X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=blender_export.py;h=86b65410919ff61854517a805ca73b096bafa84a;hb=5ecf9cca8b5b9bf876d7e7c7fde03d5b187bb42b;hp=eec7a49a2a76c81f4aecc76dd8586eddbfb650b8;hpb=d045af680c6b8ca267a7aded69e2e510e659d2ab;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/blender_export.py b/blender_export.py index eec7a49..86b6541 100644 --- a/blender_export.py +++ b/blender_export.py @@ -1,3 +1,7 @@ +# +# Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved +# + import bpy, math, gpu import cProfile from ctypes import * @@ -47,7 +51,7 @@ class mdl_node(Structure): ("submesh_count",c_uint32), ("classtype",c_uint32), ("offset",c_uint32), - ("children",c_uint32), + ("parent",c_uint32), ("pstr_name",c_uint32)] class mdl_header(Structure): @@ -70,13 +74,27 @@ class mdl_header(Structure): ("node_count",c_uint32), ("node_offset",c_uint32), + ("anim_count",c_uint32), + ("anim_offset",c_uint32), + ("strings_offset",c_uint32), ("entdata_offset",c_uint32), - - ("anim_count",c_uint32), - ("anim_offset",c_uint32) + ("animdata_offset",c_uint32) ] +class mdl_animation(Structure): + _pack_ = 1 + _fields_ = [("pstr_name",c_uint32), + ("length",c_uint32), + ("rate",c_float), + ("offset",c_uint32)] + +class mdl_keyframe(Structure): + _pack_ = 1 + _fields_ = [("co",c_float*3), + ("q",c_float*4), + ("s",c_float*3)] + # Entity types # ========================================== @@ -118,8 +136,7 @@ class classtype_route_node(Structure): class classtype_route(Structure): _pack_ = 1 - _fields_ = [("pstr_name",c_uint32), - ("id_start",c_uint32), + _fields_ = [("id_start",c_uint32), ("colour",c_float*3)] class classtype_skin(Structure): @@ -128,12 +145,21 @@ class classtype_skin(Structure): class classtype_skeleton(Structure): _pack_ = 1 - _fields_ = [("anim_start",c_uint32), + _fields_ = [("channels",c_uint32), + ("ik_count",c_uint32), + ("collider_count",c_uint32), + ("anim_start",c_uint32), ("anim_count",c_uint32)] class classtype_bone(Structure): _pack_ = 1 - _fields_ = [("deform",c_uint32)] + _fields_ = [("deform",c_uint32), + ("ik_target",c_uint32), + ("ik_pole",c_uint32), + ("collider",c_uint32), + ("use_limits",c_uint32), + ("angle_limits",(c_float*3)*2), + ("hitbox",(c_float*3)*2)] # Exporter # ============================================================================== @@ -165,6 +191,10 @@ def write_model(collection_name): entdata_buffer = [] entdata_length = 0 + anim_buffer = [] + animdata_length = 0 + animdata_buffer = [] + def emplace_string( s ): nonlocal string_cache, strings_buffer @@ -178,6 +208,9 @@ def write_model(collection_name): def emplace_material( mat ): nonlocal material_cache, material_buffer + if mat == None: + return 0 + if mat.name in material_cache: return material_cache[mat.name] @@ -230,7 +263,13 @@ def write_model(collection_name): return uid print( " creating scene graph" ) - graph = {"obj": None, "depth": 0, "children": [], "uid": _uid()} + graph = {} + graph["obj"] = None + graph["depth"] = 0 + graph["children"] = [] + graph["uid"] = _uid() + graph["parent"] = None + graph_lookup = {} # object can lookup its graph def here for obj in collection.all_objects: @@ -238,25 +277,45 @@ def write_model(collection_name): def _extend( p, n, d ): uid = _uid() - tree = {"obj":n, "depth": d, "children":[], "uid": uid} + tree = {} + tree["uid"] = uid + tree["children"] = [] + tree["depth"] = d + tree["obj"] = n + tree["parent"] = p n.cv_data.uid = uid if n.type == 'ARMATURE': tree["bones"] = [None] # None is the root transform + tree["ik_count"] = 0 + tree["collider_count"] = 0 def _extendb( p, n, d ): nonlocal tree - btree = {"bone":n, "depth": d, "children":[], "uid": _uid()} + btree = {} + btree["bone"] = n + btree["uid"] = _uid() + btree["children"] = [] + btree["depth"] = d + btree["parent"] = p + tree["bones"] += [n.name] + for c in n.children: _extendb( btree, c, d+1 ) + for c in tree['obj'].pose.bones[n.name].constraints: + if c.type == 'IK': + btree["target"] = c.subtarget + btree["pole"] = c.pole_subtarget + tree["ik_count"] += 1 + + if n.cv_data.collider: + tree['collider_count'] += 1 + btree['deform'] = n.use_deform p['children'] += [btree] - if n.use_deform: - tree["bones"] += [n.name] - for b in n.data.bones: if not b.parent: _extendb( tree, b, d+1 ) @@ -277,7 +336,7 @@ def write_model(collection_name): it = _graph_iter(graph) - root.children = len(graph['children']) + root.parent = 0xffffffff # Compile # ============================================== @@ -309,9 +368,9 @@ def write_model(collection_name): node.q[3] = quat[0] if objt == 'BONE': - node.s[0] = obj.tail[0] - node.s[1] = obj.tail[2] - node.s[2] = -obj.tail[1] + node.s[0] = obj.tail_local[0] - node.co[0] + node.s[1] = obj.tail_local[2] - node.co[1] + node.s[2] = -obj.tail_local[1] - node.co[2] else: node.s[0] = obj.scale[0] node.s[1] = obj.scale[2] @@ -319,6 +378,9 @@ def write_model(collection_name): node.pstr_name = emplace_string( obj.name ) + if node_def["parent"]: + node.parent = node_def["parent"]["uid"] + if objt == 'BONE': classtype = 'k_classtype_bone' elif objt == 'ARMATURE': @@ -339,12 +401,17 @@ def write_model(collection_name): can_use_cache = True for mod in obj.modifiers: - if mod.type == 'DATA_TRANSFER' or mod.type == 'SHRINKWRAP': + if mod.type == 'DATA_TRANSFER' or mod.type == 'SHRINKWRAP' or \ + mod.type == 'BOOLEAN' or mod.type == 'CURVE' or \ + mod.type == 'ARRAY': can_use_cache = False if mod.type == 'ARMATURE': classtype = 'k_classtype_skin' armature_def = graph_lookup[mod.object] + POSE_OR_REST_CACHE = armature_def['obj'].data.pose_position + + armature_def['obj'].data.pose_position = 'REST' if can_use_cache and obj.data.name in mesh_cache: ref = mesh_cache[obj.data.name] @@ -412,7 +479,11 @@ def write_model(collection_name): # WEight groups # if armature_def: - weight_groups = sorted( data.vertices[vi].groups, key = \ + src_groups = [_ for _ in data.vertices[vi].groups \ + if obj.vertex_groups[_.group].name in \ + armature_def['bones']] + + weight_groups = sorted( src_groups, key = \ lambda a: a.weight, reverse=True ) tot = 0.0 for ml in range(3): @@ -521,11 +592,14 @@ def write_model(collection_name): s001 = F" L {obj.name}" s002 = s000+s001 s003 = F"{disptype}" - s004 = "" + s004 = F"{node.parent: 3}" + s005 = "" + if classtype == 'k_classtype_skin': - s004 = F"-> {armature_def['obj'].cv_data.uid}" + armature_def['obj'].data.pose_position = POSE_OR_REST_CACHE + s005 = F" [armature -> {armature_def['obj'].cv_data.uid}]" - scmp = F"{s002:<32} {s003:<16} {s004}" + scmp = F"{s002:<32} {s003:<22} {s004} {s005}" print( scmp ) if classtype == 'k_classtype_INSTANCE' or \ @@ -549,10 +623,102 @@ def write_model(collection_name): elif classtype == 'k_classtype_skeleton': node.classtype = 11 entdata_length += sizeof( classtype_skeleton ) - skeleton = classtype_skeleton() - skeleton.anim_start = 0 - skeleton.anim_count = 0 + + armature_def = graph_lookup[obj] + armature = obj + bones = armature_def['bones'] + skeleton.channels = len(bones) + skeleton.ik_count = armature_def["ik_count"] + skeleton.collider_count = armature_def["collider_count"] + + if armature.animation_data: + previous_frame = bpy.context.scene.frame_current + previous_action = armature.animation_data.action + + skeleton.anim_start = len(anim_buffer) + skeleton.anim_count = 0 + + for NLALayer in obj.animation_data.nla_tracks: + for NLAStrip in NLALayer.strips: + # Use action + for a in bpy.data.actions: + if a.name == NLAStrip.name: + armature.animation_data.action = a + break + + anim_start = int(NLAStrip.action_frame_start) + anim_end = int(NLAStrip.action_frame_end) + + # export strips + anim = mdl_animation() + anim.pstr_name = emplace_string( NLAStrip.action.name ) + anim.rate = 30.0 + anim.offset = animdata_length + anim.length = anim_end-anim_start + + # Export the fucking keyframes + for frame in range(anim_start,anim_end): + bpy.context.scene.frame_set(frame) + + for bone_name in bones: + for pb in armature.pose.bones: + if pb.name == bone_name: + rb = armature.data.bones[ bone_name ] + + # relative bone matrix + if rb.parent is not None: + offset_mtx = rb.parent.matrix_local + offset_mtx = offset_mtx.inverted_safe() @ \ + rb.matrix_local + + inv_parent = pb.parent.matrix @ offset_mtx + inv_parent.invert_safe() + fpm = inv_parent @ pb.matrix + else: + bone_mtx = rb.matrix.to_4x4() + local_inv = rb.matrix_local.inverted_safe() + fpm = bone_mtx @ local_inv @ pb.matrix + + loc, rot, sca = fpm.decompose() + + # local position + final_pos = Vector(( loc[0], loc[2], -loc[1] )) + + # rotation + lc_m = pb.matrix_channel.to_3x3() + if pb.parent is not None: + smtx = pb.parent.matrix_channel.to_3x3() + lc_m = smtx.inverted() @ lc_m + rq = lc_m.to_quaternion() + + kf = mdl_keyframe() + kf.co[0] = final_pos[0] + kf.co[1] = final_pos[1] + kf.co[2] = final_pos[2] + + kf.q[0] = rq[1] + kf.q[1] = rq[3] + kf.q[2] = -rq[2] + kf.q[3] = rq[0] + + # scale + kf.s[0] = sca[0] + kf.s[1] = sca[2] + kf.s[2] = sca[1] + + animdata_buffer += [kf] + animdata_length += sizeof(mdl_keyframe) + break + + anim_buffer += [anim] + skeleton.anim_count += 1 + + s000 = F" [{uid: 3}/{header.node_count-1}]" + " |"*(depth-1) + print( F"{s000} | *anim: {NLAStrip.action.name}" ) + + bpy.context.scene.frame_set( previous_frame ) + armature.animation_data.action = previous_action entdata_buffer += [skeleton] @@ -561,7 +727,49 @@ def write_model(collection_name): entdata_length += sizeof( classtype_bone ) bone = classtype_bone() - bone.use_deform = node_def['deform'] + bone.deform = node_def['deform'] + + if 'target' in node_def: + bone.ik_target = armature_def['bones'].index( node_def['target'] ) + bone.ik_pole = armature_def['bones'].index( node_def['pole'] ) + else: + bone.ik_target = 0 + bone.ik_pole = 0 + + bone.collider = 1 if obj.cv_data.collider else 0 + if obj.cv_data.collider: + bone.hitbox[0][0] = obj.cv_data.v0[0] + bone.hitbox[0][1] = obj.cv_data.v0[2] + bone.hitbox[0][2] = -obj.cv_data.v1[1] + bone.hitbox[1][0] = obj.cv_data.v1[0] + bone.hitbox[1][1] = obj.cv_data.v1[2] + bone.hitbox[1][2] = -obj.cv_data.v0[1] + else: + bone.hitbox[0][0] = 0.0 + bone.hitbox[0][1] = 0.0 + bone.hitbox[0][2] = 0.0 + bone.hitbox[1][0] = 0.0 + bone.hitbox[1][1] = 0.0 + bone.hitbox[1][2] = 0.0 + + if obj.cv_data.con0: + bone.use_limits = 1 + bone.angle_limits[0][0] = obj.cv_data.mins[0] + bone.angle_limits[0][1] = obj.cv_data.mins[2] + bone.angle_limits[0][2] = -obj.cv_data.maxs[1] + bone.angle_limits[1][0] = obj.cv_data.maxs[0] + bone.angle_limits[1][1] = obj.cv_data.maxs[2] + bone.angle_limits[1][2] = -obj.cv_data.mins[1] + else: + bone.use_limits = 0 + bone.angle_limits[0][0] = 0.0 + bone.angle_limits[0][1] = 0.0 + bone.angle_limits[0][2] = 0.0 + bone.angle_limits[1][0] = 0.0 + bone.angle_limits[1][1] = 0.0 + bone.angle_limits[1][2] = 0.0 + + bone.deform = node_def['deform'] entdata_buffer += [bone] elif classtype == 'k_classtype_gate': @@ -650,7 +858,6 @@ def write_model(collection_name): node.classtype = 9 entdata_length += sizeof( classtype_route ) r = classtype_route() - r.pstr_name = emplace_string("not-implemented") r.colour[0] = obj.cv_data.colour[0] r.colour[1] = obj.cv_data.colour[1] r.colour[2] = obj.cv_data.colour[2] @@ -669,6 +876,8 @@ def write_model(collection_name): # Write data arrays # + header.anim_count = len(anim_buffer) + print( "Writing data" ) fpos = sizeof(header) @@ -684,6 +893,10 @@ def write_model(collection_name): header.material_offset = fpos fpos += sizeof(mdl_material)*header.material_count + print( F"Animation count: {header.anim_count}" ) + header.anim_offset = fpos + fpos += sizeof(mdl_animation)*header.anim_count + print( F"Entdata length: {entdata_length}" ) header.entdata_offset = fpos fpos += entdata_length @@ -695,6 +908,10 @@ def write_model(collection_name): print( F"Indice count: {header.indice_count}" ) header.indice_offset = fpos fpos += sizeof(c_uint32)*header.indice_count + + print( F"Keyframe count: {animdata_length}" ) + header.animdata_offset = fpos + fpos += animdata_length print( F"Strings length: {len(strings_buffer)}" ) header.strings_offset = fpos @@ -713,12 +930,17 @@ def write_model(collection_name): fp.write( bytearray(sm) ) for mat in material_buffer: fp.write( bytearray(mat) ) + for a in anim_buffer: + fp.write( bytearray(a) ) for ed in entdata_buffer: fp.write( bytearray(ed) ) for v in vertex_buffer: fp.write( bytearray(v) ) for i in indice_buffer: fp.write( bytearray(i) ) + for kf in animdata_buffer: + fp.write( bytearray(kf) ) + fp.write( strings_buffer ) fp.close() @@ -811,6 +1033,76 @@ def cv_draw(): colours += [c0,c1] for obj in bpy.context.collection.objects: + if obj.type == 'ARMATURE': + for bone in obj.data.bones: + if bone.cv_data.collider and obj.data.pose_position == 'REST': + c = bone.head_local + a = bone.cv_data.v0 + b = bone.cv_data.v1 + + vs = [None]*8 + vs[0]=obj.matrix_world@Vector((c[0]+a[0],c[1]+a[1],c[2]+a[2])) + vs[1]=obj.matrix_world@Vector((c[0]+a[0],c[1]+b[1],c[2]+a[2])) + vs[2]=obj.matrix_world@Vector((c[0]+b[0],c[1]+b[1],c[2]+a[2])) + vs[3]=obj.matrix_world@Vector((c[0]+b[0],c[1]+a[1],c[2]+a[2])) + vs[4]=obj.matrix_world@Vector((c[0]+a[0],c[1]+a[1],c[2]+b[2])) + vs[5]=obj.matrix_world@Vector((c[0]+a[0],c[1]+b[1],c[2]+b[2])) + vs[6]=obj.matrix_world@Vector((c[0]+b[0],c[1]+b[1],c[2]+b[2])) + vs[7]=obj.matrix_world@Vector((c[0]+b[0],c[1]+a[1],c[2]+b[2])) + + indices = [(0,1),(1,2),(2,3),(3,0),(4,5),(5,6),(6,7),(7,4),\ + (0,4),(1,5),(2,6),(3,7)] + + for l in indices: + v0 = vs[l[0]] + v1 = vs[l[1]] + verts += [(v0[0],v0[1],v0[2])] + verts += [(v1[0],v1[1],v1[2])] + colours += [(0.5,0.5,0.5,0.5),(0.5,0.5,0.5,0.5)] + + center=obj.matrix_world@c + + def _angle_lim( major, minor, amin, amax, colour ): + nonlocal verts, colours + f = 0.05 + ay = major*f + ax = minor*f + + for x in range(16): + t0 = x/16 + t1 = (x+1)/16 + a0 = amin*(1.0-t0)+amax*t0 + a1 = amin*(1.0-t1)+amax*t1 + + p0 = c + major*f*math.cos(a0) + minor*f*math.sin(a0) + p1 = c + major*f*math.cos(a1) + minor*f*math.sin(a1) + + p0=obj.matrix_world @ p0 + p1=obj.matrix_world @ p1 + verts += [p0,p1] + colours += [colour,colour] + + if x == 0: + verts += [p0,c] + colours += [colour,colour] + if x == 15: + verts += [p1,c] + colours += [colour,colour] + + verts += [c+major*1.2*f,c+major*f*0.8] + colours += [colour,colour] + + if bone.cv_data.con0: + _angle_lim( Vector((0,1,0)),Vector((0,0,1)), \ + bone.cv_data.mins[0], bone.cv_data.maxs[0], \ + (1,0,0,1)) + _angle_lim( Vector((0,0,1)),Vector((1,0,0)), \ + bone.cv_data.mins[1], bone.cv_data.maxs[1], \ + (0,1,0,1)) + _angle_lim( Vector((1,0,0)),Vector((0,1,0)), \ + bone.cv_data.mins[2], bone.cv_data.maxs[2], \ + (0,0,1,1)) + if obj.cv_data.classtype == 'k_classtype_gate': if obj.type == 'MESH': @@ -1063,6 +1355,38 @@ class CV_OBJ_SETTINGS(bpy.types.PropertyGroup): ('k_classtype_SKIN',"","",12) ]) +class CV_BONE_SETTINGS(bpy.types.PropertyGroup): + collider: bpy.props.BoolProperty(name="Collider",default=False) + v0: bpy.props.FloatVectorProperty(name="v0",size=3) + v1: bpy.props.FloatVectorProperty(name="v1",size=3) + + con0: bpy.props.BoolProperty(name="Constriant 0",default=False) + mins: bpy.props.FloatVectorProperty(name="mins",size=3) + maxs: bpy.props.FloatVectorProperty(name="maxs",size=3) + +class CV_BONE_PANEL(bpy.types.Panel): + bl_label="Bone Config" + bl_idname="SCENE_PT_cv_bone" + bl_space_type='PROPERTIES' + bl_region_type='WINDOW' + bl_context='bone' + + def draw(_,context): + active_object = context.active_object + if active_object == None: return + + bone = active_object.data.bones.active + if bone == None: return + + _.layout.prop( bone.cv_data, "collider" ) + _.layout.prop( bone.cv_data, "v0" ) + _.layout.prop( bone.cv_data, "v1" ) + + _.layout.label( text="Angle Limits" ) + _.layout.prop( bone.cv_data, "con0" ) + _.layout.prop( bone.cv_data, "mins" ) + _.layout.prop( bone.cv_data, "maxs" ) + class CV_SCENE_SETTINGS(bpy.types.PropertyGroup): use_hidden: bpy.props.BoolProperty( name="use hidden", default=False ) @@ -1138,7 +1462,8 @@ class CV_COMPILE(bpy.types.Operator): return {'FINISHED'} classes = [CV_OBJ_SETTINGS,CV_OBJ_PANEL,CV_COMPILE,CV_INTERFACE,\ - CV_MESH_SETTINGS, CV_SCENE_SETTINGS] + CV_MESH_SETTINGS, CV_SCENE_SETTINGS, CV_BONE_SETTINGS,\ + CV_BONE_PANEL] def register(): global cv_view_draw_handler @@ -1149,6 +1474,7 @@ def register(): bpy.types.Object.cv_data = bpy.props.PointerProperty(type=CV_OBJ_SETTINGS) bpy.types.Mesh.cv_data = bpy.props.PointerProperty(type=CV_MESH_SETTINGS) bpy.types.Scene.cv_data = bpy.props.PointerProperty(type=CV_SCENE_SETTINGS) + bpy.types.Bone.cv_data = bpy.props.PointerProperty(type=CV_BONE_SETTINGS) cv_view_draw_handler = bpy.types.SpaceView3D.draw_handler_add(\ cv_draw,(),'WINDOW','POST_VIEW')