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gmdc_export.py
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#-------------------------------------------------------------------------------
# Copyright (C) 2021 DjAlex88 (https://github.com/djalex88/)
#
# Permission is hereby granted, free of charge, to any person obtaining a copy
# of this software and associated documentation files (the "Software"), to deal
# in the Software without restriction, including without limitation the rights
# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
# copies of the Software, and to permit persons to whom the Software is
# furnished to do so, subject to the following conditions:
#
# The above copyright notice and this permission notice shall be included in
# all copies or substantial portions of the Software.
#
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
# THE SOFTWARE.
#-------------------------------------------------------------------------------
import bpy
from struct import pack
from itertools import chain, repeat
from mathutils import Vector as BlenderVector
from .gmdc_tools import (
log,
error,
set_log_file,
close_log_file,
print_last_exception,
chunk,
to_hex,
DataGroup,
IndexGroup,
GeometryData,
create_gmdc_file,
Vector,
Transform
)
def popup_message(title, message, icon='NONE'):
bpy.context.window_manager.popup_menu(lambda w, c: w.layout.label(text=message), title=title, icon=icon)
########################################
## Exporter
########################################
def begin_export(filename, scene, settings):
from os.path import basename
if not basename(filename):
popup_message("Error!", "No file selected!", 'ERROR')
return
if settings['export_bmesh'] and not settings['bmesh_name']:
popup_message("Error!", "Enter bounding mesh\'s object name.", 'ERROR')
return
# create log file (if needed)
if settings['save_log']:
s = filename + '.export_log.txt'
log( 'Opening log file "%s" for writing... ' % s )
try:
f = open(s, 'w')
except IOError as e:
error(e)
popup_message("Error!", "Could not open log file for writing.", 'ERROR')
return
# Ok
set_log_file(f)
#
# begin export
#
log( '########################################' )
log( '## TS2 GMDC Exporter ##' )
log( '########################################' )
log( 'File:', filename )
log( 'Settings:' )
log( '--Only selected objects:', settings['selected_only'] )
log( '--Apply transforms:', settings['apply_transforms'] )
log( '--Export rigging: ', settings['export_rigging'] )
log( '--Export tangents: ', settings['export_tangents'] )
log( '--Export bounding geometry:', settings['export_bmesh'] )
log( '--Bounding mesh name:', settings['bmesh_name'] and '"%s"' % settings['bmesh_name'] or 'none' )
log( '--Weight threshold:', settings['bmesh_threshold'] )
log( '--Export morphs:', settings['export_morphs'] )
log( '--Resource name:', settings['resource_name'] and '"%s"' % settings['resource_name'] or 'none' )
log( '--Name suffix: ', settings['name_suffix'] )
log( '--Use properties: ', settings['use_obj_props'] )
log()
resource_name = settings['resource_name']
if not resource_name:
resource_name = basename(filename).split(".")
resource_name = ".".join(resource_name[:-1] or resource_name)
if settings['name_suffix']:
resource_name+= '_tslocator_gmdc'
log( 'Preparing geometry...' )
geometry = None
try:
geometry = export_geometry(scene, settings)
except:
print_last_exception()
if not geometry:
popup_message("Error!", "An error has occured while preparing geometry. See log for details.", 'ERROR')
close_log_file()
return
log()
log( 'Creating GMDC file "%s"... ' % filename )
try:
create_gmdc_file(filename, resource_name, geometry)
except:
print_last_exception()
popup_message("Error!", "An error has occured while creating GMDC file. See log for details.", 'ERROR')
else:
# Ok
log( 'Finished!' )
popup_message("Done!", "See console for more info.", 'INFO')
finally:
close_log_file()
#---------------------------------------
def export_geometry(scene, settings):
if bpy.ops.object.mode_set.poll():
bpy.ops.object.mode_set(mode='OBJECT')
view_layer_objects = bpy.context.view_layer.objects
# get all mesh objects
#
if settings['selected_only']:
mesh_object_filter = lambda obj: obj.type=='MESH' and obj.select_get()
else:
mesh_object_filter = lambda obj: obj.type=='MESH'
mesh_objects = list(filter(mesh_object_filter, view_layer_objects))
# apply transforms if needed
#
if settings['apply_transforms']:
for obj in mesh_objects:
obj.select_set(True)
if bpy.ops.object.transform_apply.poll():
bpy.ops.object.transform_apply(rotation=True, scale=True, location=False, properties=False)
# check whether visual transforms applied
#
objects = [obj for obj in mesh_objects if tuple(obj.rotation_euler)!=(0, 0, 0) or tuple(obj.scale)!=(1, 1, 1)]
if objects:
error( 'Error! The following mesh ' + ('objects have' if len(objects)>1 else 'object has') + ' non-applied visual transforms:' )
for obj in objects:
error( '\x20\x20%s -> rot: %s, size: %s' % (str(obj), str(obj.rotation_euler), str(obj.scale)) )
error( 'Solution: apply visual transforms (Ctrl+A).' )
return False
# bounding mesh object
#
if settings['export_bmesh']:
bmesh_object = view_layer_objects.get(settings['bmesh_name'])
if not bmesh_object or bmesh_object.type != 'MESH':
error( 'Error! Could not find bounding mesh.' )
return False
# remove from objects
if mesh_objects.count(bmesh_object):
mesh_objects.remove(bmesh_object)
# check that object list is not empty
if not mesh_objects:
error( 'Error! Object list is empty.' )
return False
# inverse transforms
#
if settings['export_rigging']:
try:
inverse_transforms = tuple( (tuple(rot), tuple(loc)) for rot, loc in bpy.context.scene['gmdc_inverse_transforms'] )
except:
error( 'Error! No inverse transforms. (scene["gmdc_inverse_transforms"] is not defined.)' )
return False
else:
inverse_transforms = None
#
# process main geometry
#
DATA_GROUPS = [] ; INDEX_GROUPS = []
MORPH_NAMES = [] # [index] -> name
log( 'Main geometry' )
for obj in mesh_objects:
log( str(obj) )
# initial rigging state for current mesh
#
rigging = settings['export_rigging']
# activate current object and shape key
bpy.context.view_layer.objects.active = obj
obj.active_shape_key_index = 0
for i in range(2): bpy.ops.object.editmode_toggle()
mesh = obj.data
mesh.calc_loop_triangles()
obj_loc = obj.location
if len(mesh.polygons) == 0:
error( 'Error! Mesh object has no faces.' )
return False
# mesh normals (possibly custom normals)
#
if bpy.app.version < (4, 1, 0):
# in blender 4.1+ this function has been removed and normals are always calculated
mesh.calc_normals_split()
mesh_normals = []
for tri in mesh.loop_triangles:
tri_norm = []
for loop_idx in tri.loops:
tri_norm.append(tuple(mesh.loops[loop_idx].normal))
mesh_normals.append(tri_norm)
# texture coords
#
mesh_tex_coords = []
if not mesh.uv_layers:
if settings['export_tangents']:
error( 'Error! Mesh object has no UV layer. It is required for tangents.' )
return False
else:
mesh_tex_coords = repeat((None, None, None)) # no texture coords
elif len(mesh.uv_layers) == 1:
uv_layer1 = mesh.uv_layers[0]
for tri in mesh.loop_triangles:
tri_uv = []
for loop_idx in tri.loops:
u, v = uv_layer1.data[loop_idx].uv
tri_uv.append((u, 1-v)) # OpenGL -> Direct3D
mesh_tex_coords.append(tri_uv)
else:
# two UV layers
uv_layer1, uv_layer2 = mesh.uv_layers[:2]
for tri in mesh.loop_triangles:
tri_uv = []
for loop_idx in tri.loops:
u1, v1 = uv_layer1.data[loop_idx].uv
u2, v2 = uv_layer1.data[loop_idx].uv
tri_uv.append(((u1, 1-v1), (u2, 1-v2)))
mesh_tex_coords.append(tri_uv)
# tangents
#
if settings['export_tangents']:
mesh.calc_tangents(uvmap=uv_layer1.name)
mesh_tangents = []
for tri in mesh.loop_triangles:
tri_tan = []
for loop_idx in tri.loops:
tri_tan.append(tuple(mesh.loops[loop_idx].tangent))
mesh_tangents.append(tri_tan)
else:
mesh_tangents = repeat((None, None, None)) # no tangents
if rigging:
# get group and weight lists for every vertex
# then compute mapping function
vertex_influences = [(*zip(*((g.group, g.weight) for g in v.groups if g.weight > 0)),) for v in mesh.vertices]
vertex_group_index_map = {} # { vertex_group_index -> (bone_idx, idx_type) }
bone_indices = [] # [index] -> global_bone_indices
for group in obj.vertex_groups:
# get bone index
s = group.name.split("#")
try:
bone_idx = int(s[-1])
if len(s) < 2 or bone_idx < 0:
raise Exception()
except:
error( 'Error! Could not extract bone index from vertex group name "%s".' % name )
return False
if bone_idx in bone_indices:
error( 'Error! Duplicate bone index (%i) within vertex group names detected.' % bone_idx )
return False
vertex_group_index_map[group.index] = (bone_idx, 'global')
bone_indices.append(bone_idx)
bone_indices = []
def map_group_indices(group_indices):
mapped_indices = []
for idx in group_indices:
bone_idx, idx_type = vertex_group_index_map[idx]
if idx_type == 'global':
# new local index
# append bone_idx into global bone index list
local_bone_idx = len(bone_indices)
bone_indices.append(bone_idx)
# replace global with local index
vertex_group_index_map[idx] = (local_bone_idx, 'local')
mapped_indices.append(local_bone_idx)
else:
mapped_indices.append(bone_idx)
return tuple(mapped_indices)
all_vertices = [] # for non-indexed vertices
for tri, tri_norm, tri_uv, tri_tan in zip(mesh.loop_triangles, mesh_normals, mesh_tex_coords, mesh_tangents):
verts = [tuple(mesh.vertices[idx].co + obj_loc) for idx in tri.vertices]
if rigging:
bones = []
weights = []
for idx in tri.vertices:
if not vertex_influences[idx]:
bones.append(tuple())
weights.append(tuple())
else:
g, w = vertex_influences[idx]
if len(g) > 4:
error( 'Error! Vertex # %i of mesh object "%s" is in more that 4 vertex groups.' % (idx, obj.name) )
return False
# normalize weights and add to list
f = sum(w)
if f > 0.0001:
bones.append(map_group_indices(g))
weights.append(tuple(x/f for x in w))
else:
bones.append(tuple())
weights.append(tuple())
else:
bones = [(), (), ()]
weights = [(), (), ()]
# add vertices to list
all_vertices.extend(zip(verts, tri_norm, tri_uv, bones, weights, tri_tan))
#<- triangles
del mesh_tex_coords, mesh_tangents
#
# morphs / vertex animations
#
if settings['export_morphs'] and mesh.shape_keys and len(mesh.shape_keys.key_blocks) > 1:
# 0 - None
# 1 - diff in verts
# 2 - diff in verts and norms
morphing = settings['export_morphs']
else:
morphing = False
if morphing:
log( '--Processing shape keys...' )
mesh_morphs = [] # morph indices of current mesh object
first_new_morph_index = None # first new morph that is not present in MORPH_NAMES
dVerts = []
dNorms = []
# compute differences
for key_idx, key_block in enumerate(mesh.shape_keys.key_blocks[1:], 1): # skip Basis key
name = tuple(key_block.name.strip().split('::'))
if len(name) != 2:
error( 'Error! Invalid morph name: "%s"' % '::'.join(name) )
return False
if name in MORPH_NAMES:
j = MORPH_NAMES.index(name)
else:
# new morph
j = len(MORPH_NAMES)
MORPH_NAMES.append(name)
if first_new_morph_index == None:
first_new_morph_index = j
mesh_morphs.append(j)
log( '\x20\x20--Key "%s" (%i)' % (name, key_idx) )
# activate morph
obj.active_shape_key_index = key_idx
assert bpy.ops.object.editmode_toggle.poll()
for i in range(2): bpy.ops.object.editmode_toggle()
mesh.calc_loop_triangles()
if morphing == 2:
# calc normals for this shape
if bpy.app.version < (4, 1, 0):
# in blender 4.1+ this function has been removed and normals are always calculated
mesh.calc_normals_split()
mesh_normals = []
for tri in mesh.loop_triangles:
tri_norm = []
for loop_idx in tri.loops:
tri_norm.append(tuple(mesh.loops[loop_idx].normal))
mesh_normals.append(tri_norm)
if settings['export_tangents']:
# otherwise there will be problem with geometry indexing
mesh.calc_tangents(uvmap=uv_layer1.name)
# add difference arrays
dv = [] ; dVerts.append(dv)
dn = [] ; dNorms.append(dn)
# loop through all triangles and compute vertex differences
j = 0
if morphing == 2:
for tri, tri_norm in zip(mesh.loop_triangles, mesh_normals):
verts = [(key_block.data[idx].co + obj_loc) for idx in tri.vertices]
norms = map(BlenderVector, tri_norm)
for co, no in zip(verts, norms):
dv.append(tuple(co - BlenderVector(all_vertices[j][0])))
dn.append(tuple(no - BlenderVector(all_vertices[j][1])))
j+= 1
else:
for tri in mesh.loop_triangles:
verts = [(key_block.data[idx].co + obj_loc) for idx in tri.vertices]
for co in verts:
dv.append(tuple(co - BlenderVector(all_vertices[j][0])))
j+= 1
assert j == len(all_vertices)
log( '\x20\x20--Packing...' )
keys = [[] for i in range(len(all_vertices))]
if morphing == 2: # vertices and normals
packed_dv = [[] for i in range(len(all_vertices))]
packed_dn = [[] for i in range(len(all_vertices))]
# loop through all difference arrays (morphs)
# select only affected vertices
for i, dv, dn in zip(mesh_morphs, dVerts, dNorms):
for co, no, key, pdv, pdn in zip(dv, dn, keys, packed_dv, packed_dn):
if co != (0.0, 0.0, 0.0) or no != (0.0, 0.0, 0.0): # vertex affected
if len(key) == 4:
error( 'Error! Some vertices are affected by more than 4 morphs (shape keys).' )
return False
# morph index
key.append(i)
# difference
pdv.append(co)
pdn.append(no)
# replaced with packed arrays
dVerts = packed_dv
dNorms = packed_dn
del packed_dv, packed_dn
else: # vertices only
packed_dv = [[] for i in range(len(all_vertices))]
for i, dv in zip(mesh_morphs, dVerts):
for co, key, pdv in zip(dv, keys, packed_dv):
if co != (0.0, 0.0, 0.0):
if len(key) == 4:
error( 'Error! Some vertices are affected by more than 4 morphs (shape keys).' )
return False
# morph index
key.append(i)
# difference
pdv.append(co)
dVerts = packed_dv
del packed_dv
assert len(dVerts) == len(all_vertices)
if not any(keys):
log( '\x20\x20--Differences between shape keys of mesh object "%s" were not detected.' % obj.name )
morphing = False
if first_new_morph_index != None:
del MORPH_NAMES[first_new_morph_index : ] # remove newly added morph names
else:
keys = map(tuple, keys)
num_arrays = max(len(v) for v in dVerts) # number of difference arrays
log( '\x20\x20--Number of arrays:', num_arrays )
# align arrays by padding with (0.0, 0.0, 0.0)
dVerts = [(tuple(dv) + ((0.0, 0.0, 0.0),)*4)[:num_arrays] for dv in dVerts]
if morphing == 2:
dNorms = [(tuple(dn) + ((0.0, 0.0, 0.0),)*4)[:num_arrays] for dn in dNorms]
for i, (key, dv, dn) in enumerate(zip(keys, dVerts, dNorms)):
all_vertices[i]+= (key, dv, dn)
else:
for i, (key, dv) in enumerate(zip(keys, dVerts)):
all_vertices[i]+= (key, dv)
del keys, dVerts, dNorms
#<- morphing
#
# index geometry
#
log( '--Indexing geometry...' )
unique_verts = {} # { vertex -> index }
indices = []
for vertex in all_vertices:
k = unique_verts.setdefault(vertex, len(unique_verts))
indices.append(k)
unique_verts = [v for v, i in sorted(unique_verts.items(), key=lambda x: x[1])]
log( '\x20\x20--Vertex count: %i -> %i' % (len(all_vertices), len(unique_verts)) )
del all_vertices
V, N, T, B, W, X, K, dV, dN = [*map(list, zip(*unique_verts))] + [None for i in range(3-2*morphing)]
# separate uv layers (if needed)
if not mesh.uv_layers:
T1, T2 = None, None
elif len(mesh.uv_layers) == 1:
T1 = T
T2 = None
else:
T1, T2 = zip(*T)
del unique_verts, T
#
# add new data group or extend an existing one
#
# does the mesh have rigging data ?
rigging = rigging and any(B)
# try to find a suitable data group
group = None
for i, g in enumerate(DATA_GROUPS):
b1 = (bool(g.bones) == rigging) # same rigging state
if morphing:
b2 = sum(bool(x) for x in g.dVerts) == len(dV[0]) # same number of difference arrays
else:
b2 = not bool(g.dVerts[0]) # no difference arrays
b3 = (bool(g.tex_coords) == bool(T1)) # presence of UV layer
b4 = (bool(g.tex_coords2) == bool(T2)) # presence of additional UV layer
if b1 and b2 and b3 and b4:
# found
ref_group, group = i, g
break
if group:
k = group.count
indices = list(map(lambda x: x+k, indices)) # shift indices
log( '--Extending group # %i...' % ref_group )
else:
ref_group = len(DATA_GROUPS)
group = DataGroup() ; DATA_GROUPS.append(group)
log( '--Adding new group # %i...' % ref_group )
# add vertices to group
#
group.vertices.extend(V)
group.normals.extend(N)
if T1:
group.tex_coords.extend(T1)
if T2:
group.tex_coords2.extend(T2)
if rigging:
group.bones.extend(B)
group.weights.extend(W)
if settings['export_tangents']:
group.tangents.extend(X)
if morphing:
group.keys.extend(K)
dV = [*map(list, zip(*dV)), [], [], []]
for v, w in zip(group.dVerts, dV):
v.extend(w)
if morphing > 1:
dN = [*map(list, zip(*dN)), [], [], []]
for v, w in zip(group.dNorms, dV):
v.extend(w)
del V, N, T1, T2, B, W, X, K, dV, dN
k = group.count
group.count = len(group.vertices)
log( '\x20\x20--Vertex count:', '%i -> %i' % (k, group.count) if k else group.count )
#
# create index group
#
# name
name = obj.name
if settings['use_obj_props']:
x = obj.get('name')
if x is not None:
if type(x) != str or x.strip() == "":
log( 'Warning! Invalid data for property "name". Ignored.' )
else:
name = x.strip()
log( '--Creating new index group # %i, "%s" (triangles: %i)...' % (len(INDEX_GROUPS), name, len(indices)/3) )
group = IndexGroup(name) ; INDEX_GROUPS.append(group)
group.data_group_index = ref_group
group.indices = chunk(tuple(indices), 3) # triangles
del indices
# flags
if settings['use_obj_props']:
x = obj.get('flags')
if x:
try:
if type(x) == str:
x = int(x, 16)
elif type(x) != int:
raise TypeError()
log( '--Flags:', to_hex(pack('<L', x)) )
except TypeError:
x = None
log( 'Warning! Invalid data for property "flags". Ignored.' )
else:
group.flags = x
# bone index mapping
if rigging:
# check global bone indices
for bone_idx in bone_indices:
if bone_idx >= len(inverse_transforms):
error( 'Error! No inverse transform for bone # %i.' % bone_idx )
return False
# ok
group.bones = bone_indices
del bone_indices
#<- mesh_objects
#
# bounding geometry
#
static_bmesh = None ; dynamic_bmesh = None
if settings['export_bmesh']:
bmesh_object = view_layer_objects.get(settings['bmesh_name'])
if not bmesh_object:
error( 'Error! Could not find bounding mesh object with name "%s".' % settings['bmesh_name'] )
return False
mesh = bmesh_object.data
mesh.calc_loop_triangles()
obj_loc = obj.location
log( 'Bounding mesh object %s:' % bmesh_object )
if settings['export_rigging']:
dynamic_bmesh = []
# create bone index map
#
bone_vertex_groups = {} # { bone_idx -> group_idx }
for group in bmesh_object.vertex_groups:
# get bone index
name = group.name
s = name.split("#")
try:
bone_idx = int(s[-1])
if len(s) < 2 or idx < 0:
raise Exception()
except:
error( 'Error! Could not extract bone index from vertex group name "%s".' % name )
return False
if bone_idx in bone_vertex_groups:
error( 'Error! Duplicate bone index (%i) within vertex group names detected.' % bone_idx )
return False
bone_vertex_groups[bone_idx] = group.index
threshold = settings['bmesh_threshold']
for bone_idx in range(max(bone_vertex_groups) + 1):
group_idx = bone_vertex_groups.get(bone_idx)
if group_idx is not None:
I = []
vertex_index_map = {} # { global_index -> local_index }
vertex_influences = [(tuple(g.group for g in v.groups), tuple(g.weight for g in v.groups)) for v in mesh.vertices]
for tri in mesh.loop_triangles:
# calculate the average weight over the vertices
sum_w = 0
for i, idx in enumerate(tri.vertices):
groups, weights = vertex_influences[idx]
if group_idx in groups:
sum_w+= weights[groups.index(group_idx)]
if sum_w/3 >= threshold:
# the triangle is affected
indices = []
for idx in tri.vertices:
k = len(vertex_index_map)
indices.append(vertex_index_map.setdefault(idx, k))
I.append(tuple(indices))
if vertex_index_map:
# get inverse transform
#
if bone_idx >= len(inverse_transforms):
error( 'Error! No inverse transform for bone # %i.' % bone_idx )
return False
rot, loc = inverse_transforms[bone_idx]
t = Transform(loc, rot)
# sort by local index
vertex_index_map = sorted(vertex_index_map.items(), key=lambda x: x[1])
V = []
# transform coord into bone space
for i, j in vertex_index_map:
a = mesh.vertices[i].co + obj_loc
a = t.transformPoint( Vector(a.x, a.y, a.z) ).to_tuple()
V.append(a)
dynamic_bmesh.append((V, I))
log( '--Part # %02i -> vertices: %i, triangles: %i' % (bone_idx, len(V), len(I)) )
else:
dynamic_bmesh.append(None)
else:
dynamic_bmesh.append(None)
if not any(dynamic_bmesh):
dynamic_bmesh = None
else: # static
V = [tuple(v.co + obj_loc) for v in mesh.vertices]
I = [tuple(tri.vertices) for tri in mesh.loop_triangles]
static_bmesh = (V, I)
log( '--Static bounding mesh -> vertices: %i, triangles: %i' % (len(V), len(I)) )
#
# normals
#
if settings['align_normals'] and settings['align_target']:
from .gmdc_tools import load_resource
try:
g = load_resource(settings['align_target'], log_level=0).nodes[0].geometry
verts = g.data_groups[0].vertices
norms = g.data_groups[0].normals
except:
error( 'Error! Could not load data from file "%s".' % settings['align_target'] )
else:
# create vertex map { vertex -> normal }
vertex_map = dict(zip(verts, norms))
# match vertices and replace normals
log( 'Aligning normals...' )
log( 'Target:', settings['align_target'] )
count = 0
for group_idx, group in enumerate(DATA_GROUPS):
log( '--Data group # %i' % group_idx )
for i, vertex in enumerate(group.vertices):
normal = vertex_map.get(vertex)
if normal:
log( '\x20\x20--Vertex # %i' % i )
group.normals[i] = normal
count+= 1
log( '--Replaced %i normals' % count )
return GeometryData(DATA_GROUPS, INDEX_GROUPS, inverse_transforms, MORPH_NAMES, static_bmesh, dynamic_bmesh)