Rewrite convert-mesh: support both flat & non-flat shading in one model, support specifying model name

This commit is contained in:
Nikita Lisitsa 2022-02-22 22:17:58 +03:00
parent 3485e9ff21
commit e557fd4eaf
2 changed files with 56 additions and 78 deletions

View file

@ -11,23 +11,24 @@ function(psemek_add_model TARGET)
while(ARGN)
list(GET ARGN 0 _FILE)
list(GET ARGN 1 _NAME)
list(REMOVE_AT ARGN 0 1)
list(GET ARGN 1 _MODEL_NAME)
list(GET ARGN 2 _RESOURCE_NAME)
list(REMOVE_AT ARGN 0 1 2)
get_filename_component(_NAME_PREFIX ${_NAME} DIRECTORY)
get_filename_component(_NAME_PREFIX ${_RESOURCE_NAME} DIRECTORY)
file(MAKE_DIRECTORY "${_OUT_DIR}/meshes/${_NAME_PREFIX}")
set(_OUT_FILE "${_OUT_DIR}/meshes/${_NAME}")
set(_OUT_FILE "${_OUT_DIR}/meshes/${_RESOURCE_NAME}")
set(_SCRIPT "${PSEMEK_CONVERT_MESH_DIR}/bin/convert-mesh.py")
add_custom_command(OUTPUT "${_OUT_FILE}"
COMMAND blender --background "${_FILE}" --python "${_SCRIPT}" --python-exit-code 1 -- "${_OUT_FILE}"
COMMAND blender --background "${_FILE}" --python "${_SCRIPT}" --python-exit-code 1 -- "${_MODEL_NAME}" "${_OUT_FILE}"
DEPENDS "${_FILE}" "${_SCRIPT}"
WORKING_DIRECTORY "${CMAKE_CURRENT_LIST_DIR}"
)
psemek_add_resources(${TARGET} "${_OUT_FILE}" ${_NAME})
psemek_add_resources(${TARGET} "${_OUT_FILE}" ${_RESOURCE_NAME})
endwhile()
endfunction()

View file

@ -3,18 +3,18 @@ import math
import sys
import struct
model_name = sys.argv[sys.argv.index('--') + 1]
filename = sys.argv[sys.argv.index('--') + 2]
bpy.ops.object.mode_set(mode = 'OBJECT')
obj = None
mesh = None
flat = False
if 'mesh' in bpy.data.objects:
obj = bpy.data.objects['mesh']
print('Using smooth normals')
if 'mesh_flat' in bpy.data.objects:
obj = bpy.data.objects['mesh_flat']
print('Using flat normals')
flat = True
if model_name in bpy.data.objects:
obj = bpy.data.objects[model_name]
else:
raise RuntimeError("Model " + model_name + " not found in file")
mesh = obj.data
colors = None
@ -27,6 +27,7 @@ if len(mesh.uv_layers) > 0:
texcoords = mesh.uv_layers.active.data
print('Found texture coordinates')
# TODO: proper armature support
armature = None
bone_names = None
if 'armature' in bpy.data.objects:
@ -59,73 +60,51 @@ indices = []
mesh.calc_loop_triangles()
if flat:
for p in mesh.loop_triangles:
for li in p.loops:
i = len(vertex_coords)
v = mesh.vertices[mesh.loops[li].vertex_index]
vertex_coords.append((v.co.x, v.co.y, v.co.z))
vertex_normals.append((p.normal.x, p.normal.y, p.normal.z))
if colors:
vertex_colors.append(tuple(colors[li].color))
if texcoords:
vertex_texcoords.append(tuple(texcoords[li].uv))
if armature:
weights = []
for g in v.groups:
name = obj.vertex_groups[g.group].name
if name in bone_names:
weights.append((bone_names.index(name), g.weight))
for g, w in weights:
if g >= len(armature.data.bones):
print("Invalid vertex group index {} for armature weights".format(g), file=sys.stderr)
sys.exit(1)
weights = list(sorted(weights, key=lambda p: -p[1]))[:2]
while len(weights) < 2:
weights.append((0,0.0))
weights = list(sorted(weights, key=lambda p: -p[1]))[:2]
W = sum(p[1] for p in weights)
weights = [(i,w/W) for i,w in weights]
vertex_weights[vi] = weights
indices.append(i)
else:
for v in mesh.vertices:
vertex_coords.append((v.co.x, v.co.y, v.co.z))
vertex_normals.append((v.normal.x, v.normal.y, v.normal.z))
smooth_index = {}
def append_vertex(v, n):
vertex_coords.append((v.co.x, v.co.y, v.co.z))
vertex_normals.append((n.x, n.y, n.z))
if colors:
vertex_colors = [None] * len(vertex_coords)
vertex_colors.append(tuple(colors[li].color))
if texcoords:
vertex_texcoords = [None] * len(vertex_coords)
vertex_texcoords.append(tuple(texcoords[li].uv))
if armature:
vertex_weights = [None] * len(vertex_coords)
weights = []
for g in v.groups:
name = obj.vertex_groups[g.group].name
if name in bone_names:
weights.append((bone_names.index(name), g.weight))
for g, w in weights:
if g >= len(armature.data.bones):
print("Invalid vertex group index {} for armature weights".format(g), file=sys.stderr)
sys.exit(1)
while len(weights) < 2:
weights.append((0,0.0))
weights = list(sorted(weights, key=lambda p: -p[1]))[:2]
W = sum(p[1] for p in weights)
weights = [(i,w/W) for i,w in weights]
vertex_weights.append(weights)
for p in mesh.loop_triangles:
for li in p.loops:
vi = mesh.loops[li].vertex_index
indices.append(vi)
v = mesh.vertices[vi]
if colors:
vertex_colors[vi] = tuple(colors[li].color)
if texcoords:
vertex_texcoords[vi] = tuple(texcoords[li].uv)
if armature:
weights = []
for g in v.groups:
name = obj.vertex_groups[g.group].name
if name in bone_names:
weights.append((bone_names.index(name), g.weight))
for g, w in weights:
if g >= len(armature.data.bones):
print("Invalid vertex group index {} for armature weights".format(g), file=sys.stderr)
sys.exit(1)
weights = list(sorted(weights, key=lambda p: -p[1]))[:2]
while len(weights) < 2:
weights.append((0,0.0))
W = sum(p[1] for p in weights)
weights = [(i,w/W) for i,w in weights]
vertex_weights[vi] = weights
for p in mesh.loop_triangles:
for li in p.loops:
vi = mesh.loops[li].vertex_index
v = mesh.vertices[vi]
n = p.normal
if p.use_smooth:
i = None
if vi not in smooth_index:
i = len(vertex_coords)
smooth_index[vi] = i
append_vertex(v, n)
else:
i = smooth_index[vi]
indices.append(i)
else:
i = len(vertex_coords)
append_vertex(v, n)
indices.append(i)
assert (len(indices) % 3) == 0
@ -267,7 +246,5 @@ if armature:
for name, pdata in poses:
data += to_bytes((SECTION_POSE, name, pdata))
filename = sys.argv[sys.argv.index('--') + 1]
with open(filename, 'wb') as f:
f.write(data)