Rewrite convert-mesh: support both flat & non-flat shading in one model, support specifying model name
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parent
3485e9ff21
commit
e557fd4eaf
2 changed files with 56 additions and 78 deletions
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@ -11,23 +11,24 @@ function(psemek_add_model TARGET)
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while(ARGN)
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list(GET ARGN 0 _FILE)
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list(GET ARGN 1 _NAME)
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list(REMOVE_AT ARGN 0 1)
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list(GET ARGN 1 _MODEL_NAME)
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list(GET ARGN 2 _RESOURCE_NAME)
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list(REMOVE_AT ARGN 0 1 2)
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get_filename_component(_NAME_PREFIX ${_NAME} DIRECTORY)
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get_filename_component(_NAME_PREFIX ${_RESOURCE_NAME} DIRECTORY)
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file(MAKE_DIRECTORY "${_OUT_DIR}/meshes/${_NAME_PREFIX}")
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set(_OUT_FILE "${_OUT_DIR}/meshes/${_NAME}")
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set(_OUT_FILE "${_OUT_DIR}/meshes/${_RESOURCE_NAME}")
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set(_SCRIPT "${PSEMEK_CONVERT_MESH_DIR}/bin/convert-mesh.py")
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add_custom_command(OUTPUT "${_OUT_FILE}"
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COMMAND blender --background "${_FILE}" --python "${_SCRIPT}" --python-exit-code 1 -- "${_OUT_FILE}"
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COMMAND blender --background "${_FILE}" --python "${_SCRIPT}" --python-exit-code 1 -- "${_MODEL_NAME}" "${_OUT_FILE}"
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DEPENDS "${_FILE}" "${_SCRIPT}"
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WORKING_DIRECTORY "${CMAKE_CURRENT_LIST_DIR}"
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)
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psemek_add_resources(${TARGET} "${_OUT_FILE}" ${_NAME})
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psemek_add_resources(${TARGET} "${_OUT_FILE}" ${_RESOURCE_NAME})
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endwhile()
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endfunction()
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@ -3,18 +3,18 @@ import math
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import sys
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import struct
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model_name = sys.argv[sys.argv.index('--') + 1]
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filename = sys.argv[sys.argv.index('--') + 2]
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bpy.ops.object.mode_set(mode = 'OBJECT')
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obj = None
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mesh = None
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flat = False
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if 'mesh' in bpy.data.objects:
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obj = bpy.data.objects['mesh']
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print('Using smooth normals')
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if 'mesh_flat' in bpy.data.objects:
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obj = bpy.data.objects['mesh_flat']
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print('Using flat normals')
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flat = True
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if model_name in bpy.data.objects:
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obj = bpy.data.objects[model_name]
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else:
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raise RuntimeError("Model " + model_name + " not found in file")
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mesh = obj.data
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colors = None
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@ -27,6 +27,7 @@ if len(mesh.uv_layers) > 0:
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texcoords = mesh.uv_layers.active.data
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print('Found texture coordinates')
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# TODO: proper armature support
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armature = None
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bone_names = None
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if 'armature' in bpy.data.objects:
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@ -59,73 +60,51 @@ indices = []
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mesh.calc_loop_triangles()
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if flat:
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for p in mesh.loop_triangles:
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for li in p.loops:
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i = len(vertex_coords)
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v = mesh.vertices[mesh.loops[li].vertex_index]
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vertex_coords.append((v.co.x, v.co.y, v.co.z))
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vertex_normals.append((p.normal.x, p.normal.y, p.normal.z))
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if colors:
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vertex_colors.append(tuple(colors[li].color))
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if texcoords:
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vertex_texcoords.append(tuple(texcoords[li].uv))
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if armature:
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weights = []
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for g in v.groups:
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name = obj.vertex_groups[g.group].name
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if name in bone_names:
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weights.append((bone_names.index(name), g.weight))
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for g, w in weights:
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if g >= len(armature.data.bones):
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print("Invalid vertex group index {} for armature weights".format(g), file=sys.stderr)
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sys.exit(1)
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weights = list(sorted(weights, key=lambda p: -p[1]))[:2]
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while len(weights) < 2:
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weights.append((0,0.0))
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weights = list(sorted(weights, key=lambda p: -p[1]))[:2]
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W = sum(p[1] for p in weights)
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weights = [(i,w/W) for i,w in weights]
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vertex_weights[vi] = weights
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indices.append(i)
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else:
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for v in mesh.vertices:
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vertex_coords.append((v.co.x, v.co.y, v.co.z))
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vertex_normals.append((v.normal.x, v.normal.y, v.normal.z))
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smooth_index = {}
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def append_vertex(v, n):
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vertex_coords.append((v.co.x, v.co.y, v.co.z))
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vertex_normals.append((n.x, n.y, n.z))
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if colors:
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vertex_colors = [None] * len(vertex_coords)
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vertex_colors.append(tuple(colors[li].color))
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if texcoords:
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vertex_texcoords = [None] * len(vertex_coords)
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vertex_texcoords.append(tuple(texcoords[li].uv))
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if armature:
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vertex_weights = [None] * len(vertex_coords)
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weights = []
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for g in v.groups:
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name = obj.vertex_groups[g.group].name
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if name in bone_names:
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weights.append((bone_names.index(name), g.weight))
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for g, w in weights:
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if g >= len(armature.data.bones):
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print("Invalid vertex group index {} for armature weights".format(g), file=sys.stderr)
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sys.exit(1)
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while len(weights) < 2:
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weights.append((0,0.0))
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weights = list(sorted(weights, key=lambda p: -p[1]))[:2]
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W = sum(p[1] for p in weights)
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weights = [(i,w/W) for i,w in weights]
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vertex_weights.append(weights)
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for p in mesh.loop_triangles:
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for li in p.loops:
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vi = mesh.loops[li].vertex_index
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indices.append(vi)
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v = mesh.vertices[vi]
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if colors:
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vertex_colors[vi] = tuple(colors[li].color)
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if texcoords:
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vertex_texcoords[vi] = tuple(texcoords[li].uv)
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if armature:
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weights = []
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for g in v.groups:
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name = obj.vertex_groups[g.group].name
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if name in bone_names:
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weights.append((bone_names.index(name), g.weight))
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for g, w in weights:
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if g >= len(armature.data.bones):
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print("Invalid vertex group index {} for armature weights".format(g), file=sys.stderr)
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sys.exit(1)
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weights = list(sorted(weights, key=lambda p: -p[1]))[:2]
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while len(weights) < 2:
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weights.append((0,0.0))
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W = sum(p[1] for p in weights)
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weights = [(i,w/W) for i,w in weights]
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vertex_weights[vi] = weights
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for p in mesh.loop_triangles:
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for li in p.loops:
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vi = mesh.loops[li].vertex_index
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v = mesh.vertices[vi]
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n = p.normal
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if p.use_smooth:
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i = None
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if vi not in smooth_index:
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i = len(vertex_coords)
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smooth_index[vi] = i
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append_vertex(v, n)
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else:
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i = smooth_index[vi]
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indices.append(i)
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else:
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i = len(vertex_coords)
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append_vertex(v, n)
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indices.append(i)
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assert (len(indices) % 3) == 0
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@ -267,7 +246,5 @@ if armature:
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for name, pdata in poses:
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data += to_bytes((SECTION_POSE, name, pdata))
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filename = sys.argv[sys.argv.index('--') + 1]
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with open(filename, 'wb') as f:
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f.write(data)
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