372 lines
14 KiB
Python
372 lines
14 KiB
Python
import bpy
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import numpy as np
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from mathutils import *
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import arm.utils
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# Exports smaller geometry but is slower
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# To be replaced with https://github.com/zeux/meshoptimizer
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class Vertex:
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__slots__ = ("co", "normal", "uvs", "col", "loop_indices", "index", "bone_weights", "bone_indices", "bone_count", "vertex_index")
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def __init__(self, mesh, loop):
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self.vertex_index = loop.vertex_index
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loop_idx = loop.index
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self.co = mesh.vertices[self.vertex_index].co[:]
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self.normal = loop.normal[:]
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self.uvs = tuple(layer.data[loop_idx].uv[:] for layer in mesh.uv_layers)
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self.col = [0.0, 0.0, 0.0]
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if len(mesh.vertex_colors) > 0:
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self.col = mesh.vertex_colors[0].data[loop_idx].color[:]
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self.loop_indices = [loop_idx]
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self.index = 0
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def __hash__(self):
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return hash((self.co, self.normal, self.uvs))
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def __eq__(self, other):
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eq = (
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(self.co == other.co) and
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(self.normal == other.normal) and
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(self.uvs == other.uvs) and
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(self.col == other.col)
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)
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if eq:
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indices = self.loop_indices + other.loop_indices
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self.loop_indices = indices
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other.loop_indices = indices
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return eq
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def calc_tangents(posa, nora, uva, ias, scale_pos):
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num_verts = int(len(posa) / 4)
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tangents = np.empty(num_verts * 3, dtype='<f4')
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# bitangents = np.empty(num_verts * 3, dtype='<f4')
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for ar in ias:
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ia = ar['values']
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num_tris = int(len(ia) / 3)
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for i in range(0, num_tris):
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i0 = ia[i * 3 ]
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i1 = ia[i * 3 + 1]
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i2 = ia[i * 3 + 2]
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v0 = Vector((posa[i0 * 4], posa[i0 * 4 + 1], posa[i0 * 4 + 2]))
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v1 = Vector((posa[i1 * 4], posa[i1 * 4 + 1], posa[i1 * 4 + 2]))
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v2 = Vector((posa[i2 * 4], posa[i2 * 4 + 1], posa[i2 * 4 + 2]))
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uv0 = Vector((uva[i0 * 2], uva[i0 * 2 + 1]))
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uv1 = Vector((uva[i1 * 2], uva[i1 * 2 + 1]))
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uv2 = Vector((uva[i2 * 2], uva[i2 * 2 + 1]))
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deltaPos1 = v1 - v0
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deltaPos2 = v2 - v0
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deltaUV1 = uv1 - uv0
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deltaUV2 = uv2 - uv0
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d = (deltaUV1.x * deltaUV2.y - deltaUV1.y * deltaUV2.x)
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if d != 0:
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r = 1.0 / d
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else:
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r = 1.0
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tangent = (deltaPos1 * deltaUV2.y - deltaPos2 * deltaUV1.y) * r
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# bitangent = (deltaPos2 * deltaUV1.x - deltaPos1 * deltaUV2.x) * r
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tangents[i0 * 3 ] += tangent.x
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tangents[i0 * 3 + 1] += tangent.y
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tangents[i0 * 3 + 2] += tangent.z
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tangents[i1 * 3 ] += tangent.x
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tangents[i1 * 3 + 1] += tangent.y
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tangents[i1 * 3 + 2] += tangent.z
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tangents[i2 * 3 ] += tangent.x
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tangents[i2 * 3 + 1] += tangent.y
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tangents[i2 * 3 + 2] += tangent.z
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# bitangents[i0 * 3 ] += bitangent.x
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# bitangents[i0 * 3 + 1] += bitangent.y
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# bitangents[i0 * 3 + 2] += bitangent.z
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# bitangents[i1 * 3 ] += bitangent.x
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# bitangents[i1 * 3 + 1] += bitangent.y
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# bitangents[i1 * 3 + 2] += bitangent.z
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# bitangents[i2 * 3 ] += bitangent.x
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# bitangents[i2 * 3 + 1] += bitangent.y
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# bitangents[i2 * 3 + 2] += bitangent.z
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# Orthogonalize
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for i in range(0, num_verts):
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t = Vector((tangents[i * 3], tangents[i * 3 + 1], tangents[i * 3 + 2]))
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# b = Vector((bitangents[i * 3], bitangents[i * 3 + 1], bitangents[i * 3 + 2]))
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n = Vector((nora[i * 2], nora[i * 2 + 1], posa[i * 4 + 3] / scale_pos))
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v = t - n * n.dot(t)
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v.normalize()
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# Calculate handedness
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# cnv = n.cross(v)
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# if cnv.dot(b) < 0.0:
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# v = v * -1.0
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tangents[i * 3 ] = v.x
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tangents[i * 3 + 1] = v.y
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tangents[i * 3 + 2] = v.z
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return tangents
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def export_mesh_data(self, exportMesh, bobject, o, has_armature=False):
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exportMesh.calc_normals_split()
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# exportMesh.calc_loop_triangles()
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vert_list = { Vertex(exportMesh, loop) : 0 for loop in exportMesh.loops}.keys()
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num_verts = len(vert_list)
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num_uv_layers = len(exportMesh.uv_layers)
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has_tex = self.get_export_uvs(exportMesh) == True and num_uv_layers > 0
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if self.has_baked_material(bobject, exportMesh.materials):
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has_tex = True
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has_tex1 = has_tex == True and num_uv_layers > 1
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num_colors = len(exportMesh.vertex_colors)
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has_col = self.get_export_vcols(exportMesh) == True and num_colors > 0
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has_tang = self.has_tangents(exportMesh)
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pdata = np.empty(num_verts * 4, dtype='<f4') # p.xyz, n.z
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ndata = np.empty(num_verts * 2, dtype='<f4') # n.xy
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if has_tex:
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# Get active uvmap
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t0map = 0
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uv_layers = exportMesh.uv_layers
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if uv_layers != None:
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if 'UVMap_baked' in uv_layers:
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for i in range(0, len(uv_layers)):
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if uv_layers[i].name == 'UVMap_baked':
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t0map = i
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break
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else:
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for i in range(0, len(uv_layers)):
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if uv_layers[i].active_render:
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t0map = i
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break
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t1map = 1 if t0map == 0 else 0
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# Alloc data
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t0data = np.empty(num_verts * 2, dtype='<f4')
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if has_tex1:
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t1data = np.empty(num_verts * 2, dtype='<f4')
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if has_col:
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cdata = np.empty(num_verts * 3, dtype='<f4')
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if has_tex:
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# Scale for packed coords
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maxdim = 1.0
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lay0 = exportMesh.uv_layers[t0map]
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for v in lay0.data:
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if abs(v.uv[0]) > maxdim:
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maxdim = abs(v.uv[0])
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if abs(v.uv[1]) > maxdim:
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maxdim = abs(v.uv[1])
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if maxdim > 1:
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o['scale_tex'] = maxdim
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invscale_tex = (1 / o['scale_tex']) * 32767
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else:
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invscale_tex = 1 * 32767
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# TODO: handle t1map
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# Save aabb
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aabb_center = 0.125 * sum((Vector(b) for b in bobject.bound_box), Vector())
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bobject.data.arm_aabb = [ \
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abs((bobject.bound_box[6][0] - bobject.bound_box[0][0]) / 2 + abs(aabb_center[0])) * 2, \
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abs((bobject.bound_box[6][1] - bobject.bound_box[0][1]) / 2 + abs(aabb_center[1])) * 2, \
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abs((bobject.bound_box[6][2] - bobject.bound_box[0][2]) / 2 + abs(aabb_center[2])) * 2 \
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]
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# Scale for packed coords
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maxdim = max(bobject.data.arm_aabb[0], max(bobject.data.arm_aabb[1], bobject.data.arm_aabb[2]))
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if maxdim > 2:
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o['scale_pos'] = maxdim / 2
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else:
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o['scale_pos'] = 1.0
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if has_armature: # Allow up to 2x bigger bounds for skinned mesh
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o['scale_pos'] *= 2.0
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scale_pos = o['scale_pos']
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invscale_pos = (1 / scale_pos) * 32767
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# Make arrays
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for i, v in enumerate(vert_list):
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v.index = i
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co = v.co
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normal = v.normal
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i4 = i * 4
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i2 = i * 2
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pdata[i4 ] = co[0]
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pdata[i4 + 1] = co[1]
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pdata[i4 + 2] = co[2]
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pdata[i4 + 3] = normal[2] * scale_pos # Cancel scale
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ndata[i2 ] = normal[0]
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ndata[i2 + 1] = normal[1]
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if has_tex:
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uv = v.uvs[t0map]
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t0data[i2 ] = uv[0]
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t0data[i2 + 1] = 1.0 - uv[1] # Reverse Y
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if has_tex1:
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uv = v.uvs[t1map]
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t1data[i2 ] = uv[0]
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t1data[i2 + 1] = 1.0 - uv[1]
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if has_col:
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i3 = i * 3
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cdata[i3 ] = v.col[0]
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cdata[i3 + 1] = v.col[1]
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cdata[i3 + 2] = v.col[2]
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# Indices
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prims = {ma.name if ma else '': [] for ma in exportMesh.materials}
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if not prims:
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prims = {'': []}
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vert_dict = {i : v for v in vert_list for i in v.loop_indices}
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for poly in exportMesh.polygons:
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first = poly.loop_start
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if len(exportMesh.materials) == 0:
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prim = prims['']
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else:
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mat = exportMesh.materials[min(poly.material_index, len(exportMesh.materials) - 1)]
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prim = prims[mat.name if mat else '']
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indices = [vert_dict[i].index for i in range(first, first+poly.loop_total)]
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if poly.loop_total == 3:
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prim += indices
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elif poly.loop_total > 3:
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for i in range(poly.loop_total-2):
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prim += (indices[-1], indices[i], indices[i + 1])
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# Write indices
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o['index_arrays'] = []
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for mat, prim in prims.items():
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idata = [0] * len(prim)
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for i, v in enumerate(prim):
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idata[i] = v
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if len(idata) == 0: # No face assigned
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continue
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ia = {}
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ia['values'] = idata
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ia['material'] = 0
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# Find material index for multi-mat mesh
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if len(exportMesh.materials) > 1:
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for i in range(0, len(exportMesh.materials)):
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if (exportMesh.materials[i] != None and mat == exportMesh.materials[i].name) or \
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(exportMesh.materials[i] == None and mat == ''): # Default material for empty slots
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ia['material'] = i
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break
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o['index_arrays'].append(ia)
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if has_tang:
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tangdata = calc_tangents(pdata, ndata, t0data, o['index_arrays'], scale_pos)
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pdata *= invscale_pos
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ndata *= 32767
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pdata = np.array(pdata, dtype='<i2')
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ndata = np.array(ndata, dtype='<i2')
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if has_tex:
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t0data *= invscale_tex
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t0data = np.array(t0data, dtype='<i2')
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if has_tex1:
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t1data *= invscale_tex
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t1data = np.array(t1data, dtype='<i2')
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if has_col:
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cdata *= 32767
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cdata = np.array(cdata, dtype='<i2')
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if has_tang:
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tangdata *= 32767
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tangdata = np.array(tangdata, dtype='<i2')
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# Output
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o['vertex_arrays'] = []
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o['vertex_arrays'].append({ 'attrib': 'pos', 'values': pdata, 'data': 'short4norm' })
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o['vertex_arrays'].append({ 'attrib': 'nor', 'values': ndata, 'data': 'short2norm' })
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if has_tex:
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o['vertex_arrays'].append({ 'attrib': 'tex', 'values': t0data, 'data': 'short2norm' })
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if has_tex1:
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o['vertex_arrays'].append({ 'attrib': 'tex1', 'values': t1data, 'data': 'short2norm' })
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if has_col:
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o['vertex_arrays'].append({ 'attrib': 'col', 'values': cdata, 'data': 'short4norm', 'padding': 1 })
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if has_tang:
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o['vertex_arrays'].append({ 'attrib': 'tang', 'values': tangdata, 'data': 'short4norm', 'padding': 1 })
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return vert_list
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def export_skin(self, bobject, armature, vert_list, o):
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# This function exports all skinning data, which includes the skeleton
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# and per-vertex bone influence data
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oskin = {}
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o['skin'] = oskin
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# Write the skin bind pose transform
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otrans = {}
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oskin['transform'] = otrans
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otrans['values'] = self.write_matrix(bobject.matrix_world)
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# Write the bone object reference array
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oskin['bone_ref_array'] = []
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oskin['bone_len_array'] = []
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bone_array = armature.data.bones
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bone_count = len(bone_array)
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rpdat = arm.utils.get_rp()
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max_bones = rpdat.arm_skin_max_bones
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if bone_count > max_bones:
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log.warn(bobject.name + ' - ' + str(bone_count) + ' bones found, exceeds maximum of ' + str(max_bones) + ' bones defined - raise the value in Camera Data - Armory Render Props - Max Bones')
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for i in range(bone_count):
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boneRef = self.find_bone(bone_array[i].name)
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if boneRef:
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oskin['bone_ref_array'].append(boneRef[1]["structName"])
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oskin['bone_len_array'].append(bone_array[i].length)
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else:
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oskin['bone_ref_array'].append("")
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oskin['bone_len_array'].append(0.0)
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# Write the bind pose transform array
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oskin['transformsI'] = []
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for i in range(bone_count):
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skeletonI = (armature.matrix_world @ bone_array[i].matrix_local).inverted_safe()
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skeletonI = (skeletonI @ bobject.matrix_world)
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oskin['transformsI'].append(self.write_matrix(skeletonI))
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# Export the per-vertex bone influence data
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group_remap = []
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for group in bobject.vertex_groups:
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for i in range(bone_count):
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if bone_array[i].name == group.name:
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group_remap.append(i)
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break
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else:
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group_remap.append(-1)
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bone_count_array = np.empty(len(vert_list), dtype='<i2')
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bone_index_array = np.empty(len(vert_list) * 4, dtype='<i2')
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bone_weight_array = np.empty(len(vert_list) * 4, dtype='<i2')
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vertices = bobject.data.vertices
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count = 0
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for index, v in enumerate(vert_list):
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bone_count = 0
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total_weight = 0.0
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bone_values = []
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for g in vertices[v.vertex_index].groups:
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bone_index = group_remap[g.group]
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bone_weight = g.weight
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if bone_index >= 0: #and bone_weight != 0.0:
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bone_values.append((bone_weight, bone_index))
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total_weight += bone_weight
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bone_count += 1
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if bone_count > 4:
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bone_count = 4
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bone_values.sort(reverse=True)
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bone_values = bone_values[:4]
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bone_count_array[index] = bone_count
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for bv in bone_values:
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bone_weight_array[count] = bv[0] * 32767
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bone_index_array[count] = bv[1]
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count += 1
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if total_weight != 0.0 and total_weight != 1.0:
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normalizer = 1.0 / total_weight
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for i in range(bone_count):
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bone_weight_array[count - i - 1] *= normalizer
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oskin['bone_count_array'] = bone_count_array
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oskin['bone_index_array'] = bone_index_array[:count]
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oskin['bone_weight_array'] = bone_weight_array[:count]
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# Bone constraints
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for bone in armature.pose.bones:
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if len(bone.constraints) > 0:
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if 'constraints' not in oskin:
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oskin['constraints'] = []
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self.add_constraints(bone, oskin, bone=True)
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