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build_collada.py
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build_collada.py
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# ED8 COLLADA builder, needs output from my fork of uyjulian/ed8pkg2glb.
# Needs pyquaternion if heirarchy is inputted as TRS instead of matrix.
#
# GitHub eArmada8/ed8pkg2gltf
try:
import os, glob, numpy, json, io, sys, xml.dom.minidom
import xml.etree.ElementTree as ET
from pyquaternion import Quaternion
from pygltflib import GLTF2
from lib_fmtibvb import *
except ModuleNotFoundError as e:
print("Python module missing! {}".format(e.msg))
input("Press Enter to abort.")
raise
#Does not support sparse
def read_gltf_stream (gltf, accessor_num):
accessor = gltf.accessors[accessor_num]
bufferview = gltf.bufferViews[accessor.bufferView]
buffer = gltf.buffers[bufferview.buffer]
componentType = {5120: 'b', 5121: 'B', 5122: 'h', 5123: 'H', 5125: 'I', 5126: 'f'}
componentSize = {5120: 1, 5121: 1, 5122: 2, 5123: 2, 5125: 4, 5126: 4}
componentCount = {'SCALAR': 1, 'VEC2': 2, 'VEC3': 3, 'VEC4': 4, 'MAT2': 4, 'MAT3': 9, 'MAT4': 16}
componentFormat = "<{0}{1}".format(componentCount[accessor.type],\
componentType[accessor.componentType])
componentStride = componentCount[accessor.type] * componentSize[accessor.componentType]
data = []
with io.BytesIO(gltf.get_data_from_buffer_uri(buffer.uri)) as f:
f.seek(bufferview.byteOffset + accessor.byteOffset, 0)
for i in range(accessor.count):
data.append(list(struct.unpack(componentFormat, f.read(componentStride))))
if (bufferview.byteStride is not None) and (bufferview.byteStride > componentStride):
f.seek(bufferview.byteStride - componentStride, 1)
if accessor.normalized == True:
for i in range(len(data)):
if componentType == 'b':
data[i] = [x / ((2**(8-1))-1) for x in data[i]]
elif componentType == 'B':
data[i] = [x / ((2**8)-1) for x in data[i]]
elif componentType == 'h':
data[i] = [x / ((2**(16-1))-1) for x in data[i]]
elif componentType == 'H':
data[i] = [x / ((2**16)-1) for x in data[i]]
return(data)
# Create the basic COLLADA XML document, with values that do not change from model to model (I think)
# TODO: Are units, gravity and time step constant?
def basic_collada ():
collada = ET.Element('COLLADA')
collada.set("xmlns", "http://www.collada.org/2005/11/COLLADASchema")
collada.set("version", "1.4.1")
asset = ET.SubElement(collada, 'asset')
asset_unit = ET.SubElement(asset, 'unit')
asset_unit.set("meter", "0.01")
asset_unit.set("name", "centimeter")
asset_up_axis = ET.SubElement(asset, 'up_axis')
asset_up_axis.text = "Y_UP"
library_visual_scenes = ET.SubElement(collada, 'library_visual_scenes')
scene = ET.SubElement(collada, 'scene')
return(collada)
# Add image URIs
def add_images (collada, images, relative_path = '../../..'):
library_images = ET.SubElement(collada, 'library_images')
for image in images:
image_name = image.replace('.DDS','.dds').split('.dds')[0]
image_element = ET.SubElement(library_images, 'image')
image_element.set("id", os.path.basename(image_name)+'_Image')
image_element.set("name", os.path.basename(image_name)+'_Image')
image_element_init_from = ET.SubElement(image_element, 'init_from')
image_element_init_from.text = relative_path + '/' + image
image_element_extra = ET.SubElement(image_element, 'extra')
image_element_extra_technique = ET.SubElement(image_element_extra, 'technique')
image_element_extra_technique.set("profile", "MAYA")
image_element_extra_technique_dg = ET.SubElement(image_element_extra_technique, 'dgnode_type')
image_element_extra_technique_dg.text = "kFile"
image_element_extra_technique_is = ET.SubElement(image_element_extra_technique, 'image_sequence')
image_element_extra_technique_is.text = "0"
return(collada)
# Build the materials section
def add_materials (collada, metadata, relative_path = '../../..', forward_render = False):
materials = metadata['materials']
# Materials and effects can be done in parallel
library_materials = ET.SubElement(collada, 'library_materials')
library_effects = ET.SubElement(collada, 'library_effects')
all_shader_switches = ['SHADER_'+v['shader'].split('#')[-1] for (k,v) in materials.items()]
for material in materials:
#Materials
material_element = ET.SubElement(library_materials, 'material')
material_element.set("id", material)
material_element.set("name", material)
instance_effect = ET.SubElement(material_element, 'instance_effect')
instance_effect.set("url", "#{0}-fx".format(material))
technique_hint = ET.SubElement(instance_effect, 'technique_hint')
technique_hint.set("platform", "PC-DX")
if forward_render == True:
technique_hint.set("ref", "ForwardRender")
else:
technique_hint.set("ref", "Default")
#Effects
effect_element = ET.SubElement(library_effects, 'effect')
effect_element.set("id", material + '-fx')
profile_HLSL = ET.SubElement(effect_element, 'profile_HLSL')
profile_HLSL.set('platform', 'PC-DX')
include = ET.SubElement(profile_HLSL, 'include')
include.set('sid','include')
include.set('url', relative_path + '/' + materials[material]['shader'].split('#')[0])
# Float parameters - I haven't seen anything that isn't float, so I set everything here to float for now
for parameter in materials[material]['shaderParameters']:
#Material
setparam = ET.SubElement(instance_effect, 'setparam')
setparam.set("ref", material + parameter)
try:
values = ET.SubElement(setparam,\
'float{0}'.format({1:'', 2:2, 3:3, 4:4, 5:5}[len(materials[material]['shaderParameters'][parameter])]))
except KeyError:
print("KeyError: Material {0} parameter {1} has an invalid float{2}.".format(material, parameter,\
len(materials[material]['shaderParameters'][parameter])))
input("Press Enter to abort.")
raise
values.text = " ".join(["{0:g}".format(x) for x in materials[material]['shaderParameters'][parameter]])
#Effect
newparam = ET.SubElement(profile_HLSL, 'newparam')
newparam.set('sid', material + parameter)
annotate = ET.SubElement(newparam, 'annotate')
annotate.set('name', 'UIName')
string = ET.SubElement(annotate, 'string')
string.text = parameter
if len(materials[material]['shaderParameters'][parameter]) == 1:
annotate = ET.SubElement(newparam, 'annotate')
annotate.set('name', 'UIMin')
string = ET.SubElement(annotate, 'float')
string.text = '0'
annotate = ET.SubElement(newparam, 'annotate')
annotate.set('name', 'UIMax')
string = ET.SubElement(annotate, 'float')
string.text = '1'
else:
annotate = ET.SubElement(newparam, 'annotate')
annotate.set('name', 'UIType')
string = ET.SubElement(annotate, 'string')
string.text = 'Color'
semantic = ET.SubElement(newparam, 'semantic')
semantic.text = parameter
values = ET.SubElement(newparam, 'float{0}'.format({1:'', 2:2, 3:3, 4:4, 5:5}[len(materials[material]['shaderParameters'][parameter])]))
values.text = " ".join(["{0:g}".format(x) for x in materials[material]['shaderParameters'][parameter]])
#Sampler definitions, for the effects section
for parameter in materials[material]['shaderSamplerDefs']:
#None in Material
#Effect
newparam = ET.SubElement(profile_HLSL, 'newparam')
newparam.set('sid', parameter)
samplerDX = ET.SubElement(newparam, 'samplerDX')
wrap_s = ET.SubElement(samplerDX, 'wrap_s')
wrap_s.text = materials[material]['shaderSamplerDefs'][parameter]['m_wrapS']
wrap_t = ET.SubElement(samplerDX, 'wrap_t')
wrap_t.text = materials[material]['shaderSamplerDefs'][parameter]['m_wrapT']
wrap_p = ET.SubElement(samplerDX, 'wrap_p')
wrap_p.text = materials[material]['shaderSamplerDefs'][parameter]['m_wrapR']
dxfilter = ET.SubElement(samplerDX, 'dxfilter')
dxfilter.text = 'MIN_MAG_MIP_LINEAR' # This is probably not correct but I don't know the possible codes
func = ET.SubElement(samplerDX, 'func')
func.text = 'NEVER' # Again, who knows?
max_anisotropy = ET.SubElement(samplerDX, 'max_anisotropy')
max_anisotropy.text = "{0:g}".format(materials[material]['shaderSamplerDefs'][parameter]['m_maxAnisotropy'])
lod_min_distance = ET.SubElement(samplerDX, 'lod_min_distance')
lod_min_distance.text = "{0}".format(materials[material]['shaderSamplerDefs'][parameter]['m_baseLevel'])
lod_max_distance = ET.SubElement(samplerDX, 'lod_max_distance')
lod_max_distance.text = "{0}".format(materials[material]['shaderSamplerDefs'][parameter]['m_maxLevel'])
border_color = ET.SubElement(samplerDX, 'border_color')
border_color.text = '0 0 0 0' # In the example it's always this, and in the phyre file it's a single 0. I dunno.
# Texture parameters - only support for 2D currently
for parameter in materials[material]['shaderTextures']:
if materials[material]['shaderTextures'][parameter] == '' or not os.path.exists(materials[material]['shaderTextures'][parameter]):
print("Warning: Material {0} parameter {1} has a missing texture: {2}.".format(material, parameter, materials[material]['shaderTextures'][parameter]))
print("Compile will likely fail, and the .pkg may crash the game.")
input("Press Enter to continue.")
texture_name = materials[material]['shaderTextures'][parameter].replace('.DDS','.dds').split('/')[-1].split('.dds')[0]
sampler_name = parameter + 'Sampler'
if 'non2Dtextures' in materials[material].keys() and parameter in materials[material]['non2Dtextures'].keys() \
and materials[material]['non2Dtextures'][parameter] == 'PTextureCubeMap':
sampler_type = 'samplerCUBE'
tex_type = 'CUBE'
else:
sampler_type = 'sampler2D' # Use as default, should be PTexture2D
tex_type = '2D'
#Material
setparam = ET.SubElement(instance_effect, 'setparam')
setparam.set("ref", material + parameter)
sampler = ET.SubElement(setparam, sampler_type)
source = ET.SubElement(sampler, 'source')
source.text = texture_name + "Surface"
wrap_s = ET.SubElement(sampler, 'wrap_s')
wrap_t = ET.SubElement(sampler, 'wrap_t')
minfilter = ET.SubElement(sampler, 'minfilter')
magfilter = ET.SubElement(sampler, 'magfilter')
mipfilter = ET.SubElement(sampler, 'mipfilter')
mipfilter.text = 'NONE'
max_anisotropy = ET.SubElement(sampler, 'max_anisotropy')
if sampler_name in materials[material]['shaderSamplerDefs']:
wrap_s.text = materials[material]['shaderSamplerDefs'][sampler_name]['m_wrapS']
wrap_t.text = materials[material]['shaderSamplerDefs'][sampler_name]['m_wrapT']
minfilter.text = materials[material]['shaderSamplerDefs'][sampler_name]['m_minFilter']
magfilter.text = materials[material]['shaderSamplerDefs'][sampler_name]['m_magFilter']
max_anisotropy.text = "{0:g}".format(materials[material]['shaderSamplerDefs'][sampler_name]['m_maxAnisotropy'])
else: # CartoonMapSampler and SphereMapSampler
wrap_s.text = 'WRAP'
wrap_t.text = 'WRAP'
minfilter.text = 'NONE'
magfilter.text = 'NONE'
max_anisotropy.text = '0'
setparam2 = ET.SubElement(instance_effect, 'setparam')
setparam2.set("ref", texture_name + "Surface")
surface = ET.SubElement(setparam2, 'surface')
surface.set('type', tex_type)
init_from = ET.SubElement(surface, 'init_from')
init_from.set("mip", "0")
init_from.set("slice", "0")
init_from.text = texture_name + '_Image'
texformat = ET.SubElement(surface, 'format')
texformat.text = "A8R8G8B8"
#Effect
newparam = ET.SubElement(profile_HLSL, 'newparam')
newparam.set("sid", material + parameter)
annotate = ET.SubElement(newparam, 'annotate')
annotate.set('name', 'UIName')
string = ET.SubElement(annotate, 'string')
string.text = parameter
semantic = ET.SubElement(newparam, 'semantic')
semantic.text = parameter
sampler = ET.SubElement(newparam, 'sampler2D')
source = ET.SubElement(sampler, 'source')
source.text = texture_name + "Surface"
wrap_s = ET.SubElement(sampler, 'wrap_s')
wrap_t = ET.SubElement(sampler, 'wrap_t')
minfilter = ET.SubElement(sampler, 'minfilter')
magfilter = ET.SubElement(sampler, 'magfilter')
mipfilter = ET.SubElement(sampler, 'mipfilter')
mipfilter.text = 'NONE'
max_anisotropy = ET.SubElement(sampler, 'max_anisotropy')
if sampler_name in materials[material]['shaderSamplerDefs']:
wrap_s.text = materials[material]['shaderSamplerDefs'][sampler_name]['m_wrapS']
wrap_t.text = materials[material]['shaderSamplerDefs'][sampler_name]['m_wrapT']
minfilter.text = materials[material]['shaderSamplerDefs'][sampler_name]['m_minFilter']
magfilter.text = materials[material]['shaderSamplerDefs'][sampler_name]['m_magFilter']
max_anisotropy.text = "{0:g}".format(materials[material]['shaderSamplerDefs'][sampler_name]['m_maxAnisotropy'])
else: # CartoonMapSampler and SphereMapSampler
wrap_s.text = 'WRAP'
wrap_t.text = 'WRAP'
minfilter.text = 'NONE'
magfilter.text = 'NONE'
max_anisotropy.text = '0'
newparam2 = ET.SubElement(profile_HLSL, 'newparam')
newparam2.set("sid", texture_name + "Surface")
annotate = ET.SubElement(newparam2, 'annotate')
annotate.set('name', 'UIName')
string = ET.SubElement(annotate, 'string')
string.text = texture_name
surface = ET.SubElement(newparam2, 'surface')
surface.set('type', '2D')
init_from = ET.SubElement(surface, 'init_from')
init_from.set("mip", "0")
init_from.set("slice", "0")
init_from.text = texture_name
texformat = ET.SubElement(surface, 'format')
texformat.text = "A8R8G8B8"
extra = ET.SubElement(material_element, 'extra')
technique = ET.SubElement(extra, 'technique')
technique.set("profile", "PHYRE")
if 'shaderSwitches' in materials[material]:
material_switches = ET.SubElement(technique, 'material_switches')
current_shader_switch = 'SHADER_' + materials[material]['shader'].split('#')[-1]
shader = ET.SubElement(material_switches, current_shader_switch)
material_switch_list = ET.SubElement(technique, 'material_switch_list')
# Switches are taken from the shader files themselves
for material_switch in materials[material]['shaderSwitches']:
material_switch_entry = ET.SubElement(material_switch_list, 'material_switch')
material_switch_entry.set("name", material_switch)
material_switch_entry.set("material_switch_value", materials[material]['shaderSwitches'][material_switch])
for i in range(len(all_shader_switches)):
material_switch_entry = ET.SubElement(material_switch_list, 'material_switch')
material_switch_entry.set("name", all_shader_switches[i])
if all_shader_switches[i] == current_shader_switch:
material_switch_entry.set("material_switch_value", "1")
else:
material_switch_entry.set("material_switch_value", "0")
forwardrendertechnique = ET.SubElement(profile_HLSL, 'technique')
if forward_render == True:
forwardrendertechnique.set("sid", "ForwardRender")
else:
forwardrendertechnique.set("sid", "Default")
renderpass = ET.SubElement(forwardrendertechnique, 'pass')
shader = ET.SubElement(renderpass, 'shader')
shader.set('stage','VERTEX')
for parameter in list(materials[material]['shaderParameters'].keys()) +\
list(materials[material]['shaderSamplerDefs'].keys()) + list(materials[material]['shaderTextures'].keys()):
switch_bind = ET.SubElement(shader, 'bind')
switch_bind.set('symbol', parameter)
switch_param = ET.SubElement(switch_bind, 'param')
switch_param.set('ref', material + parameter)
extra = ET.SubElement(effect_element, 'extra')
technique = ET.SubElement(extra, 'technique')
technique.set('profile', 'PHYRE')
context_switches = ET.SubElement(technique, 'context_switches')
supported_lights = ET.SubElement(context_switches, 'supported_lights')
supported_lights.set('max_light_count', '0')
supported_shadows = ET.SubElement(context_switches, 'supported_shadows')
return(collada)
def calc_abs_matrix(node, skeleton, skeletal_bones = []):
try:
skeleton[node]['abs_matrix'] = numpy.dot(skeleton[skeleton[node]['parent']]['abs_matrix'], skeleton[node]['rel_matrix'])
except KeyError:
children_list = {i:skeleton[i]['children'] if 'children' in skeleton[i].keys() else [] for i in range(len(skeleton))}
parent_list = ", ".join([skeleton[i]['name'] for i in children_list if node in children_list[i]])
print("KeyError: {0} is missing abs_matrix. This is often due to an invalid parent assignment!".format(skeleton[node]['name']))
print("Detected parent(s) of {0}: {1}.".format(skeleton[node]['name'], parent_list))
input("Press Enter to abort.")
raise
try:
skeleton[node]['inv_matrix'] = numpy.linalg.inv(skeleton[node]['abs_matrix'])
except numpy.linalg.LinAlgError:
if skeleton[node]['name'] not in skeletal_bones:
pass
else:
print("LinAlgError: {0} has an invalid matrix and is part of the skeleton.".format(skeleton[node]['name']))
input("Press Enter to abort.")
raise
if 'children' in skeleton[node].keys():
for child in skeleton[node]['children']:
if child < len(skeleton):
skeleton = calc_abs_matrix(child, skeleton)
skeleton[node]['num_descendents'] += skeleton[child]['num_descendents'] + 1
return(skeleton)
# Change matrices to numpy arrays, add parent bone ID, world space matrix, inverse bind matrix
def add_bone_info (skeleton, skeletal_bones = []):
children_list = [{i:skeleton[i]['children'] if 'children' in skeleton[i].keys() else []} for i in range(len(skeleton))]
parent_dict = {x:list(y.keys())[0] for y in children_list for x in list(y.values())[0]}
top_nodes = [i for i in range(len(skeleton)) if i not in parent_dict.keys()]
identity_mtx = [[1,0,0,0],[0,1,0,0],[0,0,1,0],[0,0,0,1]]
for i in range(len(skeleton)):
if i in parent_dict.keys():
skeleton[i]['parent'] = parent_dict[i]
else:
skeleton[i]['parent'] = -1
if 'matrix' in skeleton[i]:
matrix = numpy.array([skeleton[i]['matrix'][0:4],\
skeleton[i]['matrix'][4:8], skeleton[i]['matrix'][8:12], skeleton[i]['matrix'][12:16]]).transpose()
elif 'translation' in skeleton[i].keys() or 'rotation' in skeleton[i].keys() or 'scale' in skeleton[i].keys():
if 'translation' in skeleton[i].keys():
t = numpy.array([[1,0,0,skeleton[i]['translation'][0]],[0,1,0,skeleton[i]['translation'][1]],\
[0,0,1,skeleton[i]['translation'][2]],[0,0,0,1]])
else:
t = numpy.array(identity_mtx)
if 'rotation' in skeleton[i].keys(): # quaternion is expected in xyzw (GLTF standard)
r = Quaternion(w=skeleton[i]['rotation'][3], x=skeleton[i]['rotation'][0],\
y=skeleton[i]['rotation'][1], z=skeleton[i]['rotation'][2]).transformation_matrix
else:
r = numpy.array(identity_mtx)
if 'scale' in skeleton[i].keys():
s = numpy.array([[skeleton[i]['scale'][0],0,0,0],[0,skeleton[i]['scale'][1],0,0],\
[0,0,skeleton[i]['scale'][2],0],[0,0,0,1]])
else:
s = numpy.array(identity_mtx)
matrix = numpy.dot(numpy.dot(t, r), s)
else:
matrix = numpy.array(identity_mtx)
skeleton[i]['rel_matrix'] = matrix
skeleton[i]['num_descendents'] = 0
for node in top_nodes:
skeleton[node]['abs_matrix'] = skeleton[node]['rel_matrix']
skeleton[node]['inv_matrix'] = numpy.linalg.inv(skeleton[node]['abs_matrix'])
if 'children' in skeleton[node].keys():
for child in skeleton[node]['children']:
skeleton = calc_abs_matrix(child, skeleton, skeletal_bones = skeletal_bones)
skeleton[node]['num_descendents'] += skeleton[child]['num_descendents'] + 1
return(skeleton)
# Ordered_list should be empty when calling
def order_nodes_by_heirarchy (node, filter_list, skeleton, ordered_list = []):
if node < len(skeleton):
if skeleton[node]['name'] in filter_list:
ordered_list.append(skeleton[node]['name'])
if 'children' in skeleton[node].keys():
for child in skeleton[node]['children']:
ordered_list = order_nodes_by_heirarchy (child, filter_list, skeleton, ordered_list)
return(ordered_list)
# Needs to be ordered by heirarchy, phyre Engine seems very sensitive to this
def get_joint_list (top_node, vgmaps, skeleton):
ordered_list = order_nodes_by_heirarchy (top_node, vgmaps, skeleton, ordered_list = [])
return({ordered_list[i]:i for i in range(len(ordered_list))})
def get_bone_dict (skeleton):
bone_dict = {}
for i in range(len(skeleton)):
bone_dict[skeleton[i]['name']] = i
return(bone_dict)
# Recursive function to fill out the entire node tree; call with the first node and i = 0
def get_children (parent_node, i, metadata, skeletal_bones = []):
if not metadata['heirarchy'][i]['name'] == parent_node.attrib['name']:
node = ET.SubElement(parent_node, 'node')
node.set('id', metadata['heirarchy'][i]['name'])
node.set('name', metadata['heirarchy'][i]['name'])
node.set('sid', metadata['heirarchy'][i]['name'])
if 'rel_matrix' in metadata['heirarchy'][i]:
matrix = ET.SubElement(node, 'matrix')
matrix.set('sid','transform')
matrix.text = " ".join(["{0}".format(x) for x in metadata['heirarchy'][i]['rel_matrix'].flatten('C')])
if metadata['heirarchy'][i]['name'] in skeletal_bones:
node.set('type', 'JOINT')
extra = ET.SubElement(node, 'extra')
technique = ET.SubElement(extra, 'technique')
technique.set('profile','PSSG')
translate_keyed = ET.SubElement(technique, 'translate_keyed')
rotate_keyed = ET.SubElement(technique, 'rotate_keyed')
scale_keyed = ET.SubElement(technique, 'scale_keyed')
else:
node.set('type', 'NODE')
if 'children' in metadata['heirarchy'][i].keys():
for j in range(len(metadata['heirarchy'][i]['children'])):
if metadata['heirarchy'][i]['children'][j] < len(metadata['heirarchy']):
get_children(node, metadata['heirarchy'][i]['children'][j], metadata, skeletal_bones = skeletal_bones)
extra = ET.SubElement(node, 'extra')
technique = ET.SubElement(extra, 'technique')
if 'locators' in metadata.keys() and metadata['heirarchy'][i]['name'] in metadata['locators']:
technique.set('profile', 'PHYRE')
locator = ET.SubElement(technique, 'locator')
locator.text = '1'
else:
technique.set('profile', 'MAYA')
dynamic_attributes = ET.SubElement(technique, 'dynamic_attributes')
filmboxTypeID = ET.SubElement(dynamic_attributes, 'filmboxTypeID')
filmboxTypeID.set('short_name', 'filmboxTypeID')
filmboxTypeID.set('type', 'int')
filmboxTypeID.text = '5'
segment_scale_compensate = ET.SubElement(technique, 'segment_scale_compensate')
segment_scale_compensate.text = '0'
else:
# Duplicated child node detected, do not process except to add children to the parent node
if 'children' in metadata['heirarchy'][i].keys():
for j in range(len(metadata['heirarchy'][i]['children'])):
if metadata['heirarchy'][i]['children'][j] < len(metadata['heirarchy']):
get_children(parent_node, metadata['heirarchy'][i]['children'][j], metadata, skeletal_bones = skeletal_bones)
return
# Used to add an empty node to visual scene if no node can be found to attach geometry
def add_empty_node (name, parent_node):
node = ET.SubElement(parent_node, 'node')
node.set('id', name)
node.set('name', name)
node.set('sid', name)
node.set('type', 'NODE')
matrix = ET.SubElement(node, 'matrix')
matrix.set('sid','transform')
matrix.text = "1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1"
extra = ET.SubElement(node, 'extra')
technique = ET.SubElement(extra, 'technique')
technique.set('profile', 'MAYA')
dynamic_attributes = ET.SubElement(technique, 'dynamic_attributes')
filmboxTypeID = ET.SubElement(dynamic_attributes, 'filmboxTypeID')
filmboxTypeID.set('short_name', 'filmboxTypeID')
filmboxTypeID.set('type', 'int')
filmboxTypeID.text = '5'
segment_scale_compensate = ET.SubElement(technique, 'segment_scale_compensate')
segment_scale_compensate.text = '0'
return(node)
# Build out the base node tree, run this before building geometries
def add_skeleton (collada, metadata, skeletal_bones = [], ani_times = [0,8.33]):
library_visual_scenes = collada.find('library_visual_scenes')
scene = collada.find('scene')
children_nodes = list(set([x for y in [x['children'] for x in metadata['heirarchy'] if 'children' in x.keys()] for x in y]))
top_nodes = [i for i in range(len(metadata['heirarchy'])) if i not in children_nodes]
for i in range(len(top_nodes)):
# Do not add top nodes without children, which are likely an artifact anyway of decompile / noesis / etc
# All scene nodes should have children (and of course, the compiler only supports single scene)
if 'children' in metadata['heirarchy'][top_nodes[i]].keys():
visual_scene = ET.SubElement(library_visual_scenes, 'visual_scene')
visual_scene.set('id', metadata['heirarchy'][top_nodes[i]]['name'])
if metadata['heirarchy'][top_nodes[i]]['name'] == 'VisualSceneNode':
visual_scene.set('name', metadata['name'])
else:
# Actually the compiler only supports single scene, so this will create a compile error
visual_scene.set('name', metadata['heirarchy'][top_nodes[i]]['name'])
get_children(visual_scene, top_nodes[i], metadata, skeletal_bones = skeletal_bones)
extra = ET.SubElement(visual_scene, 'extra')
technique = ET.SubElement(extra, 'technique')
technique.set('profile','FCOLLADA')
start_time = ET.SubElement(technique, 'start_time')
start_time.text = str(ani_times[0])
end_time = ET.SubElement(technique, 'end_time')
end_time.text = str(ani_times[1])
instance_visual_scene = ET.SubElement(scene, 'instance_visual_scene')
instance_visual_scene.set('url', '#' + metadata['heirarchy'][top_nodes[i]]['name'])
return(collada)
# Add geometries and skin them. Needs a base node tree to build links to.
def add_geometries_and_controllers (collada, submeshes, skeleton, materials, has_skeleton = True):
library_geometries = ET.SubElement(collada, 'library_geometries')
#Find mesh instances with saved inverted bind matrices
mesh_instances = list(set([x.split('_imtx')[0] for i in range(len(skeleton)) for x in skeleton[i].keys() if '_imtx' in x]))
if has_skeleton == True:
library_controllers = ET.SubElement(collada, 'library_controllers')
library_visual_scenes = collada.find('library_visual_scenes')
base_node = [child for child in library_visual_scenes[0] if child.tag == 'node'][0]
children_of_top_node = {base_node[i].attrib['name']:i for i in range(len(base_node)) if base_node[i].tag == 'node'}
if 'up_point' in children_of_top_node:
skeleton_name = 'up_point'
elif 'root' in children_of_top_node:
skeleton_name = 'root'
else:
print("Warning! Skeleton detection likely failed, as it is not up_point or root (case-sensitive)! Defaulting to top node.")
skeleton_name = base_node.attrib['name']
skeleton_id = [i for i in range(len(skeleton)) if skeleton[i]['name'] == skeleton_name][0]
joint_list = get_joint_list(skeleton_id, [x for y in [x['vgmap'].keys() for x in submeshes if 'vgmap' in x] for x in y]+[skeleton_name], skeleton)
bone_dict = get_bone_dict(skeleton)
for submesh in submeshes:
if "_".join(submesh["name"].split("_")[:-1]) in mesh_instances:
meshname = "_".join(submesh["name"].split("_")[:-1])
elif "_".join(submesh["name"].split("_")[:-2]) in mesh_instances:
meshname = "_".join(submesh["name"].split("_")[:-2])
else:
meshname = submesh["name"]
semantics_list = [x['SemanticName'] for x in submesh["vb"]]
geometry = ET.SubElement(library_geometries, 'geometry')
geometry.set("id", submesh['name'])
geometry.set("name", submesh['name'])
mesh = ET.SubElement(geometry, 'mesh')
semantic_counter = 0
for vb in submesh["vb"]:
if vb['SemanticName'] in ['POSITION', 'NORMAL', 'TEXCOORD', 'TANGENT', 'BINORMAL', 'COLOR']:
if vb['SemanticName'] == 'POSITION':
source_id = submesh['name'] + '-positions'
source_name = 'position'
param_names = ['X', 'Y', 'Z', 'W']
elif vb['SemanticName'] == 'NORMAL':
source_id = submesh['name'] + '-normals'
source_name = 'normal'
param_names = ['X', 'Y', 'Z', 'W']
elif vb['SemanticName'] == 'TEXCOORD':
source_id = submesh['name'] + '-UV' + vb['SemanticIndex']
source_name = 'UV' + vb['SemanticIndex']
param_names = ['S', 'T', 'R']
elif vb['SemanticName'] == 'TANGENT':
source_id = submesh['name'] + '-UV' + vb['SemanticIndex'] + '-tangents'
source_name = 'UV' + vb['SemanticIndex'] + '-tangents'
param_names = ['X', 'Y', 'Z', 'W']
elif vb['SemanticName'] == 'BINORMAL':
source_id = submesh['name'] + '-UV' + vb['SemanticIndex'] + '-binormals'
source_name = 'UV' + vb['SemanticIndex'] + '-binormals'
param_names = ['X', 'Y', 'Z', 'W']
elif vb['SemanticName'] == 'COLOR':
source_id = submesh['name'] + '-colors' + vb['SemanticIndex']
source_name = 'color' + vb['SemanticIndex']
param_names = ['R', 'G', 'B', 'A']
source = ET.SubElement(mesh, 'source')
source.set("id", source_id)
source.set("name", source_name)
float_array = ET.SubElement(source, 'float_array')
float_array.set("id", source_id + '-array')
float_array.set("count", str(len([x for y in vb['Buffer'] for x in y])))
float_array.text = " ".join(["{0}".format(x) for y in vb['Buffer'] for x in y])
technique_common = ET.SubElement(source, 'technique_common')
accessor = ET.SubElement(technique_common, 'accessor')
accessor.set('source', '#' + source_id + '-array')
accessor.set('count', str(len(vb['Buffer'])))
accessor.set('stride', str(len(vb['Buffer'][0])))
for i in range(len(vb['Buffer'][0])):
param = ET.SubElement(accessor, 'param')
param.set('name', param_names[i])
param.set('type', 'float')
if 'BLENDWEIGHTS' in semantics_list and 'BLENDINDICES' in semantics_list:
blendweights = [x['Buffer'] for x in submesh["vb"] if x['SemanticName'] == 'BLENDWEIGHTS'][0]
blendindices = [x['Buffer'] for x in submesh["vb"] if x['SemanticName'] == 'BLENDINDICES'][0]
blendjoints = dict(joint_list)
new_weights = []
new_indices = []
local_to_global_joints = {v:blendjoints[k] for (k,v) in submesh['vgmap'].items() if k in blendjoints}
for i in range(len(blendweights)):
new_weight = []
new_index = []
for j in range(len(blendweights[i])):
if blendweights[i][j] > 0.000001:
try:
new_weight.append(blendweights[i][j])
new_index.append(local_to_global_joints[blendindices[i][j]])
except KeyError:
try:
missing_bone = [x for x in submesh['vgmap'].keys() if submesh['vgmap'][x] == blendindices[i][j]][0]
print("KeyError: Attempted to map {1} to skeleton while adding submesh {0} to COLLADA, but {1} does not exist in the hierarchy!".format(submesh["name"], missing_bone))
input("Press Enter to abort.")
raise
except IndexError:
print("IndexError: Vertex attempted to use group {1} while adding submesh {0} to COLLADA, but group {1} does not exist in the vgmap!".format(submesh["name"], blendindices[i][j]))
input("Press Enter to abort.")
raise
new_weights.append(new_weight)
new_indices.append(new_index)
#Uncomment the next 3 lines to force local bones instead of global bones
#new_weights = blendweights
#new_indices = blendindices
#blendjoints = submesh['vgmap']
controller = ET.SubElement(library_controllers, 'controller')
controller.set('id', submesh['name'] + '-skin')
controller.set('name', 'skinCluster_' + submesh['name']) #Maya does skinCluster1, skinCluster2... dunno if this matters
skin = ET.SubElement(controller, 'skin')
skin.set('source', '#' + submesh['name'])
bind_shape_matrix = ET.SubElement(skin, 'bind_shape_matrix')
bind_shape_matrix.text = '1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1'
vgmap_source = ET.SubElement(skin, 'source')
vgmap_source.set('id', submesh['name'] + '-skin-joints')
vgmap_name_array = ET.SubElement(vgmap_source, 'Name_array')
vgmap_name_array.set('id', submesh['name'] + '-skin-joints-array')
vgmap_name_array.set('count', str(len(blendjoints)))
vgmap_name_array.text = " ".join(blendjoints.keys())
for bone in blendjoints.keys():
try: # I'm not sure this error can be reached, since invalid bones should have been caught earlier.
bone_node = [x for x in collada.iter() if 'sid' in x.attrib and x.attrib['sid'] == bone][0]
except IndexError:
print("IndexError: Attempted to map {1} to skeleton while adding submesh {0} to COLLADA, but {1} does not exist in the heirachy!".format(submesh["name"], bone))
input("Press Enter to abort.")
raise
bone_node.set('type', 'JOINT')
technique_common = ET.SubElement(vgmap_source, 'technique_common')
accessor = ET.SubElement(technique_common, 'accessor')
accessor.set('source', '#' + submesh['name'] + '-skin-joints-array')
accessor.set('count', str(len(blendjoints)))
accessor.set('stride', '1')
param = ET.SubElement(accessor, 'param')
param.set('name', 'JOINT')
param.set('type', 'Name')
inv_bind_mtx_source = ET.SubElement(skin, 'source')
inv_bind_mtx_source.set('id', submesh['name'] + '-skin-bind_poses')
inv_bind_mtx_array = ET.SubElement(inv_bind_mtx_source, 'float_array')
inv_bind_mtx_array.set('id', submesh['name'] + '-skin-bind_poses-array')
inv_bind_mtx_array.set('count', str(len(blendjoints) * 16))
inv_bind_mtx_array.text = " ".join(["{0}".format(x) for y in\
[numpy.array([skeleton[bone_dict[x]][meshname+'_imtx'][0:4], skeleton[bone_dict[x]][meshname+'_imtx'][4:8],\
skeleton[bone_dict[x]][meshname+'_imtx'][8:12], skeleton[bone_dict[x]][meshname+'_imtx'][12:16]]).transpose().flatten('C')\
if meshname+'_imtx' in skeleton[bone_dict[x]].keys() else skeleton[bone_dict[x]]['inv_matrix'].flatten('C')\
for x in blendjoints.keys()] for x in y])
technique_common = ET.SubElement(inv_bind_mtx_source, 'technique_common')
accessor = ET.SubElement(technique_common, 'accessor')
accessor.set('source', '#' + submesh['name'] + '-skin-bind_poses-array')
accessor.set('count', str(len(blendjoints)))
accessor.set('stride', '16')
param = ET.SubElement(accessor, 'param')
param.set('name', 'TRANSFORM')
param.set('type', 'float4x4')
blendweights_source = ET.SubElement(skin, 'source')
blendweights_source.set("id", submesh['name'] + '-skin-weights')
blendweights_source.set("name", 'skin-weights')
float_array = ET.SubElement(blendweights_source, 'float_array')
float_array.set("id", submesh['name'] + '-skin-weights-array')
float_array.set("count", str(len([x for y in new_weights for x in y])))
float_array.text = " ".join(["{0}".format(x) for y in new_weights for x in y])
technique_common = ET.SubElement(blendweights_source, 'technique_common')
accessor = ET.SubElement(technique_common, 'accessor')
accessor.set('source', '#' + submesh['name'] + '-skin-weights-array')
accessor.set('count', str(len([x for y in new_weights for x in y])))
accessor.set('stride', '1')
param = ET.SubElement(accessor, 'param')
param.set('name', 'WEIGHT')
param.set('type', 'float')
joints = ET.SubElement(skin, 'joints')
vgmap_input = ET.SubElement(joints, 'input')
vgmap_input.set('semantic', 'JOINT')
vgmap_input.set('source', '#' + submesh['name'] + '-skin-joints')
inv_bind_mtx_input = ET.SubElement(joints, 'input')
inv_bind_mtx_input.set('semantic', 'INV_BIND_MATRIX')
inv_bind_mtx_input.set('source', '#' + submesh['name'] + '-skin-bind_poses')
# Create an empty vertex weight group, will be filled as we read in the vertex buffers
vertex_weights = ET.SubElement(skin, 'vertex_weights')
vertex_weights.set("count", str(len(new_indices)))
joint_input = ET.SubElement(vertex_weights, 'input')
joint_input.set('semantic', 'JOINT')
joint_input.set('source', '#' + submesh['name'] + '-skin-joints')
joint_input.set('offset', '0')
weight_input = ET.SubElement(vertex_weights, 'input')
weight_input.set('semantic', 'WEIGHT')
weight_input.set('source', '#' + submesh['name'] + '-skin-weights')
weight_input.set('offset', '1')
vcount = ET.SubElement(vertex_weights, 'vcount')
vcount.text = " ".join([str(len(x)) for x in new_indices])
v = ET.SubElement(vertex_weights, 'v')
blend_indices = [x for y in new_indices for x in y]
v.text = " ".join([str(x) for y in [[blend_indices[i],i] for i in range(len(blend_indices))] for x in y])
vertices = ET.SubElement(mesh, 'vertices')
vertices.set('id', submesh['name'] + '-vertices')
vertices_input = ET.SubElement(vertices, 'input')
vertices_input.set('semantic', 'POSITION')
vertices_input.set('source', '#' + submesh['name'] + '-positions')
triangles = ET.SubElement(mesh, 'triangles')
triangles.set('material', submesh['name'] + 'SG')
triangles.set('count', str(len(submesh['ib'])))
input_count = 0
for vb in submesh["vb"]:
if vb['SemanticName'] in ['POSITION', 'NORMAL', 'TEXCOORD', 'TANGENT', 'BINORMAL', 'COLOR']:
triangle_input = ET.SubElement(triangles, 'input')
if vb['SemanticName'] == 'POSITION':
triangle_input.set('semantic', 'VERTEX')
triangle_input.set('source', '#' + submesh['name'] + '-vertices')
elif vb['SemanticName'] == 'NORMAL':
triangle_input.set('semantic', 'NORMAL')
triangle_input.set('source', '#' + submesh['name'] + '-normals')
elif vb['SemanticName'] == 'TEXCOORD':
triangle_input.set('semantic', 'TEXCOORD')
triangle_input.set('source', '#' + submesh['name'] + '-UV' + vb['SemanticIndex'])
elif vb['SemanticName'] == 'TANGENT':
triangle_input.set('semantic', 'TEXTANGENT')
triangle_input.set('source', '#' + submesh['name'] + '-UV' + vb['SemanticIndex'] + '-tangents')
elif vb['SemanticName'] == 'BINORMAL':
triangle_input.set('semantic', 'TEXBINORMAL')
triangle_input.set('source', '#' + submesh['name'] + '-UV' + vb['SemanticIndex'] + '-binormals')
elif vb['SemanticName'] == 'COLOR':
triangle_input.set('semantic', 'COLOR')
triangle_input.set('source', '#' + submesh['name'] + '-colors' + vb['SemanticIndex'])
triangle_input.set('offset', str(input_count))
input_count += 1
if vb['SemanticName'] in ['TEXCOORD', 'TANGENT', 'BINORMAL', 'COLOR']:
triangle_input.set('set', vb['SemanticIndex'])
p = ET.SubElement(triangles, 'p')
p.text = " ".join([str(x) for y in [[x]*input_count for x in [x for y in submesh['ib'] for x in y]] for x in y])
extra = ET.SubElement(geometry, 'extra')
technique = ET.SubElement(extra, 'technique')
technique.set('profile', 'MAYA')
double_sided = ET.SubElement(technique, 'double_sided')
double_sided.text = '1'
# Create geometry node
parent_node = [x for x in collada.iter() if 'sid' in x.attrib and x.attrib['sid'] == meshname]
if 'BLENDWEIGHTS' in semantics_list and 'BLENDINDICES' in semantics_list:
if len(parent_node) > 0:
mesh_node = parent_node[0]
else:
mesh_node = add_empty_node (meshname+'_node', collada.find('library_visual_scenes')[0])
instance_geom_controller = ET.SubElement(mesh_node, 'instance_controller')
instance_geom_controller.set('url', '#' + submesh["name"] + '-skin')
controller_skeleton = ET.SubElement(instance_geom_controller, 'skeleton')
controller_skeleton.text = '#' + skeleton_name # Should always be 'up_point' or its equivalent!
else:
if meshname[-3] == '_' and meshname[-2:].isdigit() and len([x for x in collada.iter() if 'sid' in x.attrib and x.attrib['sid'] == meshname[:-3]]) > 0:
mesh_node = add_empty_node (meshname+'_node', [x for x in collada.iter() if 'sid' in x.attrib and x.attrib['sid'] == meshname[:-3]][0])
else:
mesh_node = add_empty_node (meshname+'_node', collada.find('library_visual_scenes')[0])
instance_geom_controller = ET.SubElement(mesh_node, 'instance_geometry')
instance_geom_controller.set('url', '#' + submesh["name"])
bind_material = ET.SubElement(instance_geom_controller, 'bind_material')
technique_common = ET.SubElement(bind_material, 'technique_common')
instance_material = ET.SubElement(technique_common, 'instance_material')
instance_material.set('symbol', submesh['name'] + 'SG')
instance_material.set('target', '#' + submesh['material']['material'])
try:
material = [v for (k,v) in materials.items() if k == submesh['material']['material']][0]
except IndexError:
print("IndexError: Vertex attempted to use material {1} while adding submesh {0} to COLLADA, but material {1} does not exist in the metadata!".format(submesh["name"], submesh['material']['material']))
input("Press Enter to abort.")
raise
for parameter in material['shaderTextures']:
# Texture parameters - I think these are constant from texture to texture and model to model, variations are in the effects?
texture_name = material['shaderTextures'][parameter].replace('.DDS','.dds').split('/')[-1].split('.dds')[0]
bind = ET.SubElement(instance_material, 'bind')
bind.set("semantic", parameter)
bind.set("target", texture_name + '_Image-lib/outColor')
extra = ET.SubElement(bind, 'extra')
technique = ET.SubElement(extra, 'technique')
technique.set('profile', 'PSSG')
param = ET.SubElement(technique, 'param')
param.set("name", parameter)
if 'uvmap' in submesh:
for i in range(len(submesh["uvmap"])):
bind_vertex_input = ET.SubElement(instance_material, 'bind_vertex_input')
bind_vertex_input.set('semantic', "TEX{0}".format(submesh["uvmap"][i]['m_index']))
bind_vertex_input.set('input_semantic', "TEXCOORD")
bind_vertex_input.set('input_set', "{0}".format(submesh["uvmap"][i]['m_inputSet']))
extra = ET.SubElement(instance_geom_controller, 'extra')
technique = ET.SubElement(extra, 'technique')
technique.set('profile', 'PHYRE')
object_render_properties = ET.SubElement(technique, 'object_render_properties')
object_render_properties.set('castsShadows', '1')
object_render_properties.set('receiveShadows', '1')
object_render_properties.set('visibleInReflections', '1')
object_render_properties.set('visibleInRefractions', '1')
object_render_properties.set('motionBlurEnabled', '1')
return(collada)
def add_physics (collada, physics_metadata):
library_geometries = collada.find('library_geometries')
library_physics_scenes = ET.SubElement(collada, 'library_physics_scenes')
physics_scene = ET.SubElement(library_physics_scenes, 'physics_scene')
physics_scene.set("id","MayaNativePhysicsScene")
library_physics_scenes_ps_tc = ET.SubElement(physics_scene, 'technique_common')
library_physics_scenes_ps_tc_gravity = ET.SubElement(library_physics_scenes_ps_tc, 'gravity')
library_physics_scenes_ps_tc_gravity.text = "0 -980 0"
library_physics_scenes_ps_tc_time_step = ET.SubElement(library_physics_scenes_ps_tc, 'time_step')
library_physics_scenes_ps_tc_time_step.text = "0.083"
scene = collada.find('scene')
instance_physics_scene = ET.SubElement(scene, 'instance_physics_scene')
instance_physics_scene.set('url', '#MayaNativePhysicsScene')
library_physics_materials = ET.SubElement(collada, 'library_physics_materials')
library_physics_models = ET.SubElement(collada, 'library_physics_models')
# I'm a little confused here, it seems that there can only be one physics model
for model in physics_metadata:
physics_model_element = ET.SubElement(library_physics_models, 'physics_model')
physics_model_element.set("id", model)
instance_physics_model = ET.SubElement(physics_scene, 'instance_physics_model')
instance_physics_model.set('url', '#' + model)
j = 0 # Counter for dynamic
for body_name in physics_metadata[model]['rigid_bodies']:
body = physics_metadata[model]['rigid_bodies'][body_name]
physics_rigid_body = ET.SubElement(physics_model_element, 'rigid_body')
physics_rigid_body.set("name", body_name)
physics_rigid_body.set("sid", body_name)
# Parameters
technique_common = ET.SubElement(physics_rigid_body, 'technique_common')
dynamic = ET.SubElement(technique_common, 'dynamic')
dynamic.set("sid", 'dynamic')
dynamic.text = "{0}".format(j)
mass = ET.SubElement(technique_common, 'mass')
mass.text = "{0}".format(body['parameters']['m_mass'])
mass_frame = ET.SubElement(technique_common, 'mass_frame')
mfmtx = body['parameters']['m_massFrameTransform']
mass_frame_matrix = numpy.array([[mfmtx[3],mfmtx[7],mfmtx[11],0], mfmtx[0:3]+[0], mfmtx[4:7]+[0], mfmtx[8:11]+[1]])
translate = ET.SubElement(mass_frame, 'translate')
translate.text = " ".join([str(x) for x in mass_frame_matrix[3][0:3]])
rotate = ET.SubElement(mass_frame, 'rotate')
rotate_q = Quaternion(matrix=mass_frame_matrix.transpose())
rotate.text = " ".join([str(x) for x in list(rotate_q)])
# Material
instance_physics_material = ET.SubElement(technique_common, 'instance_physics_material')
instance_physics_material.set('url', "#PPhysicsMaterial_{0}".format(body_name))
physics_material_element = ET.SubElement(library_physics_materials, 'physics_material')
physics_material_element.set("id", "PPhysicsMaterial_{0}".format(body_name))
physics_material_element.set("name", "PPhysicsMaterial_{0}".format(body_name))
material_technique_common = ET.SubElement(physics_material_element, 'technique_common')
dynamic_friction = ET.SubElement(material_technique_common, 'dynamic_friction')
dynamic_friction.text = "{0}".format(body['material']['m_dynamicFriction'])
static_friction = ET.SubElement(material_technique_common, 'static_friction')
static_friction.text = "{0}".format(body['material']['m_staticFriction'])
restitution = ET.SubElement(material_technique_common, 'restitution')
restitution.text = "{0}".format(body['material']['m_restitution'])
# Shape
for shape_name in body['shapes']:
rbshape = body['shapes'][shape_name]
shape = ET.SubElement(technique_common, 'shape')
hollow = ET.SubElement(shape, 'hollow')
hollow.text = str(rbshape['m_hollow']).lower()
mass = ET.SubElement(shape, 'mass')
mass.text = "{0}".format(rbshape['m_mass'])
density = ET.SubElement(shape, 'density')
density.text = "{0}".format(rbshape['m_density'])
# Strange that the geometry is inside the shape in collada, but inside the rigid body in phyre?
geometries = [x.attrib['id'] for x in library_geometries.findall('geometry')\
if body['targetNode'] in x.attrib['id']]
for l in range(len(geometries)):
instance_geometry = ET.SubElement(shape, 'instance_geometry')
instance_geometry.set('url', "#{0}".format(geometries[l]))
# More parameters
technique = ET.SubElement(physics_rigid_body, 'technique')
technique.set("profile", 'MAYA')
damping = ET.SubElement(technique, 'damping')
damping.text = "{0}".format(body['parameters']['m_linearDamping']) # Or should this be m_angularDamping?
instance_rigid_body = ET.SubElement(instance_physics_model, 'instance_rigid_body')
instance_rigid_body.set("target", "#"+body['targetNode'])
instance_rigid_body.set("body", body_name)
technique_common = ET.SubElement(instance_rigid_body, 'technique_common')
angular_velocity = ET.SubElement(technique_common, 'angular_velocity')
angular_velocity.text = "{0}".format(" ".join([str(x) for x in body['parameters']['m_initialAngularVelocity']]))
velocity = ET.SubElement(technique_common, 'velocity')
velocity.text = "{0}".format(" ".join([str(x) for x in body['parameters']['m_initialLinearVelocity']]))
dynamic = ET.SubElement(technique_common, 'dynamic')
dynamic.text = "{0}".format(j)
mass = ET.SubElement(technique_common, 'mass')
mass.text = "{0}".format(body['parameters']['m_mass'])
mass_frame = ET.SubElement(technique_common, 'mass_frame')
translate = ET.SubElement(mass_frame, 'translate')
translate.text = " ".join([str(x) for x in mass_frame_matrix[3][0:3]])
rotate = ET.SubElement(mass_frame, 'rotate')
rotate_q = Quaternion(matrix=mass_frame_matrix.transpose())
rotate.text = " ".join([str(x) for x in list(rotate_q)])
technique = ET.SubElement(instance_rigid_body, 'technique')
technique.set("profile", 'MAYA')
damping = ET.SubElement(technique, 'damping')
damping.text = "{0}".format(body['parameters']['m_linearDamping']) # Or should this be m_angularDamping?
j += 1
return(collada)
# We can maintain ability to extract multiple indices, although phyreEngine only has single animations so i=0 always
def extract_animation (gltf, i = 0, start_at_time_zero = False):
ani_bones = sorted(list(set([x.target.node for x in gltf.animations[i].channels if x.target.node is not None])))
if len(ani_bones) < 1:
return({}, [0,0])
ani_starttime = min([x for y in [x for y in gltf.animations[i].samplers for x in read_gltf_stream(gltf, y.input)] for x in y])
ani_endtime = max([x for y in [x for y in gltf.animations[i].samplers for x in read_gltf_stream(gltf, y.input)] for x in y])
if start_at_time_zero == False:
ani_timeshift = 0
else:
ani_timeshift = ani_starttime
ani_struct = {}
for j in ani_bones:
samplers = {y.sampler:y.target.path for y in gltf.animations[i].channels if y.target.node == j}
timestamps = sorted(set([x for y in [x for y in \
[read_gltf_stream(gltf, gltf.animations[i].samplers[x].input) for x in samplers.keys()] for x in y] for x in y]))
transformations = {}
# Get base pose information
if gltf.nodes[j].matrix is not None:
base_s = [numpy.linalg.norm(gltf.nodes[j].matrix[0:3]), numpy.linalg.norm(gltf.nodes[j].matrix[4:7]),\
numpy.linalg.norm(gltf.nodes[j].matrix[8:11])]
base_t_mtx = numpy.array([[1,0,0,0],[0,1,0,0],[0,0,1,0],gltf.nodes[j].matrix[12:15]+[1]]).transpose()
base_r_mtx = numpy.array([(gltf.nodes[j].matrix[0:3]/base_s[0]).tolist()+[0],\
(gltf.nodes[j].matrix[4:7]/base_s[1]).tolist()+[0],\
(gltf.nodes[j].matrix[8:11]/base_s[2]).tolist()+[0],[0,0,0,1]]).transpose()
base_s_mtx = numpy.array([[base_s[0],0,0,0],[0,base_s[1],0,0],[0,0,base_s[2],0],[0,0,0,1]])
else:
if gltf.nodes[j].translation is not None:
base_t_mtx = numpy.array([[1,0,0,0],[0,1,0,0],[0,0,1,0],gltf.nodes[j].translation+[1]]).transpose()
else:
base_t_mtx = numpy.array([[1,0,0,0],[0,1,0,0],[0,0,1,0],[0,0,0,1]])
if gltf.nodes[j].rotation is not None:
base_r_mtx = Quaternion(gltf.nodes[j].rotation[3], gltf.nodes[j].rotation[0],\
gltf.nodes[j].rotation[1], gltf.nodes[j].rotation[2]).transformation_matrix
else:
base_r_mtx = numpy.array([[1,0,0,0],[0,1,0,0],[0,0,1,0],[0,0,0,1]])
if gltf.nodes[j].scale is not None:
base_s_mtx = numpy.array([[gltf.nodes[j].scale[0],0,0,0],\
[0,gltf.nodes[j].scale[1],0,0],[0,0,gltf.nodes[j].scale[2],0],[0,0,0,1]])
else:
base_s_mtx = numpy.array([[1,0,0,0],[0,1,0,0],[0,0,1,0],[0,0,0,1]])
# Process keyframes
for k in range(len(timestamps)):
t = base_t_mtx
r = base_r_mtx
s = base_s_mtx
for sampler in samplers:
keyed_times = [x for y in read_gltf_stream(gltf, gltf.animations[i].samplers[sampler].input) for x in y]
outputs = read_gltf_stream(gltf, gltf.animations[i].samplers[sampler].output)
if timestamps[k] in keyed_times:
output = outputs[keyed_times.index(timestamps[k])]
if samplers[sampler] == 'translation':
t = numpy.array([[1,0,0,0],[0,1,0,0],[0,0,1,0],output+[1]]).transpose()
elif samplers[sampler] == 'rotation':
r = Quaternion(w=output[3], x=output[0], y=output[1], z=output[2]).transformation_matrix
elif samplers[sampler] == 'scale':
s = numpy.array([[output[0],0,0,0],[0,output[1],0,0],[0,0,output[2],0],[0,0,0,1]])
transformations[timestamps[k] - ani_timeshift] = " ".join(["{0}".format(x) for x in numpy.dot(numpy.dot(t, r), s).flatten('C')])
# The most recent sampler is used for interpolation. We can only use one anyway, since all the transformations are combined.
ani_struct[gltf.nodes[j].name] = {'interpolation': gltf.animations[i].samplers[sampler].interpolation, 'transformations': transformations}
return(ani_struct, [ani_starttime-ani_timeshift, ani_endtime-ani_timeshift])
#phyreEngine only has single animations so i=0 always
def add_animations (collada, gltf, ani_struct):
library_animations = ET.SubElement(collada, 'library_animations')
for bone in ani_struct:
animation = ET.SubElement(library_animations, 'animation')
animation.set('id', "{0}.matrix".format(bone))
input_source = ET.SubElement(animation, 'source')
input_source.set('id', "{0}.matrix_{0}_transform-input".format(bone))
float_array = ET.SubElement(input_source, 'float_array')
float_array.set('id', "{0}.matrix_{0}_transform-input-array".format(bone))
float_array.set('count', str(len(ani_struct[bone]['transformations'])))
float_array.text = " ".join([str(x) for x in ani_struct[bone]['transformations'].keys()])
technique_common = ET.SubElement(input_source, 'technique_common')
accessor = ET.SubElement(technique_common, 'accessor')
accessor.set('source', "#{0}.matrix_{0}_transform-input-array".format(bone))
accessor.set('count', str(len(ani_struct[bone]['transformations'])))
accessor.set('stride', '1')
param = ET.SubElement(accessor, 'param')
param.set('name','TIME')
param.set('type','float')
technique = ET.SubElement(input_source, 'technique')
technique.set('profile','MAYA')
pre_infinity = ET.SubElement(technique, 'pre_infinity')
pre_infinity.text = 'CONSTANT'
post_infinity = ET.SubElement(technique, 'post_infinity')
post_infinity.text = 'CONSTANT'
output_source = ET.SubElement(animation, 'source')
output_source.set('id', "{0}.matrix_{0}_transform-output".format(bone))
float_array = ET.SubElement(output_source, 'float_array')
float_array.set('id', "{0}.matrix_{0}_transform-output-array".format(bone))
float_array.set('count', str(len(ani_struct[bone]['transformations'])*16))
float_array.text = " ".join([str(x) for x in ani_struct[bone]['transformations'].values()])
technique_common = ET.SubElement(output_source, 'technique_common')
accessor = ET.SubElement(technique_common, 'accessor')
accessor.set('source', "#{0}.matrix_{0}_transform-output-array".format(bone))
accessor.set('count', str(len(ani_struct[bone]['transformations'])))
accessor.set('stride', '16')
param = ET.SubElement(accessor, 'param')
param.set('name','TRANSFORM')
param.set('type','float4x4')
interpolation_source = ET.SubElement(animation, 'source')
interpolation_source.set('id', "{0}.matrix_{0}_transform-interpolations".format(bone))
name_array = ET.SubElement(interpolation_source, 'Name_array')
name_array.set('id', "{0}.matrix_{0}_transform-interpolations-array".format(bone))
name_array.set('count', str(len(ani_struct[bone]['transformations'])))
name_array.text = " ".join([ani_struct[bone]['interpolation'] for x in ani_struct[bone]['transformations'].keys()])
technique_common = ET.SubElement(interpolation_source, 'technique_common')