mirror of
https://github.com/OpenFusionProject/scripts.git
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155 lines
6.2 KiB
Python
155 lines
6.2 KiB
Python
from unitypackff.asset import Asset
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from unitypackff.environment import UnityEnvironment
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import bpy
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import bmesh
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import os
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dongpath = (os.path.expandvars('%userprofile%') + "/AppData/LocalLow/Unity/Web Player/Cache/FusionFall")
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env = UnityEnvironment(base_path=dongpath)
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outpath = (os.path.expandvars('%userprofile%') + "/3D Objects/FFTerrainMeshes")
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def uvs_from_vert(uv_layer, v):
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uvs = []
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for l in v.link_loops:
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uv_data = l[uv_layer]
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uvs.append(uv_data.uv)
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return uvs
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def delete_all_objects():
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for i in bpy.context.scene.objects:
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i.select_set(True)
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bpy.ops.object.delete()
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def rip_terrain_mesh(f, outpath, clear=False):
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dong = Asset.from_file(f, environment=env)
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for k, v in dong.objects.items():
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if v.type == 'TerrainData':
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terrainData = dong.objects[k].read()
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terrain_width = terrainData['m_Heightmap']['m_Width'] - 1
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terrain_height = terrainData['m_Heightmap']['m_Height'] - 1
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scale_x = terrainData['m_Heightmap']['m_Scale']['x']
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scale_z = terrainData['m_Heightmap']['m_Scale']['z']
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scale_y = terrainData['m_Heightmap']['m_Scale']['y']
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# create the terrain
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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
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grid = context.edit_object
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bpy.ops.object.mode_set(mode='EDIT')
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bm = bmesh.from_edit_mesh(context.edit_object.data)
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bm.verts.ensure_lookup_table()
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for index, height in enumerate(terrainData['m_Heightmap']['m_Heights']):
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# scale height
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height_norm = height / (2 ** 15 - 2)
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bm.verts[index].co.z = height_norm * scale_y
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# pivot and scale x
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bm.verts[index].co.x += terrain_width / 2
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bm.verts[index].co.x *= scale_x
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# pivot and scale z
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bm.verts[index].co.y += terrain_height / 2
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bm.verts[index].co.y *= scale_z
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#print(f"{bm.verts[index].co.x}, {bm.verts[index].co.y}, {bm.verts[index].co.z}")
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indices = []
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shift_amt = abs(bm.verts[0].co.x - bm.verts[1].co.x)
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uv_layer = bm.loops.layers.uv.active
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uv_shift_amt = 1 / 256
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# gather m_Shifts positions
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for shift in terrainData['m_Heightmap']['m_Shifts']:
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shift_index = shift['y'] + shift['x'] * 129
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indices.append(shift_index)
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v = bm.verts[shift_index]
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flags = shift['flags'] # bits: +X -X +Y -Y
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if flags & 0b1000: # +X
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v.co.x += shift_amt
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for uv in uvs_from_vert(uv_layer, v):
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uv.x += uv_shift_amt
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if flags & 0b0100: # -X
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v.co.x -= shift_amt
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for uv in uvs_from_vert(uv_layer, v):
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uv.x -= uv_shift_amt
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if flags & 0b0010: # +Y
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v.co.y += shift_amt
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for uv in uvs_from_vert(uv_layer, v):
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uv.y += uv_shift_amt
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if flags & 0b0001: # -Y
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v.co.y -= shift_amt
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for uv in uvs_from_vert(uv_layer, v):
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uv.y -= uv_shift_amt
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# apply triangulate modifier
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mod = grid.modifiers.new("Triangulate", 'TRIANGULATE')
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mod.quad_method = 'FIXED' # triangle orientation
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bpy.ops.object.mode_set(mode='OBJECT')
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bpy.ops.object.modifier_apply(modifier="Triangulate")
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bpy.ops.object.mode_set(mode="EDIT")
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bm = bmesh.from_edit_mesh(context.edit_object.data)
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bm.verts.ensure_lookup_table()
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# flip diagonally
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for v in bm.verts:
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tmp = v.co.x
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v.co.x = v.co.y
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v.co.y = tmp
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# flip normals
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for f in bm.faces:
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f.normal_flip()
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# select vertex chunks and separate
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verts = {}
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for x in range(129):
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for y in range(129):
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idx = y + x * 129
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v = bm.verts[idx]
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verts[idx] = v
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v.select = False
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for f in v.link_faces:
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f.select = False
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chunk_size = 8
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for x in range(128 // chunk_size):
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for y in range(128 // chunk_size):
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for i in range(x * chunk_size, x * chunk_size + chunk_size + 1):
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for j in range(y * chunk_size, y * chunk_size + chunk_size + 1):
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idx = j + i * 129
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v = verts[idx]
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v.select = True
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bm.select_mode = {'VERT', 'EDGE', 'FACE'}
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bm.select_flush_mode()
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bpy.context.tool_settings.mesh_select_mode = (False, False, True)
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bpy.ops.mesh.duplicate()
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bpy.ops.mesh.separate(type='SELECTED')
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bpy.ops.mesh.select_all(action='DESELECT')
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# delete main
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bpy.ops.object.mode_set(mode="OBJECT")
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bpy.ops.object.select_all(action='DESELECT')
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grid.select_set(True)
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bpy.ops.object.delete()
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# export
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bpy.ops.object.select_all(action='SELECT')
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name = terrainData['m_Name']
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outfile = f"{name}.fbx"
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bpy.ops.export_scene.fbx(filepath=os.path.join(outpath, outfile))
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if(clear):
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delete_all_objects()
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dongs = os.listdir(dongpath)
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for dongname in dongs:
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if not dongname.endswith("resourceFile"):
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continue
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assets = os.listdir(os.path.join(dongpath, dongname))
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for assetname in assets:
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if not assetname.startswith("CustomAssetBundle"):
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continue
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with open(os.path.join(dongpath, dongname, assetname), "rb") as f:
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outdir = os.path.join(outpath, dongname, assetname)
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os.makedirs(outdir, exist_ok=True)
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rip_terrain_mesh(f, outdir, True)
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