scripts/terrain_mesh_extractor/ExtractTerrainMeshes.py

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2023-07-13 20:18:09 +00:00
from unitypackff.asset import Asset
from unitypackff.environment import UnityEnvironment
import bpy
import bmesh
import os
dongpath = r'C:\Users\gents\AppData\LocalLow\Unity\Web Player\Cache\Fusionfall'
env = UnityEnvironment(base_path=dongpath)
outpath = r'C:\Users\gents\3D Objects\FFTerrainMeshes'
def rip_terrain_mesh(f, outpath):
dong = Asset.from_file(f, environment=env)
for k, v in dong.objects.items():
if v.type == 'TerrainData':
terrainData = dong.objects[k].read()
terrain_width = terrainData['m_Heightmap']['m_Width'] - 1
terrain_height = terrainData['m_Heightmap']['m_Height'] - 1
scale_x = terrainData['m_Heightmap']['m_Scale']['x']
scale_z = terrainData['m_Heightmap']['m_Scale']['z']
scale_y = terrainData['m_Heightmap']['m_Scale']['y']
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# create the terrain
bpy.ops.mesh.primitive_grid_add(x_subdivisions=terrain_width, y_subdivisions=terrain_height, size=128, enter_editmode=True, align='WORLD', location=(0, 0, 0), scale=(1, 1, 1))
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context = bpy.context
grid = context.edit_object
# apply triangulate modifier
mod = grid.modifiers.new("Triangulate", 'TRIANGULATE')
mod.quad_method = 'FIXED' # triangle orientation
bpy.ops.object.mode_set(mode='OBJECT')
bpy.ops.object.modifier_apply(modifier="Triangulate")
bpy.ops.object.mode_set(mode='EDIT')
bm = bmesh.from_edit_mesh(context.edit_object.data)
bm.verts.ensure_lookup_table()
for index, height in enumerate(terrainData['m_Heightmap']['m_Heights']):
# scale height
height_norm = height / (2 ** 15 - 2)
bm.verts[index].co.z = height_norm * scale_y
# pivot and scale x
bm.verts[index].co.x += terrain_width / 2
bm.verts[index].co.x *= scale_x
# pivot and scale z
bm.verts[index].co.y += terrain_height / 2
bm.verts[index].co.y *= scale_z
#print(f"{bm.verts[index].co.x}, {bm.verts[index].co.y}, {bm.verts[index].co.z}")
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indices = []
shift_amt = abs(bm.verts[0].co.x - bm.verts[1].co.x)
# gather m_Shifts positions
for shift in terrainData['m_Heightmap']['m_Shifts']:
shift_index = shift['y'] + shift['x'] * 129
indices.append(shift_index)
v = bm.verts[shift_index]
flags = shift['flags'] # bits: +X -X +Y -Y
if flags & 0b1000: # +X
v.co.x += shift_amt
if flags & 0b0100: # -X
v.co.x -= shift_amt
if flags & 0b0010: # +Y
v.co.y += shift_amt
if flags & 0b0001: # -Y
v.co.y -= shift_amt
# flip diagonally
for v in bm.verts:
tmp = v.co.x
v.co.x = v.co.y
v.co.y = tmp
# export
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bpy.ops.object.mode_set(mode="OBJECT")
bpy.ops.object.select_all(action='SELECT')
name = terrainData['m_Name']
outfile = f"{name}.fbx"
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bpy.ops.export_scene.fbx(filepath=os.path.join(outpath, outfile))
# select modified vertices
#bpy.ops.object.mode_set(mode="EDIT")
#bm = bmesh.from_edit_mesh(context.edit_object.data)
#bm.verts.ensure_lookup_table()
#for v in bm.verts:
# v.select = False
#for shift_index in indices:
# v = bm.verts[shift_index]
# v.select = True
# clear the scene
bpy.ops.object.mode_set(mode="OBJECT")
bpy.ops.object.select_all(action='SELECT')
bpy.ops.object.delete()
dongs = os.listdir(dongpath)
for dongname in dongs:
if not dongname.endswith("resourceFile"):
continue
assets = os.listdir(os.path.join(dongpath, dongname))
for assetname in assets:
if not assetname.startswith("CustomAssetBundle"):
continue
with open(os.path.join(dongpath, dongname, assetname), "rb") as f:
outdir = os.path.join(outpath, dongname, assetname)
os.makedirs(outdir, exist_ok=True)
rip_terrain_mesh(f, outdir)