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io_scene_psk_psa/io_scene_psk_psa/psa/builder.py

325 lines
14 KiB
Python

from bpy.types import Action, AnimData, Context, Object, PoseBone
from .data import Psa
from typing import Dict, List, Optional, Tuple
from mathutils import Matrix, Quaternion, Vector
from ..shared.helpers import create_psx_bones, get_coordinate_system_transform
class PsaBuildSequence:
class NlaState:
def __init__(self):
self.action: Optional[Action] = None
self.frame_start: int = 0
self.frame_end: int = 0
def __init__(self, armature_object: Object, anim_data: AnimData):
self.armature_object = armature_object
self.anim_data = anim_data
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
class PsaBuildOptions:
def __init__(self):
self.armature_objects: List[Object] = []
self.animation_data: Optional[AnimData] = None
self.sequences: List[PsaBuildSequence] = []
self.bone_filter_mode: str = 'ALL'
self.bone_collection_indices: List[Tuple[str, int]] = []
self.sequence_name_prefix: str = ''
self.sequence_name_suffix: str = ''
self.scale = 1.0
self.sampling_mode: str = 'INTERPOLATED' # One of ('INTERPOLATED', 'SUBFRAME')
self.export_space = 'WORLD'
self.forward_axis = 'X'
self.up_axis = 'Z'
self.root_bone_name = 'ROOT'
def _get_pose_bone_location_and_rotation(
pose_bone: Optional[PoseBone],
armature_object: Optional[Object],
export_space: str,
scale: Vector,
coordinate_system_transform: Matrix,
has_false_root_bone: bool,
) -> Tuple[Vector, Quaternion]:
is_false_root_bone = pose_bone is None and armature_object is None
if is_false_root_bone:
pose_bone_matrix = coordinate_system_transform
elif pose_bone.parent is not None:
pose_bone_matrix = pose_bone.matrix
pose_bone_parent_matrix = pose_bone.parent.matrix
pose_bone_matrix = pose_bone_parent_matrix.inverted() @ pose_bone_matrix
else:
# Root bone
if has_false_root_bone:
pose_bone_matrix = armature_object.matrix_world @ pose_bone.matrix
else:
# Get the bone's pose matrix and transform it into the export space.
# In the case of an 'ARMATURE' export space, this will be the inverse of armature object's world matrix.
# Otherwise, it will be the identity matrix.
match export_space:
case 'ARMATURE':
pose_bone_matrix = pose_bone.matrix
case 'WORLD':
pose_bone_matrix = armature_object.matrix_world @ pose_bone.matrix
case 'ROOT':
pose_bone_matrix = Matrix.Identity(4)
case _:
assert False, f'Invalid export space: {export_space}'
# The root bone is the only bone that should be transformed by the coordinate system transform, since all
# other bones are relative to their parent bones.
pose_bone_matrix = coordinate_system_transform @ pose_bone_matrix
location = pose_bone_matrix.to_translation()
rotation = pose_bone_matrix.to_quaternion().normalized()
# Don't apply scale to the root bone of armatures if we have a false root.
if not has_false_root_bone or (pose_bone is None or pose_bone.parent is not None):
location *= scale
if has_false_root_bone:
is_child_bone = not is_false_root_bone
else:
is_child_bone = pose_bone.parent is not None
if is_child_bone is not None:
rotation.conjugate()
return location, rotation
def build_psa(context: Context, options: PsaBuildOptions) -> Psa:
psa = Psa()
psx_bone_create_result = create_psx_bones(
armature_objects=options.armature_objects,
export_space=options.export_space,
root_bone_name=options.root_bone_name,
forward_axis=options.forward_axis,
up_axis=options.up_axis,
scale=options.scale,
bone_filter_mode=options.bone_filter_mode,
bone_collection_indices=options.bone_collection_indices,
)
# Build list of PSA bones.
# Note that the PSA bones are just here to validate the hierarchy.
# The bind pose information is not used by the engine.
psa.bones = [psx_bone for psx_bone, _ in psx_bone_create_result.bones]
# 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 each armature object's current action and frame so that we can restore the state once we are done.
saved_armature_object_actions = {o: o.animation_data.action for o in options.armature_objects}
saved_frame_current = context.scene.frame_current
# Now build the PSA sequences.
# We actually alter the timeline frame and simply record the resultant pose bone matrices.
frame_start_index = 0
context.window_manager.progress_begin(0, len(options.sequences))
coordinate_system_transform = get_coordinate_system_transform(options.forward_axis, options.up_axis)
for export_sequence_index, export_sequence in enumerate(options.sequences):
frame_start = export_sequence.nla_state.frame_start
frame_end = export_sequence.nla_state.frame_end
# Calculate the frame step based on the compression factor.
frame_extents = abs(frame_end - frame_start)
frame_count_raw = frame_extents + 1
frame_count = max(1, max(export_sequence.key_quota, int(frame_count_raw * export_sequence.compression_ratio)))
try:
frame_step = frame_extents / (frame_count - 1)
except ZeroDivisionError:
frame_step = 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')
psa_sequence.frame_count = frame_count
psa_sequence.frame_start_index = frame_start_index
psa_sequence.fps = frame_count / sequence_duration
psa_sequence.bone_count = len(psa.bones)
psa_sequence.track_time = frame_count
psa_sequence.key_reduction = 1.0
frame = float(frame_start)
# Link the action to the animation data and update view layer.
for armature_object in options.armature_objects:
armature_object.animation_data.action = export_sequence.nla_state.action
context.view_layer.update()
def add_key(location: Vector, rotation: Quaternion):
key = Psa.Key()
key.location.x = location.x
key.location.y = location.y
key.location.z = location.z
key.rotation.x = rotation.x
key.rotation.y = rotation.y
key.rotation.z = rotation.z
key.rotation.w = rotation.w
key.time = 1.0 / psa_sequence.fps
psa.keys.append(key)
class PsaExportBone:
def __init__(self, pose_bone: Optional[PoseBone], armature_object: Optional[Object], scale: Vector):
self.pose_bone = pose_bone
self.armature_object = armature_object
self.scale = scale
armature_scales: Dict[Object, Vector] = {}
# Extract the scale from the world matrix of the evaluated armature object.
for armature_object in options.armature_objects:
evaluated_armature_object = armature_object.evaluated_get(context.evaluated_depsgraph_get())
_, _, scale = evaluated_armature_object.matrix_world.decompose()
scale *= options.scale
armature_scales[armature_object] = scale
# Create a list of export pose bones, in the same order as the bones as they appear in the armature.
# The object contains the pose bone, the armature object, and a pre-calculated scaling value to apply to the
# locations.
export_bones: List[PsaExportBone] = []
for psx_bone, armature_object in psx_bone_create_result.bones:
if armature_object is None:
export_bones.append(PsaExportBone(None, None, Vector((1.0, 1.0, 1.0))))
continue
pose_bone = armature_object.pose.bones[psx_bone.name.decode('windows-1252')]
export_bones.append(PsaExportBone(pose_bone, armature_object, armature_scales[armature_object]))
for export_bone in export_bones:
print(export_bone.pose_bone, export_bone.armature_object, export_bone.scale)
match options.sampling_mode:
case 'INTERPOLATED':
# Used as a store for the last frame's pose bone locations and rotations.
last_frame: Optional[int] = None
last_frame_bone_poses: List[Tuple[Vector, Quaternion]] = []
next_frame: Optional[int] = None
next_frame_bone_poses: List[Tuple[Vector, Quaternion]] = []
for _ in range(frame_count):
if last_frame is None or last_frame != int(frame):
# Populate the bone poses for frame A.
last_frame = int(frame)
# TODO: simplify this code and make it easier to follow!
if next_frame == last_frame:
# Simply transfer the data from next_frame to the last_frame so that we don't need to
# resample anything.
last_frame_bone_poses = next_frame_bone_poses.copy()
else:
last_frame_bone_poses.clear()
context.scene.frame_set(frame=last_frame)
for export_bone in export_bones:
location, rotation = _get_pose_bone_location_and_rotation(
export_bone.pose_bone,
export_bone.armature_object,
options.export_space,
export_bone.scale,
coordinate_system_transform=coordinate_system_transform,
has_false_root_bone=psx_bone_create_result.has_false_root_bone,
)
last_frame_bone_poses.append((location, rotation))
next_frame = None
next_frame_bone_poses.clear()
# If this is not a subframe, just use the last frame's bone poses.
if frame % 1.0 == 0:
for i in range(len(export_bones)):
add_key(*last_frame_bone_poses[i])
else:
# Otherwise, this is a subframe, so we need to interpolate the pose between the next frame and the last frame.
if next_frame is None:
next_frame = last_frame + 1
context.scene.frame_set(frame=next_frame)
for export_bone in export_bones:
location, rotation = _get_pose_bone_location_and_rotation(
pose_bone=export_bone.pose_bone,
armature_object=export_bone.armature_object,
export_space=options.export_space,
scale=export_bone.scale,
coordinate_system_transform=coordinate_system_transform,
has_false_root_bone=psx_bone_create_result.has_false_root_bone,
)
next_frame_bone_poses.append((location, rotation))
factor = frame % 1.0
for i in range(len(export_bones)):
last_location, last_rotation = last_frame_bone_poses[i]
next_location, next_rotation = next_frame_bone_poses[i]
location = last_location.lerp(next_location, factor)
rotation = last_rotation.slerp(next_rotation, factor)
add_key(location, rotation)
frame += frame_step
case 'SUBFRAME':
for _ in range(frame_count):
context.scene.frame_set(frame=int(frame), subframe=frame % 1.0)
for export_bone in export_bones:
location, rotation = _get_pose_bone_location_and_rotation(
pose_bone=export_bone.pose_bone,
armature_object=export_bone.armature_object,
export_space=options.export_space,
scale=export_bone.scale,
coordinate_system_transform=coordinate_system_transform,
has_false_root_bone=psx_bone_create_result.has_false_root_bone,
)
add_key(location, rotation)
frame += frame_step
frame_start_index += frame_count
psa.sequences[export_sequence.name] = psa_sequence
context.window_manager.progress_update(export_sequence_index)
# Restore the previous actions & frame.
for armature_object, action in saved_armature_object_actions.items():
armature_object.animation_data.action = action
context.scene.frame_set(saved_frame_current)
context.window_manager.progress_end()
return psa