count the number of bones without an assigned bone collection
item.count = unassigned_bone_count
item.is_selected = unassigned_collection_is_selected
for bone_collection_index, bone_collection in enumerate(armature_data.collections_all):
item = bone_collection_list.add()
item.armature_object_name = armature_object.name
item.armature_data_name = armature_data.name if armature_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 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:
raise RuntimeError(f'The following bone names are invalid: {invalid_bone_names}.\n'
f'Bone names must only contain letters, numbers, spaces, hyphens and underscores.\n'
f'You can bypass this by disabling "Enforce Bone Name Restrictions" in the export settings.')
def get_export_bone_names(armature_object: Object, bone_filter_mode: str, bone_collection_indices: List[int]) -> List[str]:
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: List of bone collection indices to be exported.
: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(bpy.types.Armature, armature_object.data)
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)
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.
@@ -135,35 +155,556 @@ def get_export_bone_names(armature_object: Object, bone_filter_mode: str, bone_c
# 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:
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():
# TODO: this does not work anymore for *reasons*. Just check if bpy.ops.bdk.link_material exists.
# return addon_utils.check('bdk_addon')[1]
return bpy.ops.bdk.link_material is not None
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
def create_psx_bones_from_blender_bones(
bones: list[bpy.types.Bone],
armature_object_matrix_world: Matrix,
) -> list[PsxBone]:
"""
Creates PSX bones from the given Blender bones.
The bones are in world space based on the armature object's world matrix.
"""
# Apply the scale of the armature object to the bone location.
_, _, armature_object_scale = armature_object_matrix_world.decompose()
psx_bones: list[PsxBone] = []
for bone in bones:
psx_bone = PsxBone()
psx_bone.name = convert_string_to_cp1252_bytes(bone.name)
if bone.parent is not None:
try:
parent_index = bones.index(bone.parent)
psx_bone.parent_index = parent_index
psx_bones[parent_index].children_count += 1
except ValueError:
pass
if bone.parent is not None:
# Child bone.
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:
location = armature_object_matrix_world @ bone.head
bone_rotation = bone.matrix.to_quaternion().conjugated()
rotation = bone_rotation @ armature_object_matrix_world.to_3x3().to_quaternion()
rotation.conjugate()
location.x *= armature_object_scale.x
location.y *= armature_object_scale.y
location.z *= armature_object_scale.z
# Copy the calculated location and rotation to the bone.
psx_bone.location = convert_vector_to_vector3(location)
psx_bone.rotation = convert_bpy_quaternion_to_psx_quaternion(rotation)
psx_bones.append(psx_bone)
return psx_bones
class PsxBoneResult:
def __init__(self, psx_bone: PsxBone, armature_object: Object | None) -> None:
self.psx_bone: PsxBone = psx_bone
self.armature_object: Object | None = armature_object
class PsxBoneCreateResult:
def __init__(self,
bones: list[PsxBoneResult], # 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
def convert_vector_to_vector3(vector: Vector) -> Vector3:
"""
Convert a Blender mathutils.Vector to a psk_psa_py Vector3.
"""
vector3 = Vector3()
vector3.x = vector.x
vector3.y = vector.y
vector3.z = vector.z
return vector3
def convert_bpy_quaternion_to_psx_quaternion(quaternion: BpyQuaternion) -> Quaternion:
"""
Convert a Blender mathutils.Quaternion to a psk_psa_py Quaternion.
"""
psx_quaternion = Quaternion()
psx_quaternion.x = quaternion.x
psx_quaternion.y = quaternion.y
psx_quaternion.z = quaternion.z
psx_quaternion.w = quaternion.w
return psx_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
class ObjectNode:
def __init__(self, obj: Object):
self.object = obj
self.parent: ObjectNode | None = None
self.children: list[ObjectNode] = []
@property
def root(self):
"""
Gets the root in the object hierarchy. This can return itself if this node has no parent.
"""
n = self
while n.parent is not None:
n = n.parent
return n
class ObjectTree:
'''
A tree of the armature objects based on their hierarchy.
'''
def __init__(self, objects: Iterable[Object]):
self.root_nodes: list[ObjectNode] = []
object_node_map: dict[Object, ObjectNode] = {x: ObjectNode(x) for x in objects}
for obj, object_node in object_node_map.items():
if obj.parent in object_node_map:
parent_node = object_node_map[obj.parent]
object_node.parent = parent_node
parent_node.children.append(object_node)
else:
self.root_nodes.append(object_node)
def __iter__(self):
"""
An depth-first iterator over the armature tree.
"""
node_stack = [] + self.root_nodes
while node_stack:
node = node_stack.pop()
yield node
node_stack = node.children + node_stack
def objects_iterator(self):
for node in self:
yield node.object
def dump(self):
# Print out the hierarchy of armature objects for debugging using the root nodes, with indentation to show parent-child relationships.
for root_node in self.root_nodes:
def print_object_node(node: ObjectNode, indent: int = 0):
print(' ' * indent + f'- {node.object.name}')
for child_node in node.children:
print_object_node(child_node, indent + 2)
print_object_node(root_node)
def create_psx_bones(
armature_objects: list[Object],
export_space: str = 'WORLD',
forward_axis: str = 'X',
up_axis: str = 'Z',
scale: float = 1.0,
bone_filter_mode: str = 'ALL',
bone_collection_indices: list[PsxBoneCollection] | None = 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 = []
armature_tree = ObjectTree(armature_objects)
if len(armature_tree.root_nodes) >= 2:
root_bone_names = []
for root_node in armature_tree.root_nodes:
root_bone_names.append(root_node.object.name)
raise RuntimeError(
f'Multiple root armature objects were found: {root_bone_names}.\n'
'Only one root armature object is allowed.\n'
'To use multiple armature objects, parent them to one another in a hierarchy using Bone parenting.'
)
# TODO: confirm this to be working with non-bone parented armature hierarchies.
total_bone_count = 0
for armature_object in filter(lambda x: x.data is not None, armature_objects):
armature_data = typing_cast(Armature, armature_object.data)
total_bone_count += len(armature_data.bones)
# 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[Object | None, int] = dict()
bones: list[PsxBoneResult] = []
# Iterate through all the armature objects.
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]
# Ensure that we don't have multiple root bones in this armature.
root_bone_count = sum(1 for bone in armature_bones if bone.parent is None)
if root_bone_count > 1:
raise RuntimeError(f'Armature object \'{armature_object.name}\' has multiple root bones. '
f'Only one root bone is allowed per armature.'
)
armature_psx_bones = create_psx_bones_from_blender_bones(
bones=armature_bones,
armature_object_matrix_world=armature_object.matrix_world,
)
if len(armature_psx_bones) == 0:
continue
# We have the bones in world space. If we are attaching this armature to a parent bone, we need to convert
# the root bone to be relative to the target parent bone.
if armature_object.parent in armature_objects:
match armature_object.parent_type:
case 'BONE':
# Parent to a bone in the parent armature object.
# We just need to get the world-space location of each of the bones and get the relative pose, then
# assign that location and rotation to the root bone.
parent_bone_name = armature_object.parent_bone
if parent_bone_name == '':
raise RuntimeError(f'Armature object \'{armature_object.name}\' is parented to a bone but no parent bone name is specified.')
parent_armature_data = typing_cast(Armature, armature_object.parent.data)
if parent_armature_data is None:
raise RuntimeError(f'Parent object \'{armature_object.parent.name}\' is not an armature.')
try:
parent_bone = parent_armature_data.bones[parent_bone_name]
except KeyError:
raise RuntimeError(f'Bone \'{parent_bone_name}\' could not be found in armature \'{armature_object.parent.name}\'.')
parent_bone_world_matrix = armature_object.parent.matrix_world @ parent_bone.matrix_local.to_4x4()
parent_bone_world_location, parent_bone_world_rotation, _ = parent_bone_world_matrix.decompose()
# Convert the root bone location to be relative to the parent bone.
root_bone = armature_psx_bones[0]
root_bone_location = Vector((root_bone.location.x, root_bone.location.y, root_bone.location.z))
relative_location = parent_bone_world_rotation.inverted() @ (root_bone_location - parent_bone_world_location)
root_bone.location = convert_vector_to_vector3(relative_location)
# Convert the root bone rotation to be relative to the parent bone.
root_bone_rotation = BpyQuaternion((root_bone.rotation.w, root_bone.rotation.x, root_bone.rotation.y, root_bone.rotation.z))
relative_rotation = parent_bone_world_rotation.inverted() @ root_bone_rotation
root_bone.rotation = convert_bpy_quaternion_to_psx_quaternion(relative_rotation)
case _:
raise RuntimeError(f'Unhandled parent type ({armature_object.parent_type}) for object {armature_object.name}.\n'
f'Parent type must be \'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(PsxBoneResult(psx_bone, armature_object) for psx_bone in armature_psx_bones)
# Check that we have any bones to export at this point. If not, we can skip the rest of the processing.
if len(bones) == 0:
return PsxBoneCreateResult(
bones=[],
armature_object_root_bone_indices=armature_object_root_bone_indices,
armature_object_bone_names=armature_object_bone_names,
)
# Check if any of the armatures are parented to one another.
# If so, adjust the hierarchy as though they are part of the same armature object.
# This will let us re-use rig components without destructively joining them.
for armature_object in armature_objects:
if armature_object.parent not in armature_objects:
continue
# This armature object is parented to another armature object that we are exporting.
# First fetch the root bone indices for the two armature objects.
root_bone_index = armature_object_root_bone_indices.get(armature_object, None)
parent_root_bone_index = armature_object_root_bone_indices.get(armature_object.parent, None)
if root_bone_index is None or parent_root_bone_index is None:
raise RuntimeError(f'Could not find root bone index for armature object \'{armature_object.name}\' or its parent \'{armature_object.parent.name}\'.\n'
'This likely means that one of the armatures does not have any bones that are being exported, which is not allowed when using armature parenting between multiple armatures.'
)
match armature_object.parent_type:
case 'OBJECT':
# Parent this armature's root bone to the root bone of the parent object.
bones[root_bone_index].psx_bone.parent_index = parent_root_bone_index
case 'BONE':
# Parent this armature's root bone to the specified bone in the parent.
new_parent_index = None
for bone_index, bone in enumerate(bones):
if bone.psx_bone.name == convert_string_to_cp1252_bytes(armature_object.parent_bone) and bone.armature_object == armature_object.parent:
new_parent_index = bone_index
break
if new_parent_index == None:
raise RuntimeError(f'Bone \'{armature_object.parent_bone}\' could not be found in armature \'{armature_object.parent.name}\'.')
bones[root_bone_index].psx_bone.parent_index = new_parent_index
case _:
raise RuntimeError(f'Unhandled parent type ({armature_object.parent_type}) for object {armature_object.name}.\n'
f'Parent type must be \'Object\' or \'Bone\'.'
)
match export_space:
case 'WORLD':
# No action needed, bones are already in world space.
pass
case 'ARMATURE':
# The bone is in world-space. We need to convert it to armature (object) space.
# Get this from matrix_local.
root_bone, root_bone_armature_object = bones[0].psx_bone, bones[0].armature_object
if root_bone_armature_object is None:
raise RuntimeError('Cannot export to Armature space when multiple armatures are being exported.')
armature_data = typing_cast(Armature, root_bone_armature_object.data)
matrix_local = armature_data.bones[root_bone.name.decode('windows-1252')].matrix_local
location, rotation, _ = matrix_local.decompose()
root_bone.location = convert_vector_to_vector3(location)
root_bone.rotation = convert_bpy_quaternion_to_psx_quaternion(rotation)
case 'ROOT':
# Zero out the root bone transforms.
root_bone = bones[0].psx_bone
root_bone.location = Vector3.zero()
root_bone.rotation = Quaternion.identity()
case _:
assert False, f'Invalid export space: {export_space}'
# Check if there are bone name conflicts between armatures.
bone_name_counts = Counter(bone.psx_bone.name.decode('windows-1252').upper() for bone in bones)
for bone_name, count in bone_name_counts.items():
if count > 1:
raise RuntimeError(
f'Found {count} bones with the name "{bone_name}". '
f'Bone names must be unique when compared case-insensitively.'
)
# Apply the scale to the bone locations.
for bone in bones:
bone.psx_bone.location.x *= scale
bone.psx_bone.location.y *= scale
bone.psx_bone.location.z *= scale
coordinate_system_matrix = get_coordinate_system_transform(forward_axis, up_axis)
coordinate_system_default_rotation = coordinate_system_matrix.to_quaternion()
# Apply the coordinate system transform to the root bone.
root_psx_bone = bones[0].psx_bone
# Get transform matrix from root bone location and rotation.
root_bone_location = Vector((root_psx_bone.location.x, root_psx_bone.location.y, root_psx_bone.location.z))
root_bone_rotation = BpyQuaternion((root_psx_bone.rotation.w, root_psx_bone.rotation.x, root_psx_bone.rotation.y, root_psx_bone.rotation.z))
root_bone_matrix = (
Matrix.Translation(root_bone_location) @
root_bone_rotation.to_matrix().to_4x4()
)
root_bone_matrix = coordinate_system_default_rotation.inverted().to_matrix().to_4x4() @ root_bone_matrix
location, rotation, _ = root_bone_matrix.decompose()
root_psx_bone.location = convert_vector_to_vector3(location)
root_psx_bone.rotation = convert_bpy_quaternion_to_psx_quaternion(rotation)
convert_bpy_quaternion_to_psx_quaternion(coordinate_system_default_rotation)
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) -> Collection | None:
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) -> PropertyGroup | None:
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
from ..shared.dfs import DfsObject, dfs_collection_objects, dfs_view_layer_objects
from typing import Set
from bpy.types import Depsgraph
class PskInputObjects(object):
def __init__(self):
self.mesh_dfs_objects: list[DfsObject] = []
self.armature_objects: list[Object] = []
def get_materials_for_mesh_objects(depsgraph: Depsgraph, mesh_objects: Iterable[Object]):
'''
Yields unique materials used by the given mesh objects.
If any mesh has no material slots or any empty material slots, None is yielded at the end.
'''
yielded_materials: Set[Material] = set()
has_none_material = False
for mesh_object in mesh_objects:
evaluated_mesh_object = mesh_object.evaluated_get(depsgraph)
# Check if mesh has no material slots or any empty material slots
if len(evaluated_mesh_object.material_slots) == 0:
has_none_material = True
else:
for material_slot in evaluated_mesh_object.material_slots:
material = material_slot.material
if material is None:
has_none_material = True
else:
if material not in yielded_materials:
yielded_materials.add(material)
yield material
# Yield None at the end if any mesh had no material slots or empty material slots
if has_none_material:
yield None
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) -> Object | None:
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('No mesh objects were found to export.')
input_objects = PskInputObjects()
input_objects.mesh_dfs_objects = mesh_dfs_objects
# Get the armature objects used on all the meshes being exported.
armature_objects = get_armatures_for_mesh_objects(map(lambda x: x.obj, mesh_dfs_objects))
# Sort them in hierarchy order.
input_objects.armature_objects = list(ObjectTree(armature_objects).objects_iterator())
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)

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@@ -0,0 +1,72 @@
from bpy.types import Operator
from bpy.props import BoolProperty
from .types import PsxBoneExportMixin
from typing import cast as typing_cast
from .helpers import get_collection_export_operator_from_context, get_psk_input_objects_for_collection, populate_bone_collection_list
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'}
export_operator = typing_cast(PsxBoneExportMixin, export_operator)
# Save and restore the selected status of the bones collections.
selected_status: dict[int, bool] = dict()
for bone_collection in export_operator.bone_collection_list:
selected_status[hash(bone_collection)] = bone_collection.is_selected
populate_bone_collection_list(export_operator.bone_collection_list, input_objects.armature_objects)
for bone_collection in export_operator.bone_collection_list:
bone_collection.is_selected = selected_status.get(hash(bone_collection), False)
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'}
export_operator = typing_cast(PsxBoneExportMixin, export_operator)
for item in export_operator.bone_collection_list:
item.is_selected = self.is_selected
return {'FINISHED'}
_classes = (
PSK_OT_bone_collection_list_populate,
PSK_OT_bone_collection_list_select_all,
)
from bpy.utils import register_classes_factory
register, unregister = register_classes_factory(_classes)

View File

@@ -1,24 +1,55 @@
from bpy.props import StringProperty, IntProperty, BoolProperty, FloatProperty
from typing import Generic, Iterable, Sized, TypeVar
import bpy
from bpy.props import CollectionProperty, EnumProperty, StringProperty, IntProperty, BoolProperty, FloatProperty
from bpy.types import PropertyGroup, UIList, UILayout, Context, AnyType, Panel
T = TypeVar('T')
# Don't actually use this, this is just for typing.
class BpyCollectionProperty(Generic[T], Iterable[T], Sized):
def add(self) -> T:
return T() # type: ignore
def clear(self) -> None:
pass
def move(self, src_index: int, dst_index: int):
pass
def remove(self, index: int):
pass
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)
def __hash__(self) -> int:
return hash(f'{self.name}/{self.armature_object_name}/{self.armature_data_name}')
class PSX_PG_action_export(PropertyGroup):
group: StringProperty(name='Group', description='The group of the sequence', maxlen=64)
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')
@@ -34,22 +65,133 @@ class PSX_PT_action(Panel):
@classmethod
def poll(cls, context: 'Context'):
return context.active_object and context.active_object.type == 'ARMATURE' and context.active_action is not None
return context.active_object is not None 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
assert layout is not None
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')
psa_export = getattr(action, 'psa_export')
assert psa_export
flow.prop(psa_export, 'compression_ratio')
flow.prop(psa_export, 'key_quota')
flow.prop(psa_export, 'fps')
flow.prop(psa_export, 'group', placeholder='Group')
classes = (
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'
)
transform_source_items = (
('SCENE', 'Scene', 'Use the scene transform settings'),
('CUSTOM', 'Custom', 'Use custom transform settings'),
)
class TransformSourceMixin:
transform_source: EnumProperty(
items=transform_source_items,
name='Transform Source',
default='SCENE'
)
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='')
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,
)
from bpy.utils import register_classes_factory
register, unregister = register_classes_factory(_classes)

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@@ -0,0 +1,62 @@
from typing import Generic, TypeVar, Iterable, Sized
T = TypeVar("T")
# https://docs.blender.org/api/current/bpy.types.bpy_prop_collection_idprop.html#bpy.types.bpy_prop_collection_idprop
class BpyCollectionProperty(Generic[T], Iterable[T], Sized):
def add(self) -> T:
pass
def clear(self) -> None:
pass
def move(self, src_index: int, dst_index: int):
pass
def remove(self, index: int):
pass
class PSX_PG_bone_collection_list_item:
armature_object_name: str
armature_data_name: str
name: str
index: int
count: int
is_selected: bool
class PSX_PG_action_export:
group: str
compression_ratio: float
key_quota: int
fps: float
class AxisMixin:
forward_axis: str
up_axis: str
class TransformMixin(AxisMixin):
scale: float
class ExportSpaceMixin:
export_space: str
class TransformSourceMixin:
transform_source: str
class PsxBoneExportMixin:
bone_filter_mode: str
bone_collection_list: BpyCollectionProperty[PSX_PG_bone_collection_list_item]
bone_collection_list_index: int
class PSX_PG_scene_export(TransformSourceMixin):
pass
bone_filter_mode_items: tuple[tuple[str, str, str]]

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@@ -0,0 +1,59 @@
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,
)
from bpy.utils import register_classes_factory
register, unregister = register_classes_factory(_classes)

15
pyproject.toml Normal file
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@@ -0,0 +1,15 @@
[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

35
test.sh Executable file
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@@ -0,0 +1,35 @@
#!/usr/bin/env bash
# Exit immediately if a command exits with a non-zero status
set -e
# Function to find an available container command (podman or docker)
find_container_cli() {
if command -v podman &> /dev/null; then
echo "podman"
elif command -v docker &> /dev/null; then
echo "docker"
else
echo ""
fi
}
CONTAINER_CLI=$(find_container_cli)
if [ -z "$CONTAINER_CLI" ]; then
echo "Error: Neither Podman nor Docker was found. Please install one of them to proceed."
exit 1
fi
echo "Using container CLI: $CONTAINER_CLI"
# Build the image and capture its ID
# The '-q' flag is supported by both podman and docker build to suppress output and return only the image ID.
IMAGE_ID=$($CONTAINER_CLI build -q .)
# Run the container using the selected CLI and captured image ID
$CONTAINER_CLI run -it \
--volume "${PWD}:/io_scene_psk_psa:z" \
--volume "${PWD}/io_scene_psk_psa:/addons/io_scene_psk_psa:z" \
--volume "${PWD}/tests:/tests:z" \
"$IMAGE_ID"

0
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tests/psa_import_test.py Normal file
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@@ -0,0 +1,65 @@
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)}."
def test_psa_import_convert_to_samples():
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, and convert to samples.
assert bpy.ops.psa.import_all(
filepath=SHREK_PSA_FILEPATH,
should_convert_to_samples=True
) == {'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)}."

62
tests/psk_export_test.py Normal file
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@@ -0,0 +1,62 @@
import bpy
import pytest
import tempfile
from psk_psa_py.psk.reader import read_psk_from_file
@pytest.fixture(autouse=True)
def run_before_and_after_tests(tmpdir):
# Setup: Run before the tests
bpy.ops.wm.read_homefile(filepath='tests/data/psk_export_tests.blend')
yield
# Teardown: Run after the tests
pass
def export_psk_and_read_back(collection_name: str):
collection = bpy.data.collections.get(collection_name, None)
assert collection is not None, f"Collection {collection_name} not found in the scene."
# Select the collection to make it the active collection.
view_layer = bpy.context.view_layer
assert view_layer is not None, "No active view layer found."
view_layer.active_layer_collection = view_layer.layer_collection.children[collection_name]
filepath = str(tempfile.gettempdir() + f'/{collection_name}.psk')
collection.exporters[0].filepath = filepath
assert bpy.ops.collection.exporter_export() == {'FINISHED'}, "PSK export failed."
# Now load the exported PSK file and return its contents.
psk = read_psk_from_file(filepath)
return psk
def test_psk_export_cube_no_bones():
psk = export_psk_and_read_back('cube_no_bones')
# There should be one bone when no armature is present, this is added automatically to serve as the root bone for the mesh.
assert len(psk.bones) == 1, f"Expected 1 bone, but found {len(psk.bones)}."
assert len(psk.points) == 8, f"Expected 8 points, but found {len(psk.points)}."
assert len(psk.faces) == 12, f"Expected 12 faces, but found {len(psk.faces)}."
assert len(psk.materials) == 1, f"Expected 1 material, but found {len(psk.materials)}."
def test_cube_edge_split():
# The cube has all the edges set to split with a modifier.
psk = export_psk_and_read_back('cube_edge_split')
assert len(psk.bones) == 1, f"Expected 1 bone, but found {len(psk.bones)}."
assert len(psk.points) == 24, f"Expected 24 points, but found {len(psk.points)}."
assert len(psk.faces) == 12, f"Expected 12 faces, but found {len(psk.faces)}."
assert len(psk.materials) == 1, f"Expected 1 material, but found {len(psk.materials)}."
def test_cube_with_simple_armature():
# The cube has all the edges set to split with a modifier.
psk = export_psk_and_read_back('cube_with_simple_armature')
assert len(psk.bones) == 1, f"Expected 1 bone, but found {len(psk.bones)}."
assert psk.bones[0].name == b'ROOT', f"Expected bone name 'ROOT', but found {psk.bones[0].name}."

340
tests/psk_import_test.py Normal file
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@@ -0,0 +1,340 @@
import bpy
import pytest
from typing import cast as typing_cast
from bpy.types import Mesh, Armature
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'
BLACK_WIDOW_FILEPATH = 'tests/data/SK_1033_1033001.pskx'
@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 = typing_cast(Armature, 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 = typing_cast(Mesh, 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 is not None, "Armature object not found in the scene"
assert armature_object.type == 'ARMATURE', "Armature object type should be ARMATURE"
assert len(armature_object.children) == 0, "Armature object should have no children"
armature_data = typing_cast(Armature, 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 is not None, "Mesh object not found in the scene"
assert mesh_object.type == 'MESH', "Mesh object type should be MESH"
mesh_data = typing_cast(Mesh, 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 = typing_cast(Armature, 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 = typing_cast(Mesh, 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 = typing_cast(Mesh, 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 = typing_cast(Mesh, 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 = typing_cast(Mesh, 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 = typing_cast(Mesh, 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 = typing_cast(Mesh, 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'"
# Verify that the data is actually different
assert mesh_data.uv_layers[0].uv[0].vector.x == 0.92480468750
assert mesh_data.uv_layers[0].uv[0].vector.y == 0.90533447265625
assert mesh_data.uv_layers[1].uv[0].vector.x == 3.0517578125e-05
assert mesh_data.uv_layers[1].uv[0].vector.y == 0.999969482421875
def test_psk_import_many_extra_uvs():
assert bpy.ops.psk.import_file(
filepath=BLACK_WIDOW_FILEPATH,
components='MESH',
should_import_vertex_colors=False,
should_import_vertex_normals=False,
should_import_shape_keys=False,
) == {'FINISHED'}
mesh_object = bpy.data.objects.get('SK_1033_1033001', 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 = typing_cast(Mesh, mesh_object.data)
assert mesh_data is not None, "Mesh data not found in the scene"
assert len(mesh_data.uv_layers) == 4, "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'"
assert mesh_data.uv_layers[2].name == 'EXTRAUV1', "Third UV layer should be named 'EXTRAUV1'"
assert mesh_data.uv_layers[3].name == 'EXTRAUV2', "Fourth UV layer should be named 'EXTRAUV2'"
def test_psk_import_multiple_extra_uvs():
assert bpy.ops.psk.import_file(
filepath=SARGE_FILEPATH,
components='MESH',
should_import_vertex_colors=True,
vertex_color_space='LINEAR',
) == {'FINISHED'}
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 = typing_cast(Mesh, 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 is not None, f"Material {i} should not be None"
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"
mesh_data = typing_cast(Mesh, mesh_object.data)
assert mesh_data is not None, "Mesh data should not be None"
assert mesh_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_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):
expected_value = 1.0 if i == 0 else 0.0
assert shape_key.value == expected_value, f"Shape key {shape_key.name} should have a value of {expected_value} (found {shape_key.value})"
assert shape_key.name == shape_key_names[i], f"Shape key {i} name should be named {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"
mesh_data = typing_cast(Mesh, mesh_object.data)
assert mesh_data is not None, "Mesh data should not be None"
assert mesh_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'}

3
tests/requirements.txt Normal file
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@@ -0,0 +1,3 @@
pytest
pytest-cov
psk-psa-py == 0.0.4

8
tests/test.sh Executable file
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@@ -0,0 +1,8 @@
# 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|5.0/scripts/addons/io_scene_psk_psa/||g' coverage.xml