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eyes_converter.py
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from io import StringIO
from pathlib import Path
from typing import Optional, Union, Tuple
import numpy as np
from SourceIO.library.source1.dmx.source1_to_dmx import normalize_path
from SourceIO.library.source1.mdl.structs.bone import Bone
from SourceIO.library.source1.mdl.structs.eyeball import Eyeball
from SourceIO.library.shared.content_providers.content_manager import ContentManager
from SourceIO.library.utils.byte_io_mdl import ByteIO
from SourceIO.library.utils.datamodel import DataModel, load
from SourceIO.library.utils import datamodel
from SourceIO.library.source1.mdl.v49.mdl_file import MdlV49
from SourceIO.library.source1.vmt import VMT
class EyeConverter:
def __init__(self):
self.right_axis = 1
self.material_file: Optional[Tuple[Union[Path, StringIO], Path]] = None
self._vmt: Optional[VMT] = None
self._mdl: Optional[MdlV49] = None
@staticmethod
def get_eye_asset():
return load('assets/eye.dmx')
def process_mdl(self, mdl: MdlV49, output_path):
self._mdl = mdl
output_path = Path(output_path)
eyeballs = []
dmx_eyebals = []
for bodygroup in mdl.body_parts:
for model in bodygroup.models:
if model.eyeballs:
eyeballs.extend(model.eyeballs)
for eyeball in eyeballs:
parent_bone = mdl.bones[eyeball.bone_index]
up_axis = np.abs(vector_i_rotate(eyeball.up, parent_bone.pose_to_bone))
if np.isclose(up_axis[1], 1, atol=0.1):
self.right_axis = 0
if np.isclose(up_axis[2], 1, atol=0.1):
self.right_axis = 2
if np.isclose(up_axis[0], 1, atol=0.1):
self.right_axis = 1
if eyeball.name == "":
eyeball.name = Path(mdl.materials[eyeball.material_id].name).stem
mat_path = material_name = mdl.materials[eyeball.material_id].name
for cd_mat in mdl.materials_paths:
full_path = ContentManager().find_material(Path(cd_mat) / material_name)
if full_path is not None:
mat_path = Path('materials') / Path(normalize_path(cd_mat)) / normalize_path(material_name)
self.material_file = full_path, mat_path
break
eye_asset = self.get_eye_asset()
eye_asset = self.adjust_uv(eye_asset, eyeball)
eye_asset = self.adjust_position(eye_asset, eyeball, parent_bone)
eye_asset = self.adjust_bones(eye_asset, eyeball, parent_bone)
mat = eye_asset.find_elements(elemtype='DmeMaterial')[0]
faceset = eye_asset.find_elements(elemtype='DmeFaceSet')[0]
mat.name = material_name
mat['mtlName'] = str(mat_path)
faceset['mtlName'] = str(mat_path)
faceset.name = mdl.materials[eyeball.material_id].name
eyeball_filename = output_path / (eyeball.name + '.dmx')
dmx_eyebals.append((eyeball.name, eyeball_filename))
eye_asset.write(eyeball_filename, 'binary', 9)
return dmx_eyebals
def load_material(self) -> Optional[VMT]:
if self._vmt:
return self._vmt
if self.material_file:
file, path = self.material_file
f = ByteIO(file)
self._vmt = VMT(StringIO(f.read().decode('latin1')), path.as_posix())
f.close()
return self._vmt
else:
return None
def adjust_uv(self, eye_asset: DataModel, eyeball: Eyeball):
vertex_data_block = eye_asset.find_elements('bind', elemtype='DmeVertexData')[0]
uv_data = np.array(vertex_data_block['texcoord$0'])
non_zero = np.where((uv_data != [0.0, 1.0]).all(axis=1))[0]
scale = eyeball.iris_scale
eye_material = self.load_material()
if eye_material is not None:
scale *= eye_material.get_float('$eyeballradius', 0.5)
uv_data[non_zero] *= scale
uv_data[non_zero] += 0.5
vertex_data_block['texcoord$0'] = datamodel.make_array(uv_data, datamodel.Vector2)
return eye_asset
def adjust_position(self, eye_asset: DataModel, eyeball: Eyeball, parent_bone: Bone):
vertex_data_block = eye_asset.find_elements('bind', elemtype='DmeVertexData')[0]
vertex_data_pos = np.array(vertex_data_block['position$0'])
vertex_data_norm = np.array(vertex_data_block['normal$0'])
eye_material = self.load_material()
scale = eyeball.radius
if eye_material is not None:
vmt_scale = eye_material.get_float('$eyeballradius', None)
if vmt_scale:
scale = vmt_scale
vertex_data_pos *= scale
eye_org = np.array(eyeball.org)
eyeball_orientation_matrix = rotation_matrix([0, 0, 0])
if self.right_axis == 0:
eyeball_orientation_matrix = rotation_matrix([0, -90, 0])
if self.right_axis == 2:
eyeball_orientation_matrix = rotation_matrix([0, 0, -90])
vertex_data_pos = np.dot(eyeball_orientation_matrix, vertex_data_pos.T).T
vertex_data_norm = np.dot(eyeball_orientation_matrix, vertex_data_norm.T).T
transform = collect_transforms(self._mdl, parent_bone)
M = np.ones([4, 1], dtype=np.float32)
M[0:3, 0] = eye_org
eye_org = transform @ M
eye_org = eye_org[0:3, 0]
vertex_data_pos = np.add(vertex_data_pos, eye_org)
vertex_data_block['position$0'] = datamodel.make_array(vertex_data_pos, datamodel.Vector3)
vertex_data_block['normal$0'] = datamodel.make_array(vertex_data_norm, datamodel.Vector3)
return eye_asset
@staticmethod
def adjust_bones(eye_asset: DataModel, eyeball: Eyeball, parent_bone: Bone):
head_bone: datamodel.Element = find_element(eye_asset, name='HEAD', elem_type='DmeJoint')
head_transform: datamodel.Element = head_bone['transform']
eye_bone: datamodel.Element = find_element(eye_asset, name='EYE', elem_type='DmeJoint')
eye_transform: datamodel.Element = eye_bone['transform']
eye_bone.name = eyeball.name
eye_transform.name = eyeball.name
head_bone.name = parent_bone.name
head_transform.name = parent_bone.name
eye_org = np.array(eyeball.org)
# eye_org[0] *= -1
eye_transform['position'] = datamodel.Vector3(eye_org)
head_transform['position'] = datamodel.Vector3(parent_bone.position)
head_transform['orientation'] = datamodel.Quaternion(parent_bone.quat)
head_transform2, eye_transform2 = eye_asset.root['skeleton']['baseStates'][0]['transforms'][:2]
eye_transform2['position'] = datamodel.Vector3(eye_org)
eye_transform2.name = eyeball.name
head_transform2['position'] = datamodel.Vector3(parent_bone.position)
head_transform2['orientation'] = datamodel.Quaternion(parent_bone.quat)
head_transform2.name = parent_bone.name
return eye_asset
def find_element(dm: DataModel, name=None, elem_type=None):
for elem in dm.elements:
elem: datamodel.Element
if name is not None and elem.name != name:
continue
if elem_type is not None and elem.type != elem_type:
continue
return elem
def rotation_matrix(euler_angles):
x, y, z = euler_angles
cx, cy, cz = np.cos(x), np.cos(y), np.cos(z)
sx, sy, sz = np.sin(x), np.sin(y), np.sin(z)
rx = np.array([[1, 0, 0, 0], [0, cx, -sx, 0], [0, sx, cx, 0], [0, 0, 0, 1]])
ry = np.array([[cy, 0, sy, 0], [0, 1, 0, 0], [-sy, 0, cy, 0], [0, 0, 0, 1]])
rz = np.array([[cz, -sz, 0, 0], [sz, cz, 0, 0], [0, 0, 1, 0], [0, 0, 0, 1]])
return rz @ ry @ rx
def normalized(a, axis=-1, order=2):
l2 = np.atleast_1d(np.linalg.norm(a, order, axis))
l2[l2 == 0] = 1
return a / np.expand_dims(l2, axis)
def collect_transforms(mdl: MdlV49, bone: Bone, rotate_matrix=None):
# bone.rotation - Euler
# bone.position - Vector3D
matrix = bone.matrix # 4x4 Matrix
if rotate_matrix is not None:
matrix = rotate_matrix @ matrix
if bone.parent_bone_id != -1:
parent_transform = collect_transforms(mdl, mdl.bones[bone.parent_bone_id])
return np.dot(parent_transform, matrix, )
else:
return matrix
def vector_i_rotate(inp, matrix):
return np.dot(inp, matrix[:3, :3])