-
Notifications
You must be signed in to change notification settings - Fork 1
/
model_import.py
212 lines (174 loc) · 7.95 KB
/
model_import.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
import random
from pathlib import Path
from .PyPragma.byte_io_wmd import ByteIO, split
from .PyPragma.wmd import Model, Bone, Mesh, SubMeshGeometryType
import bpy
from mathutils import Vector, Quaternion, Matrix
def get_material(mat_name, model_ob):
if mat_name:
mat_name = mat_name
else:
mat_name = "Material"
mat_ind = 0
md = model_ob.data
mat = None
for candidate in bpy.data.materials: # Do we have this material already?
if candidate.name == mat_name:
mat = candidate
if mat:
if md.materials.get(mat.name): # Look for it on this mesh_data
for i in range(len(md.materials)):
if md.materials[i].name == mat.name:
mat_ind = i
break
else: # material exists, but not on this mesh_data
md.materials.append(mat)
mat_ind = len(md.materials) - 1
else: # material does not exist
mat = bpy.data.materials.new(mat_name)
md.materials.append(mat)
# Give it a random colour
rand_col = []
for i in range(3):
rand_col.append(random.uniform(.4, 1))
rand_col.append(1.0)
mat.diffuse_color = rand_col
mat_ind = len(md.materials) - 1
return mat_ind
def create_child_bones(root_bone: Bone, parent, armature):
for child in root_bone.childs:
bone = armature.edit_bones.new(child.name)
bone.parent = parent
create_child_bones(child, bone, armature)
def pose_bone(root_bone: Bone, armature):
bl_bone = armature.pose.bones.get(root_bone.name)
pos = Vector(root_bone.position.values)
rot = Quaternion(root_bone.rotation.values)
print(f'Posing "{root_bone.name}" POS:{pos} ROT:{rot}')
mat = Matrix.Translation(pos) @ rot.to_matrix().to_4x4()
bl_bone.matrix_basis.identity()
if bl_bone.parent:
bl_bone.matrix = bl_bone.parent.matrix @ mat
else:
bl_bone.matrix = mat
for child in root_bone.childs:
pose_bone(child, armature)
def create_armature(model: Model, collection):
bpy.ops.object.armature_add(enter_editmode=True)
armature_obj: bpy.types.Object = bpy.context.object
try:
bpy.context.scene.collection.objects.unlink(armature_obj)
except:
pass
collection.objects.link(armature_obj)
armature_obj.name = model.name + '_ARM'
armature: bpy.types.Armature = armature_obj.data
armature.name = model.name + "_ARM_DATA"
armature_obj.select_set(True)
bpy.context.view_layer.objects.active = armature_obj
bpy.ops.object.mode_set(mode='EDIT')
armature.edit_bones.remove(armature.edit_bones[0])
for root_bone in model.armature.roots:
bone = armature.edit_bones.new(root_bone.name)
create_child_bones(root_bone, bone, armature)
for bone in model.armature.bones: # type: Bone
bl_bone = armature.edit_bones.get(bone.name)
bl_bone.tail = Vector([1, 0, 0]) + bl_bone.head
pos = Vector(bone.position.values)
rot = Quaternion(bone.rotation.values)
bl_bone.transform(Matrix.Translation(pos) @ rot.to_matrix().to_4x4())
bpy.ops.object.mode_set(mode='OBJECT')
return armature_obj
def build_meshgroup(group, model, armature, collection):
if len(group.sub_meshes) == 0:
return
for sub_mesh in group.sub_meshes:
material = model.materials[sub_mesh.material_id]
mesh_obj = bpy.data.objects.new(f"{group.name}_{material}",
bpy.data.meshes.new(
f'{group.name}_{material}_SUB_MESH')) # type:bpy.types.Object
mesh_obj.parent = armature
collection.objects.link(mesh_obj)
modifier = mesh_obj.modifiers.new(
type="ARMATURE", name="Armature")
modifier.object = armature
mesh_data = mesh_obj.data # type:bpy.types.Mesh
split_value = 3 if sub_mesh.geometry_type == SubMeshGeometryType.Triangles else 4
mesh_data.from_pydata(sub_mesh.vertices, [], split(sub_mesh.indices, split_value))
mesh_data.update()
get_material(material, mesh_obj)
bpy.ops.object.select_all(action="DESELECT")
mesh_obj.select_set(True)
bpy.context.view_layer.objects.active = mesh_obj
bpy.ops.object.shade_smooth()
mesh_data.use_auto_smooth = True
mesh_data.normals_split_custom_set_from_vertices(sub_mesh.normals)
for uv_set_name, uv_set in sub_mesh.uv_sets.items():
uv_layer = mesh_data.uv_layers.new(name=uv_set_name)
uv_data = uv_layer.data
for i in range(len(uv_data)):
u = uv_set[mesh_data.loops[i].vertex_index]
# x = u[0]*1.333
# y = u[1]*1.333
uv_data[i].uv = u
weight_groups = {bone.name: mesh_obj.vertex_groups.new(name=bone.name) for bone in
model.armature.bones}
id2bone_name = {i: bone.name for i, bone in enumerate(model.armature.bones)}
for n, (bone_ids, weights) in enumerate(sub_mesh.weights):
for bone_id, weight in zip(bone_ids, weights):
if weight == 0.0 or bone_id == -1:
continue
weight_groups[id2bone_name[bone_id]].add([n], weight, 'REPLACE')
for n, (bone_ids, weights) in enumerate(sub_mesh.additional_weights):
for bone_id, weight in zip(bone_ids, weights):
if weight == 0.0 or bone_id == -1:
continue
weight_groups[id2bone_name[bone_id]].add([n], weight, 'REPLACE')
mesh_obj.shape_key_add(name='Base')
for flex_name, flex_info in sub_mesh.flexes.items():
frame = flex_info.frames[0]
if not mesh_obj.data.shape_keys.key_blocks.get(flex_name):
mesh_obj.shape_key_add(name=flex_name)
for vid, v, _ in frame:
vertex = mesh_obj.data.vertices[vid]
vx = vertex.co.x
vy = vertex.co.y
vz = vertex.co.z
fx, fy, fz = v.values
mesh_obj.data.shape_keys.key_blocks[flex_name].data[vid].co = (
fx + vx, fy + vy, fz + vz)
if sub_mesh.alphas and sub_mesh.alpha_count:
vertex_colors = mesh_data.vertex_colors.new(name="ALPHAS")
uv_data: bpy.types.MeshLoopColor = vertex_colors.data
for i in range(len(uv_data)):
alpha_data = sub_mesh.alphas[mesh_data.loops[i].vertex_index]
uv_data[i].color = (alpha_data.x, alpha_data.y, 0, 0)
def create_model(model, armature, collection):
if model.mesh.bodygroups:
for bodygroup_name, bodygroup in model.mesh.bodygroups.items():
print(f"Creating {bodygroup_name} bodygroup")
bodygroup_collection = bpy.data.collections.new("BP_" + bodygroup_name)
collection.children.link(bodygroup_collection)
for group in bodygroup:
print(f"\tCreating {group.name} mesh")
group_collection = bpy.data.collections.new(group.name)
bodygroup_collection.children.link(group_collection)
build_meshgroup(group, model, armature, group_collection)
else:
for group_id in set(model.mesh.group_ids):
group = model.mesh.mesh_groups[group_id]
print(f"Creating {group.name} mesh")
build_meshgroup(group, model, armature, collection)
def import_model(model_path: str):
model_path = Path(model_path)
reader = ByteIO(path=model_path)
if Model.check_header(reader):
model = Model()
model.from_file(reader)
model.set_name(model_path.stem)
main_collection = bpy.data.collections.new(model_path.stem)
bpy.context.scene.collection.children.link(main_collection)
armature = create_armature(model, main_collection)
create_model(model, armature, main_collection)
if __name__ == '__main__':
import_model(r"F:\PYTHON_STUFF\PyWMD\test_data\medic.wmd")