doc(import_bsi): Improve comments
Signed-off-by: Lucas Schwiderski <lucas@lschwiderski.de>
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1 changed files with 31 additions and 21 deletions
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@ -20,15 +20,14 @@ import json
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import bpy
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import mathutils
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from bpy_extras.io_utils import unpack_list
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def parse_sjson(file_path, skip_editor_data=True):
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"""
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Translate Bitsquid .bsi SJSON data to plain JSON,
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then parse into a python dictionary.
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Taken from `bsi_import` in the Vermintide 2 SDK.
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Taken from `bsi_import` in the Vermintide 2 SDK, but slightly
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modified to fix some issues and improve readability.
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"""
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return_dict = {}
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try:
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@ -167,16 +166,26 @@ def parse_sjson(file_path, skip_editor_data=True):
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def find(arr, f):
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"""
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Find a value in a list by executing `f`
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on each item until it returns `true`.
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"""
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for key, val in arr.items():
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if f(val, key):
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return val, key
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def create_object(self, context, name, node_data, geometries):
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"""
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Create a Blender object from a BSI node definition
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and additional data from the file.
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"""
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print("[create_object]", name, node_data)
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# A list of tuples, where each tuple represents a Vector3(x, y, z).
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vertices = []
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# A list of tuples, where each tuple contains three indices into `vertices`.
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# Those three indices define the vertices that make up the face.
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faces = []
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edges = []
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tri_count = int(geometries["indices"]["size"]) / 3
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@ -187,6 +196,10 @@ def create_object(self, context, name, node_data, geometries):
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for channel in data_stream['channels']:
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stream_data = data_stream["data"]
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if channel['name'] == 'POSITION':
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# NOTE: Do we need to handle `stride != 3`?
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# Since the value seems to be fixed per stream, a higher
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# stride would only be possible for objects that can be built
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# entirely from quads, which is very uncommon.
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if stride != 3:
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raise RuntimeError("stride != 3 cannot be handled")
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@ -209,38 +222,36 @@ def create_object(self, context, name, node_data, geometries):
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index_stream[j + 2],
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))
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else:
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# TODO: Implement other channel types
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self.report(
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{'WARNING'},
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"Unknown channel name: {}".format(channel["name"])
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"Unknown channel type: {}".format(channel["name"])
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)
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print(vertices, faces)
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mesh = bpy.data.meshes.new(name)
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mesh.from_pydata(vertices, edges, faces)
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mesh.from_pydata(vertices, [], faces)
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return mesh
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def import_node(self, context, name, node_data, global_data):
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"""Import a BSI node. Recurses into child nodes."""
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print("[import_node]", name, node_data)
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if "geometries" in node_data:
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geometry_name = node_data["geometries"][0]
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print("[import_node] Building geometry '{}' for object '{}'".format(geometry_name, name))
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geometries = global_data["geometries"][geometry_name]
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mesh = create_object(self, context, name, node_data, geometries)
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print(mesh)
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obj = bpy.data.objects.new(mesh.name, mesh)
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# TODO: Apply `local` tranformation
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else:
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print("[import_node] Adding empty for '{}'".format(name))
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# TODO: Extract position and rotation from `local` matrix,
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# if it's not the identity matrix
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# NOTE: Low priority, Fatshark seems to stick with
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# identity matrices here
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obj = bpy.data.objects.new(name, None)
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# Needs to happen before scaling can be applied.
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# TODO: Check if above is true, was seen on Stackoverflow.
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obj.matrix_world = mathutils.Matrix()
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# TODO: Apply tranformation matrix in `node_data["local"]`
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if "children" in node_data:
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for child_name, child_data in node_data["children"].items():
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if child_data["parent"] != name:
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@ -258,7 +269,8 @@ def import_node(self, context, name, node_data, global_data):
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)
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child_obj.parent = obj
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# Make sure all objects are linked to the current collection
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# Make sure all objects are linked to the current collection.
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# Otherwise they won't show up in the outliner.
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collection = context.collection
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collection.objects.link(obj)
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return obj
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@ -275,15 +287,13 @@ def load(self, context, filepath, *, relpath=None):
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return {'CANCELLED'}
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view_layer = context.view_layer
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global_matrix = mathutils.Matrix()
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for name, node_data in global_data["nodes"].items():
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obj = import_node(self, context, name, node_data, global_data)
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view_layer.objects.active = obj
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obj.select_set(True)
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# we could apply this anywhere before scaling.
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obj.matrix_world = global_matrix
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# One of the objects should be set as active.
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# This is the easiest to implement and perfectly fine.
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view_layer.objects.active = obj
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return {'FINISHED'}
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