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blender.py
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import math
import os
from mathutils import Matrix, Quaternion, Vector
from bpy_extras.io_utils import unpack_list
import bpy
try:
import io_unity_python
except ModuleNotFoundError as e:
import sys
sys.path.append("target/release")
import io_unity_python
import gc
gc.collect()
def import_SkinnedMeshRenderer(SkinnedMeshRenderer_obj):
# obj.display_tree()
unity_root_bone = io_unity_python.get_root_bone(uav, io_unity_python.PPtr(
SkinnedMeshRenderer_obj.m_RootBone).get_type_tree_object_in_view(uav))
# unity_root_bone.display_tree()
bone_hash_name_map = io_unity_python.get_bone_path_hash_map(
uav, unity_root_bone)
mesh = io_unity_python.PPtr(
SkinnedMeshRenderer_obj.m_Mesh).get_type_tree_object_in_view(uav)
if mesh == None:
return
# mesh.display_tree()
unity_mesh_BoneNameHashes = mesh.m_BoneNameHashes
unity_mesh_BindPose = mesh.m_BindPose
unity_mesh_name = mesh.m_Name
unity_mesh = io_unity_python.Mesh(mesh)
sub_meshs = []
for i in range(unity_mesh.get_sub_mesh_count()):
index = unity_mesh.get_index_buff(i)
vertex = unity_mesh.get_vertex_buff(i)
normals = unity_mesh.get_normal_buff(i)
uv = unity_mesh.get_uv0_buff(i)
bone_weights = unity_mesh.get_bone_weights_buff(i)
subMeshName = unity_mesh_name + "_" + str(i)
mesh = bpy.data.meshes.new(subMeshName)
obj = bpy.data.objects.new(subMeshName, mesh)
bpy.context.layer_collection.collection.objects.link(obj)
sub_meshs.append(obj)
mesh.vertices.add(int(len(vertex)/3))
mesh.loops.add(len(index))
mesh.polygons.add(int(len(index) / 3))
mesh.vertices.foreach_set("co", vertex)
mesh.loops.foreach_set("vertex_index", index)
mesh.polygons.foreach_set(
"loop_start", [3*i for i in range(int(len(index)/3))])
mesh.polygons.foreach_set(
"loop_total", [3 for i in range(int(len(index)/3))])
mesh.polygons.foreach_set(
"use_smooth", [True for i in range(int(len(index)/3))])
mesh.uv_layers.new()
mesh.uv_layers[0].data.foreach_set(
"uv", unpack_list([[uv[i*2], uv[i*2 + 1]] for i in index]))
mesh.create_normals_split()
mesh.loops.foreach_set("normal", unpack_list(
[[normals[i*3], normals[i*3 + 1], normals[i*3 + 2]] for i in index]))
mesh.validate(clean_customdata=False)
for subvertex_index, (weights, bindex) in enumerate(bone_weights):
for i, BoneWeight in enumerate(weights):
if BoneWeight == 0:
continue
BoneName = os.path.basename(
bone_hash_name_map[unity_mesh_BoneNameHashes[bindex[i]]])
if BoneName not in obj.vertex_groups:
vertex_group = obj.vertex_groups.new(name=BoneName)
else:
vertex_group = obj.vertex_groups[BoneName]
vertex_group.add([subvertex_index],
BoneWeight, "ADD")
unity_mesh_BindPose_BoneName = []
for Hash in unity_mesh_BoneNameHashes:
unity_mesh_BindPose_BoneName.append(
os.path.basename(bone_hash_name_map[Hash]))
Skeleton = importSkeleton(
uav, unity_root_bone, unity_mesh_BindPose_BoneName, unity_mesh_BindPose, unity_mesh_name)
for sub_mesh in sub_meshs:
sub_mesh.parent = Skeleton
SkeletonMod = sub_mesh.modifiers.new("armature", 'ARMATURE')
SkeletonMod.object = Skeleton
for mat in SkinnedMeshRenderer_obj.m_Materials:
try:
mat = io_unity_python.PPtr(
mat).get_type_tree_object_in_view(uav)
# mat.display_tree()
TexEnvs = mat.m_SavedProperties.m_TexEnvs
for tex_type in TexEnvs:
try:
tex = io_unity_python.PPtr(
TexEnvs[tex_type].m_Texture).get_type_tree_object_in_view(uav)
if tex != None:
tex_name = tex.m_Name
tex = io_unity_python.Texture2D(tex)
os.makedirs(os.path.join(
mat_tex_out_dir, mat.m_Name), exist_ok=True)
tex.save_image(uav, os.path.join(os.path.join(
mat_tex_out_dir, mat.m_Name), tex_name + tex_type + ".png"))
except Exception as e:
print(tex_type, e)
except Exception as e:
print(e)
def importSkeleton(uav, unity_root_bone, unity_mesh_BindPose_BoneName, unity_mesh_BindPose, armname="test"):
armature = bpy.data.armatures.new(armname)
armature.show_axes = True
Skeleton = bpy.data.objects.new(armature.name, armature)
bpy.context.layer_collection.collection.objects.link(Skeleton)
Skeleton.select_set(True)
bpy.context.view_layer.objects.active = Skeleton
old_type = None
if not bpy.ops.object.mode_set.poll():
area = bpy.context.area
old_type = area.type
area.type = 'VIEW_3D'
prev_mode = Skeleton.mode
bpy.ops.object.mode_set(mode="EDIT")
def import_bone(unity_bone, parent_bone=None):
game_object = io_unity_python.PPtr(
unity_bone.m_GameObject).get_type_tree_object_in_view(uav)
if game_object.m_Name in unity_mesh_BindPose_BoneName:
edit_bone = Skeleton.data.edit_bones.new(game_object.m_Name)
if edit_bone != None:
edit_bone.parent = parent_bone
edit_bone.tail.x = 0.05
bone_BindPose = unity_mesh_BindPose[unity_mesh_BindPose_BoneName.index(
game_object.m_Name)]
mat = Matrix()
mat[0][0], mat[0][1], mat[0][2], mat[0][3] = bone_BindPose.e00, bone_BindPose.e01, bone_BindPose.e02, bone_BindPose.e03
mat[1][0], mat[1][1], mat[1][2], mat[1][3] = bone_BindPose.e10, bone_BindPose.e11, bone_BindPose.e12, bone_BindPose.e13
mat[2][0], mat[2][1], mat[2][2], mat[2][3] = bone_BindPose.e20, bone_BindPose.e21, bone_BindPose.e22, bone_BindPose.e23
mat[3][0], mat[3][1], mat[3][2], mat[3][3] = bone_BindPose.e30, bone_BindPose.e31, bone_BindPose.e32, bone_BindPose.e33
mat.invert()
edit_bone.matrix = mat
else:
edit_bone = parent_bone
for cbone in unity_bone.m_Children:
import_bone(io_unity_python.PPtr(
cbone).get_type_tree_object_in_view(uav), edit_bone)
# +z =-> -x +y -> +z +x -> -y
import_bone(unity_root_bone, parent_bone=None)
bpy.ops.object.mode_set(mode=prev_mode)
if old_type:
area.type = old_type
return Skeleton
# delete all object
# bpy.ops.object.mode_set(mode="OBJECT")
# bpy.ops.object.select_all(action='SELECT')
# bpy.ops.object.delete()
mat_tex_out_dir = ""
uav = io_unity_python.UnityAssetViewer()
uav.read_bundle_dir("Bundle Dir")
import_names = []
for objref in uav.get_objrefs():
if objref.get_class_id() == 137:
obj = uav.deref_object_ref(objref)
gobj = io_unity_python.PPtr(
obj.m_GameObject).get_type_tree_object_in_view(uav)
print(gobj.m_Name)
if gobj.m_Name in import_names:
try:
import_SkinnedMeshRenderer(obj)
except Exception as e:
raise e
break
del uav
gc.collect()