mirror of https://github.com/AxioDL/metaforce.git
99 lines
3.1 KiB
Python
99 lines
3.1 KiB
Python
'''
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HMDL Export Blender Addon
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By Jack Andersen <jackoalan@gmail.com>
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This file defines the `hmdl_skin` class to iteratively construct
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a Skinning Info Section for HMDL files. Used by draw-format
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generators to select an optimal skin entry for a draw primitive,
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or have a new one established.
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'''
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import struct
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import bpy
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from . import hmdl_anim
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class hmdl_skin:
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# Set up with HMDL containing ARMATURE `object`
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def __init__(self, max_bone_count, vertex_groups):
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self.max_bone_count = max_bone_count
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self.mesh_vertex_groups = vertex_groups
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self.bone_arrays = []
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# Augment bone array with loop vert and return weight array
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# Returns 'None' if bone overflow
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def augment_bone_array_with_lv(self, mesh_data, bone_array, loop_vert):
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vertex = mesh_data.vertices[loop_vert[0].loop.vertex_index]
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# Loop-vert weight array
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weight_array = []
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for i in range(len(bone_array)):
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weight_array.append(0.0)
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# Tentative bone additions
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new_bones = []
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# Determine which bones (vertex groups) belong to loop_vert
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for group_elem in vertex.groups:
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vertex_group = self.mesh_vertex_groups[group_elem.group]
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if vertex_group.name not in bone_array:
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# Detect bone overflow
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if len(bone_array) + len(new_bones) >= self.max_bone_count:
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return None
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# Add to array otherwise
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new_bones.append(vertex_group.name)
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# Record bone weight
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weight_array.append(group_elem.weight)
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else:
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# Record bone weight
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weight_array[bone_array.index(vertex_group.name)] = group_elem.weight
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# If we get here, no overflows; augment bone array and return weight array
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bone_array.extend(new_bones)
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return weight_array
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# Augment triangle-strip bone array to rigging info
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def augment_skin(self, bone_array):
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if bone_array not in self.bone_arrays:
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self.bone_arrays.append(bone_array)
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return (len(self.bone_arrays)-1)
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return self.bone_arrays.index(bone_array)
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# Generate Rigging Info structure (call after all index-buffers generated)
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def generate_rigging_info(self, endian_char):
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skin_entries = []
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for bone_array in self.bone_arrays:
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skin_bytes = bytearray()
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skin_bytes += struct.pack(endian_char + 'I', len(bone_array))
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for bone in bone_array:
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skin_bytes += struct.pack(endian_char + 'i', hmdl_anim.hashbone(bone))
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skin_entries.append(skin_bytes)
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# Generate skinning data
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info_bytes = bytearray()
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info_bytes += struct.pack(endian_char + 'I', len(skin_entries))
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cur_offset = len(skin_entries) * 4 + 4
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for entry in skin_entries:
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info_bytes += struct.pack(endian_char + 'I', cur_offset)
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cur_offset += len(entry)
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for entry in skin_entries:
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info_bytes += entry
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return info_bytes
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