Files
io_scene_psk_psa/src/psa/builder.py
2019-12-11 10:25:31 -08:00

135 lines
4.8 KiB
Python

import bpy
import mathutils
from .data import *
# https://git.cth451.me/cth451/blender-addons/blob/master/io_export_unreal_psk_psa.py
class PsaBuilder(object):
def __init__(self):
# TODO: add options in here (selected anims, eg.)
pass
def build(self, context) -> Psa:
object = context.view_layer.objects.active
if object.type != 'ARMATURE':
raise RuntimeError('Selected object must be an Armature')
armature = object
if armature.animation_data is None:
raise RuntimeError('No animation data for armature')
psa = Psa()
bones = list(armature.data.bones)
# The order of the armature bones and the pose bones is not guaranteed to be the same.
# As 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.pose.bones]
pose_bones.sort(key=lambda x: x[0])
pose_bones = [x[1] for x in pose_bones]
for bone in bones:
psa_bone = Psa.Bone()
psa_bone.name = bytes(bone.name, encoding='utf-8')
psa_bone.children_count = len(bone.children)
try:
psa_bone.parent_index = bones.index(bone.parent)
except ValueError:
psa_bone.parent_index = -1
if bone.parent is not None:
rotation = bone.matrix.to_quaternion()
rotation.x = -rotation.x
rotation.y = -rotation.y
rotation.z = -rotation.z
quat_parent = bone.parent.matrix.to_quaternion().inverted()
parent_head = quat_parent @ bone.parent.head
parent_tail = quat_parent @ bone.parent.tail
location = (parent_tail - parent_head) + bone.head
else:
location = armature.matrix_local @ bone.head
rot_matrix = bone.matrix @ armature.matrix_local.to_3x3()
rotation = rot_matrix.to_quaternion()
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)
print('---- ACTIONS ----')
frame_start_index = 0
for action in bpy.data.actions:
if len(action.fcurves) == 0:
continue
armature.animation_data.action = action
context.view_layer.update()
frame_min, frame_max = [int(x) for x in action.frame_range]
sequence = Psa.Sequence()
sequence.name = bytes(action.name, encoding='utf-8')
sequence.frame_count = frame_max - frame_min + 1
sequence.frame_start_index = frame_start_index
print(frame_start_index)
sequence.fps = 30 # TODO: fill in later with r
print(action.name, frame_min, frame_max)
frame_count = frame_max - frame_min + 1
for frame in range(frame_count):
context.scene.frame_set(frame)
for bone in pose_bones:
# TODO: is the cast-to-matrix necessary? (guessing no)
key = Psa.Key()
pose_bone_matrix = bone.matrix
if bone.parent is not None:
pose_bone_parent_matrix = bone.parent.matrix
pose_bone_matrix = pose_bone_parent_matrix.inverted() @ pose_bone_matrix
location = pose_bone_matrix.to_translation()
rotation = pose_bone_matrix.to_quaternion().normalized()
if action.name == 'shoot_open' and bone.name == 'barrel':
print(location)
if bone.parent is not None:
rotation.x = -rotation.x
rotation.y = -rotation.y
rotation.z = -rotation.z
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 / sequence.fps
psa.keys.append(key)
frame_start_index += 1
sequence.bone_count = len(pose_bones)
sequence.track_time = frame_count
psa.sequences.append(sequence)
return psa